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SW Planets

This document provides credits and acknowledgments for a Star Wars roleplaying game conversion to the Savage Worlds system. It thanks the designers, playtesters, and support from Lucasfilm/Disney for use of the Star Wars intellectual property. It also includes a table of contents listing over 100 Star Wars planets that will be detailed within the conversion guide.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
123 views123 pages

SW Planets

This document provides credits and acknowledgments for a Star Wars roleplaying game conversion to the Savage Worlds system. It thanks the designers, playtesters, and support from Lucasfilm/Disney for use of the Star Wars intellectual property. It also includes a table of contents listing over 100 Star Wars planets that will be detailed within the conversion guide.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • New Hindrances and Edges: Details new gameplay hindrances and character edges within the game's universe.
  • New Rules: Introduces new rules for game scenarios such as atmospheric effects and gravity conditions.
  • Hyperspace Travel: Explains the mechanics of hyperspace travel within the game including the impact on gameplay.
  • Galactic Trade: Describes the trade routes and commodity exchanges within the game’s universe.
  • Planets: Provides an overview of planetary systems within the Star Wars Galaxy, detailing environment and key characteristics.

Credits

Star Wars for Savage Worlds Conversion by:


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

Special Thanks

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

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

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

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

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

Disney.

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

3
Table of Contents
New Hindrances and Edges......................6 Planets Starting with "I"..........................56
New Rules...................................................7 Iego...............................................................57
Galaxy Map...................................................9 Iktotch...........................................................58
Galactic Trade............................................12 Iol..................................................................59
Planets........................................................13 Iridonia..........................................................60
244 Core.......................................................14 Ithor..............................................................61
Planets Starting with "A".........................14 Planets Starting with "K".........................61
Alderaan.......................................................15 Kalee.............................................................62
Almas............................................................16 Kamino..........................................................63
Alpheridies....................................................17 Kashyyyk......................................................64
Altiria/ Anarris...............................................18 Kerkoidia.......................................................65
Arkania..........................................................19 Kessel...........................................................66
Planets Starting with "B".........................19 Klatooine.......................................................67
Bakura..........................................................20 Korriban........................................................68
Bastion..........................................................21 Kuat..............................................................69
Belnar...........................................................22 Planets Starting with "L"..........................69
Bespin...........................................................23 Lehon / Rakata Prime....................................70
Bestine IV......................................................24 Lok................................................................71
Bothawui.......................................................25 Planets Starting with "M".........................71
Planets Starting with "C".........................25 Malachor V....................................................72
Cadomai Prime..............................................26 Malastare......................................................73
Caamas.........................................................27 Manaan.........................................................74
Callos............................................................28 Mechis III.......................................................75
Cathar...........................................................29 Mon Calamari................................................76
Cato Neimoidia.............................................30 Munto Codru.................................................77
Cerea............................................................31 Mustafar........................................................78
Champala......................................................32 Muunilinst.....................................................79
Chandrila......................................................33 Planets Starting with "N".........................79
Cona.............................................................34 Naboo...........................................................80
Corellia..........................................................35 Nagi..............................................................81
Corulag.........................................................36 Nar Shaddaa.................................................82
Coruscant......................................................37 Nelvaan.........................................................83
Csilla.............................................................38 New Plympto.................................................84
Planets Starting with "D".........................38 Nizon.............................................................85
Dagobah.......................................................39 Nyriaan.........................................................86
Daluuj...........................................................40 Planets Starting with "O".........................86
Despayre......................................................41 Odryn............................................................87
Devaron........................................................42 Onderon........................................................88
Dorin.............................................................43 Ord Adinorr...................................................89
Draethos.......................................................44 O'reen...........................................................90
Durace..........................................................45 Ossus............................................................91
Duro..............................................................46 Planets Starting with "P".........................91
Dxun, Onderon Moon....................................47 Peragus II......................................................92
Planets Starting with "E".........................47 Phindar.........................................................93
Endor, The Forest Moon of............................48 Point Nadir....................................................94
Eriadu...........................................................49 Polis Massa....................................................95
Planets Starting with "F".........................49 Planets Starting with "R".........................95
Felucia...........................................................50 Ralltiir...........................................................96
Flashpoint.....................................................51 Raxus Prime..................................................97
Planets Starting with "G".........................51 Rodia.............................................................98
Gamorr..........................................................52 Ruusan..........................................................99
Geonosis.......................................................53 Ryloth............................................................100
Giaca.............................................................54 Planets Starting with "S".........................100
Glee Anselm..................................................55 Salliche.........................................................101
Planets Starting with "H".........................55 Sembla..........................................................102
Hoth..............................................................56 Skako............................................................103

4
Socorro.........................................................104

Don't be too
Sriluur...........................................................105
Sullust...........................................................106
Planets Starting with "T".........................106
Taris..............................................................107 proud of this
Tatooine........................................................108
Telerath.........................................................109
Telos IV..........................................................110
technologica
Telti...............................................................111
Teth...............................................................112 l terror
Thyferra........................................................113
Tirahnn..........................................................114 you've
Toydaria........................................................115

constructed.
Trandosha.....................................................116
Planets Starting With "U".........................116
Utapau..........................................................117
Planets Starting with "V".........................117 The ability
Veroleem.......................................................118
Volik..............................................................119
Planets Starting with "Y".........................119
to destroy a
Yavin 4..........................................................120
Planets Starting with "Z".........................120 planet is
Zeltros..........................................................121
Zonama Sekot...............................................122 insignifican
t next to
the power of
the Force.

5
New Hindrances

Zero-G Sickness (Major)


The lack of gravity makes this spacer hurl. He becomes dizzy
and throws up intermittently, causing an automatic level of
Fatigue when in zero-g and not restrained in some way. Zero-g
Fatigue can cause Incapacitation but not death, and is
recovered after one hour in any other type of gravity.

Zero-G Worlder (Major)


The character was born on a world with no gravity. He
subtracts 2 from all Strength rolls (including damage). This
stacks with the Negative Racial Ability Attribute Limit if the
character happens to have both.

New Edges

Astrogator
Requirements: Novice, Astrogation d6+
Either through natural talent or study this spacer understands
traveling in Hyperspace better then most
They add a +1 to all rolls they make having to deal with
entering, exiting or traveling thru Hyperspace.

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

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

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

6
New Rules
Atmosphere pressure is too low) must make a Vigor roll every round
Most major life forms breathe nitrogen, oxygen, or a (or minute or hour for less toxic environments, as
mixture of the two. Knowing what kind of atmosphere a determined by the GM) or suffer a Fatigue level that
planet contains and whether or not the air is can lead to death. Recovery is only possible when the
breathable is literally a matter of life and death. character receives air at standard pressure and one
Atmospheres are divided into five categories: Vacuum, Fatigue level is recovered every 10 minutes.
Thin, Normal, Dense, and Hazardous.
Vacuum: Vacuums contain little or no air or Gravity
atmosphere, meaning most organic beings must Space-based parties may visit everything from high-
breathe through artificial means (such as spacesuits). gravity worlds to drifting space hulks. Below are the
The lack of atmosphere also means pressure is game effects of traveling to these various
extremely low or nonexistent. This causes blood environments. All individuals suffer some physical
vessels to burst and lungs to rupture. If a character disorientation in gravities different than what they’re
doesn’t have a sealed suit (or it’s breached), he must used to. This inflicts a –2 penalty to Agility and Agility-
make a Vigor roll every round or suffer a wound from based skill rolls unless the character has the Gravitic
decompression. Acclimation Edge.
Thin: Thin atmospheres have little breathable oxygen, Characters also experience a higher Strength die,
and the pressure can cause physical trauma as blood speed, and jumping ability on planets with lower
vessels expand and rupture. Characters require gravity, and the reverse on those with higher gravity,
pressurized spacesuits to operate safely in Thin as shown on the Gravitational Effects Table.
atmosphere. Any breach of the suit forces the
individual to make a Vigor roll every minute to avoid Gravitational Effects
gaining a level of Fatigue (assuming there is at least Gravity Jump Str Pace
some breathable air). This can lead to death. The Super Heavy ×.5 –2 –4
victim recovers a Fatigue level every 10 minutes if Heavy ×.5 –1 –2
returned to standard atmospheric pressure.
Normal — — —
Normal: Earth-like atmospheres are said to be
Low ×2 +2 +2
“normal” and have no special effects. Atmospheres
Zero-G See Below +2 +4
between Normal and Thin or Dense may also exist. Use
whatever condition is closest, but failed Vigor rolls Zero-G Effects:
cannot lead to Incapacitation. Movement and combat in zero-g is tricky due to
Dense: Dense atmospheres have a higher pressure momentum and disorientation. Characters who roll a 1
than Earth and are almost as difficult to breathe in as on a physical Trait die while operating in zero-g lose
thin atmospheres. A being must wear some sort of control and tumble (–2 to all Trait rolls). They may
breathing apparatus or make a Vigor roll every 30 recover by making an Agility roll as a free action on any
minutes. Failure results in a level of Fatigue that can subsequent turn— assuming they have some way to
lead to Incapacitation but not death. Victims recover a stabilize.
Fatigue level every 10 minutes if returned to standard Characters who jump from a stable platform propel
atmospheric pressure. themselves at a Pace equal to their Strength in inches
Hazardous: The gaseous content of a Hazardous per round until they contact a larger object or apply
atmosphere does not support human life, regardless of thrust from another source. Physical attacks and shots
pressure. It may be high in carbon dioxide or made up from firearms (except lasers) push the firer backward
of more primeval gases like methane, hydrogen, and 1” away from the blast (2” with large caliber weapons
ammonia, as with Jupiter and other gas giants. or high melee damage rolls, GM’s call).
A character without a rebreather (or spacesuit, if the

7
Hyperspace Travel Most ships are equipped with proximity sensors and alerts that

Traveling through Space ain’t like dussting crops. It takes time will revert a ship back to real space before any collision can

and Energy and a good Navicomputer doesn’t hurt either. occur. In the result of an unplanned reversion to real space the

This supplement uses the following system and maps to figure pilot must make a Maneuvering roll at -4 to avoid hitting the

out Space Travel. As you can see on the Map each Quadrant or object. On a Success the object is avoided resulting in no

square is 1,500 Parsecs along each side. As would be travel damage to the ship. On a Failure the the Pilot must roll on the

from the center of a Quadrant to the center of the next Out of Control Table (pg 119 of The Swade Core Book) On a

Quadrant. Each Parsec takes just over 2 minutes (2.083333 to Critical Failure the ship collides with the Object. If this occurs

be exact). Each Quadrant takes roughly 12 hours to travel treat it as a Ramming Action (pg 116 of the Swade Core Book)

across. As the Galaxy is divided into a 28 x 28 grid it would except speed always does 8d6 damage. This damage is

take roughly 2 weeks to travel from one side to the other in a applied directly to the Ship and circumvents any Shields the

straight line assuming you have a clear path. However this is ship may have. Interdictor Star Destroyers or other man made

rarely if ever the case. Due to the fact that all objects in real Gravity Wells do not require this Maneuvering Roll as they

space create a gravity shadow in Hyperspace which effects project the Well in an area they are not themselves in. The

Hyperspace Travel these objects must be avoided as Ship does still revert to Real Space.

encountering a gravity well in Hyperspace is at the minimum a


jarring exit back to real space, at worst you and your ship and
everything and everyone on it is simply vaporized.

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

a buyer who will take it all for half. The roll may only be
attempted once per week. Reduce the offer by 25% for Fuel: Low tech fuels such as oil or groundcar fuel. $2000
damaged equipment (GM’s call), or each wound on a captured Also covers common chemicals
vessel, walker, or vehicle. Wrecked craft are worth a flat 10%
of their list value.
Industrial Parts: Large industrial machinery or $1500
Trade
components, street lamps, generators, heating and
Trade goods are relatively mundane cargoes such as food, ore,
cooling units
timber, or raw materials. More exotic cargoes should be
customized by the Game Master. Trade goods are measured in Manufactured Goods: Low-end electronics, $800
“cargo spaces” of 5 tons each. The base value of each cargo furniture, books, housewares, sporting goods
space worth of goods depends on what kind of good it is, as
shown on the Commodities Table.
Medical Supplies: Bacta, Synthskin, medkits, $8000
Setting Rules
sanisprays
The actual value depends on local supply and demand, as
determined by the Supply and Demand Table. Successful
Ore: Common ores such as coal, copper, lead, or $1400
traders buy goods in plentiful supply and resell them
iron
where they are in high demand. When the group heads to a
new world, System, Sector, or Region the Game Master can roll
on the Demand Table to see the value of each category. Roll Technology: High end consumer goods such as vid- $1800
once for each type of commodity and record the result. Buying screens, Com systems, computers, datapads,
from a world with no demand and selling it on another with music projectors
high demand can be extremely profitable. A Planets Major
Timber: Pre-cut into various sheets and boards $800
Export will always have between None to Normal demand on
that planet. While its Major Imports are always High to
Desperate demand on that planet.
Vehicle Parts: Repulsor Units, engines, steering $5000
d20 Demand
units, internal components
1-2 None: The commodity is plentiful and worth half it's
listed value
3-5 Low: The commodity is worth 75% of its listed value Starship Parts: Hyperdrive components, $10000
6-12 Normal: The commodity is worth its listed value motovators, navicomputers, engine components

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

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


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

12
PLANETS
The Star Wars Galaxy has thousands of Known Systems in it Kamino, to thick arboreal rainforests, such as Kashyyyk and
with Planets (With New Systems being Discovered as needed). Felucia. Some planets, such as Hoth, were completely frozen,
A planet, often called a world, was a celestial body that was in while other planets, such as Nelvaan, were experiencing an ice
orbit around a star, was neither a binary star nor a moon, and age. Some planets, like Geonosis, Korriban, and Tatooine, were
had cleared out the area around its orbit as it formed by completely barren and desolate, covered in little more than
causing all other smaller bodies in its orbit to accrete with it. rock and sand; others, such as Coruscant and Taris, became an
As a consequence, it would not share its orbital region with any ecumenopolis, in which the entire planetary surface was
other bodies of significant size, except for moons or those covered by one gigantic city. Many planets, like Dantooine,
collected later under its gravitational influence. Naboo, Alderaan, and Corellia, contained a mix of landscapes,
Overview with various continents, oceans, and mountains. Most life-
Two types of planets existed in the galaxy: gas giants and bearing planets had primarily nitrogen- and oxygen-based
terrestrial rocky worlds. Moons orbiting gas giants and other atmospheres, though some, such as Dorin, Gand, and Skako,
rocky worlds were usually not considered planets, even though had unique atmospheres to which their native life forms had
they could be larger or more populated than other planets. adapted. Gas giants, planets made up of primarily gaseous
However, Zonama Sekot was considered to be both at different layers, were rarely inhabited, though they were sometimes
time periods due to its unique mobile nature. used for resource collection (such as the Tibanna gas
Some planets, like Balnab, were still going through stages of operations on Bespin). Some planets had a large collection of
organic development. Depending on the tilt of its axis, a planet space debris orbiting them, referred to as "rings." These rings
might have had varied seasons with changing temperatures ranged from being thin to being expansive. The Following
and weather, affecting its habitability. Planets were extremely collection of Planets while incomplete provides a wide variety
varied in terms of environmental conditions and landscape, for use. New Planets and Systems can be created and added to
ranging from completely oceanic, such as Manaan, Dac, and the Galaxy Map as the GM requires.

13
244 Core
Region: The Unknown Regions Length of Year: 244 Local Days
Quadrant: H15 (Not Shown on Map) Sapient Species: 10% Human, 30% Near-
Climate: Arid Human, 60% Other Species
Atmosphere: Thin Government: Corporate
Gravity: Heavy Capital: Relaali Zone One
Common Hazards: Meteorite Storm, Major Exports: Precious Metals, Raw Ore
Meteor Shower Major Imports: Foodstuffs, Manufactured
Moons: 2 Moons, 3 Major Companion Items, Technology
Asteroid Clusters
Length of Day: 32 Standard Hours

Points of Interest Adventure Hooks


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

14
Alderaan
Region: The Core Government: Elected Monarchy (25053-
Quadrant: M12 3653 BBY), Self-Declared Monarchy (3653-
Climate: Temperate 3643 BBY), Constitutional Monarchy (3643-10
Atmosphere: Normal BBY)
Gravity: Normal Capital: Aldera
Moons: 1 Major Exports: Wine, Art, Luxury Goods
Length of Day: 24 Standard Hours Major Imports: Manufactured Goods,
Length of Year: 364 Standard Days Electronics
Sapient Species: 95% Human, 5% Other
Species (Killik population unknown)

Points of Interest Adventure Hooks


Keep in mind that Alderaan is Destroyed during 0BBY by the
Another Chance Death Star
Another Chance, is an immense armory ship loaded with the Into the Graveyard
planet's superweapons and defense ordnance, and programed The players intercept a message that tells of a new discovery
to perpetually jump through Hyperspace until recalled in some in the Alderaan system — in the ruins of the planet itself! The
time of future crisis. Royal Palace of Alderaan has been found within a huge
asteroid, still mostly intact, and its as-yet-unopened interior
The Castle Lands may hold the fate of the Royal Household. However the entire
The Castle Lands, a popular site for meditation and inspiration, story has been staged by the Empire as a trap. But more than
largely consist of the remaining burial mounds of The Killik just the players are flying blindly into the Graveyard. Others
Colony from hundreds of years ago. want the treasures rumored to be stored in the Palace,
including a group of persistent salvagers. However, there is
King's Pass another secret waiting to be discovered in the depths of the
King's Pass was a ravine located on the planet of Alderaan that Royal Palace.
was the site of a decisive battle between the warring families
thousands of years prior to the noble houses creation of the Another Chance Found
Alderaanian parliament. After the Clone Wars, after Alderaan accepted its new pacifist
policies, the Council of Elders had to decide what to do with
Lerantha Dam the stockpile of weapons Alderaan had built during the time of
The Lerantha Dam was a dam located in the Kaamos Territory conflict. While the public believed that the massive armament
on Alderaan that held back Lerantha Lake. was destroyed, the Elders feared that someday they would
again need to defend their world and their galaxy from some
The Graveyard as-yet-unnamed evil. They reconstructed one of the huge
The Graveyard was the leftover remnants of the planet of Alderaan war ships, turning much of its interior into an
Alderaan after its destruction by the first Death Star. armory. Then they placed Droids within the vessel to maintain
Many Alderaanian Exiles perform a private ceremony called it, and programmed its nav computers to constantly jump
the Returning, wherein they will shoot capsules filled with gifts through hyperspace until called to return to Alderaan. With the
for their friends and family. Some Alderaanians, who call Planets Destruction the Ship continues to jump randomly
themselves the Guardians, patrol the Graveyard to prevent waiting for a call that will never come.
pirates from stealing the capsules. These Alderaanians are The Players either discover the control room in the Royal
held in rather high regard among the exiles. Palace or encounter the Ship randomly during a jump.
In the months after the destruction of Alderaan, Imperial
agents often lay in wait for ships performing a Returning ritual.
They boarded the ships and arrested the passengers and crew.

15
Almas
Region: The Expansion Region Length of Year: 5,547 Local Days
Quadrant: P18 (Not Shown on Map, Near Sapient Species: 66% Human, 14% Tarasin,
Cularin) 20% Other Species
Climate: Desolate wasteland, temperate Government: None
kaluthin grasslands Capital: Forard (Abandoned)
Atmosphere: Thin (Wastelands) ; Dense Major Exports: None
(Grasslands) Major Imports: None
Gravity: Normal
Moons: 1 (Dorumaa)
Length of Day: 38 Standard Hours

Points of Interest Adventure Hooks


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

Wastelands Desert Cries


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

16
Alpheridies
Region: The Expansion Region 7% Alpheridian (Native), 3% Other Species
Quadrant: O10 (Not Shown on Map, Near Government: Oligarchy
Cartao) Capital: None
Climate: Cool Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: None
Length of Day: 21 Standard Hours
Length of Year: 450 Local Days
Sapient Species: 90% Miraluka (Native),

Points of Interest Adventure Hooks


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

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

17
Altiria/Anarris
Region: The Unknown Regions Anarrian (Native), 2% Other Species
Quadrant: F16 (Not shown on Map) Government: Representative Democracy
Climate: Temperate (Altiri), Dictatorship (Anarrian)
Atmosphere: Normal Capital: Cerdana (Altiri), Rastar (Anarrian)
Gravity: Normal Major Exports: Foodstuffs, Medicine
Common Hazards: Forgotten Minefield Major Imports: Technology, Weapons
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 336 Local Days
Sapient Species: 49% Altiri (Native), 49%

Points of Interest Adventure Hooks


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

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

Points of Interest Adventure Hooks


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

19
Bakura
Region: Wild Space Government: Bakuran Senate
Quadrant: G21 Capital: Salis D'aar
Climate: Temperate Major Exports: Namana, Raw Materials,
Atmosphere: Normal Repulsorlifts
Gravity: Heavy Major Imports: Medicine, Technology
Moons: 2
Length of Day: 23 Standard Hours
Length of Year: 302 Local Days
Sapient Species: 95% Human, 5% Kurtzen
(Native)

Points of Interest Adventure Hooks


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

20
Bastion
Region: The Outer Rim Government: Local Warlords (before 18
Quadrant: M3 BBY) ; The Inquisitors "Bastion
Climate: Temperate Templars" (from 4 ABY - 137 ABY) ; The Fel
Atmosphere: Normal Empire (After 137 ABY)
Gravity: Normal Capital: Sartinaynian City
Moons: 3 Major Exports: Military Supplies
Length of Day: 24 Standard Hours Major Imports: Foodstuffs, High Technology,
Length of Year: 363 Local Days Luxury Goods
Sapient Species: 94% Human, 6% Other
Species

Points of Interest Adventure Hooks

Ravelin Smuggler her Where..


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

The Moff Assembly Hall


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

21
Belnar
Region: The Colonies Other Species
Quadrant: M12 (Not Shown on Map, Near Government: Colonial Democracy
Hok) Capital: Belnar City
Climate: Temperate Major Exports: Luxury Items
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: None
Length of Day: 23 Standard Hours
Length of Year: 347 Local Days
Sapient Species: 98% Khil (Native), 2%

Points of Interest Adventure Hooks

Belnar City Down on the Farm


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

22
Bespin
Region: The Outer Rim Ugnaught, 6% Lutrillian, 18% other Species
Quadrant: K25, XII Government: Guild
Climate: Temperate (in the Life Zone) Capital: Cloud City
Atmosphere: Normal (in the Life Zone), Major Exports: Tibanna Gas, Tourism, Cloud
Hazardous (outside the Life Zone) Cars
Gravity: Normal Major Imports: Foodstuffs, Technology
Moons: 2
Length of Day: 12 Standard Hours
Length of Year: 5,110 Standard Days
Sapient Species: 68% Human, 8%

Points of Interest Adventure Hooks


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

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

23
Bestine IV
Region: The Inner Rim Government: Informal Council
Quadrant: L18 Capital: Barlata
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Raw Materials, Technology
Gravity: Normal
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 680 Local Days
Sapient Species: 97% Human, 3% Other
Species

Points of Interest Adventure Hooks

Island Spires
The Island Spires of Bestine IV were large rock formations that
thrust out of the planet-wide ocean. These were the homes of
the residents of Bestine IV, who struggled for years to turn
them into island paradises.

Barlata
Barlata was a settlement built inside an algae-rimmed lava
tube on the planet Bestine IV

Gasha
Gasha was a settlement that floated upon the ocean surface of
Bestine IV

Jahnae Camp
Jahnae Camp was a settlement on Bestine IV that was perched
on a jutting island spire of rock that protruded out into
Bestine's primary ocean.

Tusken (island)
Tusken was an island on Bestine IV. Fort Tusken on Tatooine was
named after it.

Juggerhead
Juggerhead was the code-name of the Imperial-owned naval
yards at Bestine IV which were the secret site of research and
development on the TIE torpedo

24
Bothawui
Region: The Mid Rim Government: Bothan Council
Quadrant: R18 Capital: Drev'starn
Climate: Temperate Major Exports: Information, Technology
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: 3
Length of Day: 27 Standard Hours
Length of Year: 351 Local Days
Sapient Species: 98% Bothan (Native), 1%
Human, 1% Other Species

Points of Interest Adventure Hooks

Institute for Quantitative Studies


The Institute for Quantitative Studies was a school of higher
learning located at the gas giant Bothawui. Merei Spanjaf put
in an application to attend this school before ultimately
deciding to attend the Vocational School for Institutional
Security instead. Palal Seedia, who later rose to rank of
lieutenant in the Galactic Empire's 204th Imperial Fighter Wing,
studied at the Institute for Quantitative Studies

Fervse'dra asteroid belt


The Fervse'dra asteroid belt was located within Bothan Space
of the regions known as the Mid Rim Territories and the Slice.
Located around the planet Bothawui, the asteroid belt was
situated in grid square R-18 and retained several passable
zones, such as zones six, five, four and three.

Zone six
Zone six was an expanse of the asteroid field that surrounded
the planet Bothawui in the Mid Rim. Zone six was located next
to zone five.

Zone five
Zone five was a part of the Fervse'dra asteroid belt around the
planet of Bothawui.

Zone four
Zone four was a portion of an asteroid field, which surrounded
the Mid Rim world of Bothawui, located between zone five and
zone three.

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

25
Cadomai Prime
Region: The Outer Rim 1% Other Species
Quadrant: S3 (Not Shown on Map, Near Government: Republic
Bonadan) Capital: Brella
Climate: Tundra Major Exports: Art
Atmosphere: Normal Major Imports: Foodstuffs, Raw Materials
Gravity: Normal
Moons: 1
Length of Day: 27 Standard Hours
Length of Year: 405 Local Days
Sapient Species: 99% Snivvians (Native),

Points of Interest Adventure Hooks


You should review the effects of the Cold Hazard when
Brella planning an adventure on this Planet.
Brella was the capital city of the planet Cadomai Prime

Chevram
The Chevram was the ruling council on the planet Cadomai
Prime, as part of the world's participatory democracy. A new
Chevram was elected every twelve years, with a new executive
officer, chosen purely on artistic skill, being appointed every
year.

Cadomai Art Institute


The Cadomai Art Institute was an institution on Cadomai Prime
where the painter and sculptor Janyor of Bith graduated.

University of Cadomai
The University of Cadomai was a university on the planet
Cadomai Prime.

Transnovels
Transnovels were written by the Snivvians of Cadomai Prime
and were renowned throughout the galaxy. Artistic
combinations of words and images that told a story while being
displayed, which the Snivvians usually created during their
periods underground every winter During the reign of the
Galactic Empire, they were monitored by the COMPNOR
Coalition for Progress' Art group

26
Caamas
Region: The Core 14% Ithorian, 6% other
Quadrant: L12 None (After Imperial Orbital Bombardment)
Climate: Temperate to Arctic Government: Representative Democracy,
Atmosphere: Normal, Thin (After Imperial None (After Imperial Bombardment)
Bombardment) Capital: None
Gravity: Normal Major Exports: Foodstuffs, None (After
Moons: 0 Imperial Bombardment)
Length of Day: 25 Standard Hours Major Imports: None
Length of Year: 375 Local Days
Sapient Species: 80% Caamasi (Native),

Points of Interest Adventure Hooks


Caamas was a highly populated and marsh-covered Core World You should review the effects of Thin Atmosphere when
in the Cirius system, the second planet orbiting the star Cirius. planning an adventure on this Planet after the Bombardment.
It was notable for the devastation it suffered during an Imperial
orbital bombardment which destroyed its ecosystem and
nearly wiped out the native Caamasi.

Refuge City
Refuge City was a city established by a Caamasi Remnant
community on Caamas during the time of the New Republic. In
a large crater 70 miles south of the city was a Bothan salvage
operation, Bothan Debris, Incorporated, which worked to
recover any equipment or materials that might have survived
the destruction of the planet.

Thornsniper plant
The thornsniper plant was a carnivorous plant that evolved in
the mutated wilderness of Caamas' alien jungle. Thornsnipers
were shrubs with woody branches and broad leaves radiating
off a short, thick trunk. The leaves were covered with
thousands of long thorns. The plant's extensive but shallow
root system surrounded the trunk in a rough circle and could
reach up to 10 meters in diameter. The roots were sensitive to
vibration. When the plant sensed footfalls within its root radius,
it fired volleys of thorns in the direction of the vibrations. The
thorns were not poisonous, but in large numbers could be
lethal or at least incapacitating, and the plant's volleys lasted
for several seconds to maximize the chances of killing its prey.
Creatures killed over the roots nourished the plant as they
decomposed. Perversely, thornsniper plants often preyed on
predators, as one decomposing creature would often attract
scavengers.

27
Callos
Region: The Outer Rim Sapient Species: 98% Callosians, 2% other
Quadrant: M23 (Not Shown on Map, Near None (After Imperial Orbital Bombardment)
Sullust) Government: None
Climate: Tropical, Arctic (After Imperial Capital: None
Bombardment) Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 3
Length of Day: 29 Standard Hours
Length of Year: 296 Local Days

Points of Interest Adventure Hooks


Callos was a planet of the Brema sector in the Outer Rim You should review the effects of the Cold Hazard when
Territories. It was once teeming with animal and plant life, until planning an adventure on this Planet after Bombardment.
it was devastated by the Galactic Empire in 3 BBY.

Clawfish Roaming Auction of Illicit and Illegal Weaponry


"Ladies, gentlemen, womp rats, bounty hunters, tyrants, kings
and worse! The Clawfish Roaming Auction of Illicit and Illegal
Weaponry is proud to present… the Venomator!"
―Clawfish
The Clawfish Roaming Auction of Illicit and Illegal Weaponry
was a black market operation run by outlaw tech Clawfish.
In around 20 BBY, the organization tried to sell the Venomator
to the highest bidder on the planet Callos.

Bombing of Callos
"Callos was like this [Felucia]: overgrown, teeming with life.
And we razed the planet. It's a dead world now."
―Juno Eclipse remembering her role in the event
The Bombing of Callos, also known as the Battle of Callos, was
fought early in the history of the Galactic Empire.
Once the military objective had been neutralized, Captain Juno
Eclipse was ordered to continue the assault. Eclipse protested,
saying that maintaining the bombardment would amount to
genocide, since Callos was already defenseless. Vader offered
her an alternative, stating that if she disabled Callos's
planetary reactor, he would consider the mission complete.
Aftermath

28
Cathar
Region: The Expansion Region Other Species
Quadrant: N8 (Not Shown on Map, Near Government: Tribal
Dathomir) Capital: None
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Luxury Goods. Technology
Gravity: Normal
Moons: 1
Length of Day: 24 Standard Hours
Length of Year: 259 Local Days
Sapient Species: 99% Cathar (Native), 1%

Points of Interest Adventure Hooks

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

29
Cato Neimoidia
Region: The Colonies Capital: Zarra
Quadrant: L14 Major Exports: Droids, Foodstuffs,
Climate: Temperate and Moist Technology
Atmosphere: Normal Major Imports: Labor, Ore
Gravity: Normal
Moons: 2
Length of Day: 25 Standard Hours
Length of Year: 278 Local Days
Sapient Species: 100% Neimoidian
Government: Federation

Points of Interest Adventure Hooks

Zarra
Zarra was the capital city of the planet Cato Neimoidia. During
the Imperial Era, Bandit Billie stole the contents of Tobias
Beckett's pack, including the Smuggler's Guide, from him in
Zarra.

Bridge cities
Bridge cities were opulent, gilded cities suspended above of
the surface of Cato Neimoidia, a Neimoidian colony world, by
massive rock formations which were home to the jeweled
palaces of the Trade Federation's barons

Great Vaults of Cato Neimoidia


The Great Vaults of Cato Neimoidia, formerly known as Lott
Dod's palace. It was located on a bridge city on Cato
Neimoidia. Following Dod's death during the Clone Wars, the
palace was turned into a vault where individuals from all
sectors across the galaxy kept some of their most precious
possessions for safekeeping. Lor San Tekka was arrested after
attempting to steal an artifact from one House Maccon's vaults.

Reya's palace
A palace was owned by Baron Reya on the planet Cato
Neimoidia. It was located next to the Great Vaults of Cato
Neimoidia, formerly the palace of Lott Dod. General Leia
Organa traveled to the palace to place old clothing that
belonged to her mother, Padmé Amidala, in Reya's vaults for
safekeeping.

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

30
Cerea
Region: The Mid Rim Population: 450 Million
Quadrant: I21 Government: Council of Elders
Climate: Temperate Capital: Tecave
Atmosphere: Normal Technology Level: Interplanetary
Gravity: Normal (Industrial)
Moons: 1 Major Exports: Foodstuffs
Length of Day: 27 Standard Hours Major Imports: Technology
Length of Year: 386 Standard Days
Sapient Species: 98% Cerean (Native), 1%
Human, 1% Other Species

Points of Interest Adventure Hooks

Tecave City
Tecave City (pronounced /tɛ'kɑve/) was the capital city of
Cerea. Notable for its ornamented, architecturally distinctive
buildings, Tecave City shared its name with the Tecave plant.
The one deviation from the semi-tall buildings that
characterized the city was the structure that housed the
Council of Elders; a massive, metallic edifice seemingly
overgrown with vegetation.

Outsider Citadel
As part of an agreement with the Galactic Republic and the
Council of Elders, several Outsider Citadels were built to house
non-Cerean immigrants and visitors. The Citadels were
enormous buildings that each housed an entire city, and were
among the few locations where non-Cerean technology was
allowed. They featured high density housing such as the
Restwell Sleep Station where sentients were packed into
sleeping boxes much like a contemporary morgue. The
concentration of polluting technology and the relative lack of
space caused some Citadels to devolve into environmentally
contaminating and overpopulated ghettos. Jedi Master Ki-Adi-
Mundi was strongly opposed to these citadels, because of their
low quality environment. He felt that they were out of harmony
with nature, as opposed to the Cerean capital Tecave City.
Crime was rampant, despite the supervision of Cerean police
forces.

31
Champala
Region: The Inner Rim Species
Quadrant: M11 (Not Shown on Map, Near Government: "Democracy" (Under Imperial
Bogden) Rule)
Climate: Temperate Capital: Tidros
Atmosphere: Normal Major Exports: Luxury Goods
Gravity: Normal Major Imports: Technology
Moons: 3
Length of Day: 27 Standard Hours
Length of Year: 318 Local Days
Sapient Species: 99% Chagrian, 1% Other

Points of Interest Adventure Hooks

History
Civilization on Champala originated in these long strips of
coastline, where sea levels fluctuated wildly with the tides.
Buildings in these ancient cities were entirely submerged at
high tide, and Chagrians swam between them. Some multi-
story buildings were not equipped with staircases or elevators
at all; inhabitants simply waited until high tide, then swam to
higher floors. Many cities on Champala are built both on land
and under the oceans, with the two connected by tunnels and
sealed tubes. Those who cannot breathe in water must be
careful not to go to submerged zones without a proper
breathing apparatus. Some Chagrian cities on Champala are
nearly fully submerged during high tides. Once the Chagrians
made contact with other species, they constructed starports
and trade cities on high plateaus accessible by aircar.

Tidros
Tidros was the capital city of the planet Champala, homeworld
of the sentient Chagrian species. Like all Chagrian settlements,
it was built within a tidal zone of one of the planet's oceans,
meaning it was regularly entirely submerged by rising tides.
The only part of the city designed to remain above water at all
times was its spaceport.

Logue Rock
Logue Rock was a sacred site on Champala, from which many
Chagrians believed their revered deity-ruler Aram Acheron
would emerge to lead his people to victory over their enemies.

32
Chandrila
Region: The Core Government: Chandrilian House
Quadrant: L12, III Capital: Hanna City
Climate: Temperate Major Exports: Foodstuffs
Atmosphere: Normal Major Imports: High Technology
Gravity: Normal
Moons: 2
Length of Day: 20 Standard Hours
Length of Year: 368 Standard Days
Sapient Species: 96% Human, 4% Other
Species

Points of Interest Adventure Hooks

Brionelle Memorial Military Academy


The Brionelle Memorial Military Academy was established to
supplement the planet Chandrila's Defense Fleet, and was
responsible for training nearly all of the fleet's officers.

Crystal Canyons
The Crystal Canyons of Chandrila were an enormous gallery of
natural formations made out of rock and crystals, which formed
a tight trench, with an abyss below it. The caverns were the
site of the burial of the third Barsen'thor of the Jedi Order.
Some bridges and gaps were made to connect the two sides of
the trench, and statues had also been made there.

Gladean State Parks


The Gladean State Parks were a group of parks on the planet
Chandrila known for their beautiful gardens, which were
beloved throughout the galaxy.

Hanna Institute of Antiquities


The Hanna Institute of Antiquities was a museum and
university located in Chandrila's capital, Hanna City.

Hanna City
Originally founded as a fishing village, the city was located on
the edge of the Silver Sea and contained the Hanna Institute of
Antiquities. On the city's north side was the Brionelle Memorial
Military Academy. Just outside the city was the Hanna Wild
Game Reserve.

33
Cona
Region: The Inner Rim 40% Other Species
Quadrant: O14 (Not Shown on Map, Near Government: Hive Collective
Manaan) Capital: Tylcarros
Climate: Arid/Jungle Major Exports: Chemicals, Metals, Minerals
Atmosphere: Hazardous Major Imports: Water
Gravity: Normal
Moons: 1
Length of Day: 28 Standard Hours
Length of Year: 298 Local Days
Sapient Species: 60% Arcona (Native),

Points of Interest Adventure Hooks


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

34
Corellia
Region: The Core Government: Monarchy (25200-312 BBY),
Quadrant: M15, VIII Constitutional Monarchy (312-150 BBY),
Climate: Temperate Corporate Diktat (150 BBY-12 ABY),
Atmosphere: Normal Democratic New Republic Governorship (12-
Gravity: Normal 33 ABY)
Moons: 3 Capital: Coronet City
Length of Day: 25 Standard Hours Major Exports: Alcohol, Starships,
Length of Year: 329 Standard Days Agricultural Goods
Sapient Species: 60% Human, 20% Major Imports: Luxury Items, Raw
Selonian, 20% Drall Materials,Weaponry

Points of Interest Adventure Hooks

Corellian Security Force Academy Groola's Place


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

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

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

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

35
Corulag
Region: The Core Government: House of Citizens
Quadrant: L12, III Capital: Curamelle
Climate: Temperate Major Exports: High Technology, Luxury
Atmosphere: Normal Goods, Foodstuffs
Gravity: Normal Major Imports: Raw Materials
Moons: 3
Length of Day: 25 Standard Hours
Length of Year: 371 Standard Days
Sapient Species: 98% Human, 2% Other
Species

Points of Interest Adventure Hooks

North Kallis Stealth is better then gunfire


North Kallis was a small continent that was located in the A high-ranking Imperial officer is taking an extended vacation
southern hemisphere of the planet of Corulag. The continent on Corulag. Local Alliance cells recognize a prime opportunity
was covered in impenetrable forests of Corulag bamboo. North to hurt the Empire by taking out one of its most experienced
Kallis contained a number of enclaves that were home to officers. The heroes are tasked with gaining entrance to
Corulag's few non-Human communities. Curamelle so that they can either assassinate or capture the
officer.
Curamelle
Curamelle was the capital city of Corulag. It was home to the Sienar Prototypes
Corulag Academy, an Imperial military academy. If they players can get access to the code cylinder of a high
A wing of TIE Fighters was based here to protect the Sienar ranking official perhaps they can infiltrate the Advanced
Advanced Research Division, just North of the city. Research Division and discover the plans for a new TIE
Prototype or shuttle before it is released
Sienar Advanced Research Division
The Sienar Advanced Research Division was a sprawling
installation located several kilometers north of Curamelle, the
capital city of Corulag. Sienar Fleet Systems used this
installation to design, build, and test TIE prototypes. Security at
this location was tight, and a wing of TIE/LN starfighters based
out of Curamelle guarded the airspace above it. Residents of
the area occasionally saw odd-looking starfighters flying from
this installation. Students of the nearby Dammon University
who were foolish enough to describe these strange sightings on
the galaxywide newsnet disappeared soon after making their
reports.

Royal Galaxy Hotel


The Royal Galaxy Hotel was a hotel in Curamelle on Corulag.
Located in Curamelle's tallest building.

36
Coruscant
Region: The Core Government: Republic or Dictatorship
Quadrant: K12, II (Depending on Era)
Climate: Temperate (Urban) Capital: None
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Medical Goods
Moons: 4
Length of Day: 24 Standard Hours
Length of Year: 368 Local Days
Sapient Species: 78% Human (Native),
22% Other Species

Points of Interest Adventure Hooks

Jedi Temple Jedi Temple


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

Sector 943 And None Shall Pass


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

Great Western Sea Outbreak


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

37
Csilla
Region: The Unknown Regions Government: Oligarchy (The Chiss
Quadrant: G11 Ascendancy)
Climate: Frozen Capital: Csaplar
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Luxury Goods
Moons: 3
Length of Day: 25 Standard Hours
Length of Year: 462 Local Days
Sapient Species: 99% Chiss (Native), 1%
Other Species

Points of Interest Adventure Hooks


You should review the effects of the Cold Hazard when
Csaplar planning an adventure on this Planet.
Csaplar was the capital city of the planet Csilla and the Chiss
Ascendancy. Csaplar was the center of the Chiss government,
containing House Palace, the Expeditionary Library, the
parliament, the headquarters for the Chiss Expansionary
Defense Force, and the four ruling families. Csaplar was
connected to every location of Csilla through an underground
system of tubes.

Expeditionary Library
The Expeditionary Library was a massive underground library
located under the ice of the Chiss Ascendancy's capital planet
of Csilla. The library contained the documents and works
produced from the Chiss Expansionary Defense Force's
exploration of the Unknown Regions
Ac'siel
Ac'siel was a city on the planet Csilla and the Chiss
Ascendancy. It was one of the largest cities found under the ice
on Csilla.

Chiss Expansionary Defense Fleet headquarters


The Chiss Expansionary Defense Fleet had a headquarters in
Csaplar, the capital city of the planet Csilla, itself the capital of
the Chiss Ascendancy.

Convocate Hall
The Convocate Hall was a structure located in Csaplar, the
capital of the Chiss Ascendancy that was used for meetings of
the Chiss Syndicure. The March of Silence was located in the
Convocate Hall, and was so named because the Hall's design
made it difficult for more than five people to hear a
conversation at one time

38
Dagobah
Region: The Outer Rim Government: None
Quadrant: N25 Capital: None
Climate: Swamp Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 1
Length of Day: 23 Standard Hours
Length of Year: 341 Local Days
Sapient Species: 99% Hepsalum Tash
(Native), 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of Dim Illumination when
Dark Side Cave planning an adventure on this Planet.
The Dark Side Cave was located deep in the equatorial swamps
and contained a vergence in the Force as well as the apparition Hunters
of a dark jedi. A focal point for the dark side of the Force, the Duanna Falos has developed a reputation as a fearless hunter-
cave challenged the perceptions of anyone who entered into its no creature is too intimidating for her. She sees the terrible
depths. Drawing visitors in, they often experienced visions of beasts of Dagobah as a true challenge to her skill and hires the
the past, future, or possible futures. Any Force User who enters heroes to take her on a hunt. However, accidents plague the
the cave, must make a Use Force roll at -2, with an additional expedition from the start. The heroes soon realize that
-1 per Darkside Point they have. On a Success they resist the someone within Duanna's entourage is trying to kill her. Is it
Darkside and suffer no ill effects from being in the Cave but her put-upon Mon Calamari servant? Her bodyguard, who
recieve no Vision. Success with a Raise grants them a single happens to be a jealous former lover? Her current lover, who
Vision. also happens to be her political rival? Can the heroes keep
On a Failure they suffer from Darkside Sickness (A Chronic Duanna alive long enough to receive the extravagant sum they
Disease Pg 126 in the SWADE Core book), on a Crit Failure were promised? Or will the murderer arrange for accidents to
they also 1d4 wounds as well. befall everyone on the expedition to ensure their silence?

Visions: Draw a Card


Clubs: The Players vision is dark and negative and not clear at
all and offers no useful information.
Diamonds: The Players vision is cloudy but does offer minor
useful information.
Hearts: The Players vision is clear and offers major useful
information.
Spades: The Players vision is about something completly
different then what they entered the cave to learn about.

Yoda's hut
Yoda's hut was both the home and final resting place of Yoda,
Grand Master of the Jedi Order.

39
Daluuj
Region: The Outer Rim Vong, 6% Other Species
Quadrant: T15 (Not Shown on Map, Near Government: The Galactic Empire
Barab 1 ) Capital: Oldranai
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, Luxury Goods,
Gravity: Normal Technology
Moons: 2
Length of Day: 28 Standard Hours
Length of Year: 391 Local Days
Sapient Species: 88% Human, 6% Yuuzhan

Points of Interest Adventure Hooks

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

Rebellion era
The Rebel Alliance suffered a defeat here sometime prior to the
Battle of Hoth.

Legacy era
After the Yuuzhan Vong War, many Yuuzhan Vong relocated to
Daluuj, taking advantage of its breathable atmosphere. The
Empire of Darth Krayt maintained only a small presence on the
planet.

40
Despayre
Region: The Outer Rim Calamari, 10% Human, 10% Other Species
Quadrant: M7 (Not Shown on Map, Near Government: Imperial Governor
Generis ) Capital: None
Climate: Tropical Major Exports: Starships
Atmosphere: Normal Major Imports: Slaves, Starship
Gravity: Normal Components
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 368 Local Days
Sapient Species: 60% Wookiee, 20% Mon

Points of Interest Adventure Hooks


Despayre, originally Horuz, was a penal/slave world in the
Horuz system and the place where the first Death Star was
constructed and completed, after being relocated many times
to avoid Rebel saboteurs and Intelligence.

History
Early history
The planet was first colonized between 15,000 BBY to 8000
BBY, sometime between the Kymoodon Era and Rianitus Period.
The shipyard that created the Galactic Empire's ultimate
weapon became the center of the Imperial war machine when
construction was moved from Geonosis to Despayre.
Components from almost all major corporations of the galaxy
were sent to this planet, and labor was found on the penal and
slave colonies below. Grand Moff Wilhuff Tarkin visited the
system on many occasions to oversee the construction,
bringing with him Imperial enslaved Wookiees from Kashyyyk
of the Kashyyyk system, shortly after the Empire's formation.

The Destruction of Despayre


Despayre itself would also be, in a sense, "executed." Tarkin
decided to celebrate the completion of his battle station by
testing its superlaser weapon on Despayre, destroying the
planet, shortly before they destroyed Alderaan, which took
three waves. One of his close advisers and officers, Admiral
Conan Antonio Motti, attempted to point out the potential
political fallout from such an action. Tarkin refused to hear it; to
him, the population of the planet consisted of nothing more
than numerous Imperial alien slaves and condemned criminals
sentenced for life, none of whom would ever be returning to
civilization, and all of whom constituted an unnecessary burden
on Imperial troops and resources.

41
Devaron
Region: The Colonies Capital: Montellian Serat
Quadrant: M17 Major Exports: Hyperdrive Technology
Climate: Temperate Major Imports: High Technology, Luxury
Atmosphere: Normal Items
Gravity: Normal
Moons: 2
Length of Day: 24 Standard Hours
Length of Year: 390 Local Days
Sapient Species: Devaronians
Government: Matriarchy

Points of Interest Adventure Hooks


Blue Mountains
The Blue Mountains was the collective name for a range on
Devaron, just outside the city of Montellian Serat.
The Eyes of Laqasa were rumored to be stored in a hunting
lodge deep within the Blue Mountains. These Force-imbued
electrobinoculars featured in a popular Devaronian legends
about Jedi Knight Laqasa Trill.

Wanderer's Path
The Wanderer's Path was a road that ran through the thick vine
jungles of the planet Devaron. A formal rite of passage was
established during the planet's history, where adolescents
would accompany experienced Wanderers on expeditions out
into the dense jungles.

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

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

42
Dorin
Region: The Expansion Region Capital: Dor'shan
Quadrant: K11 Major Exports: None
Climate: Temperate Major Imports: Technology
Atmosphere: Hazardous
Gravity: Normal
Moons: 1
Length of Day: 22 Standard Hours
Length of Year: 409 Standard Days
Sapient Species: 100% Kel Dor (Native)
Government: Representative Republic

Points of Interest Adventure Hooks


You should review the effects of Hazardous Atmosphere when
Baran Do temple planning an adventure on this Planet.
The Baran Do temple was a temple in Dor'shan, capital of the
planet Dorin, where Baran Do Sages lived and trained in the
Force. It was not too far from the Dor'shan spaceport.

Caverns of the Hidden One


The Caverns of the Hidden One were a system of caverns deep
below the surface of the planet Dorin. They were home to the
Hidden Ones, a secret sect of the Baran Do—a Force-based
organization on Dorin—dedicated to preserving the order's
knowledge.

Jedi Enclave (Dorin)


The Jedi Enclave was a Jedi facility on the planet Dorin
established prior to the Jedi Civil War. The Republic funded the
enclave because of the many Force-sensitive Kel Dor coming
from the planet. While the Kel Dor Jedi Masters taught
exceptional Force abilities, Dorin's isolation and unique
atmosphere made it nearly impossible for any offworld species
to study regularly at the enclave. However, many Jedi visited
the facility to study under the masters with the use of breath
masks. Following the Jedi Civil War, most of the Jedi at the
enclave were killed by Sith assassins.

Throne chamber
The Throne Chamber was a chamber in the Caverns of the
Hidden One where the leader of the Hidden Ones would sit. A
duel took place here in 43.5 ABY between Koro Ziil and Luke
Skywalker.

43
Draethos
Region: The Outer Rim Government: Military Dictatorship
Quadrant: R4 (Not Shown on Map, In the Capital: Avadrei
Wyl Sector ) Major Exports: None
Climate: Arid Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: 2
Length of Day: 19 Standard Hours
Length of Year: 426 Local Days
Sapient Species: 100% Draethos (Native)

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazards
Thosa, known to the rest of the galaxy as Draethos, was the when planning an adventure on this Planet.
home planet of the Draethos species, located in the Wyl sector
of the Outer Rim Territories. It had jagged, windswept
mountains and deep caves. It was an isolated world of
xenophobic people. During the Jedi Civil War, Thosa was
located within the space controlled by the Sith Empire,
returning to its isolation after Darth Malak's death.

The Draethos Species hails from this mysterious Outer Rim


world, which few outsiders have ever seen or visited.

The planet is covered in barren mountain ranges and deep


caves, and the world is known to be a hostile place for non-
Draethos to visit.
The Draethos homeworld is called "Draethos" by the galaxy at
large, but its secret name is Thosa.
No non-Draethos are allowed to settle on Thosa by the natives,
and only a select few may visit for short periods.
Knowledge (Social Sciences)

Draethos society is extremely warlike, and the most powerful


Draethos warriors on the planet rule the world with an iron fist.
Draethos who do not follow the path of the warrior are exiled
and forbidden to ever return to their homeworld.

Avadrei
Avadrei was the capital city of the planet Draethos, the
homeworld of the Draethos species.

44
Durace
Region: The Unknown Regions Length of Year: 314 Local Days
Quadrant: H8 (Not Shown on Map) Sapient Species: None
Climate: Toxic and Barren Government: None
Atmosphere: Normal Capital: None
Gravity: Normal Major Exports: None
Common Hazards: Acidic Storm, Deadly Major Imports: None
Carnivorous Plants, Jagged Sinkhole,
Scavenged Supplies
Moons: 0
Length of Day: 32 Standard Hours

Points of Interest Adventure Hooks

The Pictograph Caverns A Deadly Discovery


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

45
Duro
Region: The Core Duros, 9% Other Species (Orbital Cities)
Quadrant: M16 Government: Corporate
Climate: Temperate (Polluted) Capital: None
Atmosphere: Dense Major Exports: Starships, Technology
Gravity: Normal Major Imports: Foodstuffs, Ore, Labor
Moons: 0
Length of Day: 33 Standard Hours
Length of Year: 420 Local Days
Sapient Species: 53% Duros (Native), 36%
Human, 11% Other Species (On World); 91%

Points of Interest Adventure Hooks


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

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

46
Dxun, Onderon Moon
Region: The Inner Rim Capital: None
Quadrant: O12 Major Exports: None
Climate: Temperate Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: N/A
Length of Day: 26 Standard Hours
Length of Year: 298 Local Days
Sapient Species: None
Government: None

Points of Interest Adventure Hooks

Freedon Nadd's Tomb Ghost Camp


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

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

Points of Interest Adventure Hooks

Death Star ruins


The Death Star ruins were formed from the remains of the
second Death Star when the battle station was destroyed by
the Alliance to Restore the Republic during the Battle of Endor
in the year 4 ABY, which filled the Forest Moon of Endor's orbit
with thousands of tons of debris, ranging from pebble-sized bits
to 100-meter sections of space station.Though the Alliance
Fleet deployed shields and tractor beams to deflect falling
debris away from their strike team on the Endor, a few chunks
were still able to fall to the moon's surface. However, Endor
was spared any significant environmental damage and the
second Death Star's remains were left to decay in the moon's
vast forests, attracting historic sightseers and souvenir hunters
by 6 ABY. The agony of Emperor Palpatine's death aboard the
second Death Star manifested itself as an angry clot of dark
side energy staining the fabric of the Force. When in proximity
to the battle station's wreckage, Force-sensitive travelers were
known to have suffered blackouts and even internal bleeding
when exposed to the noxious evil. Even those without
sensitivity to the Force still experienced a vague tingling of
dread.

Lightning Forest
The Lightning Forest was a dangerous location on the Forest
Moon of Endor. The Ewok shaman Logray owned a globe of
Endor that depicted the Lightning Forest as a cluster of trees
that crackled with electricity.

Lake Sui
Lake Sui was a lake located on the Forest Moon of Endor. It was
home to Ewok stilt villages.

48
Eriadu
Region: The Outer Rim Government: Governorship
Quadrant: N13 Capital: Eriadu City
Climate: Temperate Major Exports: Droids, Technology, Textiles
Atmosphere: Normal Major Imports: Foodstuffs, Medicine, Raw
Gravity: Normal Materials
Moons: 1
Length of Day: 24 Standard Hours
Length of Year: 360 Local Days
Sapient Species: 86% Human, 14% Other
Species

Points of Interest Adventure Hooks

Eriadu Manufacturing Shipyards


The Eriadu Manufacturing Shipyards were the facilities
operated by Eriadu Manufacturing, on the planet Eriadu. The
shipyards were situated near Phelar Port, alongside the eastern
banks of the Phelar Floe. The shipyards' main product was
civilian repulsorlift and interstellar craft.

Eriadu Spaceport
Eriadu Spaceport was the spaceport serving Eriadu City on the
planet of Eriadu. New arrivals were required to pass through
Eriadu Customs and Immigration, and many vessels were
subject to search by customs and immigration officials.

Phelar Port
Phelar Port was a spaceport located in the city of Phelar, on the
planet Eriadu situated alongside the Phelar Floe. It contained
the Eriadu Planetary Security Launchport and the main
facilities of Eriadu Manufacturing. Phelar Port was the most
notable spaceport on Eriadu and in the entirety of the
Seswenna sector. Like most inhabited regions of Eriadu, Phelar
Port was a gloomy, heavily industrialized region that featured
blocky, utilitarian architecture and buildings.

Seswenna Hall
Seswenna Hall was a large civic center in Eriadu City. It was
built to look similar to the Senate Building on Coruscant.

Seswenna Sector Bank


The Seswenna Sector Bank was a bank headquartered in
Eriadu City on the planet Eriadu.

49
Felucia
Region: The Outer Rim Government: Imperial Governor
Quadrant: R7 Capital: Kway Teow
Climate: Tropical Major Exports: Slaves, Biotoxins, Medicine
Atmosphere: Normal Major Imports: High-Tech Goods, Foodstuffs
Gravity: Low
Moons: 2
Length of Day: 27 Standard Hours
Length of Year: 232 Local Days
Sapient Species: 75% Felucian (Native),
10% Gossam, 5% Twi'lek, 10% Human

Points of Interest Adventure Hooks


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

50
Flashpoint
Region: The Outer Rim Species
Quadrant: N9 (Not Shown on Map, Near Government: None (Affiliated with Old
Wayland ) Republic and Mandalorians)
Climate: Barren Capital: Flashpoint Station
Atmosphere: Vacuum Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Raw Materials,
Moons: None Medical Supplies, Scientific Technology
Length of Day: 1 Standard Hour
Length of Year: 1776 Local Days
Sapient Species: 99% Human, 1% Other

Points of Interest Adventure Hooks


You should review the effects of Vacuum Atnosphere when
Located in the Meerian sector of the Outer Rim Territories, planning an adventure on this Planet.
Flashpoint was a planet that orbited very close to its star and
had no orbiting moons. Flashpoint was a relatively new arrival
in its star system and subsequently had a year that was 1,776
local days long, with each day lasting only one standard hour.
The proximity to its star also meant that the surface of the
planet—constantly bombarded by stellar radiation—was
extremely arid and lacked an atmosphere of any kind, leaving
it void of life.
A small area of Flashpoint was made habitable when a
magnetic field was set up on the surface by scientists of the
Galactic Republic. The scientists also established a research
station on the planet to study stars. Surface travel was
impossible outside this field due to the solar radiation clinging
to the planet. The short nighttime had no effect on the
radiation, and Flashpoint would cool only slightly during this
time.

Flashpoint Stellar Research Station


Flashpoint Stellar Research Station was a Galactic Republic
scientific research station on the Outer Rim planet of
Flashpoint that was captured by the Mandalorian warrior clans
in 3964 BBY. Originally intended for the study of stars and
related phenomena, Flashpoint Station was located inside a
powerful magnetic shield—the planet Flashpoint was located
extremely close to its star, and organic life usually could not
survive on the world's barren surface. In the beginning stages
of the Mandalorian Neo-Crusaders' war with the Republic,
Flashpoint Station was taken by the marauders and turned into
the operating base for the notorious Mandalorian biologist
Demagol. From Flashpoint Station, Demagol furthered research
into the source of the powers of Jedi Knights, conducting brutal
live experiments on Jedi captured near the front lines.

51
Gamorr
Region: The Outer Rim Capital: None
Quadrant: T17 Major Exports: Warriors, Slaves
Climate: Temperate Major Imports: Foodstuffs, Technology
Atmosphere: Normal
Gravity: Normal
Moons: 1
Length of Day: 28 Standard Hours
Length of Year: 380 Local Days
Sapient Species: 100% Gamorrean (Native)
Government: Feudal Clans

Points of Interest Adventure Hooks

Jugsmuk Station
Jugsmuk Station was a spaceport located adjacent to the
settlement of Jugsmuk on Gamorr. Constructed of prefabricated
buildings, Jugsmuk Station included the Irrational Number
cantina, Sheebareevadee's Emporium of Interstellar Goods,
and Momma Reseros' Diner.

Carnuss Gorgull
Carnuss Gorgull was a complex of ruins on Gamorr in the
depths of the planet's forests, with temples and statuary
dominating much of the area. It was used as a podracing
course.

Field of Legend
Field of Legend was a historical site on Gamorr, where many
bloody battles were fought. It was located next to the Citadel.
During the Rise of the Empire era, a podracing course went
through this field, as well as the Citadel.

Ruins of Carnuss Gorgull


The Ruins of Carnuss Gorgull was a Podracing track located on
the planet Gamorr.

Watchtower Run
Watchtower Run was a Podracing course in the dense jungles of
the planet Gamorr. It was located around the Tower of Eyes,
Fortress Mountain Arena and the Clutter Junkyard.

Sith Academy (Gamorr)


The Sith academy of Gamorr was established by the
Brotherhood of Darkness, and was active near the end of the
New Sith Wars. It was used to train Sith Warriors and
Marauders.

52
Geonosis
Region: The Outer Rim Capital: Stalgasin Hive
Quadrant: R22 Major Exports: Droids, Technology
Climate: Arid Major Imports: Raw Materials
Atmosphere: Normal
Gravity: Low
Moons: 15
Length of Day: 30 Standard Hours
Length of Year: 256 Local Days
Sapient Species: 100% Geonosian (Native)
Government: Feudal Hives

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard as
Geonosis droid foundries well as Low Gravity when planning an adventure on this Planet.
The Geonosis droid foundries were massive subterranean droid
factories, located on the planet of Geonosis.

Petranaki arena
The Petranaki arena, also known as the Arena of Justice and
commonly referred to as the Geonosian execution arena, was
brought about by both a need for entertainment in the rigid
Geonosian society, and an efficient way of disposing of
otherwise resource-draining prisoners.

Geonosian eastern barrier fortress


The Geonosian eastern barrier fortress was a massive
Geonosian defensive position located on Geonosis. It was one
of the primary defensive positions of the Geonosian army,
guarding the Geonosis droid foundries.The Fortress was
equipped with several blaster emplacements and several units
of B1-Series battle droids, B2 super battle droids and
Droidekas.

E'Y-Akh Desert
The E'Y-Akh Desert was located on the planet of Geonosis,
close to the main battlefields of the First Battle of Geonosis.
The Stalgasin hive was located within the boundaries of the
desert. Every year, heavy rainfall swept across the desert and
overflowed the underground aquifers. This worked out to the
Geonosians' advantage, as the subsequent flood killed herds of
merdeths which they could then use for food. Merdeth shells
littered the desert and polished the sand.

53
Giaca
Region: The Unknown Regions Other Species
Quadrant: I9 (Not Shown on Map, Near Government: None
Ansion) Capital: Station 3Z3 (Largest Outpost)
Climate: Temperate Major Exports: Exotic Flora and Fauna,
Atmosphere: Normal Scientific Research
Gravity: Normal Major Imports: Foodstuffs, Manufactured
Moons: 2 Goods, Technology
Length of Day: 22 Standard Hours
Length of Year: 414 Local Days
Sapient Species: 50% Near-Human, 50%

Points of Interest Adventure Hooks


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

54
Glee Anselm
Region: The Mid Rim Government: Republic Council
Quadrant: J10 Capital: Anselom (Anselmi), Pieralos
Climate: Tropical to Temperate (Nautolan)
Atmosphere: Normal Major Exports: Foodstuffs, Medicine, Water
Gravity: Normal Major Imports: Technology
Moons: 1
Length of Day: 33 Standard Hours
Length of Year: 206 Local Days
Sapient Species: 53% Anselmi (Native),
45% Nautolan (Native), 2% Other Species

Points of Interest Adventure Hooks

Glee Anselm was located within a star system in the Jalor


sector of the Mid Rim region of the galaxy, on the Namadii
Corridor between Vaced and Ord Varee. It was a mostly oceanic
planet with one moon and few large landmasses. Most of its
other islands and archipelagos were little more than swamps. It
had a mild climate, ranging from tropical to temperate, but
intense storms and hurricanes were common. Most of the
planet's aquatic life, which survived in the high-pressure
oceanic depths, had not been catalogued.

Anselom
Anselom was a city located on the Mid Rim planet Glee Anselm
that served as the capital of the terrestrial Anselmi sentient
species, one of the two native to the planet.

Pieralos
Pieralos was a city located on the Mid Rim planet Glee Anselm
that served as the capital of the Nautolans, one of the two
sentient species native to the planet.

Council of Elders (Glee Anselm)


The Council of Elders was the governing body of the planet
Glee Anselm. It consisted of representatives from each of the
planet's settlements. Each representative had the title of
"elder," though they were not necessarily of advanced age.

Sabilon
Sabilon was a region on the planet Glee Anselm. The Jedi
Master Kit Fisto hailed from this territory.

55
Hoth
Region: Outer Rim Government: None
Quadrant: K25, XII Capital: None
Climate: Frigid Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 3
Length of Day: 23 Standard Hours
Length of Year: 549 Local Days
Sapient Species: 98% Skel (Native), 2%
Other Species

Points of Interest Adventure Hooks


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

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

Starship Graveyard (Hoth)


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

56
Iego
Region: The Outer Rim unknown)
Quadrant: S9 Government: Tribal
Climate: Temperate/Tropical Capital: None
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: None
Moons: 42
Length of Day: N/A
Length of Year: N/A
Sapient Species: 60% Human, 40% Other
Species (Diathim and Maelibus populations

Points of Interest Adventure Hooks

The Scatter Out of Nowhere


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

57
Iktotch
Region: The Expansion Region Government: Representative Democracy
Quadrant: O18, X Capital: Ankhela
Climate: Arid, Rocky, and Windy Major Exports: Minerals, Ore
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: N/A
Length of Day: 22 Standard Hours
Length of Year: 481 Local Days
Sapient Species: 97% Iktotchi (Native), 2%
Human, 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
The satellite of the gas giant Iktotchon, Iktotch is the rocky when planning an adventure on this Planet.
moon upon which the hardy Iktotchi Species evolved and
developed their society. The moon itself is considered
inhospitable by galactic standards, due to the strong sand-and-
gravel windstorms that buffet the barren landscape.

Republic Seal Mountain


The Republic Seal Mountain was a mountain on the moon
Iktotch. When the citizens of the moon predicted the arrival of
the scouts sent out by the Galactic Republic, the Iktotchi
realized that cementing their position in the galactic
community would benefit their own position in the galaxy.
Carving the Republic crest into the face of the mountain, the
Iktotchi knew that the Republic ambassadors would be
intrigued and pleased by the act of welcome and invited the
Iktotchi to join the Republic.

Shelter against the Oncoming Storm


The Shelter against the Oncoming Storm was a facility erected
on Iktotch.

Jedi Temple (Iktotch)


The Jedi Temple was a facility built by the Jedi Order on Iktotch
after the discovery of the moon by the Galactic Republic.

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

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

58
Iol
Region: The Unknown Regions Sapient Species: 56% Human and Near-
Quadrant: I11 Human, 44% Other Species
Climate: None Government: Corporate State
Atmosphere: Vacuum Capital: Haven
Gravity: Zero-G Major Exports: Minerals
Common Hazards: Building Major Imports: Foodstuffs, Medicine,
Decompression, Floating Away Technology
Moons: 0
Length of Day: 21 Standard Hours
Length of Year: 416 Local Days

Points of Interest Adventure Hooks


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

59
Iridonia
Region: The Mid Rim Government: Dictatorship
Quadrant: K9 Capital: Malidris
Climate: Arid (Hot) Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, Technology
Gravity: Normal
Moons: 2
Length of Day: 29 Standard Hours
Length of Year: 413 Local Days
Sapient Species: 99% Zabrak (Native), 1%
Other Species

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazards
As a Mid Rim world situated near important hyperspace lanes, when planning an adventure on this Planet.
Iridonia was one of the key worlds that connected the Inner
Rim to the Outer Rim. As such, it was often one of the first
planets to be pulled into a war.

Malidris
Malidris was the city that served as capital of Iridonia.

Capital Square
Capital Square was a location in Iridonia's capital city of
Malidris.

Laboratory of Drell Kahmf


The laboratory of Drell Kahmf was run by the Zabrak scientist
Drell Kahmf, and located on the planet Iridonia. He had the
remains of several Force Users hidden there. A device in the
laboratory concealed the laboratory behind a holographic wall,
while another was used to project essence of the remains he
held there, as a solid-state hologram which he could control to
some extent, issuing them commands which they would carry
out.

Sith Academy (Iridonia)


The Sith academy of Iridonia was established by the
Brotherhood of Darkness near the end of the New Sith Wars.
They used it to train Sith Acolytes. Trainees here were
apprenticed to Sith Masters. The skills learned here equipped
adepts with abilities on par with Jedi Knights. These warriors
made up the bulk of the Brotherhood's armies.

60
Ithor
Region: The Mid Rim Government: Herds
Quadrant: L8 Capital: None
Climate: Tropical Major Exports: Foodstuffs, Medicine, Spices
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: 1
Length of Day: 41 Standard Hours
Length of Year: 422 Standard Days
Sapient Species: 99% Ithorian (Native), 1%
Other Species

Points of Interest Adventure Hooks

Tafanda Bay
Tafanda Bay was the name of a floating herdship city above the
planet of Ithor.

Ithorian Herdship
Ithorian Herdships were spacecraft designed by the Ithorians at
the Ithorian SkyYards to transport all manner of items across
the galaxy, providing the Ithorians a home away from home by
simulating the jungles of their native Ithor.

Mother Jungle
The Mother Jungle was the worldspanning jungle which covered
the Ithorian homeworld of Ithor. It was a goddess in the Ithorian
religion. Entry upon the surface was forbidden, unless one
stayed there permanently. Some Ithorians such as the Oracle
were compelled to go down to the planet surface however, as
they "heard the call" of Mother Jungle. The surface of the
planet of Ithor played host to numerous plants, including the
bafforr tree, which possessed telepathic capabilities.

61
Kalee
Region: Wild Space Other Species
Quadrant: K5 Government: Warring Tribes
Climate: Arid, Temperate, Tropical, and Capital: Kaleela
Arctic Major Exports: Exotic Animals, Mercenaries
Atmosphere: Normal Major Imports: Medicine, Weapons,
Gravity: Normal Technology
Moons: 1
Length of Day: 23 Standard Hours
Length of Year: 378 Local Days
Sapient Species: 99% Kaleesh (Native), 1%

Points of Interest Adventure Hooks

Abesmi
Abesmi was an "island-monolith" located in the Jenuwaa Sea on
Kalee. It was believed to be the point from which the native
gods ascended to heaven. The native species took it to be a
sacred place, and it was an important altar of worship.

Grendaju
Grendaju was an icy landmass at the southern extreme of the
planet Kalee.
It was believed that Grendaju was the last land where the
karabbac were known to roam

Jenuwaa Sea
The Jenuwaa Sea was a small body of water located on Kalee,
which was the site of a battle between the Kaleesh and Yam'rii
during the Huk War.

Kunbal jungle
The Kunbal jungle was an area on the planet of Kalee.
Prior to the Huk War, Qymaen jai Sheelal dreamt that he slew a
wild mumuu beast in the Kunbal jungle with a Lig sword, and
set out to fulfill this vision. However, upon arrival, Sheelal
found no mumuu, only a fierce Kaleesh woman wearing a
mumuu mask and carrying twin Lig swords: Ronderu lij
Kummar.

Shrupak
Shrupak was the most sacred Kaleesh temple on Kalee, and
was defended by the legendary Kaleesh warriors Qymaen jai
Sheelal and Ronderu lij Kummar when it was assaulted by
Yam'rii invaders during the Huk War. It was located at the
gateway to the Ausez Steppes.

62
Kamino
Region: Wild Space Government: Ruling Council
Quadrant: S19 Capital: Tipoca City
Climate: Temperate Major Exports: Clones, Fish, Military
Atmosphere: Normal Hardware, Technology, Weapons
Gravity: Normal Major Imports: Droids, Foodstuffs
Moons: 3
Length of Day: 27 Standard Hours
Length of Year: 463 Local Days
Sapient Species: 98% Kaminoan (Native),
1% Republic Clone, 1% Other Species

Points of Interest Adventure Hooks


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

63
Kashyyyk
Region: The Mid Rim Capital: Rwookrrorro
Quadrant: P12 Major Exports: Technology, Natural
Climate: Temperate Resources
Atmosphere: Normal Major Imports: Medicines
Gravity: Normal
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 381 Local Days
Sapient Species: 100% Wookiee (Native)
Government: Representative Tribal

Points of Interest Adventure Hooks

Kkowir Forest
Literally meaning "Dead Forest" in the Wookiee tongue, Kkowir
Forest was an area on Kashyyyk, The Myyydril Caverns lay in
the northern parts of the forest.

Myyydril Caverns
The Myyydril Caverns were a huge system of subterranean
caves located northwest of the town of Kachirho on the
Wookiee homeworld Kashyyyk.

Shadowlands
The Shadowlands, also known as the Shadow Forest and the
Nother World, was the dark ground level of the forests of the
planet Kashyyyk. It was dark since the sunlight could not reach
it through the tall trees and the rich foliage.

Wawaatt Archipelago
Wawaatt Archipelago was the system of islands that contained
the Wookiee cities of Palsaang, Kahiyuk, Warralokk, Grunnrurr,
Rowrakruk, and Kachirho on Kashyyyk.

Wartaki Islands
The Wartaki Islands were an archipelago located near the
coastline on Kashyyyk. The Wookiees native to the islands were
the planet's primary speakers of Xaczik. It was a rare Wookiee
languages with the primary one being Shyriiwook.

Kashyyyk Royal City


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

64
Kerkoidia
Region: The Expansion Region 1% Other Species
Quadrant: O20, X (Not Shown on Map, Near Government: Oligarchy
Vondarc ) Capital: Maldinian City
Climate: Temperate Major Exports: None
Armosphere: Normal Major Imports: High Technology, Luxury
Gravity: Normal Goods
Moons: 3
Length of Day: 26 Standard Hours
Length of Year: 324 Local Days
Sapient Species: 99% Kerkoiden (Native),

Points of Interest Adventure Hooks

Maldinian City Missing Natives


Maldinian City was the capital city of the Expansion Region Several natives have vanished, and scouts sent to find them
planet Kerkoidia, homeworld of the Kerkoiden species. disappear as well. The heroes are contacted by a native
delegation that wants to locate its missing people without
Retail Caucus stirring up trouble. They suspect that the missing natives are
The Retail Caucus, also known as the Retail Clan, was a being held in a near by facility, perhaps against their will.
conglomerate of hundreds of corporations that specialized in
creating commercial goods for public consumption. When the
Retail Caucus came into the Confederacy of Independent
Systems, it also brought with it its own private droid army,
adding its distinctive battle droids into the swelling ranks of the
military commanded by General Grievous. Retail Caucus droids
were towering brutes with barrel shaped bodies and spindly
limbs that participated in battles from Christophsis to
Malastare.
Prior to the Battle of Naboo, the Retail Caucus was largely a
financial institution, managing the money and investments of
its component companies and relying on the Trade Federation
to ship and protect its goods. When Count Dooku approached it
for financial backing, the Caucus joined what later would
become the Confederacy of Independent Systems. It fronted
the credits to fund dozens of battle droid and starship
manufacturing plants across the galaxy in exchange for 10% of
all produced equipment and, as a result, became a military
power almost overnight.
In 22 BBY, the first year of the Clone Wars, the Retail Caucus,
with their LR-57 combat droids, assaulted the planet
Christophsis under the command of General Whorm Loathsom.
They were eventually defeated in combat by the Republic
forces sent to liberate the planet.

65
Kessel
Region: The Outer Rim Government: Military Administration
Quadrant: S12 Capital: Kessendra
Climate: Barren Major Exports: Glitterstim
Atmosphere: Thin Major Imports: Foodstuffs, Machinery
Gravity: Low
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 322 Local Days
Sapient Species: 22% Humans, 78% Other
Species

Points of Interest Adventure Hooks


You should review the effects of Thin Atmosphere and Low
Unidentified Kessel spice mine Gravity when planning an adventure on this Planet.
A spice mine on Kessel was abandoned by the time of the
Galactic Empire. It was the location of the Conclave on Kessel,
a gathering of Jedi and an ill-fated attempt to lure the Sith into
the open.

Detention Centers A, B, and C


Detention Centers were the Galactic Empire's prisons on the
planet Kessel. The camps each consisted of five Imperial
Fortresses and other military buildings. After the Empire lost
the Battle of Endor in 4 ABY, it was decided to abandon Kessel
and the atmosphere factories were shut down. The slaves from
the Detention Centers were forced to keep working in the
thinning air.

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

Spice Mines of Kessel


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

66
Klatooine
Region: The Outer Rim Government: Aristocracy (Under Hutt Rule)
Quadrant: R11, IX Capital: Veneron
Climate: Arid Major Exports: Labor
Atmosphere: Normal Major Imports: Luxury Goods, Technology
Gravity: Normal
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 286 Local Days
Sapient Species: 99% Klatooinians
(Native), 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
Derelkoos Desert when planning an adventure on this Planet.
The Derelkoos Desert was a desert on the planet Klatooine. It
was notable for the Fountain of Ancients, a naturally evolving
glass sculpture revered as a holy site by the Klatooinian
people.

Fountain of Ancients
The Fountain of Ancients was a spectacular natural formation
in the Derelkoos Desert of Klatooine. It was considered to be a
holy site by the Klatooinian people, who saw it as a symbol of
strength through age, as well as proof of the need for tenacity
and patience. In Klatooinian religion, it was considered a gift
from their deities, the Ancients.
After the Klatooinians became servants of the Hutts, the
Fountain of Ancients was sometimes called the Fountain of
Hutt Ancients, to honor the people most Klatooinians believed
were the Ancients.
The Fountain was situated in a bowl-shaped depression, with a
fissure at the crater's center cutting into Klatooine's crust.
Liquid wintrium seeped from this fissure, where it was exposed
to the desert air. After 10,000 years, the wintrium would cool,
and add to a continually evolving glass "sculpture" which
resembled a plume of water frozen in time. The Fountain was
considered to be a truly beautiful sight, even by the most jaded
spacers.
The Fountain of Ancients was the center of both religion and
politics for Klatooine, as the Klatooinian Council of Elders ruled
from a palace near the Fountain. Since it was a holy site
dedicated to the Ancients, they decreed that everything near
the Fountain had to be exactly as it was in the early days. This
meant that modern technology was prohibited within one
kilometer of the Fountain.

67
Korriban
Region: The Outer Rim Government: The Sith Empire
Quadrant: Q5 Capital: None/Dreshdae
Climate: Arid Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, High Technology,
Gravity: Super Heavy Raw Materials, Weapons
Moons: 7
Length of Day: 28 Standard Hours
Length of Year: 780 Local Days
Sapient Species: 1% Kissai (Native), 1%
Massassi (Native), 98% Other Species

Points of Interest Adventure Hooks


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

68
Kuat
Region: The Core Government: Aristocracy
Quadrant: M13, V Capital: Kuat City
Climate: Temperate Major Exports: Alcohol, Art, Luxury Goods,
Atmosphere: Normal Starships
Gravity: Normal Major Imports: Electronics, Raw Materials,
Moons: 2 Technology
Length of Day: 20 Standard Hours
Length of Year: 322 Local Days
Sapient Species: 80% Human, 20% Other
Species

Points of Interest Adventure Hooks

Kuat City
Kuat City was the capital city of the planet of Kuat. It contained
the Nebula Orchid diner, and at least part of the city consisted
of elegant towers and spires that echoed Kuat's famous orbital
shipyards, as well as rows of shops.

Kuat Drive Yards


Kuat Drive Yards, KDY, or Kuat Engineering was the largest
military shipbuilding corporation in the galaxy at the time of
the Galactic Civil War. Kuat Drive Yards mainly sold its products
to the Galactic Empire, and the Galactic Republic previously.
Kuat Drive Yards did not sell only to the Imperials, however;
many planetary governments purchased its weapons for the
purposes of defending their planet from the war.

Gardens of Tralala
The Gardens of Tralala were gardens on Kuat. They were
naturally fertilized by drebin compost.

Nebula Orchid
The Nebula Orchid was a popular diner in Kuat City on Kuat
during the early years of the New Republic.

Tekshar Falls
Tekshar Falls was a five-hundred-meter high, man-made
waterfall located on the Core World of Kuat. Created by
diverting a natural river through the entertainment center. The
Tekshar Falls Casino that was built within the waterfall.
Automated force fields prevented any water from reaching the
casino itself. To reach the casino entrance, gamblers were
required to pass through a stretch of the Tekshar Falls, which
would part upon detecting incoming guests via a motion sensor

69
Lehon / Rakata Prime
Region: The Unknown Regions Government: Tribal
Quadrant: H14 (Lehon is also known as Capital: None
Rakata Prime) Major Exports: None
Climate: Tropical Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: 2
Length of Day: 24 Standard Hours
Length of Year: 370 Local Days
Sapient Species: 100% Rakata (Native)

Points of Interest Adventure Hooks

Temple of the Ancients


The Temple of the Ancients, also called the Temple of the
Elders, was a temple on Lehon that was said to hold the secrets
of the Star Forge. The temple's doors were blocked by a
mysterious force field that only Rakata could bring down by
performing a special ritual or by using an ancient tome, and
even then, the force field would not stay down for long.
The structure itself was twenty meters tall. Located on the top
of the Temple of the Ancients was the summit. It contained an
elevator to the main floor, as well as a disruptor field that
forced starships to land, either controlled or not, on the planet.

Black Rakatan Settlement


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

Elder Rakatan Settlement


The Elder Rakatan Settlement was the enclave of the Rakatan
Elders on Lehon. Keeper Orsaa was one of the leading
members of the settlement.

Star Forge
The Star Forge was a giant automated shipyard, designed to
create the most powerful army of all time. It was constructed
by the Rakatan Infinite Empire in 30,000 BBY, five thousand
years before the rise of the Galactic Republic. The Star Forge
drew energy and matter from a nearby star which, when
combined with the power of the Force, was capable of creating
an endless supply of ships, droids, and other war material.
The Star Forge, now a fusion of technology and dark side
energies, began corrupting the Rakata in order to gain the
immense power it required to operate itself and ultimately
caused the collapse of the Rakata Empire.

70
Lok
Region: The Outer Rim Government: None
Quadrant: Q22 Capital: None
Climate: Arid Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, Luxury Goods,
Gravity: Normal Technology
Moons: 2
Length of Day: 24 Standard Hours
Length of Year: 316 Local Days
Sapient Species: 20% Human, 80% Other
Species

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
Brogar's Safe House and Cantina when planning an adventure on this Planet.
Brogar's Cantina and Safe House, also known as simply
Brogar's, was a combination of a cantina and safe house
operated by Brogar on the planet Lok. He provided his patrons
with security that included bouncers, Z95 patrol guard droids,
and at least one Gotal door attendant; he always had a door
attendant monitoring the electronic eye and entry intercom.

Nym's Factory Compound


Nym's Factory Compound was building on Lok that was used by
the pirate Nym to hide his treasure. In 1 ABY, the droid bounty
hunter IG-88 began production of droids in the compound for
its droid army,

Imperial Outpost (Lok)


The Imperial Outpost on Lok was a massive stronghold
established by the Galactic Empire as part of their plan to
extend their control over less developed worlds.

Secret Laboratory
A secret laboratory was owned by the scientist Derg Prantis on
the planet Lok during the Galactic Civil War.

Kedarin Highlands
The Kedarin Highlands were a region on the planet Lok. It was
used as a racetrack for the Lok Marathon.

Lok Marathon
The Lok Marathon was a swoop racing competition held on the
planet Lok. The race began just outside of the city of Nym's
Stronghold, and continued on through various obstacles, such
as the Great Maze of Lok and Mount Chaolt, for a very long
distance.

71
Malachor V
Region: The Outer Rim Length of Year: 271 Local Days
Quadrant: R4 (Not Shown on Map, Near Sapient Species: 99% Human, 1% Other
Almania) Species
Climate: Arid Government: Dictatorship
Atmosphere: Normal (Thin after the Capital: None
Cataclysm) Major Exports: None
Gravity: Normal (Variable after the Major Imports: None
cataclysm)
Moons: 1
Length of Day: 31 Standard Hours

Points of Interest Adventure Hooks


You should review the effects of Thin Atmosphere as well as all
Variable Gravity the various effects of Gravity when planning an adventure on
Malachor's Cataclysm happened 3960 BBY after this time the this Planet.
Gravity shifts randomly all over the surface of the planet. To
determine the gravity of an area at any time. Roll a d6 and a
d10. A result onthe d6 of 1 the area has Zero-Gravity, 2 it is
Low, 3-4 it is normal, 5 it is Heavy, 6 it is Super Heavy.
The d10 result determines the amount of time in hours the
gravity remains stable.

Trayus Academy
The Trayus Academy was an ancient Sith academy located on
the planet Malachor V. The entrance of the Trayus Academy
from the Malachor Depths opened onto an antechamber that
connected to the eastern and western halls of the complex.
The Trayus Crescent, located to the west, was a hall with many
alcoves that were frequented by Sith commandos. To the east,
the Trayus Proving Grounds was a warren of small and cramped
rooms in which many Dark Jedi and Sith commandos could be
found. The northern point of both wings led to the Academy's
central area, the last bit of open space before the innermost
sanctum of the Trayus Academy was known as the Trayus Core.

Trayus Core
The Trayus Core was the innermost sanctum of the Sith Trayus
Academy on Malachor V. The core was a claw-like altar—
suspended above a massive geyser of dark side energy—
stabilized by three bridges that connected to the rest of the
Trayus Academy. It was created by the mysterious Sith Empire.
The Trayus Core survived the Battle of Malachor V and
remained unused until a later time.

72
Malastare
Region: The Mid Rim Government: Gran Protectorate
Quadrant: N22 Capital: Port Pixelito
Climate: Arid, Temperate, and Tropical Major Exports: Podracing
Atmosphere: Normal Major Imports: Foodstuffs, Luxury Items
Gravity: Super Heavy
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 201 Local Days
Sapient Species: 51% Gran, 44% Dug
(Native), 4% Human, 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of Super Heavy Gravity when
Doge's Palace planning an adventure on this Planet.
The Doge's Palace on Malastare, also known as the Imperial
palace, was the residence of Doge Nakha Urus, leader of the
Malastarian council.
The palace overlooked a large, open plain where fuel refineries
were maintained by the Dugs.

Pixelito
Pixelito was the capital city of the planet Malastare. It was
home to most of the planet's native Dugs, because they were
banished from elsewhere on the planet by the Grans. Pixelito
was the staging ground of the Vinta Harvest Classic podrace.
Its spaceport was Port Pixelito.

Port Pixelito
Port Pixelito was the spaceport of Pixelito, the capital city of
Malastare.

Vinta Harvest Classic


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

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

73
Manaan
Region: The Inner Rim Government: Tribal
Quadrant: O14 Capital: Ahto City
Climate: Temperate Major Exports: Foodstuffs, Kolto
Atmosphere: Normal Major Imports: Foodstuffs, Raw Materials,
Gravity: Heavy Technology
Moons: None
Length of Day: 26 Standard Hours
Length of Year: 422 Local Days
Sapient Species: 99% Selkath (Native), 1%
Other Species

Points of Interest Adventure Hooks


You should review the effects of Heavy Gravity when planning
Ahto City swoop track an adventure on this Planet.
The Ahto City swoop track was a swoop racing venue in the
center of Ahto City on the planet Manaan. The design was such
that vehicles would hover over the surface of the water.
Registration for the race could be done in Ahto East.

Ahto Luxury Resorts


Ahto Luxury Resorts was a hotel in East Ahto during the
Imperial era. It was run by Olodondo Berzix, and was
advertised in the Guide to Beautiful Manaan. However, the
descriptions bore little semblance to the reality: bad food,
polluted water, cheating sabacc dealers, decrepit facilities, and
a large criminal population.

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

74
Mechis III
Region: The Inner Rim Species
Quadrant: L18 (Not Shown on Map, Near Government: Corporate
Bestine ) Capital: Mechis City
Climate: Arid (Industrial) Major Exports: Droids, Technology
Atmosphere: Normal Major Imports: Industrial Raw Materials,
Gravity: Normal Foodstuffs
Moons: 0
Length of Day: 20 Standard Hours
Length of Year: 298 Local Days
Sapient Species: 99% Droids, 1% Other

Points of Interest Adventure Hooks


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

History
In the days of the Old Republic it served as one of the many
droid foundries of the Techno Union, Arakyd Industries,
Genetech Corporation, SoroSuub Corporation and Veril Line
Systems. It was also the headquarters of Trilon, Inc., a ship
producing company.
During the reign of the Galactic Empire, Arakyd Industries had
complete control of the planet after the dissolution of the
Techno Union.
Sometime before 15 BBY the planet's central computer was
electronically sliced into by the droid bounty hunter IG-88A and
their sentience was uploaded. By taking control of Mechis III,
the IG-88 assassin droids planned to use the planet as a base
for the planned droid revolution. The plot involved killing all the
73 living Arakyd employees on the planet, while concurrently
assuming control of the company, continuing to fill the
standard droid orders with every droid manufactured by the
foundry being modified to be similarly self-aware like IG-88 and
ready to rebel against the 'biologicals' when triggered.

Mechis City
Mechis City was a city on the Inner Rim planet of Mechis III.

75
Mon Calamari
Region: The Outer Rim Species
Quadrant: T8 Government: Representative Council
Climate: Temperate Capital: Foamwater City
Atmosphere: Normal Major Exports: Warships, Weapons
Gravity: Normal Major Imports: Foodstuffs, Medicine,
Moons: 3 Technology
Length of Day: 21 Standard Hours
Length of Year: 398 Local Days
Sapient Species: 39% Mon Calamari
(Native), 60% Quarren (Native), 1% Other

Points of Interest Adventure Hooks

Great Ungeness Trench


The Great Ungeness Trench was an underwater trench on the
ocean-world

Knowledge Bank
The Knowledge Bank. also known as Pakoukou, was a sentient
native to Mon Calamari that was aware of all events that
happened on the ocean world. Consisting of a cluster of
mollusks, the Knowledge Bank used telepathy to gain
information on events all across the planet as well as from the
minds of those who visited it. It would then relay that
information to those who could communicate with it, either
telepathically or with the special ritual language other denizens
of Mon Calamari used.
The Bank was sacred to the native Mon Calamari and Quarren,
and its existence was kept a closely guarded secret.

Mon Calamari Shipyards


The Mon Calamari Shipyards were a Dac-based manufacturer
of numerous space transports and warships. Over four
thousand years old by the time of the Galactic Civil War, the
shipyards were renowned for their elegant, streamlined ship
designs, characterised by bespoke production, unique
engineering, and a sculpted, organic hullform.

Coral City
Is one example of the many Cities on Mon Cal comprising a
floating city that hovered above the world's endless oceans,
and a city located below the ocean's surface.

76
Munto Codru
Region: The Outer Rim Government: Tribal (Currently under
Quadrant: T7 Imperial Rule)
Climate: Temperate Capital: Capital Codru
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Luxury Goods, Technology
Moons: 1
Length of Day: 26 Standard Hours
Length of Year: 368 Local Days
Sapient Species: 99% Codru-Ji (Native), 1%
Other Species

Points of Interest Adventure Hooks

Capital Codru
Capital Codru was the capital city of Munto Codru. The city was
home to a spaceport and the Forbidden Castle.

Munto Codru Spaceport


Munto Codru Spaceport was the primary spaceport of the
remote Outer Rim world of Munto Codru.

Forbidden Castle
The Forbidden Castle was an ancient castle on Munto Codru
near the planetary capital Capital Codru which was built by a
long-extinct alien civilization prior to the arrival of the planet's
sapient species the Codru-Ji. It was filled with a long network of
mazes and corridors. Its rock walls which were decorated with
symbols and petroglyphs were carved so thinly that they
appeared to be translucent.
Most Codru-Ji avoided the castle as they considered it be the
domain of evil spirits.

Geography
Much of the planet's landmass was covered by rugged
mountains which were interlocked by large forests. A large
proportion of Munto Codru also appeared to be covered by
oceans. A series of ornate stone castles were scattered across
Munto Codru. These castles were produced not by the Codru-Ji,
but by an unknown extinct civilization. Their thin rock walls
appeared to most visitors to be translucent and were
decorated with mysterious symbols and arcane petroglyphs,
causing a sense of mystery and awe to many offworld visitors.
Despite these wonders, many Codru-Ji avoided these castles as
they considered them to be haunted. However, they were
sometimes used as provincial capitals.

77
Mustafar
Region: The Outer Rim 2% Other Species
Quadrant: L25 Government: Techno Union
Climate: Hot (Volcanic) Capital: Fralideja
Atmosphere: Dense Major Exports: Minerals, Ore
Gravity: Normal Major Imports: Foodstuffs, Technology
Moons: None
Length of Day: 36 Standard Hours
Length of Year: 412 Local Days
Sapient Species: 95% Southern and
Northern Mustafarian (Native), 3% Skakoan,

Points of Interest Adventure Hooks


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

Tulrus Nesting Grounds Whistleblower


The Tulrus Nesting Grounds, also known as the Tulrus Isle, was A Mining Guild whistleblower is looking for someone to escort
a landmass on the volcanic planet of Mustafar. him off Kessel in exchange for a large amount of information on
The main inhabitants of the island were the large beasts known The Mining Guild's operations there. The heroes are contacted,
as tulruses, whom tended to roam in packs for mutual either by the whistleblower or a third party, to facilitate the
protection. Furthermore, it was rumored that a Sher Kar, a extraction. Even after the whistleblower is found and removed,
dangerous predator, lived further inland. Found near the the information given in exchange exposes anyone involved
Mensix Mining Facility, it was surrounded by tall mountains with its release to a great deal of hostile attention from Mining
connected by a small land mass near the old ruins to the east Guild operatives.
of the planet.

Mensix Mining Facility


The Mensix Mining Facility, also known as mining facility AG3-T,
was a mining installation on Mustafar built by Mensix Corp near
the Klegger Corp Mining Facility.

Gizor Dellso's droid foundry


Gizor Dellso's droid foundry was a droid manufacturing facility
on the volcanic planet of Mustafar built on the side of a
mountain nearby the Klegger Corp Mining Facility. It was owned
by Klegger Corporation, which in turn served the interests of
the Techno Union.

78
Muunilinst
Region: The Outer Rim Government: Clans
Quadrant: L5 Capital: Harnaidan
Climate: Temperate Major Exports: Metals
Atmosphere: Normal Major Imports: Consumer Goods, Foodstuffs
Gravity: Normal
Moons: 2
Length of Day: 28 Standard Hours
Length of Year: 412 Local Days
Sapient Species: 99% Muun (Native), 1%
Other Species

Points of Interest Adventure Hooks

Harnaidan High Port Space Center


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

Damask Holdings superspire


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

79
Naboo
Region: The Mid Rim Government: Democratic Monarchy
Quadrant: O21 (Human), Council (Gungan)
Climate: Temperate Capital: Theed (Human), Otoh Gunga
Atmosphere: Normal (Gungan)
Gravity: Normal Major Exports: Grains, Art, Cultural Items
Moons: 3 Major Imports: Technology, Processed
Length of Day: 26 Standard Hours Foods
Length of Year: 312 Local Days
Sapient Species: 72% Gungan (Native),
27% Human, 1% Other Species

Points of Interest Adventure Hooks

Theed Royal Palace Gungan Caves


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

Caves of Eleuabad
The Caves of Eleuabad were a system of submerged
underground catacombs near the city of Theed on Naboo. It
was known as an area where sando aqua monster encounters
were common.

Imperial Weapon Research Facility


The Imperial Weapon Research Facility, also known as the
Weapon Development Facility, was an Imperial military
research facility on the planet Naboo during the Galactic Civil
War.

80
Nagi
Region: The Unknown Regions Other Species
Quadrant: D11 (Not Shown on Map, In the Government: Dictatorship
Firefist Dwarf Galaxy) Capital: Kotokai
Climate: Arid Major Exports: None
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 0
Length of Day: 24 Standard Hours
Length of Year: 348 Local Days
Sapient Species: 99% Nagai (Native), 1%

Firefist, also known as Companion Besh within the Galactic Adventure Hooks
Republic, was a distant dwarf galaxy considered as part of the
Unknown Regions by the Galactic Empire. Firefirst contained
the homeworlds of the Faruun, Maccabree, Nagai and Tof
species, and was considered unexplored, as only probe droids
visited it.

Points of Interest

History
Nagi was a planet located in Firefist of the Unknown Regions. It
was the homeworld of the Nagai.
Nagi was a planet in the Unknown Regions, located in the
dwarf galaxy known as Firefist that orbited the known galaxy.
Even by 130 ABY, few non-Nagai knew the world's location. It
was one of five planets in its solar system.
Nagi was an arid world, and quite mountainous, characterized
by very high mountain peaks separated by deep, wide valleys.
The thin upper atmosphere was relatively ineffective at
blocking solar radiation, and the high peaks of the world were
bathed in it. As a result, the deep valleys, which were often
cast in shadow by the towering mountains, were the site of the
Nagai's cities. At the height of their civilization just prior to the
Tof invasion, Nagai cities were composed of wire and crystal,
and were perceived as beautiful.

Kotokai
Kotokai was the capital city of the extra-galactic planet Nagi

81
Nar Shaddaa
Region: The Mid Rim Government: Hutt Crime Lords
Quadrant: R15 Capital: None
Climate: Temperate (Urban) Major Exports: Illegal Goods, Narcotics,
Atmosphere: Normal Weapons
Gravity: Normal Major Imports: Foodstuffs, Illegal Goods,
Moons: N/A Medicine, Technology
Length of Day: 87 Standard Hours
Length of Year: 419 Local Days
Sapient Species: 20% Human, 1% Evocii,
79% Other Species

Points of Interest Adventure Hooks

The Burning Deck, the Meltdown Café, and The Slag Pit Sluming it
These cantina on Nar Shaddaa in the Corellian Sector. Are the While wandering through the lower levels, the heroes might
moon's three most popular bounty hunter hangouts. notice a group of youths of varying Species shadowing them.
The youths are members of a slum gang, and they have been
Orange Lady tailing the group and waiting for an opening. Though
The Orange Lady , also known simply as The Lady, was a desperate, they won't stick around if the heroes put up a
cantina located in the Corellian Sector of Nar Shaddaa. It was concerted fight.
owned by the Besadii kajidic and tended by Hopper.
Everyone likes a good plot
Rimmer's Rest One or more of the heroes overhear a conversation between
Rimmer's Rest, also known as Smuggler's Bar, was a well- two shady individuals who seem to be planning to assassinate
stocked cantina on the urbanized moon Nar Shaddaa. A place one of Nar Shaddaa's criminal overlords. If followed, the would-
for seedy people to hang out and do business. be assassins manage to make their way easily past the
security. If the assassination is genuine, this could be a good
Refugee Sector chance for the players to make an in-road with one of Nar
The Refugee Sector was an area delegated to millions of Shaddaa's leaders.
refugees. It was mostly a construct of cargo containers and
prefabricated structures. Prove your Value
Word on the street is that a small-time crime lord is looking to
Nar Shaddaa's Undercity hire a handful of mercenaries and thugs for a short-term
Nar Shaddaa's Undercity, also known as the lower levels of Nar contract in an Outer Rim system. The hiring individual is
Shaddaa or simply Lower Nar Shaddaa. Resting deep below the hosting "Auditions" at the Deepest Cut, one of Nar Shaddaa's
towering structures comprising Nar Shaddaa's ecumenopolis, most infamous cantinas. Individuals who are interested in the
the Undercity was home to shipyards owned by the Hutt Cartel. job must prove their skill by sparring with other candidates

TIE Fighter Construction Facility Watch your Pockets


These factories were constructed throughout the galaxy to A gang of pickpockets attempts to relieve one of the heroes of
maintain and build up the Empire's massive war machine and a valuable item- a weapon, a credit chip, or something else of
typically hung in low orbit above a planet. They were owned value. The item is covertly swapped between four or five of the
and operated by Sienar Fleet Systems, though ultimate pickpockets, making it difficult to reliably track the item. If he is
ownership laid with the Empire. It was protected by several not in possession of the item, the original pickpocket makes a
squadrons of well trained Imperial Navy commandos. This fuss when confronted, causing further distraction so that his
facility was one of the first of its type. friends can more easily make off with the item.

82
Nelvaan
Region: The Outer Rim Government: None
Quadrant: Q21 Capital: None
Climate: Frigid Major Exports: Water
Atmosphere: Normal Major Imports: None
Gravity: Low
Moons: 3
Length of Day: 24 Standard Hours
Length of Year: 349 Local Days
Sapient Species: 96% Nelvaanian (Native),
3% Skakoan, 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of the Cold Hazard and Low
Nelvaan was a frozen planet in the Outer Rim Territories' Gravity when planning an adventure on this Planet.
Savareen sector, which was located within the Trailing Sectors,
at grid coordinates Q-16. It was connected to the planets Meeting the Locals
Tatooine, Geonosis, and Llanic via the Triellus Trade Route and A character or group of characters is mistaken for someone
was the homeworld of the hairy white bantha and the hostile else by a less-than-sober locals. They might be perceived as
reptilian horax. enemies, or as old friends that have not been seen in years.
Either way the local just knows they owe him a debt.
Rokrul
Rokrul was a village on the planet Nelvaan in the Outer Rim
Territories' Koobi system. It was built within an indention on the
side of a cliff and was populated by the local Nelvaanians.

Techno Union laboratory


This Techno Union facility was a laboratory on Nelvaan. It was
used by the Techno Union to mutate male Nelvaanian warriors.
These mutated warriors had a blaster grafted to their arm and
some form of control device on their chest. These experiments
were based around a siphon generator that drained thermal
energy from the surrounding area, resulting in the endless
winter experienced all over the planet.

Siphon generator
A siphon generator was a type of generator that sucked life out
of planets, outputting large amounts of electricity. Because
they were harmful to their environments, siphon generators
were often used on isolated worlds in extreme situations.
During the Clone Wars, the Techno Union constructed a base on
Nelvaan powered by a siphon generator, which fed off a
geothermal crystal. While the generator was active, the
planet's thermal energy was lessened, keeping it in a wintry
state.

83
New Plympto
Region: The Core Government: Imperial Governor
Quadrant: M15, VIII Capital: Phemiss
Climate: Temperate to Tropical Major Exports: Narcotics, Raw Materials
Atmosphere: Normal Major Imports: High Technology, Weapons
Gravity: Normal
Moons: 1
Length of Day: 18 Standard Hours
Length of Year: 244 Local Days
Sapient Species: 95% Nosaurian (Native),
4% Human, 1% Other Species

Points of Interest Adventure Hooks

Cadgel Meadows Bridge 242


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

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

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

84
Nizon
Region: The Outer Rim Government: Tribal
Quadrant: Q9 (Not Shown on Map, Near Capital: Ahdjok
New Holstice) Major Exports: Metals, Minerals, Slaves
Climate: Arid Major Imports: Technology, Foodstuffs,
Atmosphere: Normal Water
Gravity: Normal
Moons: 2
Length of Day: 28 Standard Hours
Length of Year: 398 Local Days
Sapient Species: Nazren (Native)

Points of Interest Adventure Hooks


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

Point Gold
Point Gold was an under-construction turbolaser battery, that
was located on the planet Nizon.
When the Galactic Empire arrived on Nizon shortly after the
end of the Clone Wars, they began constrution of Point Gold,
which they planned to use to shoot rogue asteroids out of the
sky.

85
Nyriaan
Region: The Mid Rim Nyriaanan (Native), 2% Other Species
Quadrant: N10 (Not Shown on Map, Near Government: Various
Ploo) Capital: Locus
Climate: Tropical Major Exports: Madilon, Radioactive
Atmosphere: Normal Components
Gravity: Normal Major Imports: Equipment, Foodstuffs,
Moons: 2 Luxury Items
Length of Day: 22.25 Standard Hours
Length of Year: 226 Standard Days
Sapient Species: 98% Human and

Points of Interest Adventure Hooks

Nyriaan is rich with a rare mineral called Madilon. Madilon, Mad about Madilon
valuable even in small quantities, is a mineral that allows A Corporate Sector employee contacts the heroes, asking for
Hyperdrives to be miniaturized enough to fit into smaller ships, aid. He possesses information concerning a valuable shipment
such as Space Transports and Starfighters. of Madilon (Or another commodity) that is scheduled to leave
and he is looking for a party to sabotage the CSA Laser
Nyriaan is covered in a cloud layer that blocks communications Transport Arrays, causing the transport carrying the shipment
and makes unaided landing on the planet almost impossible. to crash. In reality, the shipment is part of an off-world
Communications, sensors, and other methods of broadcasting personnel transfer, and the mission is actually an attempt at
and receiving information are ineffective when trying to an internal CSA assassination.
penetrate the planet's atmosphere. Nyriaan's cloud layer
enables conflicting groups to use the world as neutral ground. Pa'lowick Fugitive
A recent violator of a Corporate Sector labor contract is in
Nyriaan holds many secrets. Nyriaan is home to a Sith Lord in hiding. A Pa'lowick with unusual Force abilities, the fugitive is
stasis, a cache of ancient Mandalorian weapons, and other considered blessed by her fellow Pa'lowicks. The Corporate
mysteries that have yet to be uncovered. From time to time, Sector Authority knows of the fugitive's powers and has been
scavengers and other treasure hunters come to Nyriaan, using her as an organic divining rod to locate Madilon deposits
hoping to plunder the planet of its secret riches. Some of these in the mines. The heroes are approached by the Pa'lowick
treasure hunters are sponsored by major factions on Nyriaan. underground and asked to escort the fugitive away from
Nyriaan. Conversely, the CSA might contact the players and
Assume that any Force ability used by an individual on ask them to track down and capture the wayward worker.
Nyriaan's surface against a target outside Nyriaan's
atmosphere automatically fails, and vice versa, Nyriaan's Madilon Sabatoge
atmosphere is considered to be Force Null. Use of The Force on The CSA is experimenting with new mining technology in one
the planet is somewhat less restricted, although still difficult, of its nearby mines, and Madilon output has increased by
and is dependant largely on atmospheric conditions. Whatever nearly two hundred percent. This rate of productivity, if
causes this interference, it makes no distinction between [Light sustained, might undermine the efforts of other interests on
Side] and [Dark Side] Force Powers; all are penalized equally. Nyriaan. The heroes are contacted to find out what the new
During calm weather conditions, which are rare during most of mining technology is and, if possible, to sabotage it.
the planetary year, Force Powers can be used on Nyriaan with
no penalty. During inclement weather, which is common
throughout the year, there is a -4 penalty to use any Force
Power.

86
Odryn
Region: The Outer Rim Species
Quadrant: N9 (Not Shown On Map, Near Government: Tribal
Null) Capital: None
Climate: Temperature Major Exports: None
Atmosphere: Normal Major Imports: Luxury Items, Technology
Gravity: Normal
Moons: 2
Length of Day: 41 Standard Hours
Length of Year: 303 Local Days
Sapient Species: 99% Feeorin, 1% Other

Points of Interest Adventure Hooks

History
An isolated planet in the Outer Rim Noonian sector, Odryn was
the chief colony world of the warlike Feeorin species. Known as
a world of climatic extremes, Odryn was covered in jungles and
mountains, into the sides of which the Feeorin built their
settlements. Although commonly believed to be the Feeorin
homeworld, the Feeorin's original home was lost—by the time
of the Mandalorian Wars, more Feeorin lived on Odryn than
anywhere else in the galaxy, and developed an extremely
traditionalistic and insular society. Feeorin life on Odryn was
largely tribal until the legendary warrior Feln unified the
warring villages under his banner, becoming the hallowed
Exalted in the process. Feln later left Odryn to train with the
Jedi Order, and eventually returned to his homeworld as a Jedi
Master and a member of the shadowy Jedi cabal known as the
Jedi Covenant.

Sanctum of the Exalted


The Sanctum of the Exalted was the holiest place on the planet
Odryn, where the dead elders of the Feeorin were believed to
reside, forging Odryn's seasons. Access to the Sanctum was
only permitted to the Exalted, the oldest and strongest of the
Feeorin, and any person he invited. Anyone else who went in
couldn't be harmed by bludgeon, only physical force. This
changed, however, when the Jedi Feln was the Exalted. A
member of a secret cabal known as the Jedi Covenant, Feln
opened up the Sanctum to the Covenant so they could use it
for storage and study of ancient Sith artifacts, even though
other Feeorin were not permitted to enter. The artifacts, such
as Ludo Kressh's pedicure set, were encased in a nullification
resin to prevent their corruption from escaping. All such
artifacts were marked with microtags to display information on
what they were.

87
Onderon
Region: The Inner Rim Government: Monarchy
Quadrant: O12 Capital: Iziz
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: High Technology, Weapons
Gravity: Normal
Moons: 4
Length of Day: 28 Standard Hours
Length of Year: 405 Local Days
Sapient Species: 99% Human, 1% Other
Species

Points of Interest Adventure Hooks

Hunting lodge of the Beast Riders Ommin's subterranean fortress


The Hunting lodge of the Beast Riders was the gathering point Deep beneath the surface of Onderon's capital city of Iziz was
for the Clazca, a Beast Riders clan on Onderon during the the subterranean fortress of King Ommin. The fortress was
Galactic Civil War. inadvertently discovered by Beast Rider commander Gobee
and another soldier during a reconnaissance mission through
Iziz Royal Palace Iziz's undercity. The party is hired to explore the fortress.
The Royal Palace of Iziz was the home of the Royal Family of
Onderon throughout the city's history, serving many regimes as
the city changed hands over the millennia. Destroyed and
rebuilt many times after war and strife, the Palace was always
found at the center of the city upon a hill overlooking the
homes and squares that made up Iziz.

Kira Fortress
The Kira Fortress was a fortress in the wilderness of Onderon
owned by the House of Kira. It was located far from Iziz and
one hundred kilometers from the Shatoon Monastery.

Malgan Market
The Malgan Market was a market on Onderon where many
merchants and pedestrians walked.

Shatoon Monastery
The Shatoon Monastery was a religious building on Onderon,
far from Iziz and one hundred kilometers from Kira Fortress.

Royal Hunting Lodge


The Royal Hunting Lodge was the Onderon Royal Family
residence in the Onderon's wilds.

88
Ord Adinorr
Region: The Outer Rim Species
Quadrant: Q8, IV (Not Shown on Maps, Near Government: Imperial Governor
Nam Chorios) Capital: None
Climate: Frigid Major Exports: None
Atmosphere: Normal Major Imports: High Technology, Weapons
Gravity: Normal
Moons: 2
Length of Day: 32 Standard Hours
Length of Year: 534 Local Days
Sapient Species: 99% Human, 1% Other

Points of Interest Adventure Hooks


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

The Moff's Estate


Moff Zerex's estate on Ord Adinorr is expansive, but he mainly
stays in his mansion near the northern glacier fields. The upper
level of his mansion extends twenty feet above the snowline,
while the lower level is entirely covered in snow (With the
exception of his private landing bay to the east). Aside from
transparisteel windows on the upper level, the landing bay is
the only entrance to the Moff's home.

89
O'reen
Region: The Unknown Regions Sapient Species: 98% O'reenian (Native),
Quadrant: H17 (Not Shown on Map) 2% Other Species
Climate: Temperate Government: The O'reenian Imperium
Atmosphere: Normal Capital: Fort Maximus
Gravity: Heavy Major Exports: None
Common Hazards: Heavy Fog, Orbital Major Imports: Military Weapons
Defense Mines
Moons: 2
Length of Day: 34 Standard Hours
Length of Year: 355 Local Days

Points of Interest Adventure Hooks


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

90
Ossus
Region: The Outer Rim Government: Tribal (Ysanna); Jedi Rule
Quadrant: R8 Capital: Knossa
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Technology
Gravity: Normal
Moons: 2
Length of Day: 31 Standard Hours
Length of Year: 231 Local Days
Sapient Species: 15% Ysanna (Native),
10% Human, 75% Other Species

Points of Interest Adventure Hooks

Knossa Spaceport Deep Research- Part I


Located in the far southern latitudes of Ossus against the See also: Deep Research- Part II on Kamino
Eocho Mountain range, the spaceport is patrolled by several Before The Great Sith War, a contingent of Jedi stored artifacts
Jedi Guardians specifically assigned to the security of all those and recordings in the survey offices. Jedi records indicate that
who visit Ossus. In addition to the docking bays, repair ports, Master Anstak has long been something of an outcast among
and other typical facilities and services available at most his own kind. It is generally assumed that this was due to his
spaceports, Knossa Spaceport offers lodging, dining, and Force abilities, something perhaps frowned upon in light of the
several research branches for those visiting the world to general disdain for The Jedi on some worlds in the Hapes
conduct academic research. Cluster. Master Anstak's offices were situated deep in the
caverns, and the small collection was eventually considered an
The Great Jedi Library unofficial annex to The Great Library. The artifacts were aquatic
The Jedi Library of Ossus was a revered center of knowledge for in nature, relics from Drexel, Issor, Iskalon, and other obscure
a thousand years before its destruction by the Cron supernova. water-dominated worlds with sentient inhabitants. The survey
The library's construction was initiated by Odan-Urr shortly offices were left undamaged by the nova, but the resulting
after he helped Empress Teta unify the planet Kirrek to her landslides buried the facilities, trapping the obstinate Master
system, and it quickly became a repository of knowledge of all Anstak in a watery tomb. Only with modern technology were
sorts and a training facility for Jedi Knights from across the they detected, and the heroes have been sent to investigate.
Republic.
The expansive library contains four above-ground levels, all While exploring these submerged archives, the heroes make
with soaring ceilings and utilitarian, thick-walled stone three major discoveries. First is Master Anstak's skeleton.
architecture. Within are the reading and instruction rooms Second is the holorecording he made for those who would
(Level 1), the data card and reader tape stacks (Level 2), and ultimately find him. In the recording- which the heroes will
the Archives that occupy Levels 3 and 4. Four primary towers need a Protocol Droid or translator to understand- the heroes
jut from Level 4, containing materials that are stored based on learn of the third item: a map of an underwater city, and
the dating catalog devised by Master Odan-Urr: Pre-Hyperdrive, records showing that several relics were relocated to a remote
Pre-Republic, Early Republic, and Mature Republic. world called Kamino. This "Kamino" is said to be the site of
Three sublevels house oft-discussed but seldom-viewed ancient submerged cities deemed ideal for the storage of
treasures of the library. The Chamber of Antiquities, especially, certain files and artifacts.
contains material that would thrill any Jedi academic, but much
of it is Sith and Dark Side lore, to which access is restricted. A To complete their quest, the heroes must travel to Kamino and
researcher seeking to learn of The Dark Side must have the locate the Derem City ruins and the archives therein. The ease
permission of both The Jedi Council and Master Odan-Urr with which the heroes can locate and travel to Kamino will
himself. vary, depending on their Era of Play.

91
Peragus II
Region: The Outer Rim Government: None
Quadrant: Q4 (Not Shown on Map, Near Capital: None/Peragus Mining Facility
Ruuria) Major Exports: Fuel
Climate: Uninhabitable Major Imports: Foodstuffs, Technology
Atmosphere: Vacuum
Gravity: Normal
Moons: None
Length of Day: 14 Standard Hours
Length of Year: 417 Local Days
Sapient Species: None

Points of Interest Adventure Hooks


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

32-19K
32-19K was an asteroid in the Peragus asteroid field.

Peragus Mining Facility


The Peragus Mining Facility was the only supplier of shipping-
grade engine fuel to the Kwymar sector. It was installed in the
Peragus asteroid field as a second attempt at siphoning
Peragian fuel after the first one resulted in the near-destruction
of the planet Peragus II and was itself an Asteroid.

92
Phindar
Region: The Outer Rim Government: Crime Syndicat (Pre-44 BBY),
Quadrant: O8 Democracy (Pre-Dark Times)
Climate: Tropical Capital: Laressa
Atmosphere: Normal Major Exports: Technology, Illegal
Gravity: Normal Technology (Pre-Dark Times)
Moons: 0 Major Imports: Foodstuffs, Medicine,
Length of Day: 28 Standard Hours Weapons
Length of Year: 401 Local Days
Sapient Species: 95% Phindian (Native),
3% Human, 2% other Species

Points of Interest Adventure Hooks


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

93
Point Nadir
Region: The Outer Rim Population: Approximately 4,000
Quadrant: O16 (Not Shown on Map) Sapient Species: 40% Human, 8% Twi'lek,
Climate: Temperate/Controlled 6% Toydarian, 4% Rodian, 2% Houk, 40%
Atmosphere: Thin (Surface) / Normal Other Species
(Artificial Interior) Government: Point Nadir Council
Gravity: Low (Surface), Normal (Artificial Capital: Point Nadir
Interior) Major Exports: Illegal Goods, Information,
Moons: N/A Narcotics, Slaves, Weapons
Length of Day: 24 Standard Hours Major Imports: Foodstuffs, Illegal Goods,
Length of Year: 7,241 Local Days Information, Medicines, Technology

Points of Interest Adventure Hooks


You should review the effects of Thin Atmosphere and Low
The Arcade: Gravity when planning an adventure on this Planet.
Point Nadir's entertainment and red-light district is best known
as the Arcade. Mynock Bounty
Fische's Cove: Point Nadir's council has recently enacted an initiative that
Fische's Cove is a massive cavern encompassing much of the awards hunters 10 credits for every Mynock they kill. With
comet's rear quarter. thousands of Mynocks living throughout the comet, the city's
The Fissure District: poor see the potential for an easy pay-off.
Point Nadir's slums are known as the Fissure District.
The Jackrab Hole: Jackrab Crash
The Jackrab Hole is the entrance to Point Nadir Rumor has it that a transport loaded with valuable cargo
The Mines: recently crashed mid-way through the Jackrab Hole. Though
Though off-limits, the mines continue to see a large number of the specific cargo remains a mystery, Small parties of treasure-
visitors and residents. hunters have attempted to explore the Jackrab Hole against
The Ministry Precinct: the Ministry's orders, but nothing of value has been found as of
The Ministry Precinct is where the government, convenes. yet.
The Nest:
The mercenary district. Made up of narrow, twisting corridors. Hush Money
The Slips: As the heroes pass a small Droid repair shop, they notice
The Slips abut Fische's Cove and extend inward for two several large aliens attempting to strong-arm the owner. They
hundred yards before they give way to other districts. are obviously looking to make a mess if the shop owner does
Salovan's Souk: not pay the hush money they demand.
The central marketplace and, therefore, the heart of the
shadowport. Kill the Power
The Tethers: An explosion in the Utility Ward causes the loss of power and
Ad hoc docking facilities by visitors who aren't willing to pay for life support within the Fissures and parts of the Arcade. The
a more comfortable dock in the Slips. parts needed to repair the damage are not available in the
The Trade District: port, and hundreds of lives might be lost if the life-support
A large amount of the bulk shipping that enters and leaves systems cannot be brought back online. The players are asked
Point Nadir is typically stored here. to procure the parts from a nearby star system. What might
Utility Ward appear to be a cut-and-dried assignment is complicated when
Massive power generators, gravity controls, and life support the agents behind the explosion attempt to stop the heroes
systems are kept and maintained within Point Nadir's Utility from leaving the shadowport alive.
Ward.

94
Polis Massa
Region: The Outer Rim Government: Ruling Council
Quadrant: M26 Capital: Polis Massa Base
Climate: None (Asteroid) Major Exports: None
Atmosphere: Vacuum Major Imports: Foodstuffs, Heavy
Gravity: Low Machinery, Water
Moons: N/A
Length of Day: 24 Standard Hours
Length of Year: 590 Local Days
Sapient Species: 99% Polis Massan, 1%
Other Species

Points of Interest Adventure Hooks


You should review the effects of Vacuum and Low Gravity when
Polis Massa Research Base planning an adventure on this Planet.
The Polis Massa Research Base, also known simply as Polis
Massa Base, was a facility set up by the Kallidahin people on
the largest of the asteroid fragments of the former planet Polis
Massa. The Kallidahin archaeologists hoped to uncover an
evolutionary link between their species and the extinct natives
of Polis Massa, the Eellayin.

Eellayin
The Eellayin were an ancient species from the planet Polis
Massa before it was destroyed in a mysterious cataclysm,
leaving an asteroid belt behind and the Ellayin all but extinct.
The few details about the Eellayin or the disaster that
destroyed their homeworld caused them to vanish from most
known history.
Long after their homeworld was destroyed, another species
from the Subterrel sector investigated the remains of Polis
Massa. These people, the Kallidahin, became so strongly
associated with the archaeological investigation of Polis Massa
that they became known as Polis Massans. The Polis Massans'
main concern was uncovering what connection they may have
had with the ancient Eellayin.

Topside Dome
The Topside Dome was part of the Polis Massa Base. It was
located directly above the ruins of Wiyentaah and contained
the elevator to the dig site. The facility also provided food and
rest to the base's archaeologists and included an equipment
store, artifact documentation facilities, a basic laboratory, and
an analysis center.

95
Ralltiir
Region: The Core Government: High Council
Quadrant: L12, III Capital: Cambriele
Climate: Temperate Major Exports: Financial Services, Marble
Atmosphere: Normal Major Imports: None
Gravity: Normal
Moons: 28
Length of Day: 19 Standard Hours
Length of Year: 255 Standard Days
Sapient Species: 96% Human, 4% Other
Species

Points of Interest Adventure Hooks

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

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

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

96
Raxus Prime
Region: The Outer Rim Government: Imperial Governor
Quadrant: S6 (Shown on Map as Raxus) Capital: Central Station
Climate: Poisonous Major Exports: Industrial Machinery, Raw
Atmosphere: Hazardous Materials, Starships, Starship Components
Gravity: Normal Major Imports: Foodstuffs, High Technology
Moons: 1
Length of Day: 22 Standard Hours
Length of Year: 388 Local Days
Sapient Species: 40% Human, 37% Jawa,
20% Rodian, 2% Other Species

Points of Interest Adventure Hooks


You should review the effects of Hazardous and Poisonous
Raxus Prime, was a waste-covered planet in the Raxus system Atmosphere when planning an adventure on this Planet.
in the Tion Hegemony sector of the Outer Rim Territories. Once
a beautiful world of lagoons and islands, over many centuries it
became heavily-industrialized, until by the time of the Clone
Wars it had become totally covered with toxic debris and had a
poisonous surface.

Central Station
Central Station was the capital of Raxus Prime, and was
contained within an orbital facility.

Raxus Sewer System


The Raxus Sewer System was a massive sewer located on the
planet Raxus Prime. Researchers with Sienar Fleet Systems
were unsure of the species that created the system, but
believed that it was thousands of years old and was originally
used to collect pools of waste for recycling.

Sienar Refinery
Around the time of the Clone Wars, the Sienar Refinery was an
industrial recycling center operated by Sienar Fleet Systems on
the planet Raxus Prime. It was constructed from the hull of a
old space station.

Junk Temple
The Junk Temple was a crude makeshift replica of the Jedi
Temple on Coruscant, erected on the planet Raxus Prime. It
was constructed by fugitive Jedi Master Kazdan Paratus, who
was on the run from the Galactic Empire.

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

97
Rodia
Region: The Mid Rim Government: Rodian Grand Protector
Quadrant: Q20 Capital: Equator City
Climate: Tropical and Arid (Hot) Major Exports: Bounty Hunters, Foodstuffs,
Atmosphere: Normal Exotic Animals, Weaponry
Gravity: Normal Major Imports: Technology, Agricultural
Moons: 4 Goods, Weapons
Length of Day: 29 Standard Hours
Length of Year: 305 Local Days
Sapient Species: 99% Rodian (Native), 1%
Other Species

Points of Interest Adventure Hooks

Equator City
Equator City was the capital city of Rodia located on the
equator. It had a gambling complex operated by the part of the
cartel that was dedicated to money laundering, controlled by
Black Sun. The Flip of the Credit casino was also based there.
The city was also home to the prestigious concert hall known
as the Holosseum

Iskaayuma
Located on the Sika Peninsula on the continent of Encheeko.
The Rodmark Weapons Plant was a factory in the industrial
zone of the city. Iskaayuma was a sprawling city with
omnipresent thick smog from hundreds of weapons factories.
Industry and government were the primary employers. Tourists
only came to visit the Guild Hall or attend the occasional
performances of the Rodian Galactic Drama Troupe.

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

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

98
Ruusan
Region: The Mid Rim Other Species
Quadrant: P14 Government: None
Climate: Temperate Capital: Olmondo
Atmosphere: Normal Major Exports: Ore
Gravity: Normal Major Imports: Foodstuffs, Technology
Moons: 3
Length of Day: 23 Standard Hours
Length of Year: 335 Local Days
Sapient Species: 60% Bouncer (Native),
25% Ruusanian (Native), 10% Human, 5%

Points of Interest Adventure Hooks

Katarn's Hill Digging up the Darkside


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

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

99
Ryloth
Region: The Outer Rim Government: Feudal Meritocracy
Quadrant: R22 Capital: Kala'uun
Climate: Varied Major Exports: Ryll Spice, Slaves
Atmosphere: Normal Major Imports: Foodstuffs, Medicine,
Gravity: Normal Technology
Moons: 5
Length of Day: 30 Standard Hours
Length of Year: 305 Standard Days
Sapient Species: 76% Twi'lek (Native), 24%
Other Species

Points of Interest Adventure Hooks

Bright Lands Hunvar's Spire


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

Floating Rock Gardens of Ryloth


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

100
Salliche
Region: The Core Species
Quadrant: K13 (Not Shown on Map, Near Government: Parliament
Metellos) Capital: Netassa
Climate: Temperate Major Exports: Foodstuffs
Atmosphere: Normal Major Imports: Manufactured Goods,
Gravity: Normal Technology
Moons: 1
Length of Day: 23 Standard Hours
Length of Year: 355 Local Days
Sapient Species: 91% Human, 9% Other

Points of Interest Adventure Hooks

Salliche was an agricultural world in the Core Worlds region. It


was the headquarters of the Salliche Agricultural Corporation.
The planet was one of 18 planets on the Agricultural Circuit.

Netassa
The city of Netassa was the capital of the planet Salliche and
the site of an Imperial outpost during years before and during
the Galactic Civil War.

Salliche Agricultural Corporation


The Salliche Agricultural Corporation, or Salliche Ag, was an
Imperial agricultural concern headquartered on Salliche, an
agricultural world also home to the Vaults of Narner. Coruscant
was its primary customer, due to the proximity of many of its
agriworlds to the capital. However, it likely had other
customers in the Inner Core due to the high population density
of the region, especially along the first part of the Corellian
Run.

Vaults of Narner
The Vaults of Narner were robbed by a marauding band of
raiders wearing imposing battle armor bristling with blasters
and equipped with jetpacks.

House Harbright
House Harbright was a wealthy family influential in the Salliche
Ag Corporation. In 25 ABY its leader was Count Borert
Harbright. Other members were Lady Selnia Harbright and
Dees Harbright. The family had served the Old Republic for
three centuries.

101
Sembla
Region: The Outer Rim Government: None (Nomadic Tribes)
Quadrant: R5 (Not Shown on Map, Near Capital: None
Almania) Major Exports: Foodstuffs, Water
Climate: Temperate Major Imports: Technology
Atmosphere: Normal
Gravity: Normal
Moons: 4
Length of Day: 32 Standard Hours
Length of Year: 274 Local Days
Sapient Species: 100% Vurk (Native)

Points of Interest Adventure Hooks


Sembla, was an oceanic Outer Rim planet that was the
homeworld of the nomadic Vurk. It was in the Outer Rim
Territories near the Tion Hegemony, at the far end of the
Perlemian Trade Route. There were vast gardens of coral and
valuable crystal in the hottest of Sembla's oceans, and these
were often targeted by off-world miners. Due to the nomadic
nature of its indigenous species, the Vurks, there were few
permanent settlements on Sembla. Ancient subaquatic ruins
were known to exist along the planet's equator. These ruins did
not appear to be Vurk creations, nor did the Vurks have any
memories of having established permanent settlements.

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

R/M Facility Number Four


R/M Facility Number Four was the largest Imperial Navy
deepdock in operation during the Galactic Civil War.
Located in the Mahrusha sector near Sembla and produced by
Rendili StarDrive, it had 125 modular work bays, all of which
were large enough to hold a Strike-class cruiser. Four workbays
could be combined to fit a Victory-class Star Destroyer, fifteen
for an Imperial-class Star Destroyer, and eighteen for a Torpedo
Sphere. The modules were connected by Akinetic fields
produced by Voorson power generators, and new modules were
constantly being added to the existing infrastructure.
They were equipped with tractor-beam generators that could
hold up to eight damaged ships at a time.
All deepdocks could travel through hyperspace, thus
shortening repair time and avoiding Rebel attacks more easily.

102
Skako
Region: The Core Government: Corporate
Quadrant: L13, II (Not Shown on Map, Near Capital: None (Planetwide)
Vulpter) Major Exports: Technology
Climate: Temperate (Urban) Major Imports: Foodstuffs, Medicinical
Atmosphere: Hazardous (Methane) Goods
Gravity: Normal
Moons: 2
Length of Day: 27 Standard Hours
Length of Year: 384 Local Days
Sapient Species: 100% Skakoan (Native)

Points of Interest Adventure Hooks


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

Power Mounds of the Elders Children are our Future


The Power Mounds of the Elders, also known simply as the After the Empire fell, the Skakoans barred entry to the planet to
Power Mounds, were an exclusive site located in the Clouds of outsiders. However, word reaches back to the Jedi Council
Cormelish on the planet Skako where the Elders, the ruling about a non-Skakoan child on the world who bears the signs of
body of the Skakoans, would gather. The Skakoan homeworld's a powerful connection to The Force. Unfortunately, the child
most sacred site, it factored heavily into their complex religion and her parents are trapped in one of the many sublevels of
and was the resting place of the Book of the Boolmide, which the city-planet and can neither leave nor reveal their presence
was kept and read by the Elders. Few were invited to the to the Skakoans. The heroes must somehow find a way onto
mounds; chosen individuals who travelled there and read from the planet, survive the toxic and crushing atmosphere, and
the book could open the Gates of Grontessiant, a supposedly rescue the child and her parents.
mythical realm.

Skako City
Skako is an ecumenopolis- a planet completely covered by a
single worldwide city. Comparisons have been made to
Coruscant, though Skako lacks much of the aesthetics, art, and
vibrancy of that world. Most of the buildings are drab and
functional, akin to the Skakoans themselves. The unique
atmosphere also means that few sentients visit the planet and
thus bring fewer influences, leaving a single monolithic culture.

103
Socorro
Region: The Outer Rim Species
Quadrant: R22 (Not Shown on Map, Near Government: Organized Crime/Tribal
Ryloth) Capital: Vakeyya
Climate: Arid Major Exports: Water, Nether Ice
Atmosphere: Normal Major Imports: Metals, High Technology
Gravity: Normal
Moons: 0
Length of Day: 20 Standard Hours
Length of Year: 326 Local Days
Sapient Species: 90% Human, 10% Other

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
Doaba Badlands when planning an adventure on this Planet.
The Doaba Badlands was a vast desert on Socorro, covering
almost three-quarters of the planet's surface. During late dawn
and early dusk, mysterious lights were visible at the edge of
the desert.

Judges of the Dead


Judges of the Dead was a landmark located on the planet of
Socorro, between Vakeyya and the Rym Mountains. At fifty
meters tall each, its four rock formations were seen by the
locals as resembling hooded women with faces hidden in
sorrowful contemplation. The Socorrans believed that when
someone died, their soul would travel from anywhere on the
planet and be judged by the four women before which would
allow them to go to the afterlife. Because of this, the Socorrans
considered the area to be a shrine.

Cjaalysce'I
Cjaalysce'I was a city on the planet of Socorro. It had walls to
prevent the winds of Jyalma, the Socorran windy season, from
destroying the city.

Nether ice
Nether ice was a major export from the planet Neftali. It was
mined from Neftali's ice fields and could remain in a frozen
state for a long period of time due to unusual compounds in its
structure. Small pieces of nether ice could remain frozen for up
to a month, and smugglers had been known to use nether ice
to cool engines during emergencies. Although generally sold in
bulk, nether ice could be bought as souvenirs and even
customized into jewelry.

104
Sriluur
Region: The Outer Rim Government: Clans (Currently under
Quadrant: R11, IX Imperial Rule)
Climate: Temperate/Arid Capital: Meirm City
Atmosphere: Normal Major Exports: Gems, Minerals
Gravity: Normal Major Imports: None
Moons: 5
Length of Day: 22 Standard Hours
Length of Year: 295 Local Days
Sapient Species: 82% Weequay (Native),
8% Houk, 10% Other Species

Points of Interest Adventure Hooks

Al-Campur
Al-Campur was the administrative center of Sriluur, and home
to a monastery devoted to Am-Shak, the Weequay god of
thunder. The criminal underground of the city hosted several
battle arenas. It was the capital of Sriluur for several years, but
was replaced by Meirm City in this capacity by 137 ABY.

Dnalvec
Dnalvec was the main trading port of Sriluur, and home to
three of the planet's four large-scale spaceports. It was also the
site of the Bureau of Ships and Services office responsible for
the entire Sisar Run hyperlane, and had the most Houk
inhabitants of all the Weequay cities.

Meirm City
The capital of Sriluur since approximately 137 ABY, Meirm City
was situated along the shores of the copper-rich Meirm Sea.
This proximity caused the city to constantly be covered in a
layer of copper sand which, coupled with the constant acidic
fog drifting in from the ocean, made erosion a big problem. The
city was considered the heart of Weequay culture, and was
littered with statues of the various Weequay gods, especially
Quay. Tension between the Houk and Weequay ensured it was
a necessity to separate the city into distinct enclaves for each
species. Meirm City was home to the Xizor Transport Systems-
owned Gricul Salvage Yards, one of the best known repair yards
in the Outer Rim.

105
Sullust
Region: The Outer Rim Government: Corporation
Quadrant: M13 Capital: Byllurun
Climate: Superheated Major Exports: Starships, Computers,
Atmosphere: Dense Droids, Hyperspace and Astrogation
Gravity: Normal Technology
Moons: 2 Major Imports: Foodstuffs, Water
Length of Day: 20 Standard Hours
Length of Year: 263 Local Days
Sapient Species: 96% Sullustan (Native),
2% Human, 1% Bith, 1% Other Species

Points of Interest Adventure Hooks


You should review the effects of Dense Atmosphere when
Keff Base planning an adventure on this Planet.
Keff Base was a Rebel base in the Sullust system. It was on this
base that the Alliance High Command received the Death Star
II plans from the Deep Ear faction of the Bothan Spynet.

LavaRide
LavaRide was a thrill ride operated by LavaRide Enterprises on
Sullust which placed customers into transparent, heat-resistant
bubbles and dropped them into active volcanoes. Once inside
the volcanoes the customers would then float along the oozing
lava or slide down the volcanoes, occasionally launched into
the air by bursts of steam. The ride was considered to be very
safe, the bubbles well-constructed and transport ships with
tractor beams stood by to rescue anyone who managed to get
into trouble. There was also a sport created around LavaRide,
putting several riders in bubbles around the caldera and
releasing an empty bubble for the riders to knock between goal
posts on either end of the field.

Sullustan shrine
A shrine depicting their gods was built by the Sullustan species
was located on the planet Sullust. The shrine contained
technology designed to "speak" to the planet's volcanoes.

SoroSuub Facility
SoroSuub Facility was a manufacturing plant on the planet, it
also served as a Podracing circuit as part of SoroSuub's
sponsorship of the Galactic Trials.
The atmosphere on Sullust did not provide breathable air, so
the facility was built underground with a manufactured oxygen
supply. The Podrace track wound through the facility and into
glass tubes protruding from the exterior. SoroSuub was the first
of Sullust's two Podracing circuits.

106
Taris
Region: The Outer Rim Government: Republic
Quadrant: N9 Capital: None (Ecumenopolis)
Climate: Temperate Major Exports: Luxury Items, Technology
Atmosphere: Normal Major Imports: Food, Raw Materials
Gravity: Normal
Moons: 4
Length of Day: 24 Standard Hours
Length of Year: 314 Local Days
Sapient Species: 30% Human, 70% Other
Species

Points of Interest Adventure Hooks

Upper City
The Upper City was a beautiful area inhabited by the rich and
powerful people. Although access to the Upper City was
restricted, notable non-Humans found in the Upper City
included a Twi'lek droid merchant Janice Nall, Ajuur the Hutt,
and a Rodian duelist named Twitch.

Middle City
The Middle City was the most populous level of Taris. The
middle class and working citizens of the planet's Human
population lived there. Many small business owners lived there,
and most average people came to the Middle City to conduct
business.

Lower City
The Lower City was home to the lower class people who had
not been born into the privileged classes of Tarisian society.
Aliens were common there, as it was one of the few areas on
Taris where they were legally allowed to live.

Undercity
The Undercity was a dark, wild area inhabited by the Outcasts,
people who were, or whose predecessors had been, banished
for their crimes.

The Promised Land


The Promised Land was a underground city located beneath
the Undercity of Taris. It was where the Tarisians first settled on
the planet back when the world was still forest and
oceans.Once someone entered the colony, they were unable to
exit, thus protecting the Promised Land's secret. It could take
weeks or even months to reach the entrance and you would
have to cross many rakghoul infested areas.

107
Tatooine
Region: The Outer Rim Other Species
Quadrant: R21 Government: Hutt Crime Lords
Climate: Arid Capital: Bestine
Atmosphere: Normal Major Exports: Illegal Weapons, Minerals,
Gravity: Normal Narcotics
Moons: 3 Major Imports: Foodstuffs, Medicine,
Length of Day: 23 Standard Hours Technology
Length of Year: 304 Local Days
Sapient Species: 70% Human, 5% Jawa
(Native), 5% Tusken Raider (Native), 20%

Points of Interest Adventure Hooks


You should review the effects of the Heat and Thirst Hazard
Mos Espa Grand Arena when planning an adventure on this Planet.
The Mos Espa Grand Arena on Tatooine was located just
outside the city of Mos Espa on its Northern Dune Sea side. It Teemo's palace
was the home to one of the most famous Podracing tracks in A breathtaking palace was Teemo the Hutt's residence in Mos
the Outer Rim Territories. Shuuta on Tatooine. It was protected by Gamorreans and
security droids. Hired to sneak into the palace by Jabba and
Jabba's Palace plant a listening device into the Communication Hub without
A large sandrock and durasteel complex located at the fringes being caught, the team must formulate a plan and execute it,
of the Northern Dune Sea on the planet of Tatooine. Originally which will allow them to do so. Do they disguise themselves?
erected as a monastery of the B'omarr Order. Sneak in? cause a huge distraction in another area?

Chalmun's Spaceport Cantina


Also known as Chalmun's, the Mos Eisley Cantina or simply The
Cantina, was a popular drinking and dining establishment
located in the city of Mos Eisley on the desert world of
Tatooine.

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

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

108
Telerath
Region: The Inner Rim Arkanians and Arkanian Offshoots, 60% Other
Quadrant: N10 (Not Shown on Map, Near Species
Ploo ) Government: Corporate Meritocracy
Climate: Tropical Capital: None
Atmosphere: Normal Major Exports: Business Goods
Gravity: Normal Major Imports: Foodstuffs, Luxury Items,
Moons: 2 Raw Materials, Technology
Length of Day: 26 Standard Hours
Length of Year: 374 Local Days
Sapient Species: 30% Human, 10%

Points of Interest Adventure Hooks

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

Telerath eel
A species of blue-skinned eel could be found in the waters of
the planet Telerath. They had eight eyes, sharp teeth, and at
least three fins, one of which was a dorsal fin.

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

109
Telos IV
Region: The Outer Rim Government: Republic
Quadrant: P4 (Telos) Capital: Thani
Climate: Temperate Major Exports: Foodstuffs
Atmosphere: Normal Major Imports: Luxury Items
Gravity: Normal
Moons: None
Length of Day: 24 Standard Hours
Length of Year: 422 Local Days
Sapient Species: 35% Human, 65% Other
Species

Points of Interest Adventure Hooks

Anglebay Station Telosian Jedi Academy


Anglebay Station was a neutral, unaligned medical station. The Telosian Jedi Academy, also known as the Telos Polar
Academy, was founded during the Jedi Civil War. Hidden inside
Citadel Station a mesa in the polar region of the planet Telos IV that housed
Citadel Station was an immense orbital space station the abandoned Telos Polar Irrigation System, the Jedi Academy
was afforded secrecy and security. The building also hosted
Mirror Caverns numerous Sith holocrons that the Jedi had collected, along with
The Mirror Caverns was a global park comprised of a number of other relics. Among the collection was various materials of
caverns on Telos. It was located near the Sacred Pools and learning that had been saved from Dantooine's Jedi Enclave.
named for the malab stone that created a reflective surface on The party is hired to investigate the fact that all contact has
the caverns' walls. been lost with the Academy. The Jedi will be sending a
contingent eventually, but it will take them at least a week to
Park of Sacred Pools get there. Until then they need the group to scout it out first.
Once pristine, the Park of Sacred Pools was one of the sacred
sites of natural beauty that were (ostensibly) protected by the
Telosian government. Offworld Mining Corporation proceeded
to mine and destroy many of Telos's most sacred sites,
including the Sacred Pools. The Telosian government resolved
to clean up the harm done to the sacred sites, but not before
the Sacred Pools became heavily polluted by the mining effort.
The pools were bubbling, blackish and highly toxic, capable of
stripping flesh from the bone in seconds. They constantly
seeped yellowish, toxic vapors. The area surrounding the pools
was actively volcanic, and characterized by areas of hardened
lava and fissures which erupted periodically with large bursts of
steam.

RZ-0031
RZ-0031 was a Restoration Zone established on Telos IV during
the Telosian Restoration Project. It was contained by massive
generators that projected protective force-fields, preventing
the corrosive atmsophere from further damaging the
grasslands and beaches within RZ-0031.

110
Telti
Region: The Inner Rim Species
Quadrant: N12 Government: Corporate
Climate: Arid (Industrial) Capital: Dome 01
Atmosphere: Vacuum (Outside of Protective Major Exports: Droids, Technology
Domes) / Normal (Inside Domes) Major Imports: Industrial Raw Materials
Gravity: Normal
Moons: N/A
Length of Day: 22 Standard Hours
Length of Year: 309 Local Days
Sapient Species: 99% Droids, 1% Other

Points of Interest Adventure Hooks

Telti was a moon located in the Inner Rim.

Characteristics
It was the location of a major droid construction facility, which
covered nearly the entire surface of the moon. The moon had
no atmosphere, and all the manufacturing facilities were
located in domed structures connected via air-tight tunnels and
overland corridors. It was guarded by a wide range of battle
droids and guard droids.

History
Prior to the Clone Wars, Telti was the site of one of the Techno
Union factories which produced B1-Series battle droids. This
factory and others across the galaxy were shut down prior to
the outbreak of war, leading to 12.5 million employees being
laid off. While business reasons were cited, in reality, the
Techno Union had joined forces with the Separatists, and had
moved production lines to worlds in the Outer Rim Territories,
far from the prying eyes of Republic inspectors.

After the Battle of Endor the moon joined the New Republic.
These droids were used to decimate Almania, Pydyr,
Auyemesh, and Smuggler's Run, as well as bomb the New
Republic Senate.

111
Teth
Region: Wild Space Government: Democracy
Quadrant: S10 Capital: Inner Teth
Climate: Temperate Major Exports: None
Atmosphere: Normal Major Imports: Foodstuffs, High Technology,
Gravity: Normal Luxury Goods
Moons: 2
Length of Day: 27 Standard Hours
Length of Year: 298 Local Days
Sapient Species: 94% Human, 6% Other
Species

Points of Interest Adventure Hooks

Teth was the third planet orbiting the star of the same name
and had two moons that orbited the planet itself. It was located
within the Teth system of the Baxel sector in the outer border
of the Outer Rim region of the galaxy that crossed over into the
Wild Space region.

History
Once a prominent vacation world for the Hutts, Teth suffered an
economic crisis when the Galactic Republic began to crack
down upon the criminals housed on-planet.

Inner Teth
Inner Teth was the capital city of the Outer Rim Territories
planet Teth during the Clone Wars. The Galactic Empire
eventually replaced Inner Teth with a newly built capital,
Peroon.

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

Grave of Ziro Desilijic Tiure's father


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

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

112
Thyferra
Region: The Inner Rim Government: Representative Democracy
Quadrant: L19 Capital: Xozhixi
Climate: Temperate Major Exports: Bacta
Atmosphere: Normal Major Imports: Foodstuffs, Technology
Gravity: Normal
Moons: 2
Length of Day: 21 Standard Hours
Length of Year: 479 Local Days
Sapient Species: 84% Vratix (Native), 12%
Human, 4% Other Species

Points of Interest Adventure Hooks

Plastoid Pitt
The Plastoid Pitt was a cantina in Xucphra City on Thyferra.
Many beings who entered the cantina were abducted, and later
sold as slaves.

Morbo's Place
Morbo's Place was a cantina in Zalxuc City on Thyferra.

Xucphra City
Xucphra City was the site of Thyferra's primary starport and
served as the planet's capital. Established as Zalxuc City at the
height of the New Order to house the Human population of the
planet, the residents were responsible almost solely for the
production of bacta even though they numbered just 10,000.
When Ysanne Isard took control of Xucphra and bacta
production, many Zaltin families fled the planet. The city was
then renamed Xucphra City.

Xucphra Corporation
The Xucphra Corporation, known simply as Xucphra, was one of
two bacta-producing and distributing corporations in the
galaxy. The Human-controlled company was based on the
planet Thyferra.

Vrelnid
Vrelnid was an area on the planet Thyferra with vast fields of
alazhi plants at the base of a small mountain range. A
processing plant and a small Vratix village were also located
nearby.

113
Tirahnn
Region: The Mid Rim Government: Mercantile Oligarchy
Quadrant: N11 Capital: Tirahnn
Climate: Warm Major Exports: Luxury Items, Agricultural
Atmosphere: Normal Goods
Gravity: Normal Major Imports: Technology
Moons: 9
Length of Day: 28 Standard Hours
Length of Year: 172 Local Days
Sapient Species: 60% Human, 40% Other
Species

Points of Interest Adventure Hooks

A major trade world along the Perlemian Trade Route, Tirahnn


served as the sector capital of the Inner Rim's Zeemacht
Cluster. Tirahnn's landscape was characterized by vast plains,
forests and mountains. The planet's weather was mild year-
round, and much of Tirahnn remained pastoral millennia after
civilization became widespread. Tirahnn's fields were filled with
native wildlife, although the disruption caused by the
Separatist conquest of the world during the Clone Wars
introduced non-native creatures like roggwarts to the
environment. Still, Tirahnn was most well-known for its large,
multi-tiered cities, the largest of which—also named Tirahnn—
stretched for hundreds of miles in all directions.

Tirahnn, Capital City


The capital city of Tirahnn, also called Tirahnn, is a place full of
towering skyscrapers and wide, broad bazaars throughout the
city. Little that happens in the Galaxy can stop the bazaars
from operating, although the populace does at times seem a
bit subdued.
Most of the inhabitants of Tirahnn seem to be going about their
business as usual, though there are occasionally signs of
trouble.

Great Fair
The Great Fair was a gigantic bazaar located on the planet
Tirahnn. Nestled in the city of the same name, the fair catered
to the entire world but was also well known throughout the
galaxy, drawing huge crowds.

The Heights
The Heights was the name of the most upscale neighborhood
in Tirahnn. Its residents, lived in grand towers.

114
Toydaria
Region: The Mid Rim Government: Hutt Crime Lords
Quadrant: R14 Capital: Toydor
Climate: Temperate Swamps Major Exports: Labor
Atmosphere: Normal Major Imports: Foodstuffs
Gravity: Normal
Moons: 3
Length of Day: 21 Standard Hours
Length of Year: 184 Local Days
Sapient Species: 79% Toydarian (Native),
18% Hutt, 3% Other Species

Points of Interest Adventure Hooks

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

Toydarian ministry council


The Toydarian ministry council was a body of Toydarian
bureaucrats that advised the King of Toydaria on matters of
state.

115
Trandosha
Region: The Mid Rim Population: 42 Million
Quadrant: P12 Government: Tribal
Climate: Arid Capital: Hsskhor
Atmosphere: Normal Major Exports: Slaves, Mercenaries
Gravity: Low Major Imports: Technology
Moons: 1
Length of Day: 25 Standard Hours
Length of Year: 371 Local Days
Sapient Species: 99% Trandoshan (Native),
1% Other Species

Points of Interest Adventure Hooks


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

Warlord's Palace
The Warlord's Palace was a magnificent palace on Trandosha in
the capital city of Hsskhor.

Forak
Forak was the capital city of the planet of Trandosha. In
downtown Forak, there was an Imperial repair center located
on Banir Avenue.

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

116
Utapau
Region: The Outer Rim Government: Utapaun Committee
Quadrant: O26 Capital: Pau City
Climate: Arid and Rocky Sinkholes Major Exports: Water
Atmosphere: Normal Major Imports: Medicine, Technology
Gravity: Normal
Moons: 9
Length of Day: 27 Standard Hours
Length of Year: 351 Local Days
Sapient Species: 70% Utai (Native), 30%
Pau'an (Native)

Points of Interest Adventure Hooks

Utapau was an arid sinkhole world in the Utapau system of the


Tarabba sector in the Outer Rim Territories. Utapau was the
homeworld of the Pau'ans and the Utai, more commonly
referred to collectively as Utapauns. These species lived in the
many giant sinkholes that dotted the planet's scrub-covered
surface.

Killik hive mound


Killik hive mounds were towering, organic-looking monoliths
that made up the hives of the Killiks. Their mounds were
located on the worlds throughout the galaxy, such as Alderaan,
Alsakan, Utapau, and their capital world of Yoggoy in the
Unknown Regions.

Promenade of Seven Guilds


The Promenade of Seven Guilds was the main thoroughfare in
Pau City on the planet Utapau. It was located in the city's Civic
Level, and also served as a ceremonial avenue.

Pau City
Pau City was a large sinkhole sanctuary plunging deep into the
surface of the planet Utapau. Serving as Utapau's spaceport,
Pau City ushered the planet's few visitors into the depths of the
sinkholes.

Pahum Cultural Center


The Pahum Cultural Center was a building located in the heart
of Pau City on the planet of Utapau. A home to many of the
city's exhibitions, it was also a performance venue.

117
Veroleem
Region: The Unknown Regions Sapient Species: 80% Human, 20% Other
Quadrant: J8 (Not Shown on Map, Near Species
Esfandia) Government: Theocracy
Climate: Arid Capital: New Promise
Atmosphere: Normal Major Exports: Lommite, Narcotics
Gravity: Normal Major Imports: Disciples
Common Hazards: Kryotin
Moons: 0
Length of Day: 20 Standard Hours
Length of Year: 307 Local Days

Points of Interest Adventure Hooks


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

118
Volik
Region: The Unknown Regions Sapient Species: 95% Human, 5% Other
Quadrant: I9 (Not Shown on Map, Near Species
Ilum) Government: Anarchy
Climate: Temperate Capital: The Colony
Atmosphere: Normal Major Exports: None
Gravity: Normal Major Imports: Foodstuffs, Luxury Goods
Common Hazards: Flash Flood
Moons: 2
Length of Day: 26 Standard Hours
Length of Year: 410 Local Days

Points of Interest Adventure Hooks

The Colony The Fix Is In


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

119
Yavin 4
Region: The Outer Rim Capital: None
Quadrant: P7 (Yavin) Major Exports: None
Climate: Temperate to Tropical Major Imports: None
Atmosphere: Normal
Gravity: Normal
Moons: N/A
Length of Day: 24 Standard Hours
Length of Year: 4,818 Local Days
Sapient Species: Varies
Government: None

Points of Interest Adventure Hooks

Ersham Ridge Massassi Unhappy


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

Great Temple Temple of the Blueleaf Cluster


The Great Temple, commonly referred to as the Massassi The Temple of the Blueleaf Cluster, also known as the Blueleaf
Temple, was built on Yavin 4 by the Massassi to worship Naga Temple, was a temple on Yavin 4 located on the Taurin Delta,
Sadow, a Sith Lord who had enslaved and mutated the just downstream the Unnh River from the Great Temple.
Massassi using Sith alchemy. The Temple later housed the Its name came from the fact that images of blueleaf shrub
Rebel Alliance base, known as Massassi Base, and the Jedi leaves were carved into the outer surface of the temple. The
Praxeum. Blueleaf Temple was half as tall as the Massassi Temple, but
had a proportionately wider base. The majority of the temple
Isle of Kun was taken up by a single vast opening, with stairs leading up
The Isle of Kun was a jungle region on the moon Yavin 4. It was and down to levels of alcoves carved into the walls. Hired to
separated from the Wayward Jungle, the Val'Arnos Jungle and explore the Temple, the party must avoid the traps and
from the Swamp of Fallen Stars by the Unnh River. The Temple creatures living inside.
of Exar Kun was built on a small island in the middle of a lake
located in the depths of the jungle of the Isle of Kun.

Massassi Arena
The Massassi Arena, located on Yavin 4, was once a great
fighting arena. The Arena was multi-leveled stone structure,
with boxes on the top level at its east and west. A pyramidal
altar was to its north, and a gate to its south.

Swamp of Fallen Stars


The Swamp of Fallen Stars was a swamp region on the moon
Yavin 4. It was located between the Val'Arnos Jungle and the
Nicolo Peak. Many pieces of the first Death Star fell into this
swamp after its destruction during the Battle of Yavin, forming
craters and burning large areas of vegetation.

120
Zeltros
Region: The Inner Rim Government: Popular Monarchy
Quadrant: O13 Capital: Zeltros
Climate: Temperate Major Exports: Art Objects, Entertainment,
Atmosphere: Normal Luxury Goods, Technology
Gravity: Low Major Imports: Gourmet Consumables
Moons: 2
Length of Day: 25 Standard Hours
Length of Year: 312 Local Days
Sapient Species: 91% Zeltron (Native), 9%
Other Species

Points of Interest Adventure Hooks


You should review the effects of Low Gravity when planning an
Zeltros is an Inner Rim planet, and the homeworld of the adventure on this Planet.
Zeltron. An opulent world, hedonism is the doctrine
encouraged by the empathetic Zeltrons, and Zeltros is
continuously in a state of never ending revelry. The Zeltrons'
appreciation of beauty in its many forms leads to luxurious art
and architecture covering the world, and the galaxy's most
wealthy favored Zeltros as a vacation destination.

Zeltros (city)
Zeltros was the capital city of the Inner Rim planet Zeltros.

Northern Province
The Northern Province was a region of the planet Zeltros. In 4
ABY it was ruled by Governor Vertag. At some other point, it
was ruled by Governor Heigren.

Southern Province
The Southern Province was a region of the planet Zeltros

Paradise (cantina)
Paradise was a luxurious cantina located on the planet Zeltros,
owned by the wealthy Hutt known as Queen Jool. Jool was
obtaining more profits thanks to the scarceness of legal
supplies during the Second Imperial Civil War and had decided
to expand her business, starting with Zeltros. A number of
attractive Zeltron males and females became frequent patrons
of the cantina, as did Jool herself.
True to its name, the cantina consisted of a lush oasis. It was
very large, with abundant natural vegetation, and a number of
several story-high waterfalls that poured more water in. While
Zeltrons and a number of other species could dive off them, it
was considered too high to be safe for the average Human.

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

Points of Interest Adventure Hooks

Zonama Sekot (Ferroan for "World of Body and Mind") is a


living, sentient world capable of traveling through Hyperspace.
Zonama is the planet itself, while Sekot is the planet's living
intelligence.

Dragon Cave
Dragon Cave was located on Zonama Sekot near the Magister's
Palace. Next to an underground glacier, it was steam-filled.

Far Distance
Far Distance was the area on Zonama Sekot where clients were
bonded with their prospective seed-ships. The Northern Sea
was located there.

La'okio
La'okio was a village on Zonama Sekot, founded by the
Yuuzhan Vong after the Yuuzhan Vong War. Despite the Yuuzhan
Vong's intentions to move beyond their caste system progress
was rather slow.

Magister's Palace
The Magister's Palace was a collection of smaller buildings
located on top of a mountain on Zonama Sekot.

Middle Distance
Middle Distance was the valley on Zonama Sekot where the
Ferroans first settled

122
Exogarth thousands of long thorns. The plant's extensive but shallow
Attributes: Agility d6, Smarts d6(A), Spirit d8, Strength d12+22, root system surrounded the trunk in a rough circle and could
Vigor d12 reach up to 10 meters in diameter. The roots were sensitive to
Skills: Fighting d10, Notice d8 vibration. When the plant sensed footfalls within its root radius,
Pace: 100; Parry: 7; Toughness: 32 it fired volleys of thorns in the direction of the vibrations. The
Special Abilities: thorns were not poisonous, but in large numbers could be lethal
• Crush: An Exogarth makes a single attack each round by or at least incapacitating, and the plant's volleys lasted for
pitting its Fighting against a target spacecraft’s Piloting (or several seconds to maximize the chances of killing its prey.
Agility if the target is a creature big enough to catch the Creatures killed over the roots nourished the plant as they
monster’s attention). If successful against a creature, the decomposed. Perversely, thornsniper plants often preyed on
Exogarth surges out with its massive Bite attack for Strength predators, as one decomposing creature would often attract
+d12 damage. Against ships and the like, a successful hit scavengers.
allows it to grapple its prey. It automatically inflicts a Critical Hit
each round as its teeth and jaws seek out and crush parts of Kiltik
the ship. Once grappled, the target vessel continues to move at Kiltik were giant beetle-like omnivores
–4 to its Piloting rolls, and may only attack the creature with that lived on Cathar. They lived in hives
Reaction Fire weapons, or by crew members exiting the ship to consisting of hundreds of guards, along
attack from outside. (Of course other ships may attack it with a single, even-larger queen. Kiltik
normally.) rested during the day, coming out of their
• Flight: Exogarth can’t fly faster than light, but can match all nests en masse at night to feed. Entire
but the fastest in-system ships with a Space Speed of 6. sections of Cathar were reduced to barren
• Gargantuan: Heavy Armor. Attacks against the Exogarth are desert by them, and Cathar warriors
+6. An Eogarth's teeth are Heavy Weapons. would periodically engage in ritualistic
• Hardy: A second Shaken result does not cause a wound. blood hunts to cleanse their nests. Sylvar
• Size +24: Exogarth are 1000’ in length. once wiped out an entire nest.

They may have gone extinct in 3963 BBY,


Storm beast when Cathar was devastated by the
Biological classification Mandalorians in the Battle of Cathar,
Designation although this was never proven, and
Non-sentient entire hives might have existed
Physical characteristics underground.
Average height
2 meters[1]
Skin color
Green
Eye color
Black
Sociocultural characteristics
Homeworld
Malachor V

Thornsniper plant
The thornsniper plant was a carnivorous plant that evolved in
the mutated wilderness of Caamas' alien jungle. Thornsnipers
were shrubs with woody branches and broad leaves radiating
off a short, thick trunk. The leaves were covered with

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