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D6 Conversion Unknown Regions Ultimate Addendum
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shootingwomprats
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PostPosted: Fri Aug 08, 2025 12:21 pm    Post subject: Reply with quote

Tof Boarding Techs
The engineering/sabotage arm of a Tof boarding party, with gear and skills tuned for ship capture, system overrides, and hull breaches.

Tof Boarding Tech
Type: Tof naval combat engineer / boarding technician
DEXTERITY 3D
Blaster 5D, brawling 4D, dodge 4D+1, melee combat 4D
KNOWLEDGE 2D+2
Intimidation 4D, languages 3D, streetwise 3D+1, survival (shipboard) 4D
MECHANICAL 3D
Communications 4D, repulsorlift operation 3D+2, space transports 4D
PERCEPTION 3D
Command 4D, search 4D+1, sneak 4D
STRENGTH 3D+2
Brawling 5D, stamina 5D+1, lifting 4D+2
TECHNICAL 4D
Armor repair 5D, demolitions 6D, security 6D, space transport repair 6D+2, starship weapon repair 5D+2
Special Abilities:
Massive Physique: Tof are physically imposing and gain +1D to all damage rolls from brawling and melee attacks.
Intimidation: Their size, confidence, and arrogance grant +1D to intimidation skill checks against most non-Tof sentients.
High Pain Tolerance: Tof ignore the first wound level penalty suffered in combat (e.g., Stunned or Wounded still imposes no penalty; further injuries apply penalties as normal).
Breaching Expertise: +1D to demolitions rolls when targeting ship bulkheads, airlocks, or blast doors.
Sabotage Protocols: +1D to security rolls for bypassing or disabling ship systems under combat conditions.
Joint Boarding Tactics: When acting within 5 meters of a Tof Boarding Captain or Shield Bearer, Boarding Techs gain +1D to dodge due to coordinated cover advances.
Move: 10
Character Points: 3
Equipment: Tof boarding armor, boarding carbine (5D), plasma cutting torch (+3D to breaching attempts), magnetic grapple launcher, tool satchel (demolitions kit, security slicer pad, fusion welder), mag-lock boots, 2 stun grenades (5D stun, 3-4/8/12).
Quote: “Engines first, guns second — then it’s just a matter of mopping up.”
_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Fri Aug 08, 2025 12:24 pm; edited 1 time in total
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PostPosted: Fri Aug 08, 2025 12:24 pm    Post subject: Reply with quote

Tof Intimidator/Standard Bearer
A battlefield morale officer whose purpose is to terrify defenders, rally Tof warriors, and mark the forward push of a boarding assault. The banner is not decorative; it’s a psychological weapon and a combat signal device.

Tof Intimidator/Standard Bearer
Type: Tof morale enforcer and boarding assault signaler
DEXTERITY 3D+1
Blaster 4D+1, brawling 5D, dodge 4D+1, melee combat 5D+2, melee parry 5D
KNOWLEDGE 3D
Bureaucracy (Tof chain of command) 4D, intimidation 6D, tactics (boarding actions) 5D, willpower 5D
MECHANICAL 2D+2
Repulsorlift operation 3D+1, space transports 3D
PERCEPTION 3D
Bargain 4D, command 6D, search 4D+1
STRENGTH 4D
Brawling 5D+1, lifting 5D, stamina 6D
TECHNICAL 2D+2
Armor repair 3D+1, first aid 3D
Special Abilities:
Massive Physique: Tof are physically imposing and gain +1D to all damage rolls from brawling and melee attacks.
Intimidation: Their size, confidence, and arrogance grant +1D to intimidation skill checks against most non-Tof sentients.
High Pain Tolerance: Tof ignore the first wound level penalty suffered in combat (e.g., Stunned or Wounded still imposes no penalty; further injuries apply penalties as normal).
Battle Standard Rally: While holding the Tof war-banner, all Tof allies within 15 meters gain +1D to Willpower and Stamina rolls, and +1 pip to all attack rolls when within melee range of an enemy.
Fearsome Presence: The Intimidator may make an intimidation roll against all enemies within 10 meters once per round as a free action (opposed by Willpower or Perception). Failure by 5+ causes the enemy to suffer –1D to attack rolls for the next round.
Signal Commands: The banner has embedded comms and signal flash emitters; when used, allied boarding units gain +1D to coordination or formation-based tactics rolls.
Move: 10
Character Points: 4
Equipment: Tof boarding armor, massive Tof war-banner pole (counts as melee staff 5D damage), sidearm blaster (4D), short vibrocutlass (STR+2D), banner-integrated short-range comms & strobe signal lights, mag-lock boots, combat knife.
Quote: “You hear that? That’s the sound of your courage draining away.”
_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
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PostPosted: Fri Aug 08, 2025 12:35 pm    Post subject: Reply with quote

Lord-Captain Vorga "Ironwake" Rann
Type: Tof Fleet Captain, Supreme Boarding Commander
Age: 47   Height: 2.2 m   Weight: 165 kg
Appearance: A towering green-skinned humanoid encased in ornate, scarred boarding armor adorned with gold inlays and trophy chains. His right shoulder bears the standard of his fleet, a black-and-gold pennant that trails in battle. His eyes burn with arrogant certainty, and his braided beard is clasped with rings stolen from defeated captains.
DEXTERITY 4D+1
Blaster 8D, brawling parry 9D, dodge 8D, melee combat 10D, melee parry 9D+2, running 6D, thrown weapons 7D+1
KNOWLEDGE 3D
Bureaucracy (Tof naval law) 5D+1, intimidation 10D, planetary systems 6D, streetwise 6D+2, survival (zero-g boarding) 7D, tactics (boarding) 10D+2, tactics (fleet) 10D, willpower 9D+1
MECHANICAL 3D
Capital ship gunnery 7D, capital ship piloting 6D+2, capital ship shields 6D+1, sensors 5D+2, space transports 7D, starship gunnery 7D+2
PERCEPTION 4D
Bargain 6D+2, command 11D, con 5D+2, persuasion 6D+1, search 7D, sneak 5D+1
STRENGTH 5D
Brawling 10D, climbing/jumping 6D+1, lifting 7D+2, stamina 8D+2, swimming 6D
TECHNICAL 2D+2
Armor repair 5D, capital ship repair 4D+2, demolitions 6D+1, security 6D, starship repair 5D
Special Abilities:
Massive Physique: Tof are physically imposing and gain +1D to all damage rolls from brawling and melee attacks.
Intimidation: Their size, confidence, and arrogance grant +1D to intimidation skill checks against most non-Tof sentients.
High Pain Tolerance: Tof ignore the first wound level penalty suffered in combat (e.g., Stunned or Wounded still imposes no penalty; further injuries apply penalties as normal).
Overwhelming Melee Doctrine: When leading or fighting in a Crowded Corridor Melee boarding action, Vorga and all allied Tof gain +2D to melee combat (this replaces the standard +1D bonus from the hazard).
Fleet Commander’s Aura: All allied Tof within line of sight gain +1D to willpower and +1D to resist intimidation.
Show of Strength: Once per encounter, may make an intimidation roll vs. opponents in visual range; if successful, they suffer –1D to all skill rolls for 1D rounds.
Story Factors:
Conquest Above All: Seeks to capture ships intact for tribute and prestige.
Naval Honor in Name Only: Will duel worthy foes but has no qualms about overwhelming them with numbers.
Symbol of Fear: His standard and armor are recognized throughout the Unknown Regions; mere sight can demoralize crews.
Move: 10
Character Points: 18
Equipment: Ornate Tof Boarding Armor (+2D physical, +1D energy; -1D Dexterity penalty included in stats), boarding shield (+2D melee parry, +1D vs. blasters), command pennant (functions as signal flag and intimidation tool), heavy boarding axe (STR+3D, max 8D), hold-out blaster (4D), personal comm, breaching charges, encrypted wrist-command console linked to fleet sensors.
Background: Vorga Rann was born aboard the Tof war galleon Ironwake, trained from youth in the arts of melee dominance and command. Rising through the ranks by sheer brutality and a keen sense for timing, he became Fleet Captain of the Ironwake Dominion, a force of three war galleons and dozens of captured freighters. Vorga believes the galaxy exists to be claimed one hull at a time, and he takes particular pride in boarding actions that leave enemy ships intact enough to fly under Tof colors.
Personality: Arrogant, cunning, and theatrical — Rann thrives in the chaos of boarding corridors, often leading from the front to inspire fear and loyalty. He enjoys “parade executions” after victories but can be pragmatic when a living prisoner is more valuable.
Objectives: Capture warships to expand the Dominion fleet, publicly humiliate enemy commanders, secure a permanent tribute network in his sector.
A Quote: "The ship is mine. The crew is mine. And before long… your galaxy will be mine."
_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
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PostPosted: Fri Aug 08, 2025 12:51 pm    Post subject: Reply with quote

244Core
Enjoys legendary status within its sector of the Unknown Regions. The world is said to contain an abundance of riches, raw materials, and precious metals. Although the planet has been mined for centuries, none of the Unknown Regions companies that compete for control of the world make a significant dent in its considerable resources. Far from the powerful interstellar corporations of known space, these smaller companies battle one another for resources and profits.

244Core
Region: Unkown Regions
Sector: -
System: 244Core
Trade Route(s): -
Strategic Location: -

Sun(s): 1
Orbital Position: 1
Moon(s): 2, 3 major asteroid clusters
Length of Day: 32 standard hours
Length of Year: 244 local days
Starport(s): 1 standard

Type: Terrestrial
Temperature: Hot
Atmosphere: Type I
Hydrosphere: Arid
Gravity: Heavy
Primary Terrain: cratered, broken, blasted, rocky landscape
Points of Interest: Skyscan 6, The Dump
Native Flora: -
Native Fauna: -

Native Species: None
Immigrated Species: 10% Human, 30% near-Human, 60% other species
Population: 30,000
Languages: Galactic Basic
Government: Corporate
Tech Level: Space
Planet Function: Mining
Major Cities: Eeookko, Relaali Zone One
Major Exports: Precious metals, raw ore
Major Imports: Foodstuffs, manufactured items, technology

Special Conditions:
Meteorite Storm: Numerous meteorites descend through the planet's atmosphere. While most burn up on entry, others strike the ground in a dangerous hail of tiny, burning rocks.
Meteor Shower: Meteor showers in the upper atmosphere of a planet con be extremely dangerous for vehicle passing through that area, as most of the meteors have not yet been burned away by atmospheric entry.

Bureaucracy
10: 244Core is a corporate-controlled world. There are no government regulations to protect workers—only the employers' agreements. Employees can gain leverage by threatening to work for a competitor.

15: Corporate control of the planet shifts regularly as the companies jockey for power. No single corporation is big enough to hold control over the entire planet for long, resulting in constantly shifting power-sharing arrangements and complex profit—sharing schemes.

20: The controlling companies avoid open violence when possible, since it is generally viewed as bad for business. However, the companies do use industrial espionage, smuggling, skimming, and all other matters of bending and breaking the rules to gain advantages over their competitors.

Planetary Systems
10: 244Core is a nearly legendary world, rich in all kinds of natural resources, particularly precious metals. Several large corporations regularly vie for control of the planet, although violent confrontations are uncommon. The best-known companies are Eeook Mining and Reclamation, Tor-Ro-Bo Industries, and Pricon Metals.

15: Life on 244Core is harsh and dangerous. The environment is difficult; 244Core is subject to heavy gravity and seasonal meteor showers from companion asteroid fields. Many settlements are located underground as protection from errant meteor strikes. Vegetation is dense in the lowlands but thins out quickly at higher elevations.

20: Smugglers regularly make runs to 244Core to supply isolated workers with all kinds of goods and services. The smaller corporations occasionally hire smugglers to move goods off world in an effort to avoid profit-sharing and treaty obligations that are required by agreements with the controlling companies.

Streetwise
10: 244Core is controlled by corporations through a tenuous power-sharing agreement. Since the world has no strong central government, there are plenty of ways for smugglers and con artists to manipulate the system and gain access to the planet.

15: Smugglers can find regular work making runs to and from the planet. The world's labor force is too small for the jobs required, so mercenaries, pilots, and others with technical skills are regularly hired as contract workers to fill various needs. The pay is low, but the hiring company provides the basic necessities.

20: The corporations take a dim view of employees jumping ship for a competitor. In reality, though, it happens frequently, and talented workers can demand high salaries. Employees often become pawns in dealings between competing corporations.

Capsule: Fifty years before the outbreak of the Jedi Civil War, the Systino crime syndicate stumbles across the world that someday will be called 244Core but which they refer to as Sraato, or "Center of Wealth." Best known for large-scale criminal action in the sector, Systino recognizes the advantages of controlling a source of wealth that can be taken at will. The syndicate soon ships hundreds of slaves to the planet, opening mines on the southern continent, where it detects large, accessible deposits of precious metals, crystals, and gems. Powered by this secret treasury world, the syndicate expands its reach dramatically through bribery and corruption and the purchase of better ships and weapons.

For the next 200 years, the Systino syndicate dominates most of the sector's criminal enterprises, wielding profound influence on local and regional governments. The operation on Sraato expands across the southern continent and onto the island chains at the southern pole. However, one day, the world's regular shipments to and communication with Systino headquarters abruptly stop. Concerned that its secret source of wealth has finally been discovered, the syndicate dispatches a command ship to investigate. Upon arriving in orbit, the ship's crew learns that Sraato has sustained massive damage from a meteor storm that pulverized much of the planet's southern hemisphere. The Systino operation is wiped out, and the dust and debris thrown into the atmosphere cause environmental chaos that lasts for 500 years. The crime syndicate is forced to abandon the planet.

Following the departure of Systino from the world, occasional treasure hunters arrive, and although a few grow personally wealthy, none is able to turn the planet into a viable commercial concern and all eventually abandon the world. Only tales remain about Sraato, the planet of impossible wealth.

Two hundred years before the Battle of Yavin, competing scouts dispatched by rival mining and manufacturing companies rediscover the world simultaneously. Tor-Ro-Bo Industries and Eeook Mining and Reclamation both claim the planet as their own, quickly establishing settlements and mining operations to hack up their assertions. With no local government able to exert control over either company, the world becomes a chaotic free-for-all. The rivals undermine each other's outposts, recruit and kidnap each other's workers, and sabotage each other's facilities. Amid the disarray, other companies gain footholds elsewhere on the planet, but no single company wields enough power to take over completely. Since the competitors cannot agree on a name, the world becomes known as 244Core, a shortening of its local stellar catalog number.

With violence and chaos on the rise, profits plunge. The corporations come to realize that continued conflict will bankrupt them all. A skilled negotiator named Relaali agrees to broker a deal between the rivals. Unknown to anyone, Relaali is member of the Omenada Force tradition and has visions of the future. In accordance with these visions, he arranges to mediate the dispute, then uses his abilities to guide the negotiations. It takes years, but Relaali is successful. By 100 years before the Battle of Yavin, the newly united planet is nominally led by a Chief Administrator, who is elected by the Corporate Committee, a group made up of representatives of every company operating on 244Core.

Although the violence is much reduced, rival organizations still scheme to gain a controlling interest in the world. Political intrigue and industrial espionage become common. However, the companies are profitable once again. The agreement remains relatively stable until the time of Yuuzhan Vong invasion of known space.

Near the end of the Yuuzhan Vong war, a prolonged meteor storm strikes 244Core, raining meteorites every day for several months. Although there are thousands of impacts, the meteorites are quite small. The meteor storm does not create the environmental disaster of the past, but most facilities are severely affected. The rescue and recovery efforts shatter the balance of power. Although the planet attempts to rebuild, law and order deteriorate. By the time the Galactic Alliance falls to the resurgent Empire, a new order emerges on 244Core. The Eeook Corporation, a successor to Eeook Mining and Reclamation, consolidates its operations in the south and establishes a security force to protect its holdings. Eeook intends to take over the rest of the planet slowly, making small gains while it secures what it already has. The remaining companies continue to battle politically and physically in the major population centers of the rest of the world.

Eeookko
Home to Eeook Corporation's southern regional office, Eeookko is one of the most productive mining centers in the southern hemisphere. The city is located in Zone 210 in the middle of an enormous crater, 120 kilometers across, that was created by an asteroid strike thousands of years before the rise of the Empire. The impact exposed veins of precious metals, as well as a useful amount of exotic ore from the shattered asteroid itself. Because this region of the planet is struck by more meteorites than other locations, Eeookko's most critical facilities and living quarters are located more than 5 kilometers underground. Only about 5 percent of the city is located on the surface.

Relaali
Located near the equator in the northern hemisphere, in the center of a massive island continent, Zone One is the planet's oldest, most heavily populated and industrialized zone. It is the traditional capital of the world, home to the local offices of every major corporation on 244Core. The central sector of Zone One is named after Relaali, the mediator who successfully negotiated the first power-sharing agreement between rival companies. Relaali is a large city surrounded by industrial mining facilities, company-owned living quarters, three major ground and speeder transportation hubs, and the most sophisticated starport on the planet. Over the centuries, Zone One and Relaali have been struck by meteorites, and the impact craters are visible in the city's layout. The administrative center, located deep under Relaali, is the hub of corporate politics. It is also the planet's primary cultural center.

Skyscan 6
Located in geosynchronous orbit directly above Eeookko, the small space station Skyscan 6 operates as part of the Skyscan early warning system, set up to detect meteorites and asteroids that threaten the planet's surface. Skyscan 6 is operated by the Eeook Corporation and manned by 30 beings. They keep a constant vigil on the sky, as well as on the operations of their neighbors. The station is lightly armed for self-defense against pirates, but it also carries heavy missiles for destroying or altering the courses of incoming asteroids.

The Dump
One of the earliest Systino strip mines, located in a giant valley (200 kilometers long and 15 to 30 kilometers wide) near the planet's equator. After the best veins in the area were played out, Systino moved into the mountains, dumping abandoned compounds, derelict machinery, and hazardous waste into the valley. Later operations added to the danger by dumping their own broken equipment and hazardous waste into the valley, usually from high-flying speeders or cargo freighters.

Factions
Systino dominates the early history of 244Core, although elements within the syndicate fight one another for power. In the century before the Battle of Yavin, corporations large and small battle for control of the planet's resources. Following are descriptions of a few major players, but you should feel free to create more as desired.

Eeook Mining and Reclamation
Eeook M&R is one of the two most powerful mining corporations on 244Core. It is best known for moderate pay and harsh working conditions, and it survives by restricting the movement of its employees, often keeping them from leaving or defecting to other companies. When these tactics fail, Eeook settles labor unrest by bribing the most troublesome leaders among its workforce Many of Eeook's operations are located in isolated areas of the planet, including islands near the south pole. Eeook has the best and most professional security force on the planet. The other corporations work together to counteract Eeook's attempts to take over the position of Chief Administrator. At about the time of the Empire's resurgence, Eeook M&R is reorganized into the Eeook Corporation.

Systino
Systino is the richest and most powerful criminal syndicate in this area of space. The leader of the syndicate is known as the Sio. While financing itself with Sraato's resources, the Systino syndicate wields great power over local governments, mainly through bribery. Thanks to its great wealth, Systino also hires the best smugglers and other associates to run its operations. Although higher-ranking lieutenants in the syndicate are aware of the existence of Sraato, only the lead bosses and some highly compensated pilots know the planet's exact location. Merely confirming the world's existence to the wrong people earns the informant a death sentence.

Tor—Ro—Bo Industries
Tor—Ro—Bo Industries is much smaller than Eeook M&R, baut wields considerable power thanks to its nearly simultaneous discovery of 244Core. Tor-Ro-Bo and Eeook are engaged in a constant struggle for control of the resources of 244Core. In fact, it is Tor—Ro—Bo that convinces the other corporations to invite Relaali to mediate the power-sharing agreement. Using the accord to keep rivals in check, Tor—Ro—Bo works behind the scenes to gain additional advantages through other means. The company is rumored to be the most active employer of smugglers, industrial spies, and, some say, saboteurs. Thanks to these methods, Tor—Ro—Bo (or one of its allied corporations) often holds the position of Chief Administrator. Tor-Ro-Bo's operations are most active in the icy mountains of the northern hemisphere.

Adventure Ideas
Adventures on 244Core should be influenced by the ongoing struggle among the corporate factions. New arrivals to the world are treated with suspicion, even if they have been hired for legitimate business by one of the corporations. The following are some ideas for adventures on 244Core. You should review the effects of high—gravity environments (see page 257 of the Saga Edition core rulebook) when planning an adventure on the planet.

Bad Timing
The heroes arrive on 244Core just as one of the seasonal meteor showers begins. While descending to the planet's surface, they are surprised by incoming meteors and must dodge the fiery rocks. Alternatively, the heroes are in a meeting on the planet when they are surprised by a sudden strike smashing into the building, or they must dodge disintegrating meteorites while traveling across the planet's surface. (These meteorites should be quite small, since even moderately sized stones can create large craters, and massive rocks can wipe out large areas in an instant.)

Industrial Espionage
Tor-Ro-Bo Industries hires the heroes to conduct espionage against the Eeook Corporation and pays them to keep their employer's identity a secret. The heroes sneak into an Eeook research and development lab, where they discover that the corporation is plotting to deflect an upcoming meteor shower into the operations of its rivals, including Tor-Ro-Bo. Upon delivering the information, the heroes are retained to help Tor-Ro-Bo stop the scheme and expose Eeook. The heroes might destroy the ships and droids intended to be used in the operation, or they might persuade other corporations to stand against Eeook, making the scheme politically untenable.

Power Grab
The heroes are hired by a Systino lieutenant to transport a small number of mercenaries to Sraato. The lieutenant plans to use the mercenaries to assassinate a rival in the syndicate so he can take the rival's place. If other syndicate leaders learn of the plot, they send bounty hunters after the heroes. If the heroes are captured but can convince the syndicate that they were duped into helping the lieutenant, they might strike a deal with Systino to make up for their part in the power grab. On the other hand, if the lieutenant's plot succeeds, the heroes have a powerful ally in the crime syndicate. Of course, if their ally believes that the heroes might reveal his deeds, they find themselves pursued by silent assassins.

Meteorite Storm, 244Core
A deadly rain of burning meteor fragments falls from the sky, charring and battering anything caught outdoors.
Trigger: At the start of a character or droid’s turn in the affected area.
Attack: 6D vs. Dodge or Running (whichever is higher).
Damage: 4D+2 (character scale).
Recurrence: Each round on hazard initiative.
Acrobatics/Running (15): As a reaction, against the meteorite storm.
Planetary Systems or Survival (10): Identify an approaching meteorite storm and its general trajectory.
Special: Cover reduces damage by –1D to –4D depending on sturdiness. Visibility is reduced by –1D to Perception and ranged attacks.


Meteor Shower, 244Core
Meteor showers in the upper atmosphere of a planet can be extremely dangerous for vehicle passing through that area, as most of the meteors have not yet been burned away by atmospheric entry.
Trigger: A vehicle begins its turn in an area affected by a meteor shower
Attack: Difficult (20)
Damage 19/5D (speeder or starfighter scale) x2
Recurrence: Each round on initiative 12
Sensors (20): The character identifies the impending meteor shower with vehicle sensors.
Notes" Meteor showers consist of falling rocks, which usually burn up or explode as they plummet through the planet's atmosphere. However, rocks that reach the world's surface or strike a ship in flight can deal plenty of damage.

Source: Unknown Regions (p.158-161)
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Host, Shooting Womp Rats
The D6 Podcast
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PostPosted: Fri Aug 08, 2025 1:06 pm    Post subject: Reply with quote

Altiria/Anarris
Despite its beautiful landscapes, verdant forests, and lush plains, the world known as both Altiria and Anarris has been locked in conflict for most of the time that sapient life has existed on it. Two vastly different species, the Altiri and the Anarrians, evolved independently on the planet, grew intolerant of each other, and now fight to become the dominant species. They inhabit the planet's only two continents, which are separated by vast oceans. The Altiri and the Anarrians are content for the most part to remain separate, but their ongoing war always threatens to erupt.

Altiria/Anarris
Region: Unkown Regions
Sector: -
System: Alteria/Anarris
Trade Route(s): -
Strategic Location: -

Sun(s): 1
Orbital Position: 1
Moon(s): 2 (Priva, Secava)
Length of Day: 26 standard hours
Length of Year: 336 local days
Starport(s): 4 (2 on Altira/Anarris, 1 on Priva, 1 on Secava)

Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Primary Terrain: Urban, plains, forests, oceans
Points of Interest: Shanuk Island
Native Flora: -
Native Fauna: -

Native Species: Altirians, Annarians
Immigrated Species: 49% Altiri, 49% Anarrian, 2% other species
Population: 320 million
Languages: Galactic Basic, Altirish, Annarese
Government: Representative democracy (Altiri), dictatorship (Anarrian)
Tech Level: Space
Planet Function: Homeworld
Major Cities: Cerdana (Altiri capital), Rastar (Anarrian capital)
Major Exports: Foodstuffs, medicine
Major Imports: Technology, weapons

Special Conditions:
Forgotten Minefields: As a result of the ongoing conflict between the Altirians and the Anarrians, there are many locations across the world that have been seeded with explosives as a deterrent against invasion. However, many times these minefields are left unmarked and are forgotten until some unaware citizen stumbles across a hidden mine. The following hazard can be used to add some spice to a combat encounter on Altira/Anarris, giving the heroes reason to be extra cautious during their movement across the battlefield.

Planetary Systems
15: The planet known as either/Satirical or Anarris (depending on whom you ask) is a fertile, temperate world covered with sparse forests and rolling plains.

20: The civilizations of the planet are on the verge of being able to travel to other star systems, but the constant state of warfare prevents them from taking the final step. However, both the Altiri and the Anarrians welcome species from other worlds.

25: The original reason for the war has been lost to history, but many outsiders believe that the two species are battling for dominance of the planet.

Alien Species
15: Both species are friendly to visitors from other worlds, and each actively promotes its people and continent as the superior force on the planet.

20: Despite their friendly overtures to other species, the Altiri and the Anarrians have a deep hatred for each other.

25: A tiny minority of each species covertly shows tolerance for the other. But such individuals are shunned and persecuted by their societies, or even tortured and killed.

Capsule: Intelligent life on the planet is quite young; the first signs of civilization do not appear until about 6,000 years before the Battle of Yavin. It is not known whether the Altiri or the Anarrians develop first, but both species flourish and claim ownership of their respective continents for a period of 1,500 years.

The details of the initial meeting between the species are muddy, although general facts are agreed upon by historians. The Altiri and the Anarrians first encounter each other at sea about halfway between their homelands. Each species is frightened by the other's appearance and is unable to communicate, and their fear quickly leads to violence. However, the outcome of the story of this first encounter varies depending on who tells it. The Altiri maintain that the Anarrians succumbed to their fear and fled, whereas the Anarrians say that they slaughtered their enemies and returned home to report their findings.

At the time of the Jedi Civil War, the two species are locked in a global war, and no location on the planet's surface is safe from the conflict for long. Despite every attempt to wipe each other out, neither side can gain a permanent foothold on the other continent. After a decade of heated conflict, the war dies down to minor skirmishes at sea.

Over the next 4,000 years, smaller wars erupt from time to time, usually disputes over which species holds the strongest claim to territorial islands in the middle of the ocean. The longest of these wars lasts roughly 20 years.

By the time of the Empire's reign over the galaxy, each continent has a new leader, and each leader vows to annihilate the other species. These pronouncements start new hostilities that escalate into another global war-one that uses more advanced technology and thus is more destructive. This time, the fighting also takes place in the air, in the ocean depths, and on the planet's two moons. Widespread devastation reaches every corner of the world, bringing both species to the brink of extinction. By the time the war ends, just before the Yuuzhan Vong invasion. civilization on Altiria/Anarris has regressed to a pre-industrial level. Colonies located between the two continents become isolated. The moon bases are cut oft from the planet as well, although each government claims nominal control of one moon.

As each society rebuilds, past grievances are not forgotten, and each species vows to exact revenge on the other as soon as it is able. Not only do both species work to rise from the ashes of the second great war, but they also begin an arms race, with each side hoping to gain enough power to eliminate its rival once and for all.

Many islands and the planet's two continents offer natural resources such as ores, fuel sources, and fertile land that can be used by each species. But after centuries of fighting, those resources are dwindling, and each government tries to find new ways to keep its war effort going, While the Altiri use their scientists to research new materials and fuels, the Anarrians search for new sources of the resources they already use. At the same time, both species negotiate with visiting merchants from other worlds to see if the raw materials they need can be imported.

Cerdana
The capital city of the Altiri, Cerdana is the pinnacle of their society and culture. Geographically positioned near the center of the eastern continent, along the shores of the world's longest river, the city is considered by many beings to be strikingly beautiful. Altiri believe that each structure should reflect the designer's personality and function as both a building and as a work of art. As a result, many different architectural styles come together to create a cityscape that is a perpetually developing example of Altirian culture.

Cerdana, which has a starport, is also the seat of governmental power for the Altiri. As adherents of representative democracy, the Altiri govern themselves under the same ideals as those upon which their society focuses: the development of the individual and the advancement of the Altiri as the superior species of the planet.

Priva
The smaller of the world's two moons, Priva is the brightest natural satellite in the planets night sky. Shining white, with blue highlights from its craters, the airless moon remains a mystery to both species for centuries until it is first colonized by the Altiri around 500 years before the Battle of Yavin. The colony, named Shalla after a goddess of peace worshiped early in Altiri history, is originally a research station and eventually becomes a starport for receiving offworld visitors. But during the second great war, the colony is transformed into a defense station, and the starport is altered to become a military base. Attacked several times by the Anarrians during the war, the station suffers heavy damage. However, it survives and remains operational, even after losing contact with the planet near the end of the war. As the Altiri nation rebuilds itself, the colony of Shalla serves as a reminder of the civilization's highest achievement.

Rastar
Strategically placed at the back of a large harbor on the east coast of the western continent, Rastar serves as the Anarrian capital. Unlike those in the Altirian city of Cerdana, the structures that make up the city of Rastar are prosaic. Each part of a building serves some purpose; not a single area of the structure is unused. Even the exteriors play a role—each building is colored according to the function it serves in society, making it easier for the population to navigate the city.

In addition to being the Anarrian capital, Rastar also houses the majority of the nation's armed forces. Large areas of the city are dedicated to the training and development of the army and the navy, and half of the harbor is set aside to build ships and maintain the fleet. The Anarrians live in a totalitarian society under a solitary leader who is the strongest, most capable warrior at the time. Rarely does an Anarrian ruler live past middle age, since younger, stronger soldiers frequently issue challenges for the mantle of leadership.

Secava
The larger of the two moons, Secava seems to glow an eerie orange color. A few years after the Altiri colonize Priva, the Anarrians settle on Secava, building their first permanent structures as a military base to give them the upper hand in their ongoing struggle against their enemies. They also begin mining operations on the moon to obtain additional resources for their war effort. Once their presence on Secava is firmly established, they begin launching attacks against the Altirian nation on the planet below as well as on the colony on Priva. They do not expect a relatively quick retaliation from the other moon, so when the counterattack comes, the inhabitants of Kolrak—the Anarrians' lunar city, named for a historical military leader—suffer heavy casualties. The Anarrians' colony falls silent as it rebuilds and prepares to launch the next strike. As the battle between the moons rages on, the settlers on Secava lose contact with Rastar and fear the worst. Intending to exterminate their foes, the Anarrians on Secava prepare a final, massive assault against Priva, but a technical system failure delays the offensive for the foreseeable future. Still, the Anarrians continue to plot the destruction of the Altiri as they wait for the next opportunity to attack.

Shanuk Island
Shanuk Island is by far the largest island on the planet, Located approximately midway between the two continents, the island used to be covered with lush tropical jungles. Now, it is a blasted wasteland because it is a place of strategic importance for both nations, which seek to use it as a staging ground for assaults on their enemy's continent. The Altiri and the Anarrians have waged countless battles on the shores of Shanuk Island, and ownership of the island passes back and forth on a regular basis. The claims over Shanuk Island are so heavily contested that it has never been held by one government for more than a few years at a time. The island is home to structures that have been razed and rebuilt again and again, along with a harbor and a landing field where starships of up to Colossal size can take off and land.

Factions
On a world torn apart by endless war, various groups are bound to emerge and vie for their own particular causes, whether that cause is total domination. their own piece of the action, or a permanent, peaceful end to hostilities. The following factions are the major organizations found on the planet.

The Altirian Republic
Most Altiri unite under the banner of the Altirian Republic, a representative democracy that rules most of the eastern continent and several island chains around it. The republic's driving goal is the promotion of the Altiri, their development into the world's most advanced society, and their elevation to rulers of the planet. Republic members fervently state that they seek a peaceful existence in which knowledge and the arts are prized over all else, and many facets of their society support this ideal. At the same time, the republic maintains a sizable military force, the purpose of which is to combat the Anarrians.

The Anarrian Empire
Most Anarrians are citizens of the Anarrian Empire, the government that reigns over the planet's western continent and many of the islands nearby. Since its inception around the time of the Mandalorian Wars, the empire has fought to gain dominance over the Altiri and establish its rule over the world. Thanks to their perpetual state of military readiness and training, the Anarrians are prepared to launch an assault on any who stand in their way, including rogue cells of Anarrians who choose other philosophies and goals.

Adventure Ideas
Plenty of adventuring opportunities await heroes who visit a world ripped apart by civil war. The following ideas are only a few possibilities.

Doomsday Mission
An Altirian intelligence agent reports a rumor that the Anarrians are developing a doomsday weapon powered by a previously unknown fuel source found only on the western continent. Republic leaders ask the heroes to investigate and, if the rumor proves true, to sabotage the project. Infiltration of the Anarrian Empire is hard enough, but what happens when the heroes learn that the doomsday weapon is finished and ready for testing?

Strange Visitors
The Anarrians receive word that the Altiri are expecting mysterious ambassadors from another world for an extended visit to their lands. The nature of the visit is not known, but leaders of the empire fear that the Altiri are seeking some form of offworld help with their war effort. The heroes are asked to spy on the dignitaries and disrupt the proceedings, but those efforts become much more difficult once the visitors‘ identities are revealed. (You can use any species from the Unknown Regions or known space that fits into your campaign).

Let's Make a Deal
A Rakata merchant who spends a lot of time on the planet decides to smuggle weapons to the Altiri, to the Anarrians, or to both species for a tidy profit. She hires the heroes to deliver her proposal to leaders of the respective governments and to act as intermediaries throughout negotiations, since she wishes to remain anonymous. The characters must determine whether each nation is interested and how much it is willing to pay for the merchants goods. But does the Rakata have an ulterior motive beyond simply lining her pockets?

Unlikely Allies
A starship crashes on a large island in the middle of the ocean. Days later, much of the wildlife and many of the inhabitants of the island become infected with an unexplained plague. The government that controls the island asks the heroes to travel to the crash site, look into the nature of the plague, and try to find a cure before the sickness spreads around the world. The heroes' investigation turns up evidence that the ship was crewed by Altirian colonists from Priva and Anarrian colonists from Secava, apparently working together on an unknown mission—and that survivors of the crash have gone into hiding.

Forgotten Minefield
Type: Area, artificial, contact, energy/fire explosive hazard
Trigger: A creature or droid enters a space containing, or adjacent to, a buried mine. Targets the triggering character and any beings or droids in adjacent spaces.
Frequency: On trigger, once per mine.
Blast Radius/Damage: 0–2/3–4/5–6, 6D/4D/2D.
Attack Roll: 6D vs. Dodge or Running (whichever is higher) for those aware of the blast. If unaware, no roll allowed.

Acrobatics or Dodge vs Attack Roll.
Demolitions (15): Detect and safely disarm a mine.
Search (20): Spot the buried mine before entering the triggering space.

Special: Mines are buried and often invisible without specialized equipment (–2D to Search without sensor aid). Each mine occupies roughly a 1-meter square; recommended placement: 1 mine per PC, plus extra for large battle maps. Armor or cover between target and blast may reduce damage by –1D to –4D, at GM discretion.

As a result of the ongoing conflict between the Altirians and the Anarrians, there are many locations across the world that have been seeded with explosives as a deterrant against invasion. However, many times these minefields are left unmarked and are forgotten until some unaware citizen stumbles across a hidden mine. The following hazard can be used to add some spice to a combat encounter on Altira/Anarris, giving the heroes reason to be extra cautious during their movement across the battlefield.

Source: Unknown Regions (p.162-165)
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The D6 Podcast
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PostPosted: Fri Aug 08, 2025 1:42 pm    Post subject: Reply with quote

Durace
Durace is a hostile planet in a hostile region of space. it is unforgiving, deadly, and generally avoided by those who know about it. When first discovered by the Old Republic cruiser Galaaron, the world seemed pleasant enough. But at some point in its history, the planet was subject to a large»scale disaster that changed Durace into the nightmare that it is today.

The few scientific studies of Durace have found strange anomalies. The atmospheric conditions match those of a planet involved in an interstellar collision, but there is no physical evidence of such an event. The world has no impact crater and no shrapnel in orbit. Durace has no moons and is the lone planet orbiting its star. However, the planet's harsh atmosphere wreaks havoc on the scientific instruments needed to solve the mystery. Only those beings willing to endanger themselves by spending time on the planet have a hope of discovering the truth.

Few souls dare try to settle on Durace. The many wrecks that dot the surface are evidence that civilized species have come to the planet, and the smashed vessels have made the world a subject of many of spacer tales. Supposedly, famous ghost ships such as the Nebula Stalker and Another Chance have crashed on Durace. A darker account of the Galaaron legend exists as well, one that claims the cruiser did not merely discover the planet—it caused the disaster that ruined Durace. Some even say the Galaaron's crew, as a result, were cursed to live on board their cruiser for thousands of years. Jedi versions of these legends attribute the curse to the Sith, but no evidence supporting the claim has ever been found on Durace.

Durace
Region: Unkown Regions
Sector: -
System: Durace
Trade Route(s): -
Strategic Location: -

Sun(s): 1
Orbital Position: 1
Moon(s): 1
Length of Day: 32 standard hours
Length of Year: 314 local days
Starport(s): None

Type: Terrestrial
Temperature: Temperate
Atmosphere: Type III (breath mask required)
Hydrosphere: Arid
Gravity: Standard
Primary Terrain: Barren, stormy, caverns, sharp rocks, toxic seas, volcanic mountains
Points of Interest: Alkaline Sea, Diamond Desert, Forest of Broken Glass, Outpost 17, Pictograph Caverns
Native Flora: Alparas flowers, carnivorous plants
Native Fauna: Akva, sea creature, various other predatory wildlife

Native Species: None
Immigrated Species: None
Population: None
Languages: None
Government: None
Tech Level: None
Planet Function: None
Major Cities: None
Major Exports: None
Major Imports: None

Special Conditions:
Scavenged Supplies: Getting stranded on Durace is not a hopeful experience. There is little in the way of supplies available to be scavenged from the surface of the planet, and that which is available is often toxic. Any time a character consumes food or water scavenged from the surface of Durace without properly filtering and sterilizing those supplies, use the following hazard to represent the supplies' toxic effects.
Storm Over Durace: Durace is constantly wracked by acidic storms, from which bolts of purple lightning strike out. While the primary effect of such a storm is similar to the toxic atmosphere hazard, vehicles passing through the area of a violet lightning storm might be struck by the highly charged bolts, which can render a ship inoperable if it does not flee the storm quickly enough.
Jagged Sinkhole: Vehicles that land on the surface of Durace may sink into the jagged volcanic rock that appears to be solid ground but actually hides a deep sinkhole.
Carnivorous Plants of Durace: Though fauna is rare on the planet, some plants can consume creatures, living on the nutrition taken from those creatures for years at a time.

Planetary Systems
15: Durace used to be a pleasant world, but an unknown disaster transformed it into a desolate and harsh planet.

20: The atmosphere is breathable, but the planet's weather (including storms, gales, quakes, and lightning) makes colonization difficult.

25: Durace is home to hostile plants and creatures that eke out a hard existence on the ragged world.

30: Caverns on Durace are said to contain evidence that the world was populated with intelligent life before the disaster.

Capsule: Durace is discovered during the time of the Great Hyperspace War, about 5,000 years before the Battle of Yavin. The Republic cruiser Galaaron briefly sets down on the planet to collect supplies and make repairs. A short entry in the captain's log notes that the crew enjoys a pleasant few hours outside the ship, and it makes no mention of any flora or fauna on the world.

The next known information about Durace is reported during the Clone Wars by a Confederacy probe droid sent into the Unknown Regions. The planet is deemed dangerous not only to organic life forms but also to the droid armies of the CIS. The toxic seas would quickly corrode battle droid circuitry, and the effort required to maintain a garrison on the planet does not seem worth it. Durace holds little value economically or tactically. The Confederacy decides that if the Republic wants the planet, the Republic can have it.

As the Republic transforms into the Empire, Durace is rumored to be a planet where Jedi who escaped Order 66 can find solace. After all, such survivors often seek the harshest places to live out their exile. However, no trace of any Jedi is ever found on the planet, so either Durace is just a stop on the way to an even more secluded hiding place, or the Jedi who go there succumb to the dangers of the planet. Some Jedi believe that the Inquisitors started the rumor that Durace is a haven for survivors of Order 66. Why send a Sith apprentice to kill a Jedi when a quake or an acid storm will do the job just as well?

The planet falls into obscurity during the reign of Emperor Palpatine. The Emperor places little emphasis on exploring the Unknown Regions, and a planet like Durace does not have much to offer the massive war machine of the Empire. However, some of the local wildlife is quietly captured and shipped across the galaxy. Allegedly, the beasts that evolved to survive in the Forest of Broken Glass are very receptive to the ancient alchemical techniques of the Sith. Emperor Palpatine alters the more vicious creatures, making them even deadlier, and uses them to guard his secret projects throughout the galaxy.

The New Republic reverses the Palpatine doctrine on exploration. During this era. Durace is the closest it ever comes to being civilized. An outpost is established in orbit, allowing scientists to safely study the planet's dangerous weather and topographical phenomena. Outpost l7 also becomes a supply port for scouts working in the Unknown Regions and offers a few small comforts to weary spacers.

Outpost l7 is destroyed during the Yuuzhan Vong invasion, and afterward, strange legends spread about its remains. These stories say that a sizable section of the outpost landed on Durace more or less intact and still contains a valuable treasure. The nature of the treasure changes with the telling of the story-sometimes the wreckage is said to hold enough valuable ore to pay off ten freighter loans, and sometimes the prize is the last lightsaber built by Grand Master Luke Skywalker. The only way to find out for sure is to locate and explore the outpost's ruins.

Environment
Durace has very little water. What is available is barely fit for consumption thanks to the chemical runoff and pollution from the land masses. The jagged terrain consists mainly of sharp rocks and treacherous mountains. The ground's distinctive black soil is loose and quickly Smears across every surface. The planet‘s high winds blow enough dirt around to clog even the most carefully maintained engine. The more moving parts something has, the more likely it is that the weather on Durace will foul it up.

In buffeting the black silt, the gales also contribute to a lack of stability on the planet. Large portions of the mountains can crash down in a form similar to avalanches seen on icy worlds. These events can also be triggered by mechanical events, such as a ship blasting off or a large explosion.

The black soil comes from the volcanic mountains, whose rapidly cooling liquid rock gives the world's surface a rough feel. Durace has very few flat areas—even those that look like good landing sites are made of small, shifting rocks. In some cases, areas that look like solid landing fields are softer than expected, causing ships to sink a meter or more after they cut repulsors and settle their full weight on the surface. The landscape's jagged rocks can also slice through a ship's hull, creating a breach that is not discovered until the vessel blasts off.

Durace's atmosphere is in a constant state of upheaval. Frequent storms race across the planet, and ferocious winds tear at the seas. The short bouts of calm weather rarely last for more than a day. In addition, the world is frequently disturbed by ground-quakes and other seismic events that cause cave-ins and rock-slides. The rain itself is a hazard for its force as well as its chemical composition; downpours can eat away at most fabrics and damage electronic equipment. Those venturing out onto the surface during a storm are advised to wear hardened vac suits.

Predators thrive on Durace, but the food chain is fraught with danger. Even the smallest animals have vicious bites or defensive spikes. One Sith holocron has suggested coming to Durace to observe its killer beasts as inspiration for brewing alchemical monsters. There is no evidence of a Sith settlement on the planet, but several holocrons make reference to animals found only on Durace.

Even the flora is deadly. Many plants have a hard exterior, as if encased in plasteel, which protects them from the storms while still allowing them to absorb light. Durace also has a variety of carnivorous plants that lure prey with brightly colored fruit or musical tones triggered by the blustery winds. One predatory plant is a rootless vine with sharp edges that is blown about by the gusts and wraps around its victims. The thorns of this vine can break vibroblades and crack helmet faceplate.

The most dangerous plants are those that grow in caves near the mountains. They subsist off the heat from the planet's core and have sharp thorns the size of vibroknives to protect their root systems. These plants pose yet another risk for explorers—if a cave-in occurs, intruders might be slashed to ribbons by falling plants.

The Pictograph Caverns
One of the few clues to life on Durace before the disaster comes from a series of caverns found in the mountains near the equator. Primitive carvings on the walls of these caves depict a society that lived on the world long before the calamity. The carvings that have been discovered so far offer little information about the disaster itself, but scholars are hopeful that more revealing pictographs exist elsewhere on the planet.

The Diamond Desert
The strange geothermal forces of Durace have turned this desert into a pressure cooker, compressing the black sand into rare jewels that fetch impressive prices on the galactic market. Travelers can literally find diamonds scattered among the dunes. These gems range in size from the diameter of a small stone to that of a Wookiee's fist. Some of the intelligent predators of the desert use these diamonds as bait. The creatures lurk below the dunes until a jewel lures unsuspecting explorers out of safe cover, then thrust up through the sands to devour the foolish intruders.

The Forest of Broken Glass
This forest has no trees. Its name comes from the silicate rock formations that jut up from the ground in strange colors and jagged shapes. The formations reflect blaster bolts and are highly resistant to damage and to the dramatic weather systems that rush across Durace. Travelers caught without shelter sometimes take cover in the forest, but they must be extremely careful. The fierce windstorms that wrack the planet can shatter the taller rock formations, sending a rain of shards down onto a camp of unwary explorers.

Adventure Ideas
Durace is a brutal, unforgiving world, and simply surviving a stay on the planet can be a challenge in itself. The sample adventures below offer reasons for heroes to visit Durace.

Hunters
Duanna Falos has developed a reputation as a fearless hunter—no creature is too intimidating for her. She sees the terrible beasts of Durace as a true challenge to her skill and hires the heroes to take her on a hunt. However, accidents plague the expedition from the start. The heroes soon realize that someone within Duanna's entourage is trying to kill her. Is it her put-upon Mon Calamari servant? Her bodyguard, who happens to be a jealous former lover? Her current lover, who also happens to be her political rival? Can the heroes keep Duanna alive long enough to receive the extravagant sum they were promised? Or will the murderer arrange for accidents to befall everyone on the expedition to ensure their silence?

Ghost Camp
The heroes are sent to relieve a survey team on Durace, bringing fresh supplies and giving the outpost's crew some much-needed time offworld. But as soon as the heroes drop out of hyperspace, they realize that something has gone wrong. The outpost's distress transmitter fades in and out weakly, and the small settlement has been left open to the caustic elements. The only recoverable log entries are half-mad rantings about ghosts and betrayal. Did the harsh conditions on Durace cause one of the scientists to turn on the others, or did an outside force tear through the camp and make off with the team?

A Deadly Discovery
images of the pictographs in Durace's caverns make their way into the processors of GB-3P0, a protocol droid owned by House Bolleon. Lord Bolleon, a collector of artifacts and primitive art, sets his droid to the task of translating the pictographs. He hopes to uncover their meaning and possibly learn more about the calamity that devastated Durace. The droid makes a breakthrough but becomes a fugitive when Lord Bolleon turns up dead. GB-3P0 ends up on the heroes‘ doorstep, begging for protection so it has time to complete the translation. Something is hunting the droid—something that does not want the secret of Durace to be discovered.

Fields of Promise
Ever since Durace was struck by disaster, the only plants that grow on the world are just as hazardous as the planet itself-all except one. A small field of rare alparas flowers, which bloom once every 100 years, has been sighted on Durace (or so claims a scientist recently returned from an expedition to the world). The flowers hold the key to a cure for a mysterious disease contracted by one of the heroes, and their appearance might also provide insight into making Durace habitable again. The alparas flowers bloom in only one place on the planet: a small island in the middle of the Alkaline Sea. Landing a ship there is next to impossible, so the heroes must traverse ground, sea, and air to reach the plants.

For You, Half Price
A Devaronian scoundrel is doing a brisk business selling rare gems that she claims come from the Diamond Desert on Durace. A wealthy noble known to the heroes purchases one for his wife to show off at the next society ball. Before long, however, the noble and his wife turn up missing. The heroes soon learn that others who bought diamonds from the Devaronian have also quietly disappeared, and before they vanished, several of them were heard to be preparing for a hastily arranged trip to Durace. Are the jewels somehow drawing their owners to the hostile world, and if so, what will the heroes find there when they investigate?

Scavenged Supplies
Type: Ingested, natural poison
Trigger: Character consumes unpurified food or water scavenged from Durace.
Toxicity: 4D damage (character scale), resisted with Strength or stamina.
Special: On a failed resistance roll, character suffers a –1D penalty to all skill and attribute rolls for 6 hours. On a successful resistance, take half damage and no penalty.
Recurrence: Every hour until treated.

Survival (Moderate 15): Recognize tainted supplies before consumption.
First Aid (Difficult 20): Treat symptoms and stop recurrence.

Storm Over Durace
Type: Atmospheric, energy (lightning)
Trigger: Vehicle operates in a Durace lightning storm.
Attack Difficulty: Difficult (20) vs. vehicle dodge/piloting roll.
Damage: 5D (speeder scale) or 5D+2 (starfighter scale) energy. Apply scale modifiers if affecting character-scale occupants.
Recurrence: Once per round while in storm. Typical descent through storm = 3 rounds.

Repulsorlift Operation or Starship Piloting (25+): Reduce travel time through storm by 1 round (per successful roll).

Jagged Sinkhole
Type: Natural, terrain hazard
Trigger: Ground vehicle ends movement in sinkhole area, or any vehicle lands there.
Attack Difficulty: Difficult (20) vs. vehicle dodge/piloting.
Damage: 4D+1 (speeder scale) tearing/grinding damage; on hit or miss, vehicle is immobilized until freed.

Search (20): Detect sinkhole before entry.
Repulsorlift Operation or Starship Piloting (20): Free trapped vehicle using drive systems (1 round action).

Control (Move Object) Force Power: Pull trapped vehicle free; base difficulty depends on vehicle mass.

Carnivorous Plants of Durace
Type: Natural, creature hazard
Trigger: Character or droid comes within 3m of plant.
Attack Difficulty: 6D attack vs. dodge.
Damage: 5D physical (character scale).
Recurrence: Attacks once per round until target leaves range or is incapacitated.

Acrobatics (20): Move within 3m without triggering.
Survival (15): Identify plant and its danger.

Special: Any creature reduced to 0 Strength by the plant suffers –3D to stamina rolls until removed from area.

Durace is home to many species of meat-eating plants. Though fauna is rare on the planet, these plants can consume creatures of up to Large size, living on the nutrition taken from those creatures for years at a time.

Source: Unknown Regions (p.166-169)
_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


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PostPosted: Fri Aug 08, 2025 1:48 pm    Post subject: Reply with quote

Giaca
Giaca is a lush, wild world teeming with life and largely unspoiled by civilization. Although it is not a homeworld or a colony for any particular sentient species, the planet is not without intelligent inhabitants. Beyond the numerous types of wild creatures in its dense forests and massive volcanic causeways, Giaca hosts a few scattered outposts of survey teams, criminal hideouts, and, it is rumored, an ancient surveillance station.

Giaca owes much of its quiet existence to the fact that it is isolated by a particularly challenging hyperspace tangle; plotting a course to the world from any location is extremely difficult. Most visitors must rely on sketchy astrogation data that is usually long out of date. Pilots who make regular trips to the planet guard their map data jealously and share it only for outrageous prices—assuming that anyone can convince them to share it at all.

Giaca
Region: Unkown Regions
Sector: -
System: Giaca
Trade Route(s): -
Strategic Location: -

Sun(s): 1
Orbital Position: 1
Moon(s): 2
Length of Day: 22 standard hours
Length of Year: 414 local days
Starport(s): None

Type: Terrestrial
Temperature: Temperate
Atmosphere: Type III (breath mask required)
Hydrosphere: Arid
Gravity: Standard
Primary Terrain: Volcanoes
Points of Interest: Glasspoint, Maruuk's Nook
Native Flora: -
Native Fauna: Brintak

Native Species: Shorak, Peroenian
Immigrated Species: 50% near-Human, 50% other species
Population: 30 thousand
Languages: Shorakian, Peroenianese, Galactic Basic
Government: None
Tech Level: Stone
Planet Function: Homeworld
Major Cities: Station 3Z3 (largest outpost), Tallpeak
Major Exports: Exotic flora and fauna, scientific research
Major Imports: Foodstuffs, manufactured items, technology

Special Conditions:

Planetary Systems
Heroes can make survival checks after spending several hours on Giaca and making a quick investigation of the world.

10: Giaca has an atmosphere that is not hazardous to most species. Tree-like growths cover much of the planet's surface. In addition, groves of massive bush-like trees occur regularly; each grove can be several kilometers across.

15: The planet is home to many aggressive species of wildlife, some of which are poisonous. Many creatures live within the narrow canyons formed by the planet's hexagonally shaped columns of basalt.

20: The poison of the largest predators is the most hazardous. The poison of lesser species and plant life can be debilitating but is not typically lethal. The biggest predators tend to be found in the largest groves of trees.

Heroes can make planetary systems checks after spending several hours on Giaca and conducting a quick investigation of the world or after making close-range sensor scans.

Planetary Systems
10: Giaca has a history of widespread volcanic activity. Enormous, hexagonal columns of basalt are common features across the planet, located where the largest lava flows formed massive causeways.

15: Although most of the hundreds of volcanoes have not been active for millenia, the volcanoes along a large mountain range in the northern hemisphere, running roughly parallel to the planet's equator, remain active. Significant areas of the range are shrouded in fumes that are
dangerous to most species.

20: The narrow canyons produced by the formation of the basalt columns provide a multitude of hiding places for creatures, outposts, and criminals, with many avenues of escape.

Bureaucracy
20: Giaca is rumored to be a wilderness world perfect for hiding from authorities or conducting illegal or secret business. Local hyperspace interference and distortions make the planet remarkably difficult to visits

25: A few regional worlds are interested in claiming Giaca. Some have set up research stations on the planet that double as surveillance posts for keeping tabs on rival claimants.

30: Giaca is said to be home to an ancient surveillance station of a long-lost civilization. The outpost and the surrounding area are rumored to be extremely dangerous, possibly contaminated by chemical or radiological hazards. No one knows if the station truly exists.

Capsule: Thousands of years before the Jedi Civil War, the Rakata visit Giaca. They establish a large surveillance outpost, near the equator, which they use as a base from which to survey the planet and map the complexities of hyperspace travel around the system. The onset of local volcanic activity, along with a loss of interest in the world, cause the Rakata to abandon the station well before their Infinite Empire disappears from the galaxy.

One hundred years before the Jedi Civil War, scouts from the nearby planet of Shor rediscover Giaca. For the next fifty years, small Shorak expeditions dare the dangerous hyperspace routes to survey the lush world. Although they quickly realize that Giaca is suitable for colonization, its difficult location delays any such attempts. Eventually, Peroenia, a competing world, learns of Giaca's existence and dispatches its own expeditions. For another fifty years, all the major regional powers learn of Giaca and send survey teams to scout the planet and keep tabs on their neighbors.

At the end of this time, the Shorak make their first attempt to colonize Giaca. However, learning of those plans, ambitious Peroenia commanders dispatch a small military force to ambush the colonists. Taking advantage of the fact that there are only a few known hyperspace routes to Giaca, the soldiers strike the colonists just as their ship drops out of hyperspace outside the Giaca System. The attack results in a war between Shor and Peroenia that flares up regularly for the next 300 years. Although most of the fighting occurs far from Giaca's system, scouts from both forces run surveillance missions on the contested world to keep the other side from gaining a foothold. Small skirmishes are common between the scouts, but only a few minor pitched space battles occur in the system.

Eventually, the Shorak are victorious, but postwar rebuilding efforts are slow. All regional powers manage to reestablish outposts of various types on Giaca, but none is especially prominent or powerful. Before long, the outposts begin to run into problems with the planet's large, aggressive predators. The Shorak establish Station 300 as their primary outpost, but their colonization attempt is unsuccessful. Giaca is abandoned to the few criminals and visitors who find their way to the world.

About twenty years before the Clone Wars, the Shorak expand Station 300 to become Station 3Z3, reigniting the regional powers' interest in the planet. Suspecting the Shorak of plotting another colonization attempt, Peroenia and other worlds reinforce their own outposts. Skirmishes occasionally break out between Competing forces, and an arms race develops among the claimants. All sides are still relatively weak militarily, but the clashes are enough to delay Shorak plans.

Finally, by the Battle of Endor, the Shorak further expand and fortify 3Z3 so that it can protect a new colony that settles in a causeway near the station. Peroenia and its allies attempt to slow the arrival of the colonists, but they have difficulty repelling the more advanced Shorak ships. The colony is well defended, and by the Fall of the Galactic Alliance, its population expands to 50,000. However, the Shorak remain unable to secure the planet and must regularly defend their colony against the Peroenians and their allies.

The struggles of the Shorak, the Peroenians, and their rivals are the best-known aspects of Giaca's history, but much more happens on the wild world. Although the difficult approach to Giaca prevents anyone from making it their primary base of operations, for thousands of years, criminals and fringe dwellers make use of the planet without interference from any government-related factions. Their stories are not widely known, even among the planet's few permanent inhabitants.

Station 3Z3
Giaca‘s largest outpost and the one most likely to attract the attention of newcomers. It is owned and operated by the Shorak, one of the larger powers claiming the planet. Since they know they lack the strength to enforce such a claim, the Shorak settle for maintaining an obvious presence and keeping an eye on everyone else. The station holds several thousand individuals and is defended strongly enough that most pirates and raiders steer clear. In addition, it is well outfitted and can provide limited aid (when it wishes to do so) to those who request help. The station consists of pre-fabricated, interconnected shelters atop a series of tall, concentric columns of basalt that decrease sharply in height to the forest floor. A few outlying buildings serve as hangars for private ships, atop their own basaltic columns and connected to the station by metal bridges,

The station is open to visitors and always eager for news of nearby systems. It provides a trading center, and its vigilant security force aggressively keeps out most of the criminal element.

Maruuk's Nook
Maruuk's Nook is a well—hidden bolthole that has been occupied over the centuries by hermits, criminals, outlaws, and refugees. Approaching the hideout is very difficult, since it lies deep within a long, narrow, angular canyon bordered by the sheer vertical faces of 140-meter-tall hexagonal basaltic columns. The nook is 60 meters above the canyon floor and 80 meters from the canyon rim, and it consists of a small network of caves, the largest of which can house a small light freighter. Fresh water is plentiful, thanks to an extremely tall, narrow waterfall that plunges into the darkness along one edge of the nook. The waterfall cannot be seen from the canyon.

The nook has space for a few dozen inhabitants. It offers a motley collection of furniture and equipment, much of which is broken and ancient. Although the nook can provide the occasional useful spare part, most inhabitants rely on their own equipment whenever possible. The location of the nook is known to very few beings, who share the secret only with those they feel need it the most.

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, glass-like 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.

Factions
The factions that are active on Giaca are spread out all over the planet. They are unlikely to randomly interact with one another.

Criminals and Rogues
Most of Giaca's inhabitants follow their own paths and do their best to stay out of sight. Whether they are criminals hiding out, rogues planning new operations, or just people who have removed themselves from the galaxy at large, most want to be left to their own pursuits. The planet is big enough and wild enough that outposts can remain isolated for decades, perhaps centuries, without detection from the major players. Of all the factions, the Peroenians are the most likely to encounter criminal operations while undertaking their survey missions, but they have learned to avoid contact whenever possible.

The Peroenians
A near-Human species, the Peroenians have long yellow-and-gray—striped hair and six digits on each hand and foot. They are avid explorers and learn a great deal about Giaca over the centuries. Their main outpost, called Tallpeak, holds only a few hundred individuals most of the time. The Peroenians have a dozen smaller, often temporary outposts scattered around the planet to survey the world and keep an eye on their rivals, especially the Shorak. As ancient opponents of that species, the Peroenians increase their presence on the planet when the Shorak threaten expansion. The Peroenians are governed by a Peroene-Se, Giaca's representative of the Peroenian Monarchy.

The Shorak
Near-Humans from the world of Shor, the Shorak are stockier and more muscular than the average Human. They dye their hair in deep colors and tattoo striped patterns down their arms, often incorporating the symbols of their family, military, or social affiliations. As Giaca‘s oldest and best-equipped claimants, the Shorak are the faction most likely to investigate newcomers to the system. Although they claim Giaca as their world, they cannot enforce their will beyond the lands surrounding Station 3Z3, They challenge any opposing claim to the planet with diplomacy and the occasional armed deterrent. Colonization attempts are not tolerated and draw military responses in short order. The Shorak government is authoritarian; the local leader is governor of all Shorak operations on Giaca, as well as final judge and arbiter.

Adventure Ideas
Adventures on Giaca need not include the Shorak or other claimants to the planet. The following are suggestions for typical encounters on Giaca.

Initial Approach
No matter what the adventure, if the heroes are flying their own ship to Giaca, the hyperspace approach is difficult and worthy of at least one encounter during the trip, especially on their first visit. When the heroes make astrogation check increase the difficulty by +5 or +10. A failed check drops the ship out of hyperspace somewhere between the system's edge and several light years outside the system, and the heroes suffer the standard results for hyperspace mishap. Regular visitors to Giaca have their own exit points scattered throughout the system. Most of the better-known routes drop a ship about 2 hours out of orbit.

Glasspoint Meeting
An underworld contact arranges to meet the heroes at the neutral site of Glasspoint on Giaca, or the heroes might pursue a target to the area. Either way, the heroes receive old and unreliable hyperspace data (see "Initial Approach." above). When they finally arrive at the coordinates on Giaca, a weather front hundreds of kilometers long obscures Glasspoint. The heroes must approach in a heavy thunderstorm and land on a short basaltic column adjoining the taller, windswept column where their contact waits. Negotiations go poorly, and blaster fire erupts as the heroes are ambushed from attackers scrambling up from lower columns all around them.

Shorak Patrol
While approaching Giaca, the heroes draw the attention of a Shorak patrol. This might occur when the Shorak are aggressively defending their claim to the planet or when the heroes venture too close to a Shorak ship or outpost. The heroes are ordered to set down at Station 3Z3. If they do, the Shorak interrogate them until satisfied that the characters make no claims to Giaca and have no intention of causing trouble. If the heroes fight back or give the Shorak reason to dislike them, they are escorted out of the system while their ship is flown by a Shorak pilot to a distant rendezvous point many light-years away. If the heroes escape, the Shorak pursue them relentlessly, dispatching scouts via airspeeder and starship as needed. The heroes might find refuge with criminals, locate their own hiding spot in the wilds of the planet, or receive help from the Peroenians or other Shorak rivals.

Surviving Giaca
The heroes' ship sustains major damage during the approach to Giaca. Although they arrive in the system, they have little control over their craft and crash-land on the planet's surface. Their ship skips through the forested surface and becomes wedged between a pair of basaltic columns, high above the beach of a long coastline or island. The heroes discover they are on their own, far from any civilized area. They must escape their damaged craft, salvage what they can, and erect a temporary shelter. Soon, they draw the attention of local beasts and eventually must fight off a pack of brintaks (see below). Whether by search or by sensor, the heroes detect a small outpost hundreds of kilometers away. Salvaging what they can, they set off overland, possibly aided by damaged speeders. 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.

Brintak
A brintak is a massive, muscular, four-legged beast that towers over most humanoids. Its large, elongated head features multiple rows of razor-sharp teeth. Its mouth is flanked on each side by barb-tipped, tentacle-like appendages that ensnare and poison a victim while drawing prey into the creature's mouth. Brintaks live in many of Giaca's groves of enormous toroc trees. They find food in the groves and the surrounding landscape. The largest brintaks are solitary hunters, but younger and smaller brintaks hunt in packs of four to six. Brintaks are social creatures and live in dens of hollowed-out toroc trees, often high above the ground. Packs number up to 20 members.

Brintak
Type: Huge beast
Planet of Origin: Giaca
DEXTERITY 3D
Dodge 3D+2
PERCEPTION 2D
Search 6D, sneak 1D
STRENGTH 7D
Special Abilities:
Bite: Does STR+2D damage.
Claws: Do STR+1D damage.
Mouth Tentacles: If the attack deals any damage, the target must make a Moderate stamina roll or be paralyzed for 1D rounds.
Low-Light Vision: Poor lighting penalties are reduced by 2D.
Pounce: When pouncing on a target, the brintak's jumping and brawiing are considered a single action, taking no MAPs and happening simultaneously.
Roar: A brintak can produce a terrifying, rumbling roar and make an intimidation roll against any enemies within 10 meters. If the roll succeeds, the target must move away from the brintak and suffers a -1 penalty to all actions for 1D minutes. This is a mind-affecting effect.
Move: 10
Size: Huge

Source: The Unknown Regions (p.17-173)[/b]
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PostPosted: Fri Aug 08, 2025 2:01 pm    Post subject: Reply with quote

Iol
A small, barren world orbiting an orange star near the edge of the Unknown Regions. With no atmosphere, the planet has no native flora or fauna and offers very little in the way of natural resources. The sole exception is a large amount of a particular ore that is highly prized by companies that forge durasteel.

Iol
Region: Unkown Regions
Sector: -
[b]System: Iol
Trade Route(s):[/b] -
Strategic Location: -

Sun(s): 1
Orbital Position: 1
Moon(s): None
Length of Day: 21 standard hours
Length of Year: 416 local days
Starport(s): 1 Standard class

Type: Terrestrial
Temperature: -
Atmosphere: Vacuum
Hydrosphere: Arid
Gravity: Low
Primary Terrain: Urban, lifeless desert
Points of Interest: Relak Canyon
Native Flora: -
Native Fauna: -

Native Species: None
Immigrated Species: 56% Human or near-Human, 44% other species
Population: 60 thousand
Languages: Galactic Basic
Government: Corporate
Tech Level: Space
Planet Function: Mining
Major Cities: Haven (capital), Menelath, Shirkel
Major Exports: Minerals
Major imports: Foodstuffs, medicine, technology

Special Conditions:
Building Decompression: Stray blaster bolts and sabotage are two of the most dangerous things the people of Iol must face. Since each of the buildings on the surface of Iol is pressurized and sealed, any breach in the hull of a surface building usually results in immediate and violent decompression. Even the tiniest crack in a transparisteel window can cause an entire wall to blow out of a building, taking anyone in the room out as well before emergency force fields can snap into place and restabilize the pressure and atmosphere within a building.
Floating Away: On planets with low gravity like Iol, there is always a danger that, when outside of the controlled gravity of artificial structures, one might float away from the planet if given a sufficient push. Though Iol's gravity is strong enough to keep most surface—travelers from floating out into the blackness of space, it is light enough that a creature that is sufficiently pushed will drift for some distance before landing.

Planetary Systems
20: The planet of Iol is a barren world with no atmosphere and no native lifeforms.

25: The government of Iol is a corporate state that is a subsidiary of Tangan Industries, which has operated a mining colony on the planet for many centuries.

30: The material mined by the colonists of Iol is a major component in durasteel.

Bureaucracy
15: The board of directors of Tangan Industries considers Haven's administrator to be the head of the colony, and they believe that all cities of Iol cooperate harmoniously to mine ore.

20: The cities put aside their differences when working on issues that involve the corporation, but otherwise, they rarely get along. Many city leaders feel they are more qualified and more experienced than Haven's current administrator, Elexia Nis'tar.

25: Each city employs and dispatches its own group of miners. The groups work in separate locations and rarely interact. However, some sites are being mined by groups from multiple cities, which can cause tension and even combat between the competing miners.

30: The colonists of Iol had been treated unfairly and were on the verge of revolution before Elexia Nis'tar took office.

Capsule: At first glance, the planet Iol appears to be nothing more than an airless world with no redeeming qualities. For millennia, the spacefaring civilizations that rise and fall around it believe that to be true as well.

Approximately 4,500 years before the Battle of Yavin, an independent scout vessel drops out of hyperspace too close to Iol's gravity well. The pilot loses control of the ship and crashes on the planet's surface. injured and losing life support, he dons his spacesuit and attempts to repair the ship well enough to sustain life support and call tor help. While outside the ship, he discovers that the crash has inadvertently uncovered a large vein of an ore used in the manufacture of durasteel. After patching the ship, he submits his claim to the planet through a tight—beam transmission, naming the world after an ancient god of death, and waits to be rescued. His claim is received by a cargo vessel in the employ of Tangan Industries, which changes course and rescues the scout. However, the captain of the cargo vessel alters the transmission to state that the planet has been claimed by Tangan. By the time the pilot discovers what has happened, representatives of Tangan Industries have already begun a full-scale examination of Iol.

Within two years, Tangan industries establishes a full mining colony on the planet, intending to extract as much ore as it can. In time, the colony expands to three cities around the world, all of which are built within sealed domes to protect the miners and their families.

During the time of the Mandalorian Wars and the Jedi Civil War, Iol is found by a group of ships wandering through the area. Led by a Jedi Knight known as the Revanchist, they negotiate with the administrator of the colony for a sizable amount of fuel and supplies in exchange for technology that the Revanchist has no need to keep. Although the transaction is not sanctioned by Tangan Industries, its board of directors turns a blind eye since they are the ultimate recipients of the technology.

With their resources reduced by the trade, life becomes harder on Iol. The corporation raises prices on all products for sale in the colonies, to help recover their costs for diverting new supplies to the colony. Within six months, production drops significantly due to starvation and lowered morale, and the colonists are ready to rebel and run the colony independently of Tangan Industries. Calling themselves the Miners' Union, the rebels storm the capitol building, but corporate security repels the attack. The administrator opens his doors to the colonists' leader, and they reach a settlement to reduce prices in exchange for the end of the protests.

As the Empire gains power over most of the galaxy, a covert movement within the colonies desires to break away from Tangan Industries and become an independent state. For a while, it seems that the colony's administration holds the same desire, and the plan almost comes to fruition. But representatives from the company and the colonists meet to discuss terms and reach a settlement, resulting in better living conditions for the colonists that boosts their morale and increases productivity.

Haven
The oldest and largest complex of domed structures on Iol is known as Haven, the colony's capital city. Consisting of five domes, each at least 1 kilometer in diameter, the city is also the artificial structure most easily visible from orbit. Haven dominates the landscape, especially at night when the city's lights illuminate the general vicinity for several kilometers.

The five domes are completely separate from one another, and each focuses on a particular function for the city, such as government and finance. They are arranged with the oldest, largest dome, which is also the governmental dome, in the center, and the others surrounding it. Tubes connect the central dome to each of the others, allowing easy travel between them.

In addition to containing structures geared toward serving its function. each dome also has residential areas that house families with at least one member who works within the dome. It is possible for a family to have another member who works in a different dome, but such arrangements are rare. since the corporation encourages members of each family to follow in their parents' footsteps.

Haven's governmental structure operates as a corporation that is a subsidiary of Tangan Industries, the company that has owned the world since its colonization. The ruling body is a board of directors selected by the colony's Chief Executive Officer, who in turn is hand-picked by Tangan's top executives.

The person serving as administrator of Haven from just after the Clone Wars to the time of the Yuuzhan Vong invasion is Elexia Nis'tar, a dark-skinned near—Human with platinum blonde hair. The executives who appointed her hoped to put someone in place who would serve their needs and act only as a figurehead, and Elexia seems like a perfect candidate, especially because she is married to Durro, one of the younger Tangan brothers. But Elexia proved them wrong by performing her duties responsibly, making the welfare of the colonists her top priority. Because she has gained the colonists' favor and has her husband's support, Tangan’s executive board allows her to run the colony as she sees fit—for now,

Along with being the governmental seat, Haven serves as the world's primary financial hub. Through careful negotiations, Tangan industries allows other companies to offer goods and services to the colonists, including various foodstuffs, entertainment, and technology. In exchange for being permitted to conduct business on Iol, each company must pay royalties to Tangan above and beyond the rent they pay for the use of space and resources.

Haven also houses the planet's sole starport in a dome dedicated entirely to its operation. Docking fees are reasonable, and fuel and maintenance are offered for the standard costs found elsewhere in the galaxy. All services that cater to the starport are found within its dome. Anyone that visits Iol must go through Haven's security and customs stations before disembarking at the docking bay, and they must pass through another checkpoint if they wish to travel anywhere in the city beyond the starport dome.

The starport dome is also the hub for all repulsortrain movement. Two repulsortrain tunnels connect the dome to the cities of Menelath and Shirkel.

Menelath
The second largest city of Iol is originally built as an extension of Haven so that colonists do not have to travel far each day to reach the deposits on the other side of the planet. Over time, Menelath grows to become a city in its own right, but it remains second to Haven in size and importance. Menelath consists of a primary dome that handles most of the city's functions and two additional domes, linked to the main dome by tunnels, that are used mainly as residential zones.

Life in Menelath is not as comfortable as life in Haven. The domes offer most amenities, but the lack of a starport means that few businesses establish a presence here. As a result, many residents journey to the capital city on a regular basis to procure supplies that are unavailable in Menelath.

From about six years before the outbreak of the Clone Wars until the fall of the Empire, Menelath is run by a Chadra-Fan named Tol Ferin, who also serves as a vice president of Tangan Industries. His loyalty to the company is unswerving, and he runs the city according to the instructions Tangan gave him when he took office. His approach to governance has caused some tension between him and the new administrator of Haven.

Ralak Canyon
Because Iol's highest concentrations of ore are located in this area, this formation is created artificially through centuries of mining. Ralak Canyon extends 7 kilometers across the planet's surface and has been measured at 1 kilometer deep in places.

As mining progresses in the canyon, natural underground caverns are opened, but little effort is made to explore them beyond the first 50 meters. Some believe that more ore deposits might lie within, but safety protocols prevent miners from venturing too far.

Despite the number of preventive measures taken by the miners, many areas of the canyon are not considered safe. Each year, carelessness results in accidents and casualties.

Shirkel
Shirkel is the newest city to appear on Iol's landscape, built about fifty years before the Battle of Yavin. In fact, much of the outer hull of the dome structure still has some of its original sheen, giving observers an idea of what the other cities looked like from the outside in their younger days.

The city has only one dome and houses a significantly smaller population than the other cities, consisting mostly of miners who work the nearby sites. With population growth being very low, expansion of the dome is not a top priority, and the colonists in Shirkel must settle for facilities that are less extravagant despite being more recently constructed.

The city is administered by a Twi'lek named Anoon'olan who also holds a vice—presidential position with Tangan Industries. However, most of Shirkel's residents give their loyalty to a Human named Kai Lunn, the current leader of the Miners' Union.

Factions
Although most colonists strive to maintain a peaceful coexistence with the corporate leaders who oversee Iol, various factions within the larger group have their own agendas. Some have the colony's best interests in mind, while others serve their own ends. Even when factions share the same goal, they do not necessarily get along with one another.

Tangan Industries
As the corporation that owns the planet and provides jobs and supplies for almost the entire population of the planet, Tangan Industries is seen by many as the mother and father of civilization on Iol. Everything that is present on the world exists because of the company, and everything that comes to and goes from Iol is due to the company's efforts.

Despite the seemingly generous nature of its charter, Tangan industries is far from a benevolent force on Iol. The corporation exercises strict control over what merchandise comes into and out of the colony and what the residents are allowed to do. The colonists are observed virtually nonstop, because Tangan claims that high security must be maintained to keep the colony as efficient as possible. Any events that take place apart from work and sleep, including family outings, must be approved by management.

Miners' Union
The Miners' Union is formed to bring the world's miners together as a single force that can oppose Tangan's complete control of the colonists' lives. The union confronts Tangan industries on a number of issues, including employee benefits and mines safety. Working conditions for the miners are risky, and Tangan, always seeking a profit, tries to resolve the miners' concerns by doing only what is necessary to address each issue. The Miners' Union sees the minimalist effort as cold and uncaring and wants the company to take extra efforts to ensure employee safety. Some members of the union occasionally take matters further than the conference table and create a situation that illustrates their point a little more violently, regardless of whether they have the union's support.

During most of the organization's history, the welfare of its members is its top priority and driving goal. On rare occasions, though, its leadership seeks to exploit the union's position for personal gain.

Merchants' Consortium
The Merchants' Consortium is a council of representatives from the companies that have permission to sell good and services to the colonists. The consortium meets regularly with the colony's administrators in Haven to discuss business matters and to resolve any outstanding issues between the groups.

Colonists sometimes strike private deals with members of the consortium to procure items not normally available through standard means and without being noticed by Tangan Industries. As long as the transactions do not affect the flow of credits into their coffers, the other merchants turn a blind eye to these clandestine arrangements.

Adventure Ideas
Something is always happening on Iol that might interest heroes. The following adventure ideas can be integrated into an existing campaign or inspire a whole new set of escapades.

Buried Alive
A rock slide at Ralak Canyon has buried a group of miners from Haven in a recently opened cavern near the canyon floor. Those trapped in the cave will run out of air if they are not rescued in time, and the heroes are asked to help other miners in the canyon free the victims. However, the other miners are from Menelath, and due to recent conflicts with the Haven miners, they are in no hurry to provide assistance.

Power Play
The heroes learn of an assassination plot against Elexia Nis'tar. They must stop the assassin before Haven's administrator is killed. If the heroes succeed, Elexia asks them to investigate and determine who hired the assassin. She suspects the involvement of one or more of the colony's other leaders, since many of them resent her status as head of the colony.

A Simple Errand
Kin Thalin, the owner of a small cantina in Haven, claims to have found a remote cavern that holds large deposits of rare and valuable crystals. He has heard stories that some of the crystals were taken long ago by the Revanchist and his fellow warriors to power their weapons. Thalin is willing to pay handsomely for a group of heroes to fill a crate with crystals from the cavern and deliver it to him. Does he want the crystals for his own purposes, or is he acting on behalf of visitors from offworld?

Revolution
All communications with the city of Shirkel cease. Elexia Nis'tar worries that the Miners' Union is leading a revolt in the dome in an attempt to take over the city. She hires the heroes to infiltrate Shirkel and investigates The city's Twi'lek administrator seems willing to negotiate with the protestors, but the miners appear unwilling to listen to what they disparage as more corporate lies. The tension in Shirkel is building, and it won't take much provocation for things to turn ugly.

Building Decompression
Type: Environmental, explosive decompression
Trigger: Transparisteel window, hull plating, or wall section suffers 20+ points of damage from any source.
Attack Difficulty: 6D vs. dodge. On hit target is pulled 20 meters toward the breach. On miss target is pulled 10 meters toward the breach.
Recurrence: Only once per decompression event. Emergency bulkheads or forcefields normally seal breach in 1–2 rounds.

Climbing/Climbing Gear (30+): As a reaction, grab a fixed object to negate forced movement.
Climbing/Climbing Gear (25+, Assisted): If already anchored, can grab an adjacent creature to hold them in place.

Special: Any creature reaching the breach is sucked into vacuum (apply Vacuum Atmosphere hazard rules: Very Difficult stamina roll each round or suffer 5D damage; no sound; no breathable air).

Floating Away
Type: Low-gravity/zero-gravity displacement hazard
Trigger: Target is forcibly moved in low or zero gravity (e.g., rammed, Bantha Rush, Move Object).
Attack Difficulty: 3D vs. Strength (to resist movement). On hit target drifts uncontrolled for 6 meters in pushed direction; cannot act to change position next round unless it has flight/propulsion. On miss target drifts 3 meters but may act normally on next round.
Recurrence: Only on trigger.

Climbing/Climbing Gear (15): As a reaction, grab onto nearby solid object to halt drift. No check possible if nothing is within reach.

Special: Movement can be vertical as well as horizontal. In artificial gravity, a vertical push causes a brief float before returning to starting height without falling damage.

On planets with low gravity like Iol, there is always a danger that, when outside of the controlled gravity of artificial structures, one might float away from the planet if given a sufficient push. Though Iol's gravity is strong enough to keep surface-travelers from floating out into the blackness of space, it is light enough that a creature that is sufficiently pushed will drift for some distance before landing.

Source: Unknown Regions (p.174-177)
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PostPosted: Fri Aug 08, 2025 2:13 pm    Post subject: Reply with quote

O'Reen
A failed colony world from the bygone era of the Old Republic, O'reen has become a fortress planet to rival any of the Core Worlds from the days of Palpatine‘s Empire. its strict military focus allows O'reen to overcome any disadvantages it faces because of its limited technology.

O'reen
Region: Unkown Regions
Sector: -
System: O'reen
Trade Route(s): -
Strategic Location: -

Sun(s): 1
Orbital Position: -
Moon(s): 2
Length of Day: 34 standard hours
Length of Year: 355 local days
Starport(s): 1 Standard class

Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard (1.1)
Primary Terrain: Urban, plateaus, mesas, forests
Points of Interest: Analysis center, Magnus's estate
Native Flora: -
Native Fauna: -

Native Species: Shorak, Peroenian
Immigrated Species: 98% O'reenians, 2% other species
Population: 2,500
Languages: Galactic Basic
Government: Military dictatorship
Tech Level: Space
Planet Function: Early warning outpost
Major Cities: Epsilon Garrison, Fort Maximus (capital), Orbital Deployment Center
Major Exports: None
Major Imports: Military weapons

Special Conditions:
Orbital Defense Mines: The O'reenians have created a network of orbital defense mines that detect, move toward, and attack any starship approaching O'reen without proper transponder identifiers.
O'reenian Fog: Much of the ground level of O'reen is covered in a perpetual heavy fog. Most O'reenian cities are built atop tall mesas and plateaus, meaning that most travelers don't have to deal with the thick fog. However, the few, rare criminals on O'reen often fly their vehicles through the thick fog, staying below visual range and navigating by sensors alone. The practice is dangerous, and more than a few ships have had deadly collisions with the towering mesas.

Planetary Systems
15: O'reen is located just outside the border of the Outer Rim Territories and is fiercely independent and self-reliant:

20: O'reen is controlled by a stringent military regime, and citizenship is reserved for those who serve in the planetary militia.

25: The initial colony was established as an early warning outpost against a perceived extragalactic threat, but there is no proof that the threat ever materialized.

30: Although the world's technology level is far behind that of most of the galaxy, O'reen has managed to keep fairly close to standard tech levels in military weaponry and vessels.

Bureaucracy
15: O'reen is ruled by a single military leader who is referred to by the honorific of Magnus.

20: The people of O'reen are accustomed to the regimented lifestyle of the military, and every citizen is a capable combatant.

25: There have been several uprisings by civilians seeking to improve their low status, but each attempt has been thoroughly squashed by the military.

Capsule: Shortly after the Great Hyperspace War, the Republic orders the foundation of a large number of outpost worlds in the hopes of avoiding another surprise invasion, especially in the wake of the destruction left by the Sith Empires aggression. The initial plan is to establish military garrisons well past the boundaries of known space, complete with the latest in hyper spatial communications and the full backing of the Republic, to provide supplies and new troops as necessary. However, budgetary constraints combined with the costs of rebuilding force the Republic to accept a compromise from the Senate. The military garrisons are combined with colonization efforts in an attempt to create self-sustaining military outposts.

The initial test of the advance warning initiative seeks to establish a dozen such colonies, with the Republic offering lucrative bonuses to volunteers. Unfortunately, the wave of patriotism hoped for by the bureaucrats does not materialize, and the Republic is forced to settle for only five colonies. Of these, four are deemed failures due to a wide range of unfortunate events, including Senate corruption. As a result, the Republic military scraps the entire project. As the Republic's budget lacks enough credits to bring the colonists home, the last colony is left to its own devices.

The fifth colony—the one established on O'reen—flourishes despite being written off by the Republic and isolated from the rest of the galaxy. This success is due partially to the abundant natural resources available to the colonists, but the deciding factor is a critical step taken by the military officer put in charge of the outpost. A once-promising starship captain who had fallen out of favor, he believes that without the strict discipline of the Republic, the colony at O'reen will be doomed to failure. Thus, he decides to create a system to exert the required level of control. In a quick and bloodless coup, the captain and those under his command establish themselves as the dominant authority, a feat made easier by the fact that the original leader, the foppish son of a Republic bureaucrat, is disliked by most colonists. Within a year, the captain turns the colony around, shaping it into exactly what the Republic had hoped for: a well-disciplined and entirely self-sufficient military outpost. The surname of the captain is all that remains known of the leader who made the colony flourish, and to this day, the title of Magnus is carried with pride and dignity by the planet's leader.

As the years turn into decades, O'reen's original mission becomes an increasingly distant memory, and its society develops into a caste system. Full citizenship is granted only to those who join the military and serve for a minimum of six years. Those who choose not to enlist or are unfit for service are deemed "civilians" and given few rights, becoming essentially indentured servants of the government. Civilians perform the bureaucratic tasks that allow society to function, along with menial jobs that the rest of the galaxy has long since given to droids. Attention to duty among the military is ensured by the threat that any soldier given a dishonorable discharge will lose all rights as a citizen and be expelled from all settlements. These extreme measures go a long way toward guaranteeing that only those willing and fit to serve enter the ranks of O'reen's military.

O'reen's next major contact with the galaxy at large comes several centuries before the onset of the Clone Wars, when a corporate exploration vessel chances upon the planet. The captain intends to swoop down, impress the natives with a display of technological superiority, and stake a claim to the world for his corporate masters. Unfortunately, he drastically underestimates the skill and dedication of the O'reen military, which bests the corporate vessel and gains its first glimpse of how much galactic technology has changed since the founding of the colony. The Magnus orders the ship to be repaired and retrofitted, hoping to acquire new military technology to use in defending O'reen against future attacks. Until the military catches up with the rest of the galaxy in the arms race, it carries out supply raids in utmost secrecy, and only when success seems assured—potential hostiles must not be allowed to track the raiders to their homeworld. The O'reen military defeated a technologically superior ship because its commanding officer was an arrogant buffoon, but the next ship might have a commander with more formidable military training.

For centuries, O'reen soldiers and scouts conduct acquisition runs, using any means available to gain the latest military technology. All goes according to plan until a Republic military exploration craft comes across O'reen while investigating nearby systems looking for Separatist supply depots. The ship's captain is untrained in first contact protocol, leading to a violent misunderstanding and the capture and enslavement of most of the ship's crew. Clone troopers from Vornskr Company, led by Jedi General Morningfire, mount a rescue that ends with the death of the Magnus. In the aftermath, the Galactic Senate votes to quarantine O'reen to keep it from sharing military knowledge and resources with the Separatists and as an attempt to keep its hostile population under control.

The quarantine is largely unnecessary, since the new Magnus does not want to provoke the wrath of the powerful Republic again. Still, it is maintained until several decades after the Battle of Yavin, when the Yuuzhan Vong invade the galaxy. The Magnus adopts a "wait and see" approach regarding the extragalactic conquerors. When Coruscant is devastated in the wake of its capture by the Yuuzhan Vong, all details on file regarding O'reen are lost. Although O'reen seems to have been forgotten by the rest of the galaxy, the Magnus continues to keep tabs on galactic events, waiting for the right opportunity to expand O'reen's control of the region.

Fort Maximus
By far one of the most heavily fortified settlements on the planet, Fort Maximus serves as both capital and primary military headquarters. The estate of the ruling Magnus is located in the city's center, and the overall design reflects the stark military nature of the O'reenians. Multiple defenses make it possible for Fort Maximus to withstand a siege for years, if necessary. Military production facilities are located underground in protective bunkers so that materials can continue to be produced in the event of invasion. Many of the city's residents are capable warriors.

Orbital Deployment Center
One of the oldest garrison-cities in existence, Orbital Deployment Center is the closest thing to a spaceport on O'reen. Its primary purpose is to monitor activity throughout the system by means of numerous satellites that were put in place during the colonization of the world. The satellites were intended to help the colony fulfill its mission as an early warning outpost. These days, they are used to assess nearby sectors for viable targets for raiding actions, and as a hub for storing and analyzing offworld technology that is taken into O'reenian custody. Captured technology is dismantled and studied for new military advancements the O'reenians can adopt, such as more efficient blaster weapons, faster sublight drives, and improved shield generators.

Epsilon Garrison
A prime example of the military attitude that pervades O'reenian life, Epsilon Garrison is one of the many cities that dot the surface of the world. Although not as heavily fortified as the capital, Epsilon Garrison still looks like a military base. However, the city also has a strong agricultural industry, producing a substantial portion of the crops used to feed many of the neighboring garrisons as well as supporting the standing armed forces stationed at Fort Maximus.

What sets Epsilon Garrison apart from other cities is that it is the only one to host a significant population of civilians who have started to seriously consider a revolution. Although they know that a direct confrontation will only get them killed, these civilians are contemplating ways of making their voices heard and perhaps even improving the lot of all O'reenian civilians.

Military Law
Life on O’reen is very similar to that under the totalitarian regime established by Emperor Palpatine at the end of the Clone Wars. The Magnus is the undisputed military commander, and since every citizen is a member of the military, the Magnus is also the supreme governmental authority. The only way to become a citizen of O'reen is to join the planetary militia; nonmilitary residents are labeled "civilians" and are essentially indentured servants. Visitors from offworld are automatically considered to be civilians and thus subservient to the military unless they prove that they are members of another planet's armed forces or they offer fealty to the Magnus by enlisting in the O'reenian military. However, visitors are infrequent—over the centuries, O’reen has become very insular, preferring to keep its contact with outside cultures to a bare minimum.

Faction
O'reen is tightly controlled by the military government, which clamps down on attempts by civilians or visitors to upset the ruling order. Still, the military is not monolithic, and factions within its ranks harbor their own goals and plans.

The Magnus
As the highest-ranking member of the O'reenian military, the Magnus is the ruler of a planet of combat-capable troops. Elected by a council of peers, the Magnus must have the political and tactical savvy to ensure that operations on O'reen continue undisturbed and to stave off challenges to his or her authority. As a talented and shrewd leader, the Magnus is capable of personally taking on all but the most dangerous of adversaries, but even so is accompanied by at least four elite guards at all times. In addition, the citizens of O'reen are always ready to answer a call to arms from their supreme commanding officer.

Adventure Ideas
Even simple adventures on O'reen are tense and worrisome, since the heroes are not free to explore as they please. As visitors from offworld, unless the characters are members of another planet‘s military, they are branded as civilians and given few rights.

O'reenian Hospitality
A miscalculated trajectory causes the heroes' ship to dump them suddenly out of hyperspace and results in enough system failures to require a bumpy landing on the nearest available world—O'reen. A basic long—range scan of the planet reveals that a large number of orbital emplacements are tracking the ship, Through a mix of luck and skill, the heroes manage to land away from the larger garrison-cities and avoid capture, but the local patrol takes away their damaged ship. The characters must break into Orbital Deployment Center to steal back their vessel, along with the parts needed to make repairs, without being blasted into atoms. After they fix their ship and make the jump to lightspeed, they discover that a few unwelcome guests have snuck aboard and intend to bring the ship back to O'reen, even if they have to do so over the heroes' dead bodies.

A Crateful of Smoking Blasters
The characters are hired by a near—Human to transport a large amount of "various sundries and luxury goods" to a contact on O'reen. If the heroes open the storage containers in transit, they find cutting-edge military-grade weapons and armor. They do not have the proper permits for such items and would be in a lot of trouble if caught with that much hardware. If the heroes attempt to deliver the cargo, they drop out of hyperspace near O'reen and are hailed by ground control, which demands that they identify themselves and transmit the proper identification codes or they will be blasted out of space. If the heroes convince ground control to let them land, their ship is boarded for inspection by people who look like members of the same near-Human species as their employer. The cargo is confiscated as "evidence of treason against the Magnus," but if the characters tell the truth convincingly, they are judged as dupes of the real traitors and allowed to leave O'reen-provided they lead the O'reenians to their contact.

Orbital Defense Mines
Type: Artificial, energy
Trigger: A starship without a valid transponder approaches O’reen and enters the mine defense net.
Attack Difficulty: 5D (mine’s gunnery skill) vs. ship’s dodge (starship piloting).
Damage: 6D Capital-scale energy blast in a 50-meter radius (Starfighter-scale craft struck suffer +6D damage).
Area of Effect Damage Bands: 0–10/11–25/26–50.
Recurrence: Once per mine. For a defense net encounter, roll new attacks each round for up to five rounds as more mines approach.

Starship Piloting (15)
Sensors (15): Detect mines before they close within 50 meters. Grants +1D to piloting dodge rolls against them until end of round.

Special: Mines close to target before detonation; capital ships cannot dodge without preemptive detection.

The people of O'reen take the defense of their world very seriously. Despite this fact, there are many strange and powerful races throughout the Unknown Regions that have technology that is unfamiliar to the O'reenians, making it difficult for them to sense threats from the outside until it is too late. As a result, the O'reenians have created a network of orbital defense mines that detect, move toward, and attack any starship approaching O'reen without proper transponder identifiers. Whenever the heroes approach O'reen for the first time, they may encounter orbital mines.

O’reenian Fog
Type: Atmospheric, natural
Trigger: A vehicle ends its movement in dense fog near O’reen’s stone plateaus.
Attack Difficulty: 6D (collision hazard) vs. vehicle dodge (starship piloting).
Damage: Treat as a collision with an immobile Colossal-scale object: Starfighter-scale: 12D damage (Body Strength roll applies). Speeder-scale: 8D damage (Body Strength roll applies)
Recurrence: On trigger; each round spent flying through fog risks another collision check

Sensors (30+): Copilot warns of obstacles, granting +1D to piloting dodge for one round.
Starship Piloting (25+): As a reaction, reduce collision damage by –3D.
Sensors (20): Map nearby hazards through fog, granting +2D to piloting dodge rolls for one minute.

Special: Collision counts as frontal impact; shields apply if active in that arc.

Much of the ground level of O'reen is covered in a perpetual heavy fog. Most O'reenian cities are built atop tall mesas and plateaus, meaning that most travelers don't have to deal with the thick fog. However, the few, rare criminals on O'reen often fly their vehicles through the thick fog, staying below visual range and navigating by sensors alone. The practice is dangerous, and more than a few ships have had deadly collisions with the towering mesas.

Source: Unknown Regions (p.178-181)
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PostPosted: Fri Aug 08, 2025 6:18 pm    Post subject: Reply with quote

Veroleem
Once, the planet Veroleem was the site of a group of colonists who sought to live free of outside influences. But the world's residents have Changed, evolving into a cult that constantly seeks new members and harbors an ancient secret that would give even the stoutest mind pause.

Veroleem
Region: Unkown Regions
Sector: -
System: Veroleem
Trade Route(s): -
Strategic Location: -

Sun(s): 1
Orbital Position: -
Moon(s): None
Length of Day: 20 standard hours
Length of Year: 307 local days
Starport(s): Landing field

Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Arid
Gravity: Standard
Primary Terrain: Coreesh Mountains, Desperation’s Refuge
Points of Interest: Relak Canyon
Native Flora: -
Native Fauna: -

Native Species: None
Immigrated Species: Sapient Species: 80% Human, 20% other species
Population: 2,400
Languages: Galactic Basic
Government: Theocracy
Tech Level: Space
Planet Function: Religious refuge
Major Cities: New Promise (capital)
Major Exports: Lommite, narcotics
Major imports: Disciples

Special Conditions: None

Planetary Systems
20: Veroleem is a remote desert planet that is the home of a small group of cultists who preach withdrawal from worldly temptations.

25: Despite their tenets, the cultists send out a significant number of traveling priests to seek new initiates, although regardless of how many converts they find, the size of the cult never really fluctuates.

30: Kryotin, one of the more addictive narcotics in the known galaxy, is produced on Veroleem. It provides the cult with a steady stream of revenue as well as a means to force new converts to abandon their old lives.

Bureaucracy
15: The Veroleemians have developed a cult-like mentality, sending priests out into the galaxy to recruit new followers.

20: The original founders of Veroleem were members of a group that sought to live without Republic interference.

25: The residents of Veroleem have always been governed by the Council of Enlightened Elders, a group located in the city of New Promise. The current elders are said to be direct descendents of the original colonists.

History
Several decades before the Sith wars, a tiny band of interstellar wanderers look for a world they can claim as their own. They seek a life without interference from a Republic they feel is more interested in controlling the lives of its citizens than in seeing to their well-beings They finally chance upon a planet that they name Veroleem after the leader of their group. Given the world's remote location and lack of readily exploitable resources, the isolationists have little trouble staking their claim.

There is no record of when or how it occurs, but the denizens of Veroleem undergo a psychological change, Instead of trying to become self—sufficient, they start sending out proselytizers to recruit fresh converts and bring them to Veroleem. As is the case with many cults, these new converts sever all ties with their former lives, take on new names, and frequently vanish from the galaxy altogether. To further bolster their efforts and provide a steady source of income, the cultists began to manufacture a very potent narcotic called Kryotin powder, supposedly named after the Veroleemian who devised the drug. The powder gives the cultists a powerful hook to draw new disciples away from their old lives, forcing many of them to become drug—addled and subservient to the whims of the cults' high priests. Over the centuries, many criminal organizations attempt to add Veroleem's lucrative Kryotin production to their own repertoires, but a series of "accidents" causes each group to invest in other lines of vice that are less worrisome.

When the Mandalorians begin their raids into Republic space, Veroleem is one of several planets that goes overlooked, mostly because the Mandalore saw little of value in such a remote worlds Some members of the Neo-Crusaders suggest using Kryotin as a bio-weapon to soften up targets prior to invasion, but this idea draws scorn from more traditional Mandalorians, so Veroleem weathers the Mandalorian Wars with minimal effects. Even the Jedi Civil War that follows has little impact on the planet. In fact, it proves beneficial—the chaos that the Sith war brings to the galaxy gives the cultists a better chance to operate without drawing undue attention from Republic judicials, Sector Rangers, or the Jedi Order.

In the aftermath of Revan's insurrection, a great many Republic archive records are lost, among them the original claim to Veroleem made by the first settlers. This event drags the cultists into galactic affairs when a mining company (actually a front for the criminal organization known as the Exchange) purchases the planet under the pretense of mining for untapped deposits of lommite. Veroleem's ruling Council of Enlightened Elders does not want outsiders interfering in their affairs and launches a protracted legal battle. The Veroleemians eventually prove their claim to the planet and force the Republic to remove the Exchange-backed mining interest. The cultists insist that the mining equipment be left behind, however, giving them another source of revenue.

This chain of events brings the Cult of Veroleem to the attention of the Jedi Order. The Jedi can do little about the planet's intent to remain isolated from the Republic, but they make it clear that they strongly disapprove of the cult's recruitment tactics. The next few decades see several conflicts between groups of cultists and Jedi Knights. As a result, the Veroleemians change their methods of gaining new initiates and severely curtail their distribution of Kryotin.

But in the aftermath of Lord Kaan's thought bomb and the devastation wreaked upon the Jedi Order by the Battles of Ruusan, the Veroleemians slowly return to their old ways. They increase the sale of Kryotin, and as the Jedi grow increasingly involved with the Galactic Senate, it becomes even easier for the cultists to avoid the Republic's notice.

When Count Dooku begins rallying the outlying systems to join the Confederation of independent Systems, Veroleem publicly remains independent but secretly provides support to the Separatists. The Clone Wars never reach Veroleem, but Palpatine is not so quick to forget the small world. Several months after the formation of the First Galactic Empire, he sends one of his Inquisitors to the planet on a classified mission. Curiously, the cult scales back its recruiting drives around that time, and rumors emerge that the Emperor is not averse to banishing criminals and political prisoners to remote worlds such as Veroleem, where they disappear.

In spite of its efforts to track down all the Empire's prison worlds, the Rebel Alliance never learns Veroleem's location. The planet remains a well-kept secret even after the defeat of the Empire and the birth of the Galactic Alliance. After the fall of the Alliance and the rise of a new Empire led by the Sith Lords, the cultists once again start recruiting more aggressively, secure in the knowledge that the location of their homeworld is a long-forgotten secret.

Kryotin
One of the oldest narcotic agents known to the galaxy, Kryotin is outlawed by every major galactic government since the days of the Old Republic. Even the Galactic Empire seeks to keep the drug from becoming too prominent, especially among the military forces.

Kryotin functions by causing the user's brain to release a sudden rush of chemicals that bring on a state of euphoria and that also make the victim greatly susceptible to suggestion. While some use it for recreational purposes, it can also be used in interrogation and brainwashing. The following hazard can be used to represent the effects of Kryotin on a living creature.

New Promise
The only major city on the planet and the location of Veroleem's main starport, New Promise is a disjointed blend of classic design aesthetics and modern practicality. Although it is a far cry from the bustling metropolis that most planetary capitals become, New Promise still shows a great deal of activity, since it is home to the vast majority of the world's inhabitants. The city also hosts the Council of Enlightened Elders, which has led the cult since Veroleem was colonized. Constable Girath is the surly, tight-lipped head of local law enforcement and has been for as long as can be remembered, even by members of species whose life spans extend into centuries. Most residents assume that the name and position are hereditary.

Coreesh Mountains
The Coreesh Mountains are an expansive range located several dozen kilometers to the east of New Promise. The only major structure is a temple of the Veroleem cult, which sees an unusually large amount of traffic given its remote location. However, the temple is the secret manufacturing site of the addictive narcotic Kryotin. Entrances to the production areas are known to very few and heavily guarded at all times. Many of the newer cult initiates brought to Veroleem end up in the temple, and few seem to leave.

Desperation's Refuge
Not every initiate to the Cult of Veroleem is a willing convert. For some time, a small resistance has operated in the shadows, founded by slaves who managed to break their addiction to Kryotin and escape into the wilderness. Poorly equipped and barely eking out an existence, the resistance establishes a small encampment called Desperation's Refuge, keeping the exact location hidden from the cult's enforcers and scouts. The reason for their success over the centuries is that Desperation's Refuge has no fixed location-it is a tent city, capable of being packed up and moved at a moment's notice. The current leaders of the resistance make the mobile township their main base of operations.

Veroleem's Ancient Secret
One of the many experiments that the ancient Sith conducted was an attempt to stave off death, keeping the body in its biological prime far longer than was natural and increasing the recipient's ability to recover from injury. Although they succeeded, the knowledge came too late to be of any use to the Sith. The problem they encountered (and were unable to overcome at the time) was that to stabilize the chemical formula that would keep death at bay, the brain chemicals of a genetically compatible species had to be included, and each dose would last only a limited period of time before the body resumed the aging process. The ethical issues were not a problem for the Sith, but in the vicious infighting of their Empire, the discovery was lost.

Among the initial settlers of Veroleem was a Force adept named Kryo Tinwole, who during a scouting expedition stumbled upon the remains of the Sith laboratories, buried in the area that would come to be called the Coreesh Mountains. Using his Force abilities, Kryo was able to decipher the Sith texts and uncover their elixir of immortality. It was a simple matter for him to murder one of the other colonists so that he could use the elixir on himself. Between his powers and his new found immortality, Kryo had little difficulty in eventually warping the views of the colony leaders, forging them into the Council of Enlightened Elders and drawing many other colonists into his burgeoning cult.

Quite simply, the Cult of Veroleem is a sham, existing only to perpetuate the longevity of the world's oldest residents, some of whom can measure their life spans in centuries. Further research led to the development of the drug Kryotin from the by-product of the elixir creation, which the cult uses to lure more victims to Veroleem to be sacrificed. The drug has the added benefit of enhancing the brain chemicals of those about to be harvested. When the Jedi Order started paying more attention to the cult's activities, the Council feared that they might learn of the crimes committed to secure immortality, but the Jedi's attention shifted away from the cultists before their secret was revealed.

Darth Sidious showed a brief interest in the cult and its elixir, considering it as a means of prolonging his life. But he chose not to become dependent on a drug in his quest for immortality and pursued other paths.

The Council of Enlightened Elders is terrified that the resistance movement will learn its secret and spread the truth. If an agency more interested in promoting justice than in seeking power, such as the Jedi Order or the Sector Rangers, discovers that the Cult of Veroleem has murdered an immeasurable number of victims, it will certainly try to end the cult once and for all. Worse yet, any criminal organizations that learn the cult's secret will not hesitate to torture, kill, and destroy to gain the dark knowledge for themselves.

Factions
Besides the group of elders that rules over Veroleem, there is only one true other faction found on the planet.

The Resistance
The small underground resistance movement that takes root on Veroleem disrupts the cult's total control of the planet. Although chronically short of both numbers and resources, the movement manages to survive in one form or another for centuries. Not even the most violent purges by the Council of Enlightened Elders can wipe out the resistance cells completely, thanks to the insurgents' traveling tent city and their skill at staying out of sight when necessary. The resistance also smuggles people offworld by various means, seeking to help those who still have a chance of returning to their old lives or of finding a new path free of the cult's influence.

The primary goal of the resistance, however, is to depose the council, having gained a sense that something is unnatural and sinister about the cult's rulers. The appearances of the elders never seem to change, even as decades and centuries pass, but so far, resistance efforts to discover the truth behind this phenomenon have been futile. Some resistance leaders press their comrades to focus more resources on liberating converts and breaking them of their addiction to Kryotin, rather than on chasing rumors of the council members' unnatural longevity. Initiates freed in this manner usually end up joining the resistance themselves.

Adventure Ideas
Veroleem is a very dangerous place to visit. Any hero would be well advised watch out for overly friendly strangers and not to go anywhere alone.

Desperation's Call
As the heroes are getting ready to board their ship for their next destination, a haggard-looking male Human runs toward them and collapses, a datacard tumbling from his fingers. The man appears to have died from recently inflicted injuries. A recording on his datacard contains astrogation data to reach Veroleem, the coordinates of a makeshift landing pad there, and a plea from the man (who calls himself Vorli) to help prevent a massacre on the planet. If the heroes travel to Veroleem, they are greeted by Joll Kohan, a grizzled man with a military bearing. Vorli's mission was to find spacers willing to help the resistance smuggle recently rescued victims of the cult offworld. However, the heroes' arrival compromises the site's location, and Kohan learns that the cultists have mustered their forces and are en route to wipe out the resistance.

The Word of the Elders
During the heroes' much—needed downtime, young human man arrives suddenly and with great fanfare, accompanied by a number of other young and healthy followers. The human begins to preach about the drain that greed and ambition put on the body, and espouses a philosophy that eschews material wealth. To the amazement of those gathered, the man claims to be over 300 years old, kept young via monastic practices. The man extends an invitation to those who have gathered to hear him speak, offering them berths on his spaceship and a new life on a world far from the pain and misfortunes of the galaxy. Before this young proselytizer can depart, the heroes learn that the others who accompanied him have been slipping away during his speeches and selling a powerful narcotic called Kryotin to the local criminal organizations (perhaps even meeting with the Hutts to arrange a larger delivery). The heroes have the chance to trace this dangerous narcotic to its mysterious source by allowing themselves to be taken as new recruits, only to find themselves on the world of Veroleem in the Unknown Regions, scheduled to have their bodies harvested to prolong the lives of the planet's elders.

Secret Harvest
During a routine hyperspace jump, the heroes stop to change directions and discover a derelict spice freighter drifting nearby. A closer examination reveals that the ship recently traveled from coordinates deep in the Unknown Regions, well beyond where spice freighters normally ply their trade. A maintenance droid, which has dutifully kept the freighter in working order for some months now, explains to the heroes that the ship departed from Veroleem with a full crew complement and a cargo hold full of a new kind of spice found only in the Unknown Regions. Following a hyperspace miscalculation, the crew was forced to abandon ship, leaving the ship to drift aimlessly. However, during this discussion, a beacon on the freighter activates, and the ship jumps to lightspeed, headed for Veroleem and carrying the heroes with it. When the freighter drops out of hyperspace above Veroleem, cult leaders welcome the heroes and thank them for returning their stolen property—the medicinal narcotic known as Kryotin. The cultists offer to reward the heroes lavishly in order to keep them on the planet, fearing that the heroes might reveal their operation to the known galaxy. The harder the heroes try to leave Veroleem, the more effort the cultists put into keeping them there, resorting to violence (possibly driving them into Veroleem's desert). The heroes must find a way to get off-world before the cultists make them permanent residents of the Unknown Regions.

Source: Unknown Regions (p.182-185)
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PostPosted: Fri Aug 08, 2025 6:30 pm    Post subject: Reply with quote

Volik
Initially intended as a resort colony for the wealthy, the planet Volik is abandoned to pirates and smugglers when the resort’s owners fall on hard times. The world is dominated by rocky terrain. The main continent is made up of sweeping grasslands separated by small mountain ranges. The runoff from the mountains has created numerous canyon systems, which have been used by smugglers for ages. The rivers often empty into the sea from the tops of tall bluffs in impressive waterfalls.

Smugglers use the waterfalls to their advantage to evade pursuit. The falls make handy entry and exit points for a network of caverns underneath the bluffs, and skilled pilots fly underneath the arcs of the waterfalls. Akriva Falls gets its name from a notorious Mon Calamari pirate who would fly up the side of a cliff under the falls to avoid pursuit.

Volik
Region: Unknown Regions
Sector: -
System: Iol
Trade Route(s): -
Strategic Location: -

Sun(s): 1
Orbital Position: -
Moon(s): 2
Length of Day: 26 standard hours
Length of Year: 410 local days
Starport(s): Landing field (incomplete starport)

Type: Terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moderate
Gravity: Standard
Primary Terrain: Grasslands, mountains, canyons, waterfalls, seas
Points of Interest: Akriva Falls, Jolee Falls, Mount Vorena, Wavelength Gale's hidden cove
Native Flora: Bannak tree, Mamau root
Native Fauna: Reyko

Native Species: None
Immigrated Species: 95% Human, 5% other species
Population: hundreds (scattered pirate groups)
Languages: Galactic Basic
Government: Anarchy
Tech Level: None
Planet Function: Abandoned resort world
Major Cities: The Colony
Major Exports: -
Major imports: Foodstuffs, luxury goods

Special Conditions:
Flash Flood: The nature of the landscape on Volik lends itself to flash floods. While most of the time this does no more harm than washing away some hidden cache of weapon and contraband, in the right spot a flash flood can turn a once—dry plain into a quick—flowing river in a matter of seconds.

Planetary Systems
15: The planet Volik was colonized during the height of the Old Republic. The colony faltered, but the planet remains hospitable.

20: Volik is often used by smugglers and pirates as a base of operations.

25: Volik is one of the rumored resting places of Count Czazizs's fortune, a treasure beyond imagination.

30: Both the Jedi and the Sith have had small outposts on Volik.

History
Volik is first discovered by a Czerka Mining Corporation survey team, but the planet has no mineral resources to interest Czerka. However, the world's atmosphere and temperate conditions are attractive to Humans, so the rights to colonize the planet are sold to Vekanda Leisure Colonies. Vekanda begins construction of a resort colony where the idle rich can spend their days (and their credits) hunting the local creatures and dining on exotic foods. When Vekanda runs into financial troubles soon after the colony begins operation, the company folds, and the construction materials are left to the elements.

It is not long before pirates move into the abandoned resort. The buildings offer comfort that is not provided by bases in asteroid fields and other typical pirate locations, and Volik's rocky canyons are perfect for storing fighters and pillaged gains. Multiple gangs use the world as a safe harbor. occasionally going to war with one another over the right to be the sole smugglers on Volik. Occasionally, these turf wars grow so brutal that the gangs Wipe each other out, leaving the planet uninhabited for decades until new parties arrive to stake their claims.

Shortly after the Clone Wars, a Jedi Master named Dorin Se'ol comes to Volik and begins to rebuild the colony. Master Se'ol disagrees with many of the teachings of the Jedi Council. He even takes a wife, feeling that the Council is becoming more of a political body than a spiritual one. Se'ol starts taking in Force-sensitive beings who are looking for a fresh start, and eventually the growing community chases the smugglers off Volik. The death of his wife pushes the Jedi Master toward the dark side, but he soon realizes that confronting the darkness is part of the process of truly knowing the Force.

Se'ol stays below the notice of Darth Vader for a time, but the Dark Lord of the Sith eventually learns of the Jedi Master, and Se'ol perishes during the Empire's assault on Volik. Still, he distracts Vader long enough for a small band of his students to escape.

Volik remains uninhabited until the Yuuzhan Vong invasion, when a small group of Force-sensitive pacifists—some of whom trained at the Jedi Academy-discover a holocron with the teachings of Dorin Se'ol. These pacifists learn of Volik and journey to the planet, where they remain until the end of the conflict between the Yuuzhan Vong and the New Jedi Order.

In the era of the last Skywalker, Volik once again lies uninhabited. Even the smugglers stay away, considering the planet to be bad luck. Pilots who do not otherwise believe in superstitions still steer clear of Mount Vorena. Those strong in the Force say the mountain is surrounded by a strange presence. Perhaps one of the many Jedi that called Volik home has returned in spirit.

The Colony
The original resort colony was built in the shadow of Mount Vorena. The buildings still stand, despite being re-purposed by smugglers and other inhabitants of Volik. No company has attempted to purchase the rights to the colony to reestablish it.

Rooms in the main resort building range from small, economy dorms on the lower floors to sprawling penthouses near the roof. At any given time, the most successful smuggler band on Volik usually occupies the building, although gangs have also used it as a warehouse, a prison, and more. The penthouses are reserved for the smuggler leaders—or are set up to seem that way to mislead enemies. Some gangs refuse to take up residence in the building even when given the opportunity, since many groups break up after moving in, torn apart by infighting.

A starport was under construction, but the colony was abandoned before it could be completed. Quite a few landing bays are merely sandpits surrounded by construction materials. The central concourse has been stripped of everything valuable. One feature that harkens back to the planned splendor of the colony is a giant crystal sculpture, meant to be the centerpiece of a massive fountain that would have welcomed visitors in grand styled The sculpture has been stolen from time to time, but such thievery incurs the wrath of the smugglers on the planet. The pirates set aside their differences long enough to retrieve the sculpture and punish the thieves. The gangs use the sculptures location as a neutral site where they can come to negotiate.

Other colony buildings are scattered across Volik. Most of them are vacant, since many smugglers prefer setting up camp in the easily defended canyons. Jedi Master Dorin Se'ol uses a few cabins near Mount Vorena for himself and his students; the cabins originally were meant for visitors looking for a rugged climbing experience. Rumors abound of lightsabers, holocrons, and other Jedi artifacts hidden in or near these buildings.

Mount Vorena
The highest peak on Volik, this mountain is named after the wife of Dorin Se'ol. The Jedi Master climbs to the top of the mountain after her death to meditate, since the arduous ascent leads to a magnificent view. The mountain has since become a destination for Jedi, who climb Mount Vorena to make contact with the Force spirits of their mentors and comrades.

One of the mountain's distinguishing features is a river made of the melting ice caps. It cascades down the rock face and ends in a spectacular waterfall known as Jolee Falls, named for the only child of Dorin and Vorena.

Flora and Fauna
Volik is a temperate world with a four-season climate. The temperature does not drop far enough to cause snow, although the tops of the mountain ranges and the deeper canyons freeze over during the colder seasons. The rainy season is moderate. Flooding can occur in the canyons, and more than one smuggler band has watched its ill-gotten gains wash out to sea after a few days of rainfall.

Volik hosts a varied ecosystem. Large bannak trees grow in the foothills surrounding the mountains. Their wood is used for buildings as well as for the wheeled skiffs that cruise across the landscape. The light blue grass of the plains can grow up to a meter in height. Wildlife is common on Volik. Predators stalk the plains using speed and ambush tactics to take down prey. Birds and other aerial creatures nest in the trees near the mountains.

One of the big draws for the original resort colony was the wide range of delicious fruits and game available on the planet. Tanna trees grow well in the soil, bearing large, purple fruit that is a staple for the world's residents. Another exotic plant is the mumau root, which grows in the higher elevations of the mountain ranges and is most commonly found in small pockets along the side of Mount Vorena. Jedi Master Dorin Se'ol claims that tea brewed from mumau root helps meditation. Whether the plant truly aids in meditation is still open to debate, but it is certain that slipping into a relaxing trance is a lot easier after a hard climb up and back down Mount Vorena.

Factions
Two of the most prominent factions found on Volik are the Crimson Stars pirate gang and the Ebon Strikers pirate gang. Their feuds have been so far relatively contained but could quickly to expand to a more severe conflict.

The Crimson Stars
Led by a human named Vallkos, are pirates who came to the Unknown Regions a long time ago as a part of a different, larger gang. Currently, the Crimson Stars are one of the few groups in the Unknown Regions to still travel frequently to the Outer Rim of the galaxy. The Crimson Stars prey mostly upon ships in the Unknown Regions, but once every few months they send a caravan of starships back to the Outer Rim to resupply and sell exotic trade goods captured from other civilizations in the Unknown Regions.

The Ebon Strikers
The other half of the pirate group that spawned the Crimson Stars, the Ebon Strikers are led by the brother of Vallkos, Mallikhan. Whereas the Crimson Stars still do trade in the Outer Rim, the Ebon Strikers tend to focus on action on and around Volik. The Ebon Strikers also sometimes raid Crimson Star flotillas returning from the Outer Rim, causing brief skirmishes to break out in the space above Volik. The Ebon Strikers have been secretly negotiating with another Unknown Regions power, the Vagaari, but Mallikhan has no idea that his new-found allies are planning on betraying him before too long.

Adventure Ideas
Volik can support many types of adventures, including clashes with smugglers, pirates, Sith, native creatures, and more. The following examples should give you a few ideas.

Brothers
Two gangs of pirates have settled on Volik, looking to make their reputations. The Crimson Stars are led by Vallkos, and the Ebon Strikers are led by Mallikhan. The two leaders are brothers who were part of a larger gang but split apart over a 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.

The Trial of the Sky
Jedi heroes are sent to climb Mount Vorena as part of their training. During the ascent, the heroes are allowed nothing but their lightsabers-no climbing gear, food, or medpacs. They must complete the climb within seven days. If they do not return in that time, a rescue party will be sent, and the climbers will have to wait a year before making another attempts In addition to the perils of mountain climbing, the Jedi must fend off wild animals, hunt for food, and find shelter from the harsh winds. The climb also tests their mental resilience. When the Jedi reach the peak, they find their master waiting, ready to confer the rank of Jedi Knight upon them.

Rescuing Jolee
Master Se'ol is willing to take on new students, but he does not teach in a manner that a traditional Jedi would find familiar. He believes that the Force is evident in many things, and that the hard work required to build and maintain the new settlement of Force-sensitives is an allegory for the discipline required to become a Jedi. But now he has a problem. His young daughter Jolee boarded a merchant vessel that stopped briefly on Volik, and Se'ol sends a trusted group of students to retrieve her. It is an inconvenient task, but when the heroes drop out of hyperspace in the middle of a pirate attack on the merchant vessel, it becomes downright dangerous.

The Fix Is In
The canyons of Volik hold an allure for swoop racers. They are natural routes with fast straightaways, deadly turns, and sudden bottlenecks. A profitable and illegal swoop race is going to be held on Volik, and if the heroes win, they could pay off a large debt they owe to a crime lord. However, the crime lord would rather keep the heroes on the hook, so he secretly bribes several other swoop racers to make sure the characters lose. The real trouble begins when one of the crime lords hirelings scares a herd of reykos onto the course.

Flash Flood of Volik
Type: Natural, environmental (water)
Trigger: Flood event begins (GM’s choice — at encounter start or specific round).
Scale: Character
Attack Difficulty: 4D (hazard’s base “attack”) vs. target’s dodge or opposed Strength.
Damage: 3D (bludgeoning/impact) from water surge, plus knockdown check. Knockdown, if hit, make a Dexterity (15) roll or be knocked prone.
Area Damage Bands (per round): 0–10/11–20/21–30, 3D/2D/1D.
Progressive Flood Levels:

Round 1: Small rush — minor push, ankles deep.
Round 3: +1D to hazard attack; knee-deep for average human.
Round 5: +2D to hazard attack; waist-deep, swimming required.
Round 10: Fully submerged — switch to Flooded River hazard rules or treat as full swimming encounter.

Recurrence: Each round for 10 rounds (GM may shorten or lengthen based on terrain).


Acrobatics or Dodge (20): As a reaction, avoid being knocked prone.
Survival (15): Recognize the area as prone to flash flooding before it begins.
Swimming (15): Move at normal rate in waist-deep or deeper water (only after Round 5).

Special: Once submerged (Round 10+), characters unable to swim must make Stamina checks each round or begin drowning (see drowning rules, R&E p. 129).

The nature of the landscape on Volik lends itself to flash floods. While most of the time this does no more harm than washing away some hidden cache of weapon and contraband, in the right spot a flash flood can turn a once-dry plain into a quick-flowing river in a matter of seconds. Gamemasters can use the hazard to represent flash floods that spring up when the heroes are engaged in a combat encounter. The area of the flash flood can start small and grow over time, or the entire area of the battlefield could be subjected to the flash flood hazard.

Source: Unknown Regions (p.186-189)
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PostPosted: Fri Aug 08, 2025 6:59 pm    Post subject: Reply with quote

Tof "Supreme"
Type: Supreme Commander of the Tof Kingdom’s Fleets
Age: 58 Height: 2.48 m Weight: 192 kg
Appearance: An enormous Tof with the build of a prizefighter gone to seed, wearing an embroidered admiral’s greatcoat encrusted with gold lace and gemstones. His green skin has the leathery sheen of age and hard living, and his powdered wig is a ceremonial heirloom older than most of his officers. His left eye is a milky cybernetic lens that glows faintly red when he’s angry.
DEXTERITY 4D
Blaster 9D+1, blaster (blaster pistol) 10D+2, brawling parry 7D+2, dodge 8D+1, melee combat 9D+1, melee combat (cutlass) 10D+1, melee parry 9D
KNOWLEDGE 3D+2
Bureaucracy 6D, intimidation 9D+1, planetary systems 7D, tactics 9D+2, tactics (boarding maneuvers) 10D, tactics (fleet) 10D, willpower 8D
MECHANICAL 3D+1
Astrogation 8D, capital ship gunnery 9D, capital ship piloting 8D+2, sensors 7D, starship gunnery 8D+2
PERCEPTION 3D
Bargain 6D+2, con 8D+1, command 10D, command (Tof pirates) 11D, gambling 6D+1, search 6D+2
STRENGTH 4D+1
Brawling 9D+1, lifting 8D+2, stamina 9D
TECHNICAL 3D
First aid 5D+2, security 6D, starship repair 6D+1
Special Abilities:
Massive Physique: +1D to all damage rolls from brawling and melee attacks.
Intimidation: +1D to intimidation skill checks against most non-Tof sentients.
High Pain Tolerance: Ignores the first wound level penalty suffered in combat.
Story Factors:
Imperialistic: Tof culture revolves around conquest.
Arrogant: Underestimates opponents lacking obvious power.
Sworn Enemies of the Nagai: Will often go out of his way to attack or humiliate Nagai on sight.
Move: 10
Force Points: 3
Character Points: 22
Equipment: Engraved cutlass (STR+3D+2 damage, ignores up to 2D armor due to monomolecular edge), high-grade dueling blaster pistol (5D+2, 3–10/30/120, +1D to blaster rolls for wielder only), ceremonial greatcoat with concealed plasteel weave (+1D physical, +1 energy, integrated quick-draw sheath/holster allows drawing a weapon as a free action once per round), command medallion (+2D to command rolls when coordinating Tof forces over comms; overrides Tof military ship AI/security systems; GM discretion), encrypted wrist comlink, personal energy shield emitter – +2D to dodge vs. ranged attacks for 1D rounds (3-round cooldown), boarding armor (ceremonial variant, +2D physical, +1D energy; matches Tof fleet colors, adorned with gold braid), data cipher rod (+2D to security or computers when accessing Tof military systems or breaking enemy codes), jeweled rings, flask of rare spiced liquor.
Background: Born to the royal bloodline, the Supreme was groomed from youth to command. He began as a boarding officer on the Starsail Galleon Iron Siren, earning his title in the savage Nagai campaigns. He is both a master tactician and a personal combatant feared throughout Firefist. His name alone is enough to make pirate lords and planetary governors panic.
Personality: Grandiose, cruel, and endlessly self-assured. He speaks in booming proclamations and treats every battle as both a game and a performance. When roused to fury, he prefers to lead boarding actions himself, cutting through defenders to claim the enemy’s flag.
Objectives: Crush the Nagai and any allies they make, expand the Tof Kingdom into the Skyriver galaxy, and ensure his legacy is immortalized in colossal statues on every conquered world.
A Quote: "The stars are my hunting grounds, and every ship upon them is prey."
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PostPosted: Fri Aug 08, 2025 7:02 pm    Post subject: Reply with quote

Personal Energy Shield Emitter
A compact Tof-engineered device worn on the forearm or belt, projecting a shimmering bubble of deflector energy to deflect blaster bolts and shrapnel during boarding actions. Favored by high-ranking Tof officers who expect to wade into enemy fire with theatrical bravado.

Personal Energy Shield Emitter
Model: Tof Royal Guard Issue PSE-2
Type: Personal defensive energy shield
Cost: 3,500 credits
Availability: 3, R
Game Notes: When activated, projects a localized deflector shield around the user. Grants +2D to dodge rolls vs. ranged attacks for 6 rounds. Activation is a free action, but the emitter must recharge for three full rounds before it can be used again. Cannot be combined with another active shield generator.
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PostPosted: Fri Aug 08, 2025 7:07 pm    Post subject: Reply with quote

Mini-Adventure #1: Guilty Until Proven Innocent
The heroes unknowingly take on a stowaway—a child from the divided planet Altiria/Anarris. When they return to drop him off, they’re accused of kidnapping and must race to find the child before facing dire consequences.

Adventure Outline
The heroes leave the world of Altiria/Anarris after completing a mission and restocking.
A young Anarrian named Dilta sneaks aboard in a supply crate.
In space, Dilta is discovered scavenging food.
Upon returning, the heroes are accused of kidnapping.
The child runs away again during the chaos.
The heroes must locate Dilta in a nearby city to clear their names.

Scene 1: Departure from Anarris
As the last supplies are loaded at the Rastar starport, one hero is approached by Anarrian security, showing a hologram of a missing child (Perception roll: Moderate 15 reveals other patrols). Unbeknownst to anyone, Dilta has hidden inside a cargo crate.

Discovery in Space
A clattering sound in the cargo bay reveals a spilled crate and a small furry child eating ration packs. Dilta explains he meant only to grab food but panicked and hid when security passed by. The crate was mistakenly loaded, trapping him aboard.

Bureaucracy, Cultures, Law Enforcement (15): Anarrian authorities are likely to assume the child was kidnapped and issue a system-wide alert.

Scene 2: Return to Anarris
Option A: Land in Rastar (Legal Approach)
Heroes land safely.
The hangar roof seals.
Tractor beam activates.
Local holoscreens display: WANTED: Child Kidnappers

Hero Options:
Surrender: Disarmed and imprisoned.
Hide on ship: Smuggler compartments (Sneak vs. Search).
Leave by force: Requires disabling tractor beam (Security, 20) and retractable roof.
Fight: Engage six Anarrian security officers (see stats below).

During the chaos, Dilta slips away.

Option B: Illegal Landing
The heroes land covertly in rural terrain.

Sensors (15) reveal no immediate pursuit.
Dilta escapes at first opportunity.
Wanted alert broadcasts shortly after.

Scene 3: Search for Dilta
The heroes must find Dilta in the city of Rastar.

Each character rolls:
Streetwise (20) or Search (15): Success, chance to hide (Sneak vs. Search). Failure, patrol encounter (combat or evasion).

Eventually, the group locates Dilta in Lunaara Square, a quiet public plaza.

Encounter: Shootout at Lunaara Square

Anarrian Security Officer (5): all stats 2D except for: Dexterity 3D+1, blaster 5D, dodge 4D+1, Knowledge 2D+1, law enforcement 4D, repulsorlift ops 3D, command 3D, search 4D, Strength 3D, security 3D. Blaster rifle (5D), light armor (+1D physical/+1 energy).

Anarrian Security Sergeant (1): all stats 2D except for: Dexterity 3D, blaster 4D, dodge 4D, Knowledge 3D+2, intimidation 4D+2, law enforcement 5D+1, tactics 5D, Perception 3D+1, command 6D, Strength 3D, security 3D+1. Blaster pistol (4D), comm, datapad.

Event Text: As you speak with Dilta, a group of Anarrian officers shouts and draws weapons. The crowd scatters. Dilta ducks behind a statue.

On Round 3, a stray shot hits Dilta. He falls, screaming in pain.

If a hero moves to help, a trooper drops their weapon and assists with a medpac.

Dilta regains consciousness and explains he was never abducted.

Resolution.
Heroes Clear Their Names
Footage confirms Dilta stowed away.
Kidnapping charge dropped.
Parents reward the heroes with 1,000 credits.

If Dilta Dies.
Happens 6 rounds after wound if untreated.
Heroes lose their only witness.
Murder charge added. Branded criminals.

Dilta (Anarrian child): all stats 2D except for: Dexterity 3D: dodge 4D, Knowledge 2D+1, Perception 3D, persuasion 4D, sneak 6D+2. Move: 8. Jumpsuit, trinkets.

Area: Lunaara Square
Illumination: Bright daylight
Statue (center): +2D cover, STR 4D (max 4 people)
Flower Blocks: +2D cover, STR 4D
Building Doors: Locked (Security, 20 or opposed roll vs STR 5D)
Windows: Transparisteel (STR 1D+1)

Source: Unknown Regions (p.192-195)
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Last edited by shootingwomprats on Fri Aug 08, 2025 7:12 pm; edited 1 time in total
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PostPosted: Fri Aug 08, 2025 7:11 pm    Post subject: Reply with quote

Mini-Adventure #2: Danger in the Dark
The heroes' starship sustains damage, forcing them to dock at the remote Iol customs station orbiting the mysterious world Iol. Upon arrival, they discover the station abandoned, its corridors eerily quiet. As they scavenge the station for repair parts, a deadly alien predator stalks them in the darkness: a vindinax—an escaped specimen brought in illegally and now hunting for survival.

Act I: Docking at a Ghost Station
Scene: Silent ApproachAs the ship nears IOL Station, no signals respond to hails. Sensors show no life signs. An automated tractor beam guides the ship to dock. The players disembark into silent, dim corridors.

Repair Assessment: A Starship Repair (15) check reveals that vital components are damaged. The crew has 4 hours of work ahead, but they must scavenge specific parts from the station first.

Act II: Exploring Iol Station
Cargo Bays: Four cargo bays contain common contraband and spare parts. Locked containers require Security (20).

Cargo Bay 2: A Search (15) reveals a foul odor. A Search (20) leads to a destroyed shipping container, a mutilated corpse in Tangan Industries uniform, and signs of internal breakout.

Crew Quarters: The crew quarters are abandoned. Searching each room requires a Search (15) roll to find anything of value.

Command Center: Sealed magnetically, requiring Security (30) to open. Surveillance recordings (Search or Computer programming/repair, 15) show glimpses of a medium-sized, tailed humanoid predator (the vindinax). Captain's log mentions disappearances, shadow sightings, and eventual evacuation order.

Engineering: Blood-stained walls, shattered panels (Moderate 15 Tech Repair confirms structural sabotage). A Search (20) detects movement. The vindinax briefly appears, hurls debris, and flees into the ducts.

Infirmary: Mostly looted. First Aid (20) check finds 1D medical kits. A Search (30) of the cargo bay may uncover enough bacta to fill the working bacta tank.

Repair Bay: Cluttered and abandoned mid-repair. A functioning storage room contains the parts needed to repair the ship—found with a Search (15) roll.

Docking Bays: Empty. All shuttles and visiting vessels are gone.

Act III: Random Encounters
Whenever a character strays alone for 1D rounds, roll Search (Difficult 20). Success means they hear the creature. If they stay longer, the vindinax attacks.

The creature flees if it loses half its health or another hero arrives.

Final Encounter: The Vindinax
The heroes return to the storage room for the final repair component. The room is now wrecked. Emergency lighting casts long shadows.

Read-Aloud Box: As you approach the storage room, it’s clear something is wrong. The lights don’t respond. Only a faint red glow from the repair shop flickers. Crates are overturned, shadows stretch long across the cluttered floor. Then—you hear it. A low, deep growl in the dark.

Conclusion & Rewards
Creature Dead: 1,500 credits
Creature Alive: 2,500 credits

If returned to Planet 101:
Docking fees waived
Free refueling
Heroes undergo debriefing
Bonus based on the condition of the creature

Optional Hazards & Features
Darkness: -2D to visual skills unless light sources used.
Cluttered Floor: Moderate terrain, can use crates/shelves for +1D cover, STR 3D.
Repair Bay Tools: Improvised weapons (STR+1D blunt or sharp damage).

Source: Unknown Regions (p.198-199)
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