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When the Star Wars Roleplaying Game came The first chapter is a player quickstart guide
out in 1987, the focus of adventuring was on to the sector. You can photocopy this and
Rebel characters and their allies. Galaxy Guide hand it out before play starts, or before you
6: Tramp Freighters, released in 1990, opened bring the characters to the sector. The
up a whole new world of adventure in the fringe quickstart guide is very basic, though, and
world of smugglers and freighter crews. And in you'll have to fill in gaps verbally, or by show-
early 1997, Pirates and Privateers shifted the ing players sections from the Gamemaster
paradigm again, allowing players to play free- Guide - especially if they will be playing char-
booters and privateers in the Star Wars galaxy. acters intimately familiar with Tapani sector,
Well, we're doing it once more. The Lords of like nobles. Alternatively, you can refer your
the Expanse campaign setting introduces the players to the Player's Guide to Tapani (see
glittering but often deadly world of the nobility below).
in Tapani sector. Players can run nobles who Most of the information mentioned in the
look out for the interests of their houses, or quickstart guide is more fully developed else-
who are affiliated with the Empire or the Rebel where in the box set - with the exception of the
Alliance. They can play spies, young saber essays on the calendar and sector holidays.
rakes, or house troubleshooters. There didn't seem to be much of a reason to
Lords of the Expanse offers other campaign flesh these concepts out further, so we didn't.
opportunities as well. The players can run The rest of the first section of the Sector
bacta smugglers or bacta pirates who hang out Guide introduces new aliens present in the
in fringe ports. They can run fringers and cor- sector and a guide to the new character tern-
porate spies who mingle with members of the plates provided in the box set. The second
powerful Mining Guild or jump its claims. section is a gazetteer which presents some of
Of course, you can always ignore the back- Tapani sector's major worlds. The final section
ground and mine the box set for new ships, introduces new assets available in Tapani sec-
planets, and fodder for your own Star Wars tor; ships, vehicles, droids, equipment, and so
adventures and campaign setting. It's up to on.
you. The Gamemaster Guide contains more spe-
cific details on the powers and situations in
The Contents Tapani sector, much of which is gamemaster's-
The Sector Guide (this book) provides gen- eyes-only material. Here you'll find discussions
eral information about Tapani sector suitable on the political and cultural environments in
for gamemasters and players alike. Only the the sector, and also the sector's dirty little
first chapter is specifically addressed to play- secrets - plots of the noble houses, the Impe-
ers, but they can read anything in this book rial rivalries that play out behind the scenes,
without having any secrets or surprises spoiled. the shadow societies that try to control events,
The secret stuff is in the other two books (this and the like.
arrangement allows you to lend the Sector Guide The Campaign Guide provides you with
out to your players if you like). enough game material to jump-start a Tapani

Sector Guide
Sector Guide
sector campaign. It kicks off with a general the Player's Guide is probably a good invest-
discussion of the various sorts of campaigns ment. It will save you a lot of time in terms of
possible in Tapani sector, and contains numer- getting your players ready to play.
ous tips on fleshing these ideas out into a full- You can pick up the Player's Guide to Tapani
fledged campaign. A number of developed ad- where you got this box set, or order it direct
venture sites are presented next, along with a from West End Games.
rogue's gallery of gamemaster characters, a
full-length introductory adventure, and an out-
lined mini-campaign.
Where to Go From Here
If you plan to play characters adventuring in
A Player's Guide to Tapani Tapani sector, feel free to read through the
Players bringing pre-existing characters into quickstart guide, look over the character tem-
a Tapani campaign can probably get by on plates and read as much of the rest of this book
reading the quickstart guide and picking up the as your gamemaster will allow. Don't read ei-
rest on the fly. However, players desiring to ther of the other two books - doing so will spoil
many of the secrets and surprises that lie in
start a character off in Tapani will need a lot
more background information and options than store. You'll have a lot more f u n if you wait for
your gamemaster to breathe life into the sector
the quickstart guide provides.
through his adventures. If there is anything in
The Player's Guide to Tapani is a relatively
the other two books he wants you to have (like
short Lords of the Expanse supplement de-
details on the noble houses), he'll provide
signed to get a player fully up to speed on the
ins and outs of Tapani culture with a minimum them.
of fuss. The book contains a lot of the back- Gamemasters, on the other hand, should
ground information provided in this box set read all three books thoroughly before attempt-
(plus a bit more), with all the gamemaster- ing to run adventures in this sector. Tapani
specific sections excised. It also features an sector is a complex environment in terms of
alliances and plots, and you should have a
overview of the major worlds of the sector, a
Heroes and Rogues-style character generation good handle on how things work before start-
ing a campaign.
system, and over 25 character templates.
If you plan to spend a lot time in the sector, Welcome to Tapani sector!

Sector Guide
Chapter One

Player Quickstart
There are many layers to Tapani sector, and halls of power on Coruscant. And the results
a lot of background information it would be are starting to pay off - house members now
great to have a handle on before starting play. captain Star Destroyers, command worlds as
It isn't required. This chapter doesn't give you moffs and governors, and sit in council with the
everything you need to know about Tapani Emperor himself.
sector, but it will definitely give you enough to Having invested so much in the Empire,
go on for your first few adventures, assuming Tapani sector is able to maintain a certain level
you aren't going to play a real insider, like a of independence; while surrounding sectors
noble. In any case, your gamemaster will fill are ruled directly by Imperial-appointed ad-
you in on other aspects of the sector he wants ministrators, Tapani sector is permitted to
you to know about. choose its own leaders. This is a delicate situ-
For a more comprehensive guide to playing ation that might change at any moment.
a character in Tapani sector (including more The sector economy is booming, which helps
details on noble hierarchies, codes of conduct, the Tapani lords afford their fine estates and
titles, and so on), you might want to pick up the huge luxury star cruisers. Tapani has a large
Player's Guide to Tapani, a short book which population of highly educated workers, and its
includes essays on Tapani's influential people research facilities rank among the most pro-
and institutions, over 25 new templates, and ductive in the Empire (especially those at Mrlsst
everything you need to generate a complete Academy).
background for a character native to the sec- There are about 70 systems in the sector,
tor. roughly a fifth of which have inhabitable worlds
which are heavily settled. Other systems also
Welcome to Tapani have settlements, but much smaller ones: re-
search stations, military outposts, mining fa-
Sector cilities, and so on.
Tapani has a large number of temperate
Tapani sector is located in the Colonies on worlds within it, and an abundance of raw
the Shapani Bypass, a trade route which is an materials ripe for mining, including some which
offshoot of the Rimma Trade Route. The sector are relatively rare in the rest of the galaxy
capital is Procopia, though the world of Tallaan (Tapani mining companies have been shipping
is actually as important, because the main trillions of tons of valuable ore to the Core
Imperial regional depot is located here. annually for several thousand years). Tapani
Though Tapani isn't in the Core, it might as sector is one of the closest major sources of
well be; it is a vastly wealthy sector with politi- rawmats to the Core. This gives it an edge when
cal thumbs in almost every Imperial pie. Its competing with sectors further out which must
noble families, most ardent supporters of the raise their prices to cover higher transporta-
Emperor, have sent their sons and daughters tion costs.
into the most elite Imperial institutions - pri- Geographically, Tapani sector lies a bit off
vate schools, the Academy, the Navy, and the the Rimma Trade Route. The Rimma run, as it
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Sector Guide
is known in trader slang, ranges from the Core border of the sector. The Freeworlds Region,
all the way out to the remote Kathol sector. It which was once the backward fringe of the
used to be quite a way off the beaten path, but sector, has become powerful thanks to its po-
centuries ago some Republic scouts blazed a sition on two major trade routes, the Shapani
big short-cut right through the sector that cut Bypass and the Giju Run (an ancient Herglic
days off the Rimma run. The new bypass trade route). Because most Expanse ore must
brought Tapani sector into a major trade route, pass through the Freeworlds, there is a lot of
and that livened the place up a bit. On bickering about the high tariffs the Freeworlds
starcharts, the shortcut is called the Shapani place on Expanse shipping.
Bypass, but most folks call it the Bacta Run or Despite its distance from the Core region, by
the Bacta Bypass instead, since it was estab- tradition the Tapani sector is considered a part
lished to get bacta into the Core faster; Thyferra, of the Core community. The Tapani nobles are
the major production center for the Empire's constantly going to and from Coruscant, partly
bacta, is just a few days travel away (though to attend to business there, but mostly so the
not in Tapani sector itself). Emperor can keep an eye on them, and they on
There are two distinct parts to Tapani sec- him.
tor: the Expanse and the Freeworlds Region.
The Expanse is an ore-rich area of space under
the control of noble houses - the remnants of
Traveling in
the small stellar empire which once ruled the Tapani Sector
sector centuries ago. It is made up of seven
provinces which make up specific house hold- Tapani sector is a fairly young segment of
ings. The sector capital, Procopia, is an inde- space, filled with nebulae, gas clouds, and coa-
pendent world which, by tradition, is governed lescing systems. The many fiery red and ice
by the ruling coalition. blue tendrils of intergalactic vapor and gas
Slowly encroaching on the Expanse is the clouds are beautiful and majestic, but they also
Freeworlds Region, a series of systems on the make the sector a difficult one to navigate

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Sector Guide
In many other sectors a dense network of monitored by a hyperspace buoy. The only
hyperlanes links every world with just about truly stable route through the sector is the
every other world. Tapani sector has only a few Shapani Bypass. Travelers can safely shunt up
drifting space lanes linking its various parts. and down the Bypass without dropping out of
This is because most of the hyperlanes are hyperspace year in and year out.
unstable, and establishing multiple routes is The other lanes of the sector are less stable,
not feasible. and are maintained by hyperspace buoys guard-
Millennia ago, traveling through hyperspace ing each system. Interstellar drift causes dan-
was extremely perilous everywhere, because gerous obstructions to enter hyperspace routes
interstellar space is clogged with dangerous on a regular basis, and the buoys monitor the
debris. Such hazards and obstructions could situation and recalibrate routes on the fly.
be discovered only though trial and error, and Ships passing through a cluttered area must
mistakes were usually fatal. Over time, certain drop out of hyperspace at a buoy juncture and
routes between planets were found to be fairly load the new data before continuing. Such
safe, and the Republic Spacelane Bureau estab- interruptions to one's trip are annoying, and in
lished a network of hyperspace buoys linking some pirate-infested regions, highly danger-
them t o g e t h e r . E v e n t u a l l y , p o w e r f u l ous. (But not as dangerous as blowing by the
navicomputers were developed to store and buoy and entering an unclear hyperlane.)
process all the possible hyperspace jumps The Shapani Bypass and Giju Run are the
deemed safe, and spaceship captains gained only known exits to the sector. There may well
the freedom to travel the stars without slav- be a few secret routes leading out of the sector,
ishly following the buoys. but if there are, those in the know aren't telling.
However, some areas of space are so choked Certainly, such a route would be worth trillions
with galactic debris and celestial objects that of credits to some governments.
safe hyperspace travel is all but impossible Rules for traveling through hyperspace in
without hyperspace buoys, even in the modern Tapani sector are on page 9 of the Campaign
Imperial era. Tapani sector is so cluttered with Guide.
debris that just about every system must be

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Sector Guide
Melantha. Of the houses,
The Houses of Tapani Melantha has the closest ties
The Expanse is ruled by noble houses, each with the Empire, a relation-
of which has its own network of families. Within ship it is enjoying, since it has
a given house, there are varying ranks of nobil- not run the sector in centu-
ity: (in descending order) the lords, barons, ries. Many house members
and knights. Lords run the sector, by and large, serve the Emperor on
while barons run local house assets. The knights Coruscant, including several
may also have important positions, but most Dark Adepts. The Empire
serve in the military or work in the house and Barnaba are its two
government. There are different forms of ad- closest allies, and Mecetti
dress for each rank, but a simple "my lord" or is its obvious rival. Melantha
"my lady" will suffice in most situations. makes no secret that it is trying
There are three great houses—Mecetti, to topple Mecetti's coalition.
Melantha, and Calipsa—and four lesser Calipsa. Calipsa controls more systems
houses—Cadriaan, Reena, Barnaba, and than any other house, most of
Pelagia. Each house has its own planets, lands, them sterile but ore-rich. It
armies and navies, and companies. All give lip was once a relatively weak
service to the Empire, but the truth is that house, but recently an-
Rebel and Imperial interests often take a back nexed some of Pelagia's
seat to local struggles. worlds for itself, and is grow-
Power is figured on two levels - votes and ing in influence. Even so,
wealth. Each house gets one vote in the Great Calipsa prefers to focus on
Council (the Expanse's governing body) for mining to building
each major world it controls. Since no one powerbases, and tries not
house has enough votes to overrule the oth- to get drawn into house poli-
ers, it must build coalitions in order to have its tics unless its ability to
way (it also helps to divide your opposition to transport its ore to the
prevent them from putting together their own Shapani Bypass is threatened
coalitions). Currently, Mecetti dominates the by Cadriaan or the Freeworlds.
current ruling coalition, made up of itself, It is allied with its powerful neigh-
Calipsa and Reena. bor Mecetti, and has problems with
Wealth is the other measure of power. It Pelagia and Cadriaan due to its big land grab.
cannot buy votes on the Great Council, but it
can buy spies, navies, and access to key Impe- Barnaba. A naturally wealthy house, Barnaba
rial bureaucrats on Coruscant. Sometimes, it is eschews house politics as much as it can,
more important to have blackmail material on preferring to spend its energies being the most
a key voter than his allegiance. So, in a way, socially s i g n i f i c a n t
perhaps money can buy votes. house in the sector. It
has succeeded; the
Mecetti. House Mecetti is balls and parties of
an extremely ruthless House Barnaba are
house, willing to deal great events on the
with anyone who can Tapani social calendar.
give it an advantage Style is very important has to Barnaba nobles; if one
no true allies, pre- • must plot and spy, one
ferring to use first must look good doing it.
this group and then Barnaba is a lukewarm ally
the other to fur- of Melantha, and a lukewarm
ther its own ends. rival of Mecetti. It is probably
Currently, it is allied with Calipsa and Reena, the most neutral house in the sec-
because they give Mecetti enough votes in the tor.
Great Council to rule the sector. Mecetti has a
long-standing feud with House Pelagia, and Cadriaan. House Cadriaan is an extremely
views Melantha as its primary rival in the sec- active merchant house, and thanks to its stra-
tor for Imperial favor. tegic location as the only house on the Shapani
Bypass, it is one of the wealthiest. To infuse

Sector Guide
itself with still more credits, cover their secrets. Try to foil Imperial plots to
Cadriaan has taken the unprec- undermine the sector, or help them along and
edented step of granting titles to reap the rewards loyalty to the Emperor brings.
wealthy Freeworlder merchants Tapani sector is a place of secrets, and every-
in exchange for investment one has at least one. But you have to live there
capital. Cadriaan has close ties to learn them.
with the Freeworlds, and as a To generate a Tapani character, jump ahead
former colony of Pelagia, sup- to Chapter Two for new aliens to play and
ports the fallen house. House check out the all-new character templates in-
Mecetti is a principal rival. cluded in the box set. Your gamemaster may
Pelagia. Pelagia was once one have additional insider information for you
of Tapani's great houses, and its that only certain few know.
bloodline was strong in the Character Templates
Force. It lost a lot of its power
when its Jedi The Lords of the Expanse campaign setting
were slain by opens up new avenues of roleplaying in the Star
the Empire, and Wars galaxy. To accommodate new character
Mecetti took the opportu- types like nobles, house guards, and Mining
nity to cuts its legs out from Guild operatives, we provide a new slew of
under it. Pelagia survives character templates you can use in your adven-
still, but had to give tures.
Calipsa some of its A big difference between these templates
worlds to get the funds and many of the templates we've published in
to rebuild. Of the the past is that these people are grounded in a
Tapani houses, it is specific location. While a Smuggler, Kid, or
closest in sympathies Merc might have come from anywhere, most of
to the Rebel Alliance. these template characters are native to Tapani
Since everyone knows sector or have established lives here. They
this, Pelagia is careful to have roots, and many of them have family. That
lie low and avoid all appearances of impropri- means they have more to lose if someone comes
ety to avoid another Imperial-sanctioned at- down on them or their family. It also makes
tack. Pelagia is allied with Cadriaan, and counts playing them a bit more interesting.
Mecetti as a mortal enemy. You can conceivably run a campaign with
just these templates (especially if it is a noble-
Reena. Reena has always based campaign), but you might want to look
been a lesser house, and to other sources for character templates to
probably always will be. round out a group of adventurers. There are at
It has built up an educa- least five noble-oriented templates already in
tion system second to print, for example.
none in the Expanse, There are twenty templates in the Star Wars
and many houses send rulebook alone, 16 in the Gamemaster Screen,
their c h i l d r e n there and another 60 or so in Heroes and Rogues.
rather than send them to Thirty more templates customized for Tapani
the very best education sector are included in the Tapani Player's Guide,
institution in the re- most of which do not appear in this box set.
gion, the Mrlsst Acad- You can find additional templates in other
emy, which lies in the Star Wars products. Galaxy Guides 6, 8 and 10
Freeworlds Region. contain smuggler, bounty hunter, and scout
templates, respectively. For pirate templates,
Getting Rolling see Pirates and Privateers.
There is plenty to do in Tapani sector once The templates included in this set are pre-
you get acclimated. Tangle with the powerful sented "straight." That is, the House Trouble-
Mining Guild, smuggle bootleg bacta down the shooter is dedicated to protecting his house,
Shapani Bypass, sniff out hidden fringe ports the Mrlssti Tutor is loyal to his homeworld, and
and cut yourself a piece of the action, establish so on. If you like, you can tweak these tem-
and run your own Rebel cell, or steal data from plates to match the sort of campaign you are in.
the ivory halls of Mrlsst. Immerse yourself in For example, if everyone is going to be a Rebel,
the mighty feuds of royal houses - and un- you could easily modify the background and

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Sector Guide
personality of, say, the House Knight or Mining appoint a grand moff to supervise the region if
Guild Recruiter template to give it a Rebel Tapani sector splits. Of course, House Cadriaan
affiliation. Likewise, you could give your char- has a fairly snug relationship with the Freeworlds
acters an Imperial affiliation. and its own worlds on the Shapani Bypass, so it
probably stands to gain either way.
Some Inside Tips The Mining Guild. The Mining Guild is tied
People are always talking about current af- in one way or another to just about every
fairs, and there are other rumors people just private mining operation in the Empire. Mining
kind of pick up by hanging around the palaces and processing raw materials is big business in
and spaceports. Here is a sampling of opinions, Tapani sector (especially in the Expanse), and
impressions, and factoids about Tapani sector most of the mining organizations around are
to start you off. The Player's Guide to Tapani affiliated with the Mining Guild.
goes into more detail about the background of There is a lot of tension between the Mining
Lords of the Expanse, and how it might impact G u i l d and the Freeworlds, because the
your character. Freeworlds charge a substantial tariff for Ex-
panse ore passing through its ports on the way
Nobles. House nobles run the Expanse, and to the Shapani Bypass. This makes Expanse ore
are constantly plotting and scheming against less competitive on the galactic markets than
one another. There is good money to be made Freeworlds ore. Most people figure there will
doing dirty work for a noble, but most people be a showdown between the Expanse and the
avoid such entanglements. You may gain some Freeworlds over the tariffs issue sooner or
of your patron's friends, but you definitely later.
acquire all of his or her enemies. And nobles
are unforgiving of failures and setbacks, and The Bacta Run. Patrols of the Imperial Navy
notoriously forgetful if their agents become and Freeworlds Common Navy are everywhere
liabilities. on the Shapani Bypass, and the reason is that
Still, life can be sweet when things are going the Bypass is the primary route for bacta ship-
well, and you get the best toys to play with (and ments moving fromThyferra toward Coruscant
you don't even have to buy them). If you're and the other Core worlds. Official bacta ship-
really good at your job, you can rise high ping contracts are limited to the same two
enough in your patron's services to earn his or companies that monopolize the bacta trade,
her respect - and ensure you won't be cut loose Xucphra and Zaltin corporations.
at the first sign of trouble. However, there is a thriving black market in
bootleg bacta, and smugglers willing to run it
House Squabbles. There are plenty of house from their contacts on Thyferran colonies to
rows going on at any one moment. The one their buyers. The Bacta Run is an extremely
fueling the most commentary at the moment is dangerous run. Not only do the smugglers have
the rising tension between Houses Melantha to contend with Imperial and Tapani patrols,
and Mecetti. Now that House Pelagia has been they have to worry about the pirates who
smashed, it is only a matter of time before the haunt certain areas of the Bypass, lying in wait
two remaining sector superpowers square off for them.
to decide who has the more powerful house Since bacta, a liquid shipped in bulky stor-
once and for all. age tanks, is hard to hide from customs offi-
They probably would have done it already, cials, bacta smugglers relymoreonoutrunning
but everyone knows a civil war that big would Imperial blockades than bluffing their way past
bringthe Empire in to arbitrate, and that would them. A smuggler that stops when he's told to
spell the end of Tapani's relative freedom from is vapebait.
outside control.
Shadowport. The rumor persists among
Imperial Intervention. Speaking of indepen- fringe segments of Tapani society that there is
dence, some people worry that the Freeworlds a shadowport somewhere in the sector, but no
Region is now more an Imperial rump sector one seems to know where it is. Everyone seems
than a part of Tapani proper, and that sooner to know someone who knows someone who
than later the Empire will step in and take has been there, though.
direct control. While the Mining Guild would For the squeaky-clean types who don't know
love this (see below), the Freeworlds govern- what a shadowport is...well, that's where you
ment is definitely against the notion. go to buy and sell stuff the Empire doesn't want
Even the Expanse nobles are divided. While you messing with. Weapons, spice, hot ships,
all recognize Imperial control of the Freeworlds slaves - anything goes on a shadowport. Of
would end the ore tariffs, it also threatens their course, if they were easy to find, the Empire
autonomy. The Emperor is almost certain to

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Sector Guide
would shut them down pretty quick, so the bloodlines powerful in the force in House
trick is to actually find one. Pelagia.
There are plenty of people on the fringe who Federal Era. (11,139-12,688) Reformers abol-
like to puff themselves up by pretending they ish imperial rule and establish a republic. Noble
know where the Tapani shadowport is when houses survive reform effort, and now run
they don't, which makes it rather difficult to affairs directly through the Great Council and
track it down (free tip: view with great suspi- Procopian Senate. Shapani Bypass blazed,
cion anyone offering to sell you navigation bringing the previously backwater periphery
coordinates to the Tapani Shadowport). If there worlds into the center of galactic commerce.
is one, apparently the people who are in the The periphery declares independence and be-
know aren't talking. comes the Freeworlds Region.
The Secret Hyperlane. As far as anyone Imperial Era. (12,689-12,724) The rise and
knows, the only hyperlane in or out of Tapani fall of Palpatine's galactic Empire. House Pelagia
sector is the Shapani Bypass. Scouts have tried purged of its Jedi. (Year 12,689 does not neces-
to discover alternate routes out, but no one has sarily represent the inauguration of the New
yet claimed success - there is just too much Order.) This is the present era. The campaign
debris floating around in the region. setting begins in the year 12,723 - the year of
A popular story that has been going around the Battle of Hoth.
for centuries is that there is at least one secret
route out of the sector. Over the years the tales
have placed the secret route in virtually every Sector Calendar
province in Tapani sector. The most common When dealing with the outside galaxy, Tapani
versions give the route to Mecetti or Pelagia. In sector uses the Imperial calendar. However, in
general, whenever a particular house has an domestic affairs, the Tapani calendar (estab-
unusually good economy going, speculations lished by Shey Tapani in 5412) is still in com-
about the secret route resurface. mon use (largely as a symbol of the sector's
Anyone who actually finds such a route is autonomy).
set for life - if he can avoid getting stabbed in The local Tapani calendar has been tweaked
the back by those he sells the navigational slightly to conform to Galactic Standard Time,
charts to, or those who stand to lose if another but the traditional names of the days, months,
route opens up. and holidays remain in place. There are 60 min-
A Concise History of
Tapani Sector
All years are reckoned by the Tapani domes-
tic calendar.
Colonial Era. (0-1012) The first colonists
settle the region and begin trading with the
Herglics. Life is hard, but raw materials are
Twelve Kingdoms Era. (1012-5372) Power
shifts from Pelagon, the original colony world,
to individual planets. Settlements organize
themselves into regional kingdoms. First settle-
ment of the periphery worlds as a buffer zone
with Herglic space (see page 13). First contact
with Mrlssti.
Dynastic Era. (5392-11,138) Warrior prince
Shey Tapani rises from the Melanthan King-
dom to unite the sector in a series of bloody
civil wars. Locates his new imperial capital on
Procopia. Kingdoms re-establish themselves
as noble houses subordinate to the Tapani
Empire. Tapani calendar established. Giju Route
stabilized, and Tallaan and Neona emerge as
trading worlds. Tapani joins the Republic. Great
Sith War fought, and Jedi Knights discover

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Sector Guide
utes to an hour, 24 hours to a day, 5 days to a Tapani Day. Tapani Day celebrates the birth-
week, 7 weeks to a month, and ten months to a day of Shey Tapani. There are large parades
year. To round out the 368 day year, there are and elaborate public feasts on most worlds in
three festival weeks and three one-day holidays. the sector.
Expansion Week. Expansion Week consists
Local Seasons and Holidays of five days of celebration commemorating the
In addition to Imperial celebrations, Tapani settlement of Tapani sector. The holovids fea-
sector has its share of holidays and festivals ture special programming, and cultural festi-
commemorating key historical events and com- vals are common in urban centers.
mon cultural traditions. The major sector-wide Productivity Day. The work ethic is strong in
holidays are described below. Tapani sector, and Productivity Day is a holiday
In addition to these holidays, the Freeworlds celebrating hard work and past generations who
Region and each noble house have festivals helped make the sector what it is today.
unique to their worlds - most honoring do-
mestic heroes and famous historical figures. Shelova Week. Shelova Week is a Herglic
The major holiday unique to the Freeworlds holiday which celebrates commerce and fam-
Region is Independence Week (Relona 10th ily (the two concepts are not far separated in
through 15th) which commemorates its break- the Herglic mind). Traditionally, celebrants
ing away from the Expanse.

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Sector Guide
Chapter Two

Aliens of
Tapani Sector
placed by arms and legs. They still breathe
Herglics through a blowhole, however.
Herglics are not native to Tapani sector, but The Herglics became traders and explorers
thanks to their extensive trade networks, they early in their history, reachingthe stars of their
have had a major presence on most Tapani neighboring systems about the same time as
worlds for many centuries. They are the major- the Corellians were reaching theirs. There is
ity species on the Freeworld of Lamuir, and evidence that an early Herglic trading empire
have begun to buy titles in House Cadriaan, a achieved a level of technology unheard of to-
heretofore unheard of procedure for non-hu- day - ruins found on some ancient Herglic
mans. colony worlds contain non-functioning ma-
Herglics are huge bipeds who seem to have chines which seem to harness gravity to perform
evolved from water-dwelling mammals. They some unknown function. Alas, this empire col-
are tall, extremely wide, and fairly strong, with lapsed in on itself a millennia before the Herglic
smooth, hairless skin that ranges in color from species made contact with the human species -
light blue to nearly black. Most evidence of a along with most records of its existence.
water origin has been bred out of the species. The angular freighters of the Herglics be-
Fins and flukes, for example, have been re- came common throughout the galaxy once

Herglic Slang
Because of the influence of Herglic trad- pison-pakk: 1. Coruscant; 2. any Imperial
ing in Tapani sector, certain Herglic words sector capital.
have made their way into the local vernacu- shea: 1. pod mother; 2, a spacecraft the
lar. Here is a sampling of words you might Herglic has traveled in (i.e., one that has
hear around a Tapani spaceport. nurtured him in space).
chakk: a naive person, born yesterday, shan: 1. pod aunt; 2. any spacecraft the
literally a young Herglic not yet weaned Herglic has not traveled in.
from its mother's milk. shan-pakk: spaceport
liauuni: sound of a Herglic clearing his shep: 1. friend; literally podmate; 2.
blowhole. Pronounced with emphasis, usu- wingman or sister ship in a fleet.
ally to preface a significant remark. shep-pakk: one's homeworld or home
pakk: 1. city (literally pod community); 2. city.
planet. uniron: someone so stupid he doesn't
pison: 1. thief or bully; 2. Imperial official. know he's an idiot.

Sector Guide
they were admitted into the Old Republic. Their chance, a fever seems to come over a Herglic.
inquisitive but practical natures made them He spends his free time - and his credits-
welcome members of the galactic community trying to develop a "system" which will make
and their even tempers helped them get along him rich.
with other species. The Herglics are also somewhat sensitive
The Herglic homeworld of Giju was hit hard about their size. Living in a galaxy with beings
by the Empire, for its manufacturing centers which are mostly smaller than they are has
were among the first to be commandeered by made Herglics somewhat self-conscious of their
the Emperor's New Order. The otherwise doc- size. As most galactic facilities are built to
ile species tried to fight back, but the endless accommodate human dimensions, the Herglics
slaughter which followed convinced them to feel uncomfortable, crowded, and out of place
be pragmatic about the situation. It was not when away from their homeworld or out of
practical to die fighting a superior enemy, the their ships. They must take up two seats in
Herglics decided. When the smoke cleared and restaurants and transports because of their
the dead were buried, they submitted com- bulk. Most doorways take a bit of maneuvering
pletely to the Empire's will. Fortunately, they to get through.
ceased resistance while their infrastructure
was still intact. Herglic
Herglics can be encountered throughout the Attribute Dice: 12D
galaxy, though they are more likely to be seen KNOWLEDGE 1D/3D
on technologically advanced worlds or in space- MECHANICAL 1D/4D
ports or recreation centers. There are PERCEPTION 1D+2/3D+2
Herglictowns in just about every metropolis in STRENGTH 3D/5D
Tapani sector, and Herglic-owned businesses Special Abilities:
are not unusual in the Freeworlds Region, even Natural Armor: The thick layer of blubber beneath the
in the face of Imperial anti-alien sentiments. outer skin of a Herglic gives +1D to resist damage from
Herglics are in the majority on Lamuir and physical attacks. It gives no bonus to energy attacks.
dominate its political agenda. Story Factors:
Gambling Frenzy: Herglics, when exposed to games of
Once introduced to some type of game of

Sector Guide
chance, find themselves irresistibly drawn to them. A
Herglic who passes by a gambling game must make a Mrlssti
Moderate willpower check to resist the powerful urge
to play. They may be granted a bonus to their roll if it is The Mrlssti are native to
critical or life-threatening for them to play. the verdant world of Mrlsst,
Move: 6/8 which lies on the very edge of
Size: 1.7-1.9 meters Tapani space on the Shapani
Bypass. They lacked space
travel when the first Repub-
There are endless jokes in Tapani sec- lic and Tapani scouts sur-
tor which begin "There was a Herglic and veyed their world 7,000 years
a Mrlssti," most of which derive their ago, but have long since made
humor from the contrasting sizes and up for lost time; Mrlssti are
masses of the two alien species. Most regarded as renowned schol-
Mrlssti think such jokes amusing, but ars and scientists, and are
Herglics think them in poor taste. very good at figuring out how
This doesn't stop an endless parade of things work. They jump-
Herglic comedians pairing up with Mrlssti started their renowned com-
and hitting the nightclub circuit. Nor does puter and starship design in-
it stop the endless formula "road" dustries by reverse engineer-
holovids which usually result from a par- ing other companies' prod-
ticularly successful pairing. ucts.
"Like herglic on mrlssti is an old The Mrlssti are diminutive flightless avian
Tapani saying which usually means "like humanoids. Unlike most avians, they are born
oil and water," but can also be an expres- live. They are covered in soft gray feathers,
sion of pain (as in what the Mrlssti feels except on the top of the head, which is bare
when the Herglic sits on him). The saying save for a fringe of delicate feathers which
does not suggest that Herglics and Mrlssti cover the back of the head above the large orb-
don't get along; it's simply another varia- like eyes. Mrlssti speak Basic with little diffi-
tion on the size joke. culty, but their high piping voices grate on
some humans. Other find it charming.

Sector Guide
Young Mrlssti have dusky brown facial plum- tion and literacy became ingrained in Mrlssti
age which gradually shifts to more colorful culture. When the world stabilized, the tradi-
hues as they age. The condition and color of tion continued. Today, Mrlsst boasts some of
one's facial plumage plays an important social the best universities in the sector, which are
role in Mrlssti society. Elders are highly hon- widely attended by students of many species.
ored for their colorful plumage, which repre- Mrlssti humor is very dry to humans. So dry,
sents the wisdom which is gained in living a in fact, that many humans do not realize when
long life. "Show your colors" is a saying used to Mrlssti are joking.
chastise adults not acting their age.
Knowledge is very important to the Mrlssti. Mrlssti
Millennia ago, when the Mrlssti were develop- Attribute Dice: 12D
ing their first civilizations, the Mrlsst conti- KNOWLEDGE 3D/4D+2
nents were very unstable; groundquakes and MECHANICAL 3D/5D
tidal waves were common. Physical posses- PERCEPTION 1D+1/3D
sions were easily lost to disaster, whereas STRENGTH 1D/1D+2
knowledge carried in one's head was safe from Move: 5/8
calamity. Over time, the emphasis on educa- Size: 0.3-0.5 meters tall

Sector Guide
Chapter Three

The Rimma
Trade Route
The Tapani sector does not exist in a vacuum. If your group plans to run a tramp freighter
The Rimma Trade Route, of which the Shapani campaign based in the Tapani sector, this sec-
Bypass is a part for all practical purposes, runs tion gives you a good start in determining what
from the outer Core worlds out to the remote sorts of goods travel up and down the Rimma
Imperial outposts in the Minos Cluster. Were route. With such information in hand, players
one to travel from one end of the Rimma Trade can plan their routes, and the gamemaster can
Route to the other in a Star Destroyer traveling begin to develop adventures around various
at maximum velocity, it would take at least six cargo runs.
weeks to make the trip. Travel times are not included on the map.
All along this trade route are hundreds of The gamemaster should determine these on
worlds, each with its own imports and exports his own.
which generate the traffic that passes up and
clown the Rimma. Generally speaking, worlds
close to the Core tend to import raw materials,
foodstuffs, and low-tech products, and export Abregado-rae is a Core world, but only tech-
high-tech items. Happily, in the sticks the op- nically. When compared to other Core worlds,
posite holds true, creating a natural balance in it is a run-down slum world. Even Nar Shaddaa
markets. Naturally there are exceptions to this begins to look good next to Abregado-rae.
rule; there are backward worlds near the Core, Abregado-rae has a highly-developed manu-
and advanced civilizations far out in the back- facturing base, which helps it justify its posi-
waters of the Empire. tion on the Rimma route. However, the space-
There are plenty of interesting worlds on the ports are seedy and surprisingly low-grade for
Rimma with previously-established back- a Core world seeing the traffic it sees. The
grounds which can serve as adventure loca- world has a somewhat unsavory reputation for
tions. Some, like Abregado-rae and Thyferra, being the smuggler's favorite stomping grounds
are worlds diehard fans of Star Wars will recog- in the Core, a reputation richly deserved.
nize as settings described in some of the nov- See The Thrawn Trilogy Source book for more
els. Others, such as Sullust and Clak'dor VII, are information on Abregado-rae.
the homeworlds of famous aliens (in this case Exports: High tech, mid-tech
the Sullustans and Bith). Still others are worlds Imports: Foodstuffs, high tech, medicinal
featured in published West End adventure goods, mid tech
books; Tantra is a jump-off point to the Elrood
sector (presented in two books, The Star Wars
Planets Guide and Operation: Elrood), while Giju
Adarlon, Karideph, and Pergitor are worlds The homeworld of the Herglics, Giju is a
developed in Galaxy Guide 6: Tramp Freighters. humid world of marshy land dotted with many
Finally, just beyond the Minos Cluster is the landlocked lakes and seas. It has a highly-
remote Kathol sector, f e a t u r e d in the developed industrial base which helped cata-
Darkstryder campaign setting.

Sector Guide
pult it to the stars centuries ago. The Empire
has nationalized most industry on Giju, and Yag'Dhul
keeps the pragmatic Herglics a captive labor The Givin homeworld of Yag'Dhul is a small
pool on their own planet. but dense planet exposed to extreme tidal
Though technically on the Rimma Trade forces that periodically force the oceans and
Route, Giju doesn't get as much traffic as it did even atmosphere from one side of the world to
in centuries past. When the Shapani Bypass the other. The Givin have managed to evolve in
was established, it cut this stretch of the Rimma such an unstable environment, and even be-
route out of the loop. Happily for Giju (and the come an important galactic manufacturer
Empire), it is still an active trade world thanks (mostly by getting off Yag'Dhul and colonizing
to the many manufactured products it exports. neighboring worlds with more stability). High
Exports: Mid tech, high tech tech computer goods are common exports.
All Givin cities are located in high mountain
Imports: Foodstuffs, low tech, raw materials peaks where danger from the rampaging oceans
are slim. The buildings are hermetically-sealed
Thyferra and capable of withstanding even the severest
Thyferra is the homeworld of the Vratix, and tide storms. The spaceports are underground.
where most of the Empire's bacta is produced. See Galaxy Guide 4: Alien Races, for more
It is a moist tropical world which the insectoid information on Yag'Dhul and the Givin.
Vratix find comfortable (humans find it rather Exports: High tech, mid tech
too hot and steamy for comfort). Imports: Foodstuffs
The Vratix manufacture bacta fluid under
the direction of the Xucphra and Zaltin corpo-
rations, which control the planet's government
and economy. A small minority of humans Sullust is the homeworld of the diminutive
control virtually all of the means of production, Sullustans. A volcanic world, Sullust has an
and serve as liaisons with Imperial buyers. inhospitable atmosphere consisting of thick
Naturally, the Empire takes pains to protects billowing clouds of hot noxious air. The
its bacta supply, and the Polith system (where Sullustans live in the myriad complex of cool,
Thyferra is located) is heavily protected. humid caves which criss-cross the planet just
See issue three of the Star Wars Adventure under the surface.
Journal for more information on Thyferra. Sullust is home to the SoroSuub Corpora-
Exports: Bacta tion, a leading mineral-processing megacorp
that has energy production, space mining, food
Imports: Foodstuffs packaging, and high tech divisions throughout
the galaxy. Nearly 50 percent of the Sullustans

Sector Guide
work directly for SoroSuub or a supporting wiping out much of Clak'dor's life. Because of
business. SoroSuub took over planetary gov- the hostile environment, Bith cities are pro-
ernment when it became clear that the civilian tected by hermetically-sealed domes.
government favored rebellion. The Bith have little in the way of exports,
See The Star Wars Sourcebook for more infor- since their manufacturing infrastructure was
mation on Sullust and the Sullustans. wiped out in their genocidal war. Their primary
Exports: Spaceships, mining equipment, export is themselves; the highly-educated Bith
luxury foodstuffs are prized engineers, researchers, and scien-
tists. There are many consultant firms (mostly
Imports: Raw materials, low-tech, foodstuffs in the fields of stardrive design and computer
technology) which lend their expertise to other
Eriadu companies with more resources. Many con-
Eriadu is one of the Outer Rim's most active tracts are with the Empire; the Bith are ex-
trading ports and the capital of Seswanna sec- tremely pro-Imperial.
tor. It lies on a junction of several major Outer See Galaxy Guide 4: Alien Races, for more
Rim trade routes. In addition to the Rimma information on Clak'dor VII and the Bith.
route, it also intersects the Hydian Way, the Exports: High tech
Lipsec Run, and the more local Yankirk route. Imports: Foodstuffs, mid tech, low tech
It is a regional manufacturing center for Impe-
rial military ordnance (including Chariots and
AT-AT walkers), and has a robust civilian manu- Tantra
facturing base as well. Its chief artistic export is A frigid planet locked in an ice age, Tantra is
delicate shellwork jewelry. located in the Metharian Nebula Territories. It
Exports: Imperial ordnance, repulsorlift ve- has two continents, but since most of the seas
hicles, mid tech, medicine, shellwork jewelry are frozen and the landmasses are buried un-
der a kilometer of ice, settlements have sprung
Imports: Foodstuffs, low tech, high tech, up with little regard to whether there is actu-
raw materials ally land underneath or not.
To escape the numbing cold and toxic atmo-
Clak'dor VII sphere, Tantrans live in buildings totally iso-
Clak'dor VII in the Colu system is the lated from the outside by sealed walkways,
homeworld of the Bith. The once beautiful underground complexes, and elevated mono-
planet became a wasteland in the aftermath of rail systems. Its spaceport landing pads are
a rare inter-Bith war centuries ago, in which located in huge shallow dishes constructed of
mutagens were released into the atmosphere, resin and ferrocrete-reinforced ceramics, to
keep the heat of starship exhausts from melt-
ing the ice under the spaceport.

Sector Guide
Tantra is the jump-off point for the trade Karideph sprawl to envelop thousands of kilo-
routes which lead to Coyn and other worlds of meters of real estate, and their buildings rise so
Elrood sector. high into the air they must be pressurized.
See The Star Wars Planets Guide and Opera- Even so, the majority of the Kari live under-
tion: Elrood for more information on Elrood ground in huge tunnel systems which criss-
sector. cross the planet.
Exports: Banfra resin, trade goods The Kari import huge amounts of food and
raw materials to fuel themselves and their
Imports: Foodstuffs, high tech economy. They manufacture machine parts,
small appliances, and droids (most of which
Adarlon are designed to appeal to the human market).
A rugged mountainous world of stark beauty, See Galaxy Guide 6: Tramp Freighters for
Adarlon is a luxury resort world where the elite more information on Karideph.
of the region and the more adventurous Core Exports: Machine parts, medical tech, droids
residents come to play. Its prices are extremely Imports: Foodstuffs, raw materials, high tech
For many years, Adarlon was one of the
galaxy's premier entertainment production Pergitor
centers. Its star has faded somewhat since the Pergitor was once a lush tropical planet
rise of the Empire - its holovid industry is still before a deep bore mining project caused an
in business, but its current crop of pro-Impe- immense volcanic eruption which damaged
rial holos is not quite up to the productions of the ecology and choked the atmosphere with
bygone years. A thriving underground holo contaminants. The air is still semi-toxic, and
industry on Adarlon produces seditious works gas masks must be worn outside at all times.
critical of the Empire and glorifying the Jedi Despite the ruined atmosphere, Pergitor
Knights. These dangerous holos make their remains a key settlement in the Minos Cluster,
way across the entire Imperial-occupied gal- thanks to its deposits of rare minerals, and its
axy. junction with several semi-active trade routes.
See Galaxy Guide 6: Tramp Freighters for It is the jump-off point to several other promi-
more information on Adarlon. nent worlds in the Minos Cluster, as well as to
Exports: Holovids and entertainment Kal'Shebbol in Kathol sector.
Pergitor is ruled by a fiercely pro-Imperial
Imports: Foodstuffs, luxury goods, medicine, theocracy. Its laws are extremely strict, and
raw materials penalties for breaking them often harsh. Trav-
elers and traders landing on Pergitor must
Karideph exercise caution to avoid running afoul of the
Karideph is the most heavily settled planet Church's edicts. Luxury goods are banned.
in the Minos Cluster, though most of the inhab- See Galaxy Guide 6: Tramp Freighters for
itants are the small insectoid alien Kari. There more information on Pergitor.
is not one area of the planet which is not Exports: Minerals
terraced, paved, or built up. The cities of Imports: Smuggled luxury goods, machinery

Sector Guide
Chapter Four

The Expanse
The Expanse is the region of space under the
control of the Tapani Houses. The boundaries Procopia
of the Expanse have not changed for several Procopia is a verdant world of warm oceans,
thousand years, though provincial boundaries and thousands of large islands of grassy plains
change from time to time as the fortunes of and small woods. The weather is mild through-
houses rise and fall. out most of the year along most of the island
There are eight provinces in the Expanse; chains (except for those close to either pole),
Barnaba, Cadriaan, Calipsa, Mecetti, Melantha, though there is a rainy season along the equa-
Pelagia, Procopia, and Reena. All of the prov- tor which runs through most of the winter.
inces except for Procopia are ruled by the Davla is Procopia's one proper continent.
Tapani houses. Long ago, the provinces were Located on the southern pole, it is pummeled
independent kingdoms, but have been under by gale-force sub-zero winds through most of
the rule of Procopia for the past 7,000 years. the year - when it isn't being buried in molten
The province borders are fairly stable, though lava from the hundreds of active volcanoes
the territories claimed by Calipsa and Pelagia seething across its surface. Needless to say,
changed significantly in the Clone Wars era. few people live there all year around, though
Procopia, sector capital, lies outside the numerous lodges dot the coast in areas least
provinces. From Procopia, the Great Council likely to be buried in volcanic ash. In the brief
and Senate rule the Expanse. summer months nobles and politicians travel
Of the 60 or so systems in the Expanse, here to hunt the elk-like baranda and to fish (or
roughly half harbor developed and fully popu- at least pretend to while hatching plots and
lated planets. The remaining systems lack alliances).
worlds suitable for settlement or terraforming, Large urban centers are built upon many of
though most do have smaller settlements such the islands. Many are private preserves owned
as naval depots, science stations, and mining by houses; residential zones for the house
colonies. nobility when they stay of Procopia. Others are
The following are overviews of some the devoted to government or the service indus-
more prominent worlds in the Expanse. Other tries which surround government.
systems are left undeveloped. The assumption Politics: Procopia is the capital of Tapani
is that there isn't anything remarkable in these sector, and has been since Shey Tapani chose
systems - no settled worlds and nothing of it as the seat of his Empire long ago. It is the
strategic value (other than the odd mining center of official power in the Expanse, and the
complex). But if you like, you can create your social trend-setter for the Expanse and the
own house worlds for the characters to visit, or Freeworlds Region.
even create a few very small houses which rule The Great Council, Senate, and lesser sector
only one world. governmental bodies meet on Procopia, and
most of the sector's senior rulers live here at
least part of the year. The Imperial moff main-

Sector Guide
tains his official residence here as well, though vices, entertainment centers, and so on. Di-
he is as likely to be on Tallaan or Vycinyth as in rectly or indirectly, the whole world is funded
his offices. almost exclusively through taxes.
Procopia has a small care-taker government Points of Interest: The Great Council is lo-
which maintains police protection, and such cated on Estalle Island, one of the larger islands
services as power and water desalination (natu-
in the southern hemisphere. Nearly the entire
ral fresh water is rare on Procopia). Larger island is dedicated to the Council, the Senate,
issues, such as global defense, taxation, and and various committees. Estalle is a beautiful
tariffs are decided by whatever house or coali- city built in the ancient Tapani style of domed
tion dominates in sector affairs. Currently, towers and temples. The island is networked
Houses Mecetti, Calipsa, and Reena hold the with canals, which serve as an inefficient but
ruling coalition.
elegant method of getting around.
Culture: Procopia culture is dominated by There is good hunting and fishing to be had
politics. Everywhere one goes, one sees stat- on Davla during the summer, if the festivities of
ues, marble halls, great shining spires, and capital season begin to become tiresome. Pri-
noble museums that serve as a constant re- vacy is a much-valued commodity on Davla.
minder of Tapani's great glories. Groups happening upon one another are ex-
By ancient tradition, Procopia is neutral ter- pected to steer well clear unless there is some
ritory - no house quarrel or feud can be pur- evidence of distress on the part of one party.
sued through violent means while on the capi- Those ignoring this custom will likely be coldly
tal world. This means no duels, no poisonings, invited to move on, though there is always the
and no assassinations (even common fistfights risk of being shot at by spooked bodyguards,
among nobles are frowned upon here, and may especially if there is someone particularly im-
mean social ostracization for weeks or months portant in the other party.
for the participants).
This edict is strictly observed, and woe to Procopia
the noble who violates it - his own house may Type: Terrestrial
Temperature: Temperate
disown him. In a sector where house relations Atmosphere: Type I (breathable)
are so delicate, no one can afford to have Hydrosphere: Moist
government disrupted by blood feuds and Gravity: Standard
house wars. Of course, there are those who Terrain: Island chains
break the taboo, but they take extreme care to Length of day: 27 standard hours
Length of year: 343 standard days
avoid detection. Sapient Species: Humans
Procopia is the political center of the sector Starports: 3 Imperial class
all year round, but for the four summer months Population: 480 million
of capital season, it becomes the social epicen- Planet function: Sector capital
Government: Great Council
ter as well. During these months, the entire Tech Level: Space
planet becomes little more than a playground Major Exports: None
for the Tapani nobility - who descend on its Major Imports: All
many palaces, resorts, fine restaurants, balls,
and casinos. Of course, those with more have
more to lose, and there are dangers which lie in
Barnaba Province
wait behind the glittering facade for the un-
wary or careless noble. Barnaba
Non-nobles visiting Procopia during capital Barnaba is a warm, vibrant planet that ap-
season will find it difficult to obtain rooms in pears as a swirl of green and brown when
good hotels, reservations in the better restau- viewed from space. It has three main conti-
rants, and so on. Nobles get the first of every- nents, but numerous large islands that support
thing in Tapani sector, but especially during populations are also prominent. Most of the
capital season when the planet's luxury re- land is covered with tall, jagged mountains,
sources are stretched to the limit. especially the large islands. The remainder of
the surface is rolling plains and valleys. Coupled
Economy: Again, Procopia's lifeblood is with the moist atmosphere and warm climate,
politics - and it has no other significant export. these fertile areas support agricultural plots
In addition to the expatriate community, the which easily feed the population with plenty
planet has a sizable native population, mostly left over for export.
made up of people who contribute to the many Due to the high moisture content in the
service industries which support the govern- atmosphere, the mountain peaks are typically
ment - consultant companies, cleaning ser- enshrouded in billowing cloud cover. Perched

Sector Guide
on top of these mountains, the nobles of House are little more than slaves, due to the tremen-
Barnaba have constructed fantastic castles. dous debts that they owe the nobles.
Carved from the mountains themselves, they Economy. Barnaba's economy is diversified
provide a spectacular view that every tourist enough so that when one source lags, the other
cherishes. Subterranean chambers extend deep can make up for it. The fertile valleys and plains
into the mountains, providing an easily de- toiled by indentured servants produce enough
fended stronghold. agricultural produces to feed all of Barnaba
The plains and valleys are populated by the and then some. The excess is exported to the
noble's indentured servants. There are no cit- Tapani sector markets, mostly to Soterios, for
ies per se. The population is spread among a slight profit.
thousands of agricultural plantations that serve Barnaba has a unique product fast becom-
as mini-cities. These plantations consist of liv- ing the latest fad in the region. An enterprising
ing areas, work areas, and support services for company has developed an apparatus to ex-
the workers. The exceptions are the starports, tract water from Barnaba's copious cloud cover.
one strategically located on each continent. The The resulting water is ultra-pure. The water is
immediate areas around these have grown with bottled and sold under the label "Mistwater"
cantinas, hotels, and restaurants, but little else. and commands a high price. The process has
Culture. Barnaba's class system is a bit more very little end product, so the company is
defined than in other houses. At the top resides having trouble supplying the demand as
House Barnaba nobles, followed by minor Tapani's elite craves more of the water.
nobles and affluent citizens, and lastly the in- Points of Interest. The many-spired "float-
dentured servants. To symbolize this system, ing castles" of Barnaba are known throughout
the nobles live in the highest peaks - or in the sector. The castles are featured on
floating cities - while minor nobles have less holocards and holovids and tourists come to
impressive residences on the slopes. Affluent Barnaba to take in the spectacular sight with
citizens live at the base of the mountains and their own eyes. The elite travel from all parts of
the indentured servants live on the plains and the galaxy just to be part of one of the spectacu-
in the valleys. Although technically workers lar galas hosted by House Barnaba nobles in
employed by the nobles, most of the servants these castles.

Sector Guide
Type: Mountainous terrestrial
Temperature: Temperate
Atmosphere: Type I (breathable)
Hydrosphere: Moist
Gravity: Standard
Terrain: Mountains, valleys, plains
Length of day: 25 standard hours
Length of year: 352 standard days
Sapient Species: Humans
Starports: 3 Imperial class
Population: 650 million
Planet function: Homeworld
Government: House Barnaba
Tech Level: Space
Major Exports: Low technology, Mistwater, foodstuffs
Major Imports: High technology

Vycinyth is a small planet with a pleasant
climate. The planet has three main continents,
all situated near the equatorial region. The
continents are composed of forests and rolling
hills at the foot of majestic snow-covered moun-
tains. Vycinyth has deep bright blue-green
oceans that teem with millions of fascinating
Vycinyth's atmosphere bustles with incom-
ing and outgoing traffic at all hours. Tens of
thousands of tourists come and go each day,
making this planet the most visited in the sec-
tor. Despite its location in Barnaba province,
Vycinyth is open to all galactic citizens, includ-
ing rival lords from other houses.
Vycinyth's continents are lightly settled in
various locations. These sites tend to be cen-
tered around popular recreational activities,
so it's common to find small city sprawls near
huge forests, or along popular seacoasts. There
are also a pair of large urban centers, Leisa and
Pleia. These urban centers (not cities) are pris-
tine, featuring unique sculpted architecture.
Culture. The permanent population on
Vycinyth consist of a melting pot of humans
and aliens from across the galaxy. All of these
inhabitants are employed by the Vycinyth gov-
ernment to support the planet's only industry:
tourism. As such, all inhabitants are treated
equally, with fair pay and an excellent benefits
Each urban center has developed species-
specific districts, essentially a home away from
home. And since the planet caters to multi-
culture recreation, employees have many out-
lets to unwind. From Rodian drama houses to
Alderaanian art galleries, it's not uncommon
for a tourist to experience several of these
activities in a single day.
Economy. Vycinyth's economy is, not sur-
prisingly, based on its tourism. The resulting
revenue goes into a single fund, where it is

Sector Guide
divided into overhead costs, wages, profits,
and House Barnaba's share. This allocation is Cadriaan Province
overseen by a neutral arbiter in the employ of
House Barnaba. A council of employees deter- Achillea
mines the fate of the profit share, which is Achillea is a warm, moist world with typical
usually earmarked for introducing the newest climate zones. The planet has shallow, warm
galactic entertainment trends. seas and three large land masses. One is posi-
Points of Interest. Technically speaking, the tioned in the northern hemisphere, one in the
planet Vycinyth is one point of interest after southern hemisphere, and the final dominates
another. Among the more popular attractions the equatorial zone. The northern land mass is
is the Tapani Arts and Sports Complex (TASC). the largest, dominated by rolling plains and
TASC contains huge stadiums and arenas to plateaus. The equatorial land mass is a tangled
host concerts and sporting events, including jungle, largely unexplored. The southern land
anti-gravball, shockboxing, swoop racing, and mass has been clear cut of its jungle.
Cracian thumper racing. Achillea's urban centers are located on the
The urban centers are filled with restau- northern land mass. Nearly 70 percent of the
rants, theaters, and art galleries. Recently, the land is urban construction and most of the
addition of a few prominent museums has at- planet's population has permanent settlements
tracted droves of tourists. Drinking halls, casi- here. The capital city, Cadriell, is situated on a
nos, and nightclubs round out the night scene. peninsula on the west coast, surrounded by
Outside of the urban centers are numerous spectacular cliffs overlooking the ocean. House
opportunities for recreation. The snow-cov- Cadriaan maintains several starfighter bases
ered mountains provide ample locations for along these cliffs to protect the capital city.
winter sports, and several fully staffed lodges Achillea's small southern land mass has been
dot the slopes. Even the planet's oceans sup- clear-cut centuries ago. Now, huge spacia tree
port various maritime activities from undersea plantations cover the land mass. These planta-
tours (in vessels with transparasteel hulls) to tions are interrupted by the occasional indus-
watersports above and below the water's sur- trial community. These small industrial com-
face. munities process the spacia timber either for
Orbiting Vycinyth are four distinctly unique shipment to offworld markets or for fine furni-
casinos, and at any given time, at least half a ture manufacturing.
dozen luxury cruisers are stationed in the at- Culture. Since Achillea is located on the
mosphere. Vycinyth has a single moon, over- Shapani Bypass, the planet sees a great deal of
grown with tangled forests. This moon is main- travel through its system. The population of
tained as a huge preserve, and all manner of Achillea is therefore open-minded to the melt-
nasty creatures have been imported to satisfy ing pot of aliens that pass through. After all,
even the most daring of galactic hunters. Each this traffic is a source of economic livelihood.
royal house maintains an orbiting guild hall Achilleans are open, friendly, and trustworthy
around the moon. These are places to plan people. They are also extremely mercantile
expeditions, swap tales, and celebrate deep and always look for an opportunity to turn a
into the night, while hunting during the day. credit.
Vycinyth Achillea's cities are dominated by mercan-
Type: Terrestrial
tile activity. Each city has at least one great
Temperature: Temperate market and usually several smaller ones - many
Atmosphere: Type I (breathable) specialize in specific goods and services. For a
Hydrosphere: Moderate fee, any free merchant can sell his goods in the
Gravity: Standard appropriate market. Few of Achillea's markets
Terrain: Forests, mountains, oceans
Length of day: 27 standard hours are black markets - the Achillea law enforce-
Length of year: 320 standard days ment agencies don't tolerate them.
Sapient Species: Various Economy. Achillea's economy focuses on
Starports: 1 Imperial class, 4 stellar class
Population: 750,000 permanent, millions of tourists. the tariffs it levies on shippers through its
Planet Function: Entertainment space. If Tapani starships don't want to funnel
Government: House Barnaba credits into the Freeworlds, passing through
Tech Level: Space Achillea is the only other out-of-sector option.
Major Exports: None
Major Imports: Everything A great deal of credits are generated from
support services (i.e. fueling, food, mainte-
nance and repair) on Tapani sector ships, plus
vessels traversing the Shapani run.
The spacia tree plantations generate less

Sector Guide
overall credits, but provide a stable market. located in its largest city, Cambar. Dotted across
Most of the wood is cut into manageable lengths the continent are a dozen other starports which
and then shipped to in-sector markets. Spacia handle the huge flow of ore from the rest of the
wood furniture manufactured on Achillea is in province.
great demand as a luxury item across the gal- All of the ore mined in the province is shipped
axy. to Calipsa for processing, and then sent on to
Points of Interest. The Achillea Great Mar- markets around the sector. Since 90 percent of
ket, located in Cadriell, is the largest such the industry on Calipsa is smelting, the envi-
market in the sector. All manner of legal mer- ronment has suffered the consequences. In-
chandise is available, from rare spices and stead of focusing effort on solving the pollution
liquors, to the latest computers and strange coming out of the smelting plants, however,
alien cuisine. The Great Market attracts tour- Calipsa has moved its operations and all facets
ists from across the sector and bustles with of life indoors. Mammoth domes and other
activity around the chrono except during holi- buildings, complete with air ventilation and
days. water treatment systems, became the answer.
Culture. A hardened people who value toil-
Achillea ing at hard labor, Calipsa's inhabitants have
Type: Tropical Terrestrial adjusted their lifestyle to a completely indoor
Temperature: Hot
Atmosphere: Type 1 (breathable) environment. They enjoy the arts and even
Hydrosphere: Moist sports - at least the ones that can be performed
Gravity: Standard in an enclosed structure. There are no open-air
Terrain: Plains, plateaus, jungles theaters or outdoor arenas to be found on
Length of Day: 29 standard hours
Length of Yean 292 standard days
Calipsa. Despite less-than-ideal surroundings,
Sapient species: Humans Calipsans are a content people obsessed with
Starports: 1 stellar class, 3 standard class hard work.
Population: 474 million
Planet Function: Homeworld Economy. Calipsa's economy is driven by
Government: House Cadriaan its mining concerns in its province. Business
Tech Level: Space has boomed on Calipsa in the years following
Major Exports: medicinal herbs, spacia timber House Calipsa's acquisition of several formerly
Major Imports: High technology Pelagian worlds. Its town and cities have expe-
rienced explosive and often chaotic growth.
Calipsa Province Fortunately, trends show the economic pic-
ture leveling off, which may brings much-
Calipsa needed stability.
Calipsa is the only heavily populated planet Credit for credit, Calipsa is one of the wealthi-
in the Calipsa province, but if it continues at its est provinces in the sector, but the wealth isn't
current pace, it too will be uninhabitable in a flaunted in public works and showcase city
few decades. From space, it appears as a dull centers. Profits are focused instead on research-
brown, almost lifeless world, save its devel- ing new mining techniques and the purchasing
oped cities. There is a single land mass in the more ships and equipment. Fearing Imperial
northern hemisphere surrounded by a shallow annexation, Calipsa does not emphasize its
ocean. The continent appears devoid of any economic success, and continues to sink prof-
major rivers or other bodies of water. How- its into more and more overhead costs.
ever, these are actually located a few meters Points of Interest. Calipsa's native flora and
beneath the surface, so water is plentiful if one fauna have mostly become extinct due to the
knows where to look. pollution of the planet. Such are the costs of a
Calipsa's air has a consistent brown haze vigorous economy based on mining. As such,
complete with an acrid smell. Although safe for there are no parks or natural settings left.
short exposures, breath masks are required Instead of focusing efforts toward saving its
for prolonged exposure. Even the planet's wa- natural resources, Calipsa designed a forest
ter supply is unpotable unless treated first. inside a huge domed structure. The entire for-
Calipsa's single continent is largely devel- est is contained in a single building with a
oped into huge metropolitan areas. These ar- transparasteel roof. The Crystal Forest is nearly
eas consist of skyscrapers and buildings five kilometers square, and features exotic
crammed together in a haphazard manner. plants and animals from around the sector.
Most of the construction is layered on several Every day, its popularity is demonstrated by
levels to utilize space effectively. the throngs of relaxing workers that pack into
Calipsa has only one passenger starport, it, along with the few tourists that visit the

Sector Guide
planet. House Calipsa is considering sponsor- Since Obulette's cities are so old, they are
ing the construction of another such facility. steeped in old Tapani-style architecture. Elabo-
Calipsa rate skyscrapers, halls, libraries, columns, and
Type: Polluted terrestrial
even plazas dominate the skyline. The locals
Temperature: Temperate take these items for granted, but they attract
Atmosphere: Type II (breath mask suggested) all manner of tourists. Obulette's theater and
Hydrosphere: Moderate art districts are fine examples of the cultural
Gravity: Standard sampling the population and tourists alike en-
Terrain: Plains, hills joy.
Length of day: 22 standard hours
Length of year: 408 standard days Less savory sections of the cities reveal the
Sapient Species: Humans underside of Obulette's ancient heritage - a
Starports: 1 Imperial class (for passengers), 12 Stan- crumbling infrastructure which is eating away
dard class (for cargo) at the urban centers a bit at a time. Fringers and
Population: 1.9 billion
Planet function: Manufacturing and ore processing, plotters of all stripes can be found creeping
homeworld around in the shadows of these areas, eager to
Government: House Calipsa escape notice as they go about their nefarious
Tech Level: Space errands.
Major Exports: Smelted ore, low and mid technology
Major Imports: Ore and raw materials Economy. Obulette has a robust economy.
Although the planet is not self-sufficient, the
Mecetti Province other worlds in Mecetti's province provide it
with the essential commodities it needs.
Obulette is the base for several mega-corpora-
Obulette tions. Eleven years ago, House Mecetti absorbed
Obulette is the homeworld of House Mecetti. all of these and now a good portion of their
It is a small, red-brown planet with a cool dim profits fill House Mecetti's coffers.
red sun. Its dim sun casts a hellish red glow The Obulette shipyards are another viable
over the planet that appears to suspend it in source of income. Open to all, they provide
perpetual twilight. The planet's surface is of repair facilities to those who can't or don't
ash-colored rock, broken only by shallow, small desire to travel to Tallaan. House Melantha and
seas. These seas are extremely salty in con- House Pelagia vessels are strictly forbidden
tent, so drinking water is either desalinated or use of these facilities. All other houses or affili-
drawn from deep wells. ations are welcome, but the price depends on
Much of the planet's surface has been ur- political stance and who knows who.
banized with impressive cities, thousands of Points of Interest. Obulette's fascinating
years old. The buildings, although preserved array of culture and ancient architecture makes
by House Mecetti, show millennia of wear, and it a popular tourist attraction. Its active fringe
grimy build up. When possible, manufacturing element also make the cities popular with those
areas are kept separate from the living and looking for shady dealings and hard-to-get black
cultural centers of the cities. market items.
The Obulette shipyards orbit the planet. The Obulette shipyards are frequented by
There is only a pair of docks capable of servic- those who do not wish to draw Imperial atten-
ing capital ships, but a host of smaller docks tion while they have their ships serviced or
and platforms can service most mid-sized cor- repaired (Imperial officials get curious when a
vettes and patrol craft. At least one of House ship has been engaged in a space battle). The
Mecetti's Victory-class Star Destroyers is shipyards are not as busy as Tallaan, lack an
present to guard this valuable resource. An obvious Imperial presence, and if one knows
orbiting station is the command center for the the right people to bribe, asks no questions.
shipyards. Even Rebel privateers have made use of
Obulette is the fourth planet in the system. Obulette's dockyards. Rates of charge for inde-
Positioned between the fifth and sixth planet is pendents tend to be fair, though the "no ques-
an extensive asteroid belt. The belt acts as a tions asked" option raises the total price dra-
defensive screen and House Mecetti has placed matically.
numerous sensor arrays on various asteroids
providing an early warning system. Obulette
Culture. Obulette is a decadent world and Type: Terrestrial
Temperature: Cool
so are its people. The surface is a dimly lit Atmosphere: Type I (breathable)
depressing locale that has left its mark on it's Hydrosphere: Dry
people. When one walks down the street, one Gravity: Standard
moves briskly, avoids direct eye contact, but Terrain: Hills, plains
watches everyone.

Sector Guide
Length of Day: 20 standard hours The Soterios social scene is dominated by
Length of Year: 404 standard days
Sapient species: Humans the HoloNet media. Hourly news shows, cul-
Starports: 3 stellar class, several standard class tural forums, and documentaries clog the air-
Population: 9.2 billion ways, enthralling people of different walks to
Planet Function: Homeworld take a stand. The media is not just a source of
Government: House Mecetti information - it is a voice for the people - and
Tech Level: Space
Major Exports: High technology an educational tool.
Major Imports: foodstuffs, low technology Economy. Soterios' economy is largely based
off-planet, frequently even out-of-the sector.
Melantha Province House Melantha runs the planet and generates
most of its income from Core-based compa-
Soterios nies. In these capacities, Soterios puts up the
credits in the form of loans and generates
Soterios is an ash-colored, arid world with a income on the interest. An alternate source is
tight orbit around its warm sun. Nearly seventy the out of sector companies attracted to
percent of the planet's surface is dry land, with Soterios with attractive lease and profit shar-
the remainder given over to extremely salty, ing plans. After all, the desert land on Soterios
shallow seas. These seas have a slight ammo- is cheap.
nia content, yet support a diverse richness of Little food is produced on Soterios due to
unusual species. The dry land consists of two the harsh climate and shortage of fresh water
main terrain types: wind-swept canyons and (adequate drinking water is drawn from deep
expansive desert wastelands. aquifers). Most of the food is imported from
The humans that settled Soterios thousands Barnaba.
of years ago brought with them many species
native to the Core worlds. These species out- Points of Interest. The highway system of
competed the native populations (especially Soterios is unique, yet highly functional. It is a
the flora) and invaded every available niche. challenge to traverse the sheer cliff canyons
Today, none of the native species remain, giv- safely while trying to maintain any kind of
ing the planet a unique, if very unoriginal eco- speed. Further, the numerous dead ends and
system. loops of the natural highway system makes it
Soterios's capital is Melaana. Melaana is almost impossible for non-natives to reach
situated in a huge canyon - the ancient re- their destinations without a native guide. The
mains of an ocean's basin. Due to a lack of raw unique topography is suitable for several
materials, Melaana was originally settled in the speeder road rallies held annually.
canyon walls, surrounding agricultural fields The Old City holds interest to both tourists
on the basin's floor. This area is now referred and Rebels alike. If one has the credits, the
to as the Old City and its caverns extend deep local fringers can supply information, illicit
into the surface of the planet. These subterra- goods, or perform illegal services. But this is
nean passages support active local fringe ele- not a safe area for non-fringers, and visitors
ment. New Melaana has been erected in the either better watch their step, or hire an excel-
past few centuries on the basin floor. This lent guide.
younger city consists of impressive skyscrap- Soterios
ers and other structures modeled after the Type: Arid terrestrial
architecture on Coruscant. Temperature: Hot
Soterios's other cities are situated in similar Atmosphere: Type I (breathable)
canyon basins. They are connected via dry Hydrosphere: Arid
river bed canyons that meander about the Gravity: Standard
Terrain: Deserts, canyons
planet's surface. These canyons are used as a Length of day: 29 standard hours
highway system for landspeeder and Length of year 326 standard days
airspeeders. Sapient Species: Humans
Starports: 1 Imperial class, 2 stellar class, numerous
Culture. Soterios culture is largely assimi- landing fields
lated from the Core, especially Coruscant. The Population: 6.7 billion
cities have thriving theater districts, music Planet function: Homeworld
halls, museums, and other cultural activities. Government: House Melantha
Tech Level: Space
Soterios has an active professional sports cir- Major Exports: Sandstone
cuit that is popular with the Melantha house Major Imports: Foodstuffs, high technology
nobility and the commoners alike.

Sector Guide
Slowly, House Pelagia has rebuilt itself, but the
Pelagia Province majority of this build-up is hidden from the
Empire. Much of it takes place in the ancient
Pelagon ruins on the bottom of the ocean. These ruins
The original colonists of Pelagon controlled date back many thousands of years, prior to
several other nearby systems, currently under the arrival of the colonists. House Pelagia is in
Calipsa's rule. But most of these systems, while the process of constructing research stations,
rich in ore, lacked easily settled worlds. Though storage depots, and hideouts in an effort to
lacking landmasses, Pelagon has a pleasant return to its previous glory.
climate with warm oceans, making it a more At one time, Pelagon's oceans were full of
attractive colony site. aquatic life from various plants and algae, to
The colonists brought raw materials from fish, and even huge reptilian-like species. But
the ore-rich worlds and constructed huge plat- the mass destruction and fall-out from the
forms above Pelagon's waves. On these plat- great war that lasted but a day has had detri-
forms, great cities were built, called seascapes. mental ecological effects. The oceanic environ-
In Pelagon's heyday, over 20 of the artificial ment is still coping with the massive amounts of
land masses, some dozens of kilometers in contaminants released during the bombing of
diameter, dotted the planet's great oceans. But the platforms, plus wreckage of hundreds of
then came the Empire in pursuit of the Jedi— ships that plummeted into the azure waters. The
and with the help of House Mecetti—laid waste end result is a nearly 90 percent extinction of all
to all but two of the platforms. species, plus the appearance of many radiation-
Today, six of the platforms have been re- mutated species.
built, mostly by scavenging parts and materi- Culture. The people of Pelagon are a grim,
als from the other platforms. Pelagon's capital pessimistic lot. The last generation has dealt
city is Pelagar, a majestic sprawl situated on with many hardships since the fall of their
the largest surviving platform which is over 20 dynasty. However, they are a patient, deter-
kilometers in diameter. mined people. They care only about quality of
The remaining platforms are abandoned life or a product, not profit or quantity. Among
ruins, shunned by the locals who claim the all other traits, they hold a deep respect for
restless spirits of the Jedi guard their secrets. honor.

Sector Guide
Pelagonians have tough, leathery skin, Pelagon
turned brown by the sun's reflected rays off the Type: Ocean
planet's mighty ocean. They favor tight-fitting Temperature: Temperate
clothes. Typically, light blues, yellows, and Atmosphere: Type I (breathable)
white are the most common colors worn as Hydrosphere: Moist
these reflect the sunlight. The rebuilt cities Gravity: Standard
Terrain: Oceans
have modern facilities, but retain the old flavor Length of Day: 25 standard hours
of their traditional architecture. Length of Year: 352 standard days
Sapient species: Humans
Economy. Pelagon's economy struggles as Starports: 2 stellar class, several limited class
does its people. The oceans were once the Population: 27 million
backbone of the economy, providing food and Planet Function: Homeworld
rare minerals - the water itself had value. To- Government: House Pelagia
day it is a mildly toxic soup that supports very Tech Level: Space
Major Exports: Foodstuffs (vegetables, some fish)
little life. A few hardy hydroponic vegetable Major Imports: High technology
species are raised in huge plots next to plat-
forms and any excess is imported off-world.
These vegetables are the staple of the average Reena Province
Pelagonian's diet.
Pelagon's platform cities are host to several Reena
large corporations, mostly manufacturing Reena is the homeworld of House Reena. It is
plants that requires huge amounts of water for a temperate planet covered 90 percent by warm
cooling. In other parts of the galaxy, environ- shallow seas. The remainder of the surface is
mentalists tend to petition flagrant polluters. covered with thousands of islands. These range
But on Pelagon, the water is already polluted, in size from a few kilometers across to Reena's
so the locals don't really care what else is largest landmass, a full 220 kilometers in diam-
dumped into it. One of the larger corporations eter. Reena is known in the Tapani sector as the
is the Pelagon Aquatic Components Corp., an "planet with a thousand thousand islands" al-
aquatic vehicle manufacturer. though this is an exaggeration.
Points of Interest. Pelagon has numerous These islands are dedicated to specific func-
ruins, including the abandoned platforms and tions. Most are urbanized to the point that the
the ancient great underwater cities of some entire island is covered with modern city struc-
forgotten civilization. House Pelagia is working tures. Others are dedicated to cropland, uni-
in these areas to cover its covert build-up of versity campuses, and starports. Transporta-
weapons, resources, and monetary funds. tion between islands is accomplished with
Orbiting Pelagon is the wreckage of The watercraft, repulsorcraft, and cloud cars.
Pelagia Star, a massive ship over 2,500 meters Culture. Reena is the host world of the uni-
long. It was the flagship of the Pelagia navy, versity of Reena. As such, the university's influ-
until the Empire arrived that fateful day. The ence can be seen all over the planet. Since
ship, of an ancient, unknown design, absorbed natives of Reena get a tuition break, most at-
the battering of three Imperial Star Destroyers, tend the university at one point or another.
but even their combined firepower couldn't Therefore, inhabitants tend to be highly edu-
down the vessel. Content to damage it beyond cated, giving the people a pompous, arrogant
repair, the Empire left its shattered bulk be- air about themselves.
hind as a reminder to the people of Pelagon. The university has an immense amount of
The ship has been converted to a space funds available and has attracted the galaxy's
station and renamed Pelagia's Moon. It's a finest educators to its halls. The School of the
freeport now, open to free traders, house- Arts dominates the cities, putting on free per-
aligned traders, and fringers alike. The station formances for all to attend. These include art
generates suitable income for Pelagon. Over shows, music recitals, as well as holovids and
the last five years, very slowly and quietly, concerts. To live on Reena is to immerse one-
House Pelagia has sunk millions of credits into self in a myriad of cultural pursuits for no cost.
the ship to refurbish it as a warship. She now However, the university tends to frown on
has sublight engines and several weapons ar- athletic pursuits, so Reena inhabitants gener-
rays. Most of these components were pur- ally don't pursue the sports scene.
chased through XTS and other, less reputable Economy. Reena's economy is centered on
sources. The next goal is to bring hyperdrive the University of Reena. Between grants from
engines on line and one day, House Pelagia sector corporations, tuition, and donations
hopes that Pelagia's Moon will again be its from House Mecetti, the planet is in stable
flagship. financial condition.

Sector Guide
Several of the islands are owned by the are to protect the planet from a capital ship
government and used to produce crops. These assault. The three cannons were gifts from
crops are primarily used on Reena, but excess House Mecetti to protect its interests. House
is snipped to less fertile planets for a fair profit. Reena jumped at the opportunity for a free
Reena's oceans teem with fish and the planet defense system, but it wasn't until after con-
has numerous fishing vessels to harvest this struction was complete that House Mecetti
natural resource. This effort is carefully moni- insisted that its own members staff the can-
tored by the university to prevent overfishing. nons. For obvious reasons, House Reena would
Recently, the fishermen have begun harvesting like to rectify this situation in the future.
a species of long fronded algae that's becoming
a delicacy across the sector. Reena
Type: Oceanic with urbanized islands
Points of Interest. The University of Reena Temperature: Temperate
has a vast archive stored in a megacomputer Atmosphere: Type I (breathable)
system. The archive contains information on Hydrosphere: Moist
Gravity: Standard
the Tapani sector; its history, geography, and Terrain: Oceans with islands
political history are included. Scientific data, Length of day: 25 standard hours
newsnet files, court proceedings, and out-of- Length of year: 360 standard days
sector information round out the various tid- Sapient Species: Humans
bits stored here. The archive is situated on its Starports: 1 Imperial class, numerous standard class,
numerous landing fields
own island, and not only is the land protected Population: 2.1 million
with guard droids, but the surrounding waters Planet function: Homeworld for House Reena, Univer-
are patrolled by the university security staff. sity
The archives are open to all, but accessing Government: House Reena
Tech Level: Space
them is not cheap. Major Exports: Information, foodstuffs
There are three Hex heavy turbolaser bat- Major Imports: High technology
teries on Reena's moon. These heavy weapons

Sector Guide
Chapter Five

The Freeworlds
plazas. They have imported small animals and
Aleron even low-light intensity plants to inhabit their
Aleron was terraformed and settled by colo- artificial ecosystem. The ceilings are painted
nists centuries ago. Despite their best efforts, cheery blue and augmented with holographies
the soil is still poor and the land is not produc- to simulate times of day and seasonal varia-
tive. The only growth is a few species of moss tions.
and fungi imported by the colonists to prevent Economy. Aleron's primary business is min-
soil erosion. There are no major bodies of ing the ore-rich depths of the planet. In an effort
water. The red and gray mountains are arid and to preserve their precious underground cities,
enshrouded in constant smog. Although safe all mining complexes and refineries are located
to breathe, the atmosphere is dim and con- on the surface. The ore is smelted into pure
stantly overcast. ingots and shipped out to intergalactic mar-
Despite the grim environment, Aleron is a kets.
surprisingly pleasant planet to live on. Its cities In addition to the mining industry, Aleron
are located in huge caverns that scroll through has a sizable droid manufacturing industry.
the subsurface of the planet. The advantages of LIN Corporation, spearheaded by their popu-
this arrangement are numerous. First, the cit- lar bodyguard line of droids, is the planet's
ies are located near large underground rivers most successful private corporation. It exports
and seas, providing fresh water to the popula- droids, droid components, and even micro
tion. Second, heating and cooling of living ar- computer chips to markets across the entire
eas is not needed due to the constant under- sector.
ground temperature.
Aleron's starport is located on a series of Points of Interest. Being situated on the
huge metallic platforms. Under the main dock- Shapani Run, the Aleron Starport sees a huge
ing platform are all the support facilities for a volume of traffic. Because of this traffic, the
busy starport—cantinas, shopping areas, res- starport caters to the public, featuring enter-
taurants, refueling stations, maintenance fa- tainment, shopping outlets, and fine restau-
cilities, and so on. Numerous turboshafts pro- rants. This revitalization has generated sizable
vide access to one of Aleron's larger settle- credits in addition to the profits taken in from
ments, Daekun, located over 1,000 meters be- resupply stations.
low the surface. The many underground parks and nature
preserves are a popular attraction. However,
Culture. The colonists that settled Aleron most of these parks are privately owned by
originated from Gilliana. Frustrated in their individuals and companies. A specific invita-
terraforming attempts, the inhabitants have tion is usually required to gain entry.
focused their efforts on developing under-
ground cities. Their domed caverns are decked Aleron
out with atriums, gardens, natural-looking Type: Barren terrestrial
brooks and ponds, plus "outdoor" malls and Temperature: Temperate
Atmosphere: Type I (breathable)

Sector Guide
Hydrosphere: Arid invite conflict inherently destablizing. Fortu-
Gravity: Standard nately, disagreements seldom get too heated.
Terrain: Mountains, plains The Priole Danna Festival is an annual event
Length of day: 24 standard hours
Length of year: 361 standard days which brings the biggest artists, actors, and
Sapient Species: Humans musicians in the galaxy together for a week of
Starports: 1 Imperial class revelry, parades, and the famous reenactments
Population: 1.2 billion of traditional Lamuir dramas and folk plays.
Planet function: Mining, manufacturing
Government: Aleron Trade Cooperative During the festival, which envelops most of
Tech Level: Space Gryle City, millions of tourists, celebrants, and
Major Exports: Raw materials, droids and droid parts professional party-goers from all over the gal-
Major Imports: Foodstuffs, high technology axy descend on the planet, creating a tempo-
rary but substantial economic boom for the
Lamuir IV entire planet.
Lamuir IV is a temperate world with four Economy. Lamuir's economy is stable but
continents. The continents consist of rolling not spectacular. It derives a good bit of its
plains, deep forests, and weathered, low moun- income from the trade up and down the Shapani
tains. The world was settled - and then de- Bypass. There are also quite a few trading
serted - thousands of years ago by a Herglic companies who are based on Lamuir; unlike
trading empire, long before humans came to most of the Freeworlds, Lamuir is free of Min-
this area of space. It was rediscovered and ing Guild interference, and some companies
settled by Herglics only a few decades before prefer that sort of environment.
the first Tapani and Republic survey ships The Priole Danna Festival is also an impor-
entered the system. Today, Lamuir is a cosmo- tant source of credits. During the festival, local
politan planet with large Herglic and human merchants triple prices on food, lodging, and
populations. souvenirs, and the government institutes many
Most cities are divided into separate Herglic temporary tariffs.
and human zones, primarily because the size Lamuir has an active manufacturing indus-
differences between the two makes living in the try based on the bountiful talsa wood forests.
same communities impractical; Herglics require The forests are logged, and then reseeded to
much bigger homes, furniture, transports, and insure ample supply for the future. The wood is
so on than do humans. dark and extremely dense - perfect for sculp-
The capital of the planet, Gryle City, is a ture, furniture, and even weapons.
metropolitan sprawl located near the equator. Points of Interest. Some contemporary cit-
Gryle City is composed of several districts, ies are built up near the ancient Herglic settle-
including the concerto district, theater dis- ments. Numerous Herglic archeologists comb
trict, and a shopping and restaurant district. the ruins, looking for traces of the long-dead
Herglics and humans mix much more in Gryle society. There is some popular speculation
City than in most other communities. that the ancient Herglics were more techno-
A Herglic mining company is based on logically advanced in some ways than the cur-
Lamuir's only moon. It doesn't produce much rent generation, but no one has brought forth
ore anymore - and has become a popular any real proof of this as of yet.
Herglic retreat. Despite strict edicts against unauthorized
Culture. The majority of Lamuir citizens are digging in the ruins (enforced by rangers posted
Herglics, and the dominant culture is that of at the perimeters), artifact hunters and smug-
the Herglic; staid, sensible, and pacifist. This is glers occasionally embark on secret expedi-
reflected in the government's position on com- tions in search of technological wonders and
promise and appeasement over armed con- old-fashioned booty.
flict. Lamuir has good relations both with the
Empire and the other Tapani powers. Lamuir IV
Because Herglics are so susceptible to it, Type: Terrestrial
Temperature: Temperate
gambling is illegal on Lamuir. And not just a Atmosphere: Type I (breathable)
little illegal; penalties for gambling in the pres- Hydrosphere: Moderate
ence of a Herglic rival those for dealing in Gravity: Standard
glitterstim spice (both involve life sentences). Terrain: Forests, plains, mountains
Length of day: 23 standard hours
There is some conflict between the Herglics Length of year: 377 standard days
and humans, because the cultures are so differ- Sapient Species: Herglics, humans
ent. Many humans see the Herglic desire to Starports: 1 Stellar class. 3 standard class
avoid conflict as cowardly, while Herglics re- Population: 4.5 million (2.5 million Herglics, 2 million
gard the human tendency to take stands and humans)

Sector Guide
Planet function: Manufacturing, natural resources stations. There are also a number of unregis-
Government: Participatory Democracy tered habitats in the asteroid belt which are
Tech Level: Space
Major Exports: Talsa wood, tourism, foodstuffs either doing top secret research, or hiding
Major Imports: None from the belt patrols who try to keep the fringers
out (the asteroid refuge draws them like a
Mrlsst (Merlist) magnet).
Mrlsst, or Merlist, as its human citizens call Culture: Mrlsst is the only world in the en-
it, is located in the Mennaalii system. It is a wet tire sector which is occupied by an indigenous
humid world made up of marshes and sandy sentient species, and this has an impact on
swamps. Most vegetation is made up of various Mrlssti culture not fully appreciated elsewhere
species of grass; palm trees, bamboos, and the in the sector (except perhaps Lamuir). The
immense, tower-like greenstalks that grow in Mrlssti are an integrated part of Mrlsst society,
thickets everywhere on the planet's surface and in many ways it is the humans who have
except the two poles. adapted to the Mrlssti way rather than the
Numerous cities and towns dot the land- other way around, as is often the case. The
scape, roughly two-thirds of which are tradi- official language of the local government is Tsi,
tional Mrlssti towns. The others are human- the mother tongue of the Mrlssti. Human lan-
style settlements devoted to the university or guages are spoken as well, especially in the
light industry. Few are located near the coast; presence of Imperial representatives.
since no surface of the planet is more than a few Mrlsst is more strongly influenced by the
dozen feet above sea level, the fall typhoons Empire than many of the other Freeworlds,
send the raging tides hundreds of kilometers though it refuses to take the anti-alien stance
inland for weeks at a time. This annual flooding Imperial High Human Culture demands. It is
is essential to the planet's ecology, but wreaks more in line with typical Core worlds in terms
havoc with coastal settlements. of Imperial supervision, and the power the
A thick asteroid field rings the planet. The governor has over the world.
asteroids serve as a source for base metals and Mrlsst has a fringe society - student drop-
also harbor a number of sanctioned research outs and defrocked professors, artists, smug-

Sector Guide
glers, and thieves - that lives in the upper lev- Gravity: Light (0.9 of Standard)
els of the greenstalks in simple but serviceable Terrain: Greenstalk forests, mountains
Length of Day: 22 standard hours
structures built into their sides and tops. Some Length of Year: 356 local days
of these "underground" communities are lo- Sapient Species: Mrlssti (N), humans, many other spe-
cated near university communities, while oth- cies
ers are located near the coast - safe from flood- Starport: Stellar
Population: 5.3 billion Mrlssti, 3 billion humans, 2
ing and unwelcome intruders alike. billion students of other species
Economy: Even before humans made con- Planet Function: Educational center
tact, the Mrlssti had devised a sophisticated Government: Representative democracy
Tech Level: Space
system of higher learning. When Shey Tapani, Major Exports: High tech research and development,
the founder of the ancient Tapani Empire, vis- flitters, foodstuffs
ited the world, he was very impressed by their Major Imports: None
accomplishments, and gave them a huge grant
to develop a university system for the whole
sector, and for all species. The Mrlssti em-
braced their mission with a will, and today Neona is a temperate planet with a pair of
Mrlsst boasts some of the best universities and barren moons. About 20,000 years ago, it expe-
colleges in the sector. rienced a geologic warming period - its polar
Humans make up the majority of the student ice caps melted, flooding the entire planet,
body, but there are also many Mrlssti and sparing only a pair of ice-covered continents
Herglic students as well. Twi'leks, Ithorians, located at the poles.
Sullustans, and other aliens have attended Because of the lack of land to build on,
university in the past, but Imperial edicts cur- Neona was only sparsely settled for many cen-
rently prevent them from attending many turies, its single floating spaceport merely a
Mrlssti universities. waystation for those desiring to stop between
The universities do a lot of research work for Procopia and Tallaan. A few hundred years
various Imperial governmental organizations, ago, however, Hanson Mining Consolidated
from developing complex economic models conducted a detailed survey of Neona, and
for commerce ministries to designing advanced discovered that the seabeds contained huge
computer combat systems for Imperial war deposits of valuable ore. It obtained mining
machines. Mrlssti engineers designed the ex- rights to Neona, and began building undersea
tensive life-support systems for the Death Star, mining camps, processing plants on boom rigs,
though this did not become common knowl- and floating cities to house the miners.
edge until after the battle station was destroyed. As veins tapped out, the floating cities were
towed into position over new mines. Some
Points of Interest: The university centers of were instead linked together with the space-
Mrlsst are vibrant communities dedicated to port or to one another, forming over time large
the pursuit of knowledge and entertainment, in floating cities. The largest city, Newland, is
roughly equal portions. Areas frequented by centered around the original spaceport. It is
students are rife with eateries, pubs, and con- home to over three million people.
cert arenas. The more serious-minded can avail
themselves of extensive computer libraries and Culture. Neona's population is largely made
research centers. Both facets of Mrlsst are up of miner-employees of Hanson, most of
prime sources for information. whom are only temporary residents. These
Since there are more professors and scien- miners bring with them their own cultural tra-
tists than there are positions and contracts, ditions, and many of the urban areas are segre-
many professionals do freelance tutoring or gated according to planet of origin (most min-
research on the side. For the right amount of ers hail from Tapani sector).
money, there are always skilled people willing Oftentimes these workers spend months on
to take on side projects - including those of end out on the isolated boom rigs, only travel-
dubious legality. Slicers, techs, and mechanics ing to one of the floating cities on extended
are in high demand among certain black mar- leave. Needless to say, the miners get a little
ket clientele (there are even dark rumors of an rowdy while on leave, and since they cycle
assassin droid manufacturing plant secreted through the urban centers continuously, the
somewhere on the planet). bars and flophouses never close.
Life is a bit more sedate for the Neona na-
Mrlsst tives who work in the many businesses built up
Type: Terrestrial around the mining industry. They live in their
Temperature: Temperate own neighborhoods which are zoned to ex-
Atmosphere: Type I (breathable) clude those lacking a permanent residence
Hydrosphere: Moist

Sector Guide
visa. This measure keeps the boisterous ele- Tallaan
ments out of the locals' communities.
Economy. Neona's economy is based on its Tallaan is a mild and temperate world. Lo-
mining operations. When profits are high, the cated at the nexus of the Giju Run and the
economy blossoms. When profits are low, it Shapani Bypass, it is the most active trading
slumps. world in the entire sector. With few exceptions,
Neona's oceanic ecosystem is relatively everything that goes into or out of Tapani
young, since the ice age caused planet-wide sector passes through the Tallaan system.
extinction. Hence, the oceans are not very Tallaan serves as the unofficial seat of the
productive. However, Hanson has formed a Empire in the sector. The Tallaan Imperial
partnership with an aquaculture corporation Shipyards are the largest in the region, and
called Aquatic Ecosystems, Inc. AEI found the Tallaan also serves as sector headquarters for
oceans of Neona ripe for supporting a full- numerous Imperial bureaus and organizations,
fledged aquaculture program. Now, their ocean including the ISB. It is suspected by many that
pens dot the surface of Neona's ocean, produc- the Imperial infrastructure on Tallaan is orga-
ing several popular species of fish. The part- nized to allow the world to serve as the staging
nership included the purchase of a few factory area should the Imperials decide to take direct
platforms. After alteration, these roam the control of the sector.
oceans, processing the adult fish for shipment Culture: The spirit of fierce independence
to Tapani sector markets. which characterizes the Freeworlds is stron-
Points of Interest. The southern polar con- gest on Tallaan. Its people are driven to suc-
tinent contains an extensive network of caves. cess, and bristle at the suggestion that they
This would be an ideal location for a base, have grown rich thanks only to house ore
either for the Rebels or fringers alike. The shipping and the bacta trade.
fringers are aware of the caves, but haven't Nobles from the Expanse are regularly re-
utilized the area due to the harsh climate. As of minded through the action's of Tallaan's citi-
yet, the Rebel Alliance is unaware of the cave zens that they cannot expect to be treated with
system. deference and unwarranted respect. On
Neona was inhabited by a sentient civiliza- Tallaan, one's family name can be a source of
tion which was slowly swallowed by the rising pride, but Tallaani are expected to make their
waters when the ice caps melted. The ocean own reputations.
floor is riddled with the remains of this civiliza- Tallaan has a large population of
tion in the form of ruins. The ruins are quite transitionaries, who live here part of the year
extensive, and the architecture depicts an ad- to manage trades and transfer cargoes. There
vanced culture. Occasional teams of archeolo- are a large number of aliens of all types living
gists and xenoanthropologists have descended on Tallaan, and most have at least a small
into the depths to explore, but only recently enclave somewhere on the planet where they
has a team from Mrlsst Academy tackled the gather to live among their own kind.
project in a systematic way. They are living in Economy: Tallaan derives most of its
a small undersea research station in the south- economy from the trade passing through its
ern hemisphere, at the lip of a large ruin. system. It also has a few prominent mid- and
high-tech industries of its own - it hosts sev-
Neona eral prominent spaceship manufacturing firms
Type: Oceanic (most notably the Tapani Starship Coopera-
Temperature: Temperate
Atmosphere: Type I (breathable) tive), as well as companies that make speeders,
Hydrosphere: Moderate repulsorlift vehicles, tractors, and other trans-
Gravity: Standard ports.
Terrain: Oceans, glaciers Since it can obtain raw ore at a very low
Length of day: 26 standard hours
Length of year: 349 standard days
price, its goods can be manufactured and sold
Sapient Species: Humans far under standard galactic prices. Though
Starports: 1 standard class there are superior and better-established
Population: 4 million brands around, Tallaani vehicles are popular
Planet function: Mining, aquaculture in the Colonies and Inner Rim because of the
Government: Owned by Hanson Mining Consolidated
Tech Level: Space low prices and high quality.
Major Exports: Ore, f o o d s t u f f s (aquatic only) Points of Interest: The Tallaan spaceports
Major Imports: Foodstuffs, high technology
are huge complexes; some as large as 25 kilo-
meters. Girding each one are hundreds of kilo-
meters of warehouses and housing complexes
for the temporary population.

Sector Guide
There are hundreds of established markets reaching the controls to a blast door or climb-
at different locations on the planet, each spe- ing steps. This is the perfect place to purchase
cializing in a certain sort of trade; some deal in Herglic-made devices, hire a Herglic, or im-
droids, others in grain, while still others deal in merse oneself in Herglic cuisine.
spacecraft or ferrocrete. Other markets are not
as easily found, and deal in illegal goods and Tallaan
services. The underground markets deal in the Type: Terrestrial
Temperature: Temperate
usual vices; spice, contraband goods, and more Atmosphere: Type I (breathable)
rarely, slaves. Hydrosphere: Moderate
The largest alien enclave on Tallaan is the Gravity: Standard
Herglic district Soun-Giju, literally, "Little Giju." Terrain: Urban, plains, forest
Surprisingly, Soun-Giju more resembles a Length of Day: 22 standard hours
Length of Year: 355 local days
Herglic community on Giju than do those on Sapient Species: Humans, Herglics, Mrlssti
Lamuir—whereas Lamuir Herglics have Starport: Imperial class
adapted their culture to coexist with humans, Population: 67 billion
most of the Herglics living in Soun-Giju are Planet Function: Trade, Imperial sector headquarters
Government: Trade Commission
natives of Giju rather than the Tapani sector. Tech Level: Space
Humans and aliens are welcome in Soun- Major Exports: Trade goods, starships, land vehicles,
Giju, but visitors must get used to the over- high tech
sized structures. Humans have a difficult time Major Imports: Foodstuffs, low tech, medicinal goods
performing normally simple tasks, such as

Sector Guide
Chapter Six

Ships and
RES-Q Airspeeder RES-Q Airspeeder
Craft: Ubrikkian RES-Q Airspeeder
The Ubrikkian RES-Q Airspeeder is a stream- Type: Medical relief airspeeder
lined oval-shaped speeder. It has a black Scale: Speeder
transparasteel viewport, with a pair of commu- Length: 12 meters
nication antennae that flank it. The airspeeder Skill: Repulsorlift operation: RES-Q Airspeeder
Crew: 1
has retractable landing supports and a pair of Passengers: 4. plus 10 patients
stabilizer fins, one each on the dorsal and Cargo Capacity: 2 metric tons
ventral surfaces. The vehicle is normally manu- Cover: Full
factured in a pale gray, to designate its pur- Altitude Range: Ground level-750 meters
Cost: 27,500 (new)
pose. Maneuverability: 1D
The RES-Q is a medical relief airspeeder. It is Move: 225; (650 kmh
employed by planetary governments, and sev- Body Strength: 2D+1
eral are usually assigned to medical frigates. Shields: 2D
They are widely used in war situations by the
Alliance and Empire alike. Mrlsst Flitter
The RES-Q has several features to aid it in its The Mrlsst flitter is a compact dragonfly-like
task. Unlike most vehicles, the RES-Q is vehicle which flies and glides by flapping large
equipped with shields. Coupled with reinforced insect-like wings. The basic design was devel-
hull plating, the RES-Q can absorb an immense oped centuries ago as a method for the Mrlssti
pounding. Fitted with a small ion engine after- to move about on their world when the tidal
burner, this airspeeder can achieve speeds in floods were at their worst.
excess of 600 kmh. It also sports an advanced With the arrival of the humans, the Mrlsst
repulsor shock system providing a smooth Motorworks expanded its designs to include
ride for recovering patients. human-scale craft. Flitters come in many con-
The RES-Q is essentially a cockpit and a figurations and are in wide use as civilian com-
medical bay fitted with engines. The medical muter craft, police interceptors, and service
bay is equipped with the following facilities. A vehicles (police units may be armed with light
total of ten bacta trays (five on each side) line weapons).
the inside walls of the medical bay. Two com- The average flitter is light and highly maneu-
puter stations, tapped into the trays, constantly verable. Because it is constructed out of light-
monitor the patient's progress. Twenty weight alloys and high-impact plastics, it is an
medpacs are stored in a supply compartment extremely affordable vehicle, especially when
located above the medical bay. A mini-surgery compared to standard airspeeders. It isn't all
suite is also present, and can be used for emer- that durable, however - the lifespan of a flitter
gency procedures, even while in flight. An MD-
is only five years or so. Flitters are in high
() medical droid rounds out the equipment, demand in worlds along the Shapani Bypass.
and is usually assisted by a pair of medical

Sector Guide
access hatch, allow
the Manta to piggy-
back on Tapani-
class carriers and
other ships with
b u i l t - i n docking
The Manta star-
fighter was designed
to take on the pirates
who prey on sector
shipping along the
Shapani Bypass; it is
both a high-speed in-
terceptor and attack
vehicle. In its inter-
cept configuration,
the wings are up, pro-
v i d i n g superior
speed with average
Mrlsst Flitter maneuverability. There are very few ships that
Craft: Mrlsst Motorworks MVD-1 Areoflitter can outrun a Manta in intercept mode. Unfortu-
Type: Airspeeder nately, there isn't much the Manta can do to
Scale: Speeder damage the ships it overtakes in intercept mode,
Length: 14 meters since only the light ion cannons are enabled
Skill: Repulsorlift operation: Flitter
Crew: 1
(all available power is automatically routed to
Passengers: 5 the engines).
Cargo Capacity: 1 metric ton The ship comes into its own in attack con-
Cover: Full figuration. The outer wings swing down to a 90
Altitude Range: Ground level-1,050 meters degree angle to deploy its main weapons, two
Cost: 11,500 (new)
Maneuverability: 3D interior-mounted heavy laser cannons. The ship
Move: 225; 650 kmh is more maneuverable in attack, though it loses
Body Strength: 1D a lot of its speed once it slows its forward
momentum for maneuvers.
Manta-class Assault The Manfa-class s t a r f i g h t e r lacks a
hyperdrive. Mantas are typically transported
Starfighter from system to system stowed in docking bays,
The Manta-class starfighter is manufactured or more likely, attached to a hyperdrive-capable
in the Tallaan Imperial Shipyards by the Tapani vessel via their powerful magnetic landing gear.
Starship Cooperative, a small corporation Additional clamps provide a solid link with the
based on Tallaan and Procopia. TCS's high ship for the journey through hyperspace.
standards of favoring no house above the oth- Manta-class Assault Starfighter
ers have won contracts from all sides. The Craft: Tapani Starship Cooperative Munta-class
corporation provides the houses with many of Starfighter
their ships, and the Manta is the starfighter of Type: Intermediate Assault Starfighter
choice. Scale: Starfighter
Length: 12 meters
The Manta is a flat, organic design shaped Skill: Starfighter piloting: Afenfa-class starfighter
much like its sea-going mollusk namesake. The Crew: 1, 1 gunner
front comes to a point, the two remaining sides Crew Skill: Starfighter piloting 4D+2, Starship gunnery
being truncated. The dorsal surface is flat and 4D, Starship shields 4D, sensors 4D
s t r e a m l i n e d , with the exception of the Cargo Capacity: 100 kilograms
Consumables: 1 week
transparasteel canopy dome. The ventral sur- Cost: 95,000 (new)
face is usually colored lighter than its opposite Maneuverability: 3D+1 (attack formation), 1D (inter-
side. Unlike most starfighters, the only access cept formation)
is provided through a hatch on its ventral Space: 7 (attack formation), 10 (intercept speed)
Hull: 2D+l
surface. A trio of retractable landing gear are Shields: 2D+1
usually mounted. These are equipped with Sensors:
magnetic clamps, activated by controls in the Passive: 20/0D
cockpit. These clamps, coupled with the belly Scan: 40/1D
Search: 80/lD+2
Focus: 2/2D+1

Sector Guide
Weapons: activity and patrolling the space lanes.
2 Light Ion Cannons (nose mounted, fire-linked) The frigate is an oval-shaped vessel measur-
Fire Arc: Front
Skill: Starship gunnery ing 750 meters. The streamlined hull is pot-
Fire Control: 2D marked with random viewports. A pair of stabi-
Space Range: 1-3/12/25 lizer fins jut off the lower hull at 45 degree
Atmosphere: 100-250/1/1.5 km angles, near the aft of the vessel. Another,
Damage: 3D
2 Medium Laser Cannons (wingtip mounted, fire- smaller stabilizer fin is positioned on the dor-
linked) sal surface, near the middle of the ship. Four
Fire Arc: Front huge ion engine exhaust ports are set in a
Skill: Starship gunnery diamond formation at the aft portion of the
Fire Control: 2D vessel.
Space Range: 1-5/15/30
Atmosphere: 100-300/1.2/1.7 km The Tapani-class assault frigate is manufac-
Damage: 4D+1 tured by the Tapani starship cooperative of the
2 Heavy Laser Cannons (interior wing mounted, fire- Tallaan shipyards. Essentially, the superstruc-
linked) ture of the ship is an original design, but the
Fire Arc: Front
Skill: Starship gunnery engines, weapons, and electronic matrix are all
Fire Control: 2D+2 purchased from other manufacturers. This in-
Space Range: 1-3/10/20 creases the final cost and creates a nightmare
Atmosphere: 100/750/1.2 km to replace damaged parts, but it allows such a
Damage: 6D small corporation to construct a large compli-
cated vessel. Each frigate carries the crest of
Tapani-class Assault the house which owns it, and most frigates are
named after planets or cities controlled by
Frigate their houses.
The Tapani-class assault frigate is the pri- Tapani-class
mary capital ship used by most of the Tapani Assault Frigate
houses and many of the Freeworlds. Although Craft: Tapani Starship Cooperative Tapani-class Frigate
no match for an Imperial Star Destroyer, the Type: Heavy Assault Frigate
design is more than up to discouraging pirate Scale: Capital
Length: 750 meters

Sector Guide
Skill: Capital ship piloting: Tapani-class Frigate sublight space combat with suitable maneu-
Crew: 3550, gunners: 114, skeleton 988/+15 verability. It's lightly armored, but it contains
Crew Skill: Capital ship piloting 5D, capital ship gun-
nery 4D, capital ship shields immense shield generators providing the ship
3D+1, sensors 3D+1 with protection compa-
Passengers: 800 (troops) rable to other carriers in
Cargo Capacity: 12,500 met- its class. The carrier is
ric tons lightly armed, consisting
Consumables: 1 year
Cost: 1.6 billion credits (new) only of six tower-mounted
Hyperdrive Multiplier: x2 turbolasers, and 10 belly-
Hyperdrive Backup: x14 mounted ion cannons. Its
Nav Computer: Yes punch comes from the 40
Maneuverability: 1D+1
Space: 5 Manta-class starfighters it
Hull: 4D carries. The carrier al-
Shields: 2D+2 ways travels with support
Sensors: ships, usually corvettes or
Passive: 50/1D frigates.
Scan: 75/2D+l
Search: 125/3D+2
Focus: 6/4D+1
Tapani-class Carrier
Weapons: Craft: Tapani Starship Coopera-
20 Laser Cannons tive Tapani-class Carrier
Fire Arc: 5 front, 5 left, 5 Type: Heavy Starfighter Carrier
right, 5 rear Scale: Capital
Crew: 1 (5), 2 (15) Length: 375 meters
Scale: Starfighter Skill: Capital ship piloting:
Skill: Starfighter gunnery Tapani-class Carrier
Fire Control: 3D Crew: 1855, gunners: 53, skel-
Space Range: 1-3/10/20 eton 715/+15
Atmosphere: 100-300/1/ Crew Skill: Capital ship piloting
1.75km 4D+1, capital ship gunnery 3D+2,
Damage: 3D+1 capital ship shields 5D, sensors
15 Turbolaser Batteries 3D+1
Fire Arc: 5 front, 5 left, 5 Passengers: 100 (troops), 120
right (pilots)
Crew: 3 (5), 4 (10) Cargo Capacity: 75 metric tons
Skill: Capital ship gunnery Consumables: 2 years
Fire Control: 2D Cost: 760 million credits (without starfighters)
Space Range: 3-15/35/75 Hyperdrive Multiplier: x1.5
Atmosphere: 100-500/1/2 km Hyperdrlve Backup: x12
Damage: 4D Nav Computer: Yes
6 Quad Turbolaser Batteries Maneuverability: 2D+1
Fire Arc: 3 left, 3 right Space: 7
Crew: 4 (6) Hull: 2D+1
Skill: Capital ship gunnery Shields: 4D+1
Fire Control: 3D Sensors:
Space Range: 2-12/30/60 Passive: 25/OD
Atmosphere: 5-10/50/100 km Scan: 60/1D
Damage: 5D+2 Search: 120/2D
Focus: 4/4D
Tapani-class Carrier 6 Turbolaser Batteries
Fire Arc: 2 front, 4 turret mounted (on tower)
The Tapani-class carrier is a specialized Crew: 3 (2), 4 (4)
vessel designed to deliver scores of Mantas Skill: Capital ship gunnery
into the heat of combat. The vessel is long, with Fire Control: 2D
a flat dorsal surface. This surface is used to 5pace Range: 3-15/35/75
Atmosphere: 100-500/1/2 km
store the Manta-class starfighters, attached via Damage: 4D+1
their magnetic docking clamps. This surface 10 Ion Cannon Batteries
can hold 20 such fighters. The right and left Fire Arc: 5 left, 5 right (bottom-mounted)
sides can each accommodate another 10 fight- Crew: 3 (10)
ers. The aft portion of the vessel is elevated Scale: Starfighter
Skill: Capital ship gunnery
above the docking deck. This tower houses Fire Control: 3D
service bays to work on the starfighters. The Space Range: 2-15/40/80
bridge is also located in the tower, giving a Atmosphere: 2-20/50/120 km
commanding view. Damage: 4D
The Tapani-class carrier is a swift ship in

Sector Guide
When the transport reaches an orbital trans-
Bacta Transport fer station, the bacta-filled modules are re-
The Empire places great importance on the moved and replaced with empty modules, or
transport of bacta to the Core Worlds and to loaded cargo pods for the return trip. This
the general war effort. Therefore, Kuat Drive system prevents unnecessary pumping via al-
Yards was commissioned to create an entire ternate lines, pumps, and other equipment.
line of space transports to haul the precious Since the bacta is transported, moved, and
bacta. The B-12 medium transport is one of the delivered in the same container, the bacta has
designs that sees popular use. a better chance to remain uncontaminated.
In appearance, the B-12 is somewhat remi-
niscent of the Lancer-class Frigate. Or more Bacta Transport
accurately, the frigate looks a lot like the trans- Craft: Kuat Drive Yard's B-12 Transport
Type: Bacta Transport Ship
port - when the Lancer was rushed into pro- Scale: Capital
duction after the Battle of Yavin, KDY used Length: 238 meters
some of the B-12's basic hull designs as a basis Skill: Capital ship piloting: B-12 Transport
for the frigate's hull. Crew: 26, skeleton 4/+10
Crew Skill: Astrogation 4D+2, capital ship piloting 4D,
The fore portion of the transport looks much capital ship shields 3D+2, sensors 4D
like the nose of the Lancer - the placement of Passengers: 6
the bridge and command center is nearly iden- Cargo Capacity: 600,000 metric tons
tical. The ship was designed to be manned by Consumables: 1 year
as small a crew as possible to keep costs down- Cost: 1.2 million credits (new)
Hyperdrive Multiplier: x2
in a pinch, four pilots can fly the ship. Hyperdrive Backup: xl0
The aft of the ship houses a cluster of im- Nav Computer: Yes
mense ion engines which propel the heavy- Maneuverability: 1D
laden vessel along its route. The B-12's engines Space: 5
Hull: 3D
lack the armored plating found on the Lancer, Shields: 2D
and are open to space for easy access by Sensors:
maintenance crews. Passive: 40/0D
The fore and aft sections are linked by a long Scan: 80/1D
central pole. Sixteen bacta storage spheres are Search: 120/2D
Focus: 3/3D
attached to this pole using a combination of Weapons: None
physical clamps and tractor beam anchors.
Chapter Seven


BDGSeries Bodyguard PERCEPTION 2D
Investigation 3D, search 3D+2
Brawling 5D, lifting 5D
Although quite expensive, bodyguard droids TECHNICAL 1D
are a cost-effective way to receive around-the- Equipped With:
clock protection. Government officials, celeb- • Humanoid body (two arms, two legs)
• Visual sensor recorder
rities, and crime lords alike find the design • Auditory sensory recorders
particularly suitable for their needs. Since • Body armor (+1D to Strength to resist damage)
Lanthe Artifice is based in the Tapani Sector, • Vocabulator speech/sound system
this model is common in the sector. • AA-1 VerboBrain
Bodyguard droids are • Retractable heavy stun pistol (4D+2 stun damage)
Story factors:
tall and stocky, giving Loyalty: When first put into ser-
them an imposing appear- vice, a bodyguard droid down-
ance. They come in a vari- loads all available information
ety of colors, usually a on the individual it is assigned
to protect. The droid is now
dark shade, and corporate unswervingly loyal to that indi-
or house logos can be vidual, and will protect him at all
added to personalize the costs. A standard memory wipe
units. Lanthe Artifice also is necessary to terminate this
produces a stunning ar- loyalty programming, but an-
other individual could then be
ray of modules to custom- "bonded" to that particular
ize a particular droid. droid.
These include additional Move: 10/12
weapons packages, mar- Size: 2.2 meters tall
Cost: 12,500
tial arts programming, or
enhanced visual or audi-
tory units. These range in KI 301-MAX
price from 1,000 to 2,500
additional credits per unit. Nightlight
BDG Series
The Nightlight is a so-
Bodyguard Droid
phisticated floater secu-
rity droid offered by
Type: Lanthe Artifice BDG
Bodyguard Droid Kalibac Industries, a small
DEXTERITY 3D but cutting-edge droid
Blaster 4D+2, brawling parry manufacturing firm based
4D, dodge 4D, melee combat on Coruscant and
4D Procopia. The Nightlight
Intimidation 4D

Sector Guide
in design, being little more, than flying search-
lights, but the KI 301 MAX Nightlight included
several advanced sensor packages and en-
hanced maneuverability which make it more
The ionization buffer mechanism is a new
technology introduced by Kalibac which pro-
tects the central processing units of a droid
from most ionization attacks. This is a signifi-
cant breakthrough for floater droids, which
can't be weighed down with heavy protective
armor plating.
KI 301-MAX Nightlight
Type: Kalibac Industries 301-MAX Nightlight
Blaster 4D+2, dodge 6D
Hide 4D+2, search 5D+1, sneak 5D
Security 4D
Equipped With:
• Repuslorlift generator, combat-enhanced (+2D to
• Visual, audio, and combat sensors (+2D bonus to
search and blaster)
• Ionization buffer (+3D bonus against ionization dam-
• Retractable fine work grasper arm
• Computer I/O jack
• Stun blaster (2D stun damage , range 3-10/30/100)
Special Abilities:
is designed to patrol within a designated area, Anti-Programming Package Hardwired programming
seeking out intruders and reporting security prevents this unit from being reprogrammed by an
violations to a superior. It can be programmed unauthorized person. Such attempts will result in cir-
to recognize and ignore individuals who be- cuitry overload and burnout.
long in the patrol zone. Move: 15
Size: 0.5 meters tall
Most floater security models are fairly basic Cost: 8,000 credits

Sector Guide
Chapter Eight

ment. The unit has a power pack that provides
Bacta Geltab a 30-hour charge.
A bacta geltab appears as a fluorescent green The bacta tray is a mobile device used to
marble with a squishy feel. When the geltab is transport wounded patients to fully staffed
ruptured and applied on the surface of a wound, medical facilities. The unit does nothing to
subsequent use of a medpac becomes easier. promote healing, instead acting purely to sta-
The geltab actually contains bacta, the same bilize a patient's condition. The bacta tray is
fluid used in bacta tanks to heal even mortally suitable for field applications. It can be navi-
wounded individuals. The special mixture of gated over very rocky terrain due to its repulsor
treatment fluid cleans the wound and prepares field. The bacta tray is designed to comple-
the skin to receive the synthetic flesh and ment the RES-Q airspeeder.
drugs of a medpac. Without administering a
medpac, the geltab is useless, save as an anti- Bacta Tray
septic. Model: Genetech BT-16 Bacta Tray
Type: Mobile Medical Stabilization Unit
At the gamemaster's discretion, large or Skill: First Aid
deep wounds might require the use of two or Cost: 2200
more geltabs to receive the +1D bonus. A geltab Availability: 2
would cover approximately a 0.3 meter square Game Notes: Activating a bacta tray requires an Easy
first aid roll. If successful, the patient's mortally wounded
area. In the case of inadequate fluid to cover a status remains unchanged until such a time as the
given wound, a +1 pip or +2 pip bonus can be patient can undergo full bacta tank treatment.
assigned instead.
Bacta Geltab Droid Disabler
Model: Genetech G-5 Geltab The droid disabler is an ion gun which stops
Type: Medpac treatment enhancer droids in their tracks. It is used to stop a droid
Skill: Dexterity
Cost: 50 (for a pack of six) gone haywire, and some criminals and special
Availability: 1 forces units use it to neutralize a droid without
Game Notes: By applying a bacta geltab to a wound, and causing it permanent damage. Droids can be
making a Very Easy Dexterity roll, the user gains a +1D reactivated manually.
bonus on the following first-aid roll when using a medpac
on the treated wound. Droid Disabler
Model: Felebreck Electrical Defense Systems Droid
Bacta Tray Disabler
Type: Droid Ionizer
The bacta tray is a rectangular box that Skill: Blaster
measures 2.5 meters by 0.5 meters. The tray Ammo: 5; uses standard power packs
floats on a repulsor field to ease movement. Cost: 2700, 25 (power pack)
The tray is filled with a thin layer of bacta, held Availability: 3
Range: 0-5/7/10
in place by a low-power tractor beam emplace- Damage: 4D ionization damage

Sector Guide
bugs on a target or location, the microcomputer unit
can pick up its signal within 200 meters, but only in line
of sight. Using a headset, the bug acts as a microphone,
collecting conversations or sounds and sending them
to the microcomputer. The microcomputer records
and saves the information, both in audio and a hardcopy.

Hex Heavy Turbolaser

The HX.6 is one step better than the conven-
tional quad laser battery. The battery consists
of six barrels that fire in an alternating pattern,
providing a vicious laser spread. At this time,
the HX.6 is unsuitable for mounting on ships.
The unit requires too much space, requires a
huge power generator, and dissipates immense
heat. If it could be streamlined and the cooling
system improved, it might be modified for ship
mounting, but only at a huge cost.
The HX.6 requires a crew of 10 to utilize the
weapon to its fullest capacity. Reduced crew
members equates to a reduced fire rate. Golan
Arms has integrated the latest targeting com-
puters to enhance the weapon's utility. Draw-
ing on a huge power generator, the HX.6 has a
long range, quick fire rate, and unlimited fire-
The HX.6 is designed to be mounted on the
planet's surface, preferably in a protected lo-
cation. Suitable sites include mountainous re-
gions, or thick forests. They have been mounted
"EAR"Eavesdropping on free-floating orbital platforms, but crews
tend to frown upon being stationed on such an
Unit obvious target that cannot flee from enemies.
The EAR-1 is an eavesdropping device which
consists of three parts; a small button-sized
black electrobug, a headset with jack, and the
receiver, which is built into a small matte-black
metal carrying case. Everything is stored in the
case when not in use. Each unit comes stan-
dard with five bugs.
The EAR-1 unit is extremely difficult to find,
but worth seeking out - the bugs emit a damp-
ing field around them which prevents standard
scanning equipment from detecting them. The
EAR-1 does have one major drawback. Thanks
to the dampening field, the unit's broadcast
range is extremely limited, and the receiver
must be in line of site with the bug (some
materials such as clothing and thin walls won't
block the signal, but metal, thick walls, and
such will).
"EAR" Eavesdropping Unit
Model: EAR-1 Unit
Type: Eavesdropping electrobug and listening device
Cost: 750 (each bug), 1000 (handset), 2500 (microcom-
puter & recording unit)
Availability: 2, R
Game Notes: After planting one of the thumbnail-sized

Sector Guide
act, and lightfoils are now a hot item on
the fringe markets frequented by saber
Lightfoils are weaker than authentic
lightsabers, largely because those who
build them do not use the same focusing
crystal designs found in real lightsabers.
They aren't crafted with the attention
and devotion to excellence the Jedi gave
to real lightsabers, either. They have a
tendency to fail at the worst times. But
to the saber rakes, this just adds to their
Type: Lightfoil
Scale: Character
Skill: Lightsaber
Cost: 10,000
Availability: 4, X
Damage: 3D to 4D damage depending on the
method of construction.
Game Notes: On a roll of one on a wild die, the
beam flickers and fades. Repairing the weapon
takes two hours and a Moderate lightsaber repair

Power Pitons
Power pitons come in a set of four.
Two of these are disc-shaped and slide
over the user's hands. The two oval-
shaped pitons attach to the bottom of
the user's footwear. The sides of the device
The weapon's purpose is to defend a planet have a series of switches for various settings.
against assault by capital ships, but unlike the Power pitons are used to aid the wearer in
KDY-150 ion cannon, the HX.6 doesn't immobi-
lize targets. It reduces them to scrap.
Hex Heavy Turbolaser Battery
Model: Golan Arms HX.6
Type: Heavy Surface-to-Space Turbolaser Battery
Scale: Capital
Skill: Blaster Artillery: HX.6 Turbolaser Battery
Crew: 21, skeleton 9/+10
Ammo: Unlimited (power generator)
Cost: 300,000 (new), 75,000 (used)
Availability: 3, X
Body: 4D
Fire Rate: 1
Fire Control: 3D
Damage: 8D

Lightfoils are petite and elegant lightsabers
which are popular among certain young Tapani
nobles, especially those that call themselves
saber rakes. In the beginning, lightfoils were
built by a few technologically adept saber rakes,
following the designs of actual antique Jedi
lightsabers they had on hand. Gradually, as the
designs were established, others got into the

Sector Guide
climbing sheer surfaces, from rock walls to one of many models available. The fringers of
metallic surfaces. There are two settings: mag- the galaxy have found these devices useful to
netic and vibro. The magnetic setting gener- enhance catburgling or even to provide an
ates a powerful magnetic field, and is used to alternate escape route during their operations.
scale metallic walls and structures. The vibro
setting generates hundreds of vibrosharp pro- Power Pitons
jections that are suitable to gain purchase in Model: MTS 56T Power Piton
Type: Climbing Aid
even the densest of substrates. Climbing wood, Skill: Dexterity
rock, or even durocrete becomes a much sim- Cost: 300
pler process when these device are properly Availability: 2
employed. Game Notes: Using a set of power pitons (all four) adds
a +2D bonus to climbing rolls with an Easy Dexterity roll.
Originally designed for use by mountaineers If only two pitons are used (just foot or hand pitons),
and other thrill-seekers, the MTS-56T is just the bonus is reduced to +1D.

Sector Guide