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ERAYDIA for the

STAR WARS Roleplaying Game
Written and Developed By:
Rodney “Moridin” Thompson

Artwork By:
Daniel “Reverend Strone” Falconer, W. Don “Ghost in the Holocron” Flores, Derek “Nafai”
Jones, and Jim “Chimchim” McCloskey

Additional Development By:

Daniel “Reverend Strone” Falconer and W. Don “Ghost in the Holocron” Flores

Additional Layout and Graphics by:

Derek “Nafai” Jones

Joseph Al-Khazraji, Michael Beeler, Charles Galyon, Anna Reed, Brett “Darth Xavian”
Thompson, Clay Venable, Shay Wells

With Special Thanks To:

West End Games and Wizards of the Coast

The contents of the document are the sole possession and property of the author, Rodney “Moridin” Thompson (henceforth referred
to as “the Author”) and W.Don “Ghost in the Holocron” Flores, Daniel “Reverend Strone” Falconer, Derek “Nafai” Jones, and Jim
“Chimchim” McCloskey (henceforth referred to as “the Artists”) unless otherwise noted. Distribution, reproduction, or display other than
on SWRPGNetwork (, henceforth referred to as the Site) is forbidden - permission granted upon request and
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Welcome to the Decimus Sector!

In the vast reaches of space, groups of planets known as sectors help make governing a massive
Republic (or Empire) more manageable. As homes, cities, and planets have a sense of local
identity, so too do sectors band together in order to maintain a semblance of belonging in such
a diverse galaxy. Some sectors are vast and wield enormous power, while others are little more
than collections of backwater planets who were grouped together by some bureaucrat in charge
of a galactic census. Some sectors are hubs of cultural and political activity, like the Sesswenna
Sector, while others are on the far reaches of civilization, like the Kathol Sector.

The Decimus Sector, however, is a unique entity in that it is the backdrop for SWRPGNetwork’s
own campaign setting. The sector is located across the borders of the Mid Rim and the
Expansion Region, found between the Tapani Sector and the planet Cerea. While not as close
to the Core Worlds as some regions, the Decimus Sector is far from being considered backwater
or insignificant, remaining diverse and yet able to integrate into the galaxy as a whole with
ease. Like many of the other sectors of space, the Decimus Sector holds a variety of planets and
species that make it an exciting (and occasionally dangerous) place to visit.

SWRPGNetwork will be bringing you a different planet in the sector with each installment,
eventually culminating in a completely functional Sector to use as the campaign setting for any
game. The Decimus Sector supplements are completely compatible with any era, offering notes
on games set in any time period throughout STAR WARS history. In addition to complete stats for
the flora, fauna, characters, and technology for each locale, you’ll find adventure hooks that
are perfect for introducing characters to the amazing vistas and dangerous situations that the
Decimus Sector is designed to create.

Enjoy the setting, and e-mail feedback to with what you’d like to

Planet Type: Terrestrial
Climate: Temperate
Terrain: Grasslands
Atmosphere: Breathable
Gravity: Standard
Length of Day: 25.5 standard hours
Length of Year: 391 standard days
Sentient Species: Eraydians, humans, various sentient species
Languages: Basic, Eraydrese
Population: 14 million
Species Mix: 63% Human, 7% Eraydian, 2% Falleen, 28%
Government: Bureaucracy
Major Exports: Technology
Major Imports: Foodstuffs, technology
System/Star: Eraydia
Planets Type Moons
Eran Barren Rock 0
Manesse Barren Rock 0
Auron Terrestrial 1
Eraydia Terrestrial 2
Goram Gas Giant 8
Jurin I Ice ball 2
Jurin II Ice ball 4 those of airspeeders and other vehicles that can be strongly
affected by fierce winds. It is not an uncommon occurrence for
The Eraydia system, named for the primary inhabited planet of an unlucky (or careless) pilot to find himself losing control of
the system, is on the edge of sector space closest to the Tapani his craft when being caught in a gust of wind that smacks space
Sector. At the center of this system lies a white sun in the prime transports around like a giant fist slamming into the hull. All
of its life cycle surrounded by several planets and stellar bodies pilots suffer a –4 penalty to Pilot checks while entering or flying
that make up the solar system. Eraydia, the fourth planet in within the atmosphere. This penalty does not apply to walkers,
the system, is the only inhabited world despite the fact that its ground vehicles, or repulsorcraft flying below 10 meters.
neighbor closest to the sun, Auron, could potentially support In addition, the two layers of cloud cover can be
life. However, the extensive terraforming that would be needed exceptionally hazardous, where one layer might seem clear
to make it a comfortable environment. Several corporations as the other one obscures a dangerous obstacle. Fortunately,
have considered doing just that, however the high costs of modern sensors are able to break through most atmospheric
transforming the planet are rarely justified given the ample interference, and Eraydia does not boast any exceptionally
space available on the primary planet in the system. different or powerful energy fields. The two cloud covers,
Eraydia is chiefly characterized by its high winds and both a mix of white and gray clouds, constantly shift and swirl
dual-layered cloud cover. The around one another, keeping a gap of roughly a kilometer in size
planet is covered with massive
grassy plains and savannahs,
stretching across entire continents
with but a few small forests and
other breaks in the terrain to
be found. The planet also has
several large oceans that break
up the various continents and
support a normal amount of sea
life. When viewed from space,
Eraydia appears to be a great
ball of swirling gray clouds, with
occasional breaks in the various
cloud layers revealing massive
swathes of open green terrain and
deep blue oceans.
The winds of the planet
range from low breezes to gale-
force winds and can change
drastically over the course of a
single day. This is a natural hazard
to pilots of starships making a
landing on the planet as well as
between them, offering a temporary safe haven while passing live in the upper atmosphere of the planet and cruise constantly
between the two layers. When a starship wishes to leave or enter on the winds between the two cloud layers. Primarily feeding
Eraydia’s atmosphere, its pilot must make a Pilot check (DC 20) off of the large amounts of plant life that drift on the winds like
to avoid being thrown off course. A successful Computer Use airborne plankton, manteons are essentially airborne scavengers
check (DC 15) reduces the DC of the Pilot check to 10. with no natural enemies. The lifespan of a manteon is around
Eraydia has no planetary shields to speak of; Eraydia is 400 standard years by best estimates; it takes around 30 years for
neither large enough nor important enough to warrant a complete the manteon to reach its full adult size, and after that it remains
planetary shield, and natural ecosystem obstacles, such as the relatively unchanged for the duration of its life. A dying manteon
cloud covers and the massive manteons (discussed later in this usually finds an expanse of open field and lands there to die, one
article) help deter large-scale planetary invasion. For the most of the only times a manteon will ever leave the skies. Manteons
part, Eraydia is one of the most peaceful planets in the Decimus reproduce via external fertilization, and give live births in the
Sector and has little need for military defenses. Though, as with air; manteon offspring already have well-developed flight organs
all planets, the Empire would install planetary ion cannons and and are able to take to the air immediately after birth.
turbolasers, for the most part the planet remains defended only The manteons are massive creatures with a wingspan
by nature. approaching 500 meters or more wide and a length from the front
of its head to the tip of its tail ranging in the 700-1000 meters
Flora and Fauna of Eraydia range. Their coloration is a mix of blues and grays on the dorsal
side of their bodies, and their underbellies are a pale white;
A planet as rich with life as Eraydia is typically hosts a wide
however, manteons native to different regions or born with any
variety of interesting and exotic wildlife that is to be expected
genetic variation sometimes have topsides ranging from green to
of a complex ecosystem. Some planets have one overlying
almost albino white. Across their backs are a pair of tan-yellow
ecological feature that dominates the planet’s natural balance;
air sacs that are full of heated gasses that not only help keep the
Hoth has its frozen wastes, Kamino has its vast oceans, and Endor
manteon afloat but also store heat in the sometimes chilly upper
its dense forests. Eraydia, on the other hand, boasts not a single
atmosphere. These gas sacs start as small, bulbous objects only
environment that is easily recognizable (though the abundance
a few meters tall and then grow to a height of 20 meters or so
of grasslands and flat plains could certainly be considered so),
at the top of the crest. Their mouths, which scoop up plant life
but rather it is the constant winds that have shaped the evolution
drifting on the winds, boast a maw of yellow “teeth” that are
of many of the most common lifeforms. Below are several of
used to grind up any large chunks of plant life that may find its
the most integral forms of life native to Eraydia that should help
way into the sky. At the front of their mouths, two long tendrils
flesh out the planet’s ecosystem.
sprout from the thick skin and dangle down below the manteon’s
body. These tendrils possess a strong electrical charge similar
Manteons to that of a moderately large ion cannon, and are used for the
Manteons are the creature most commonly associated with the manteon’s defense. Many an unwary starship captain tempted to
planet Eraydia. Many of the world’s lifeforms have adapted skim over the tops of the manteons have been snared by these
to deal with the manteons in one form or another, and they are tendrils, which can incapacitate ships are large as freighters and
some of the most ecologically important creatures on the entire send them crashing to the ground below.
world. Manteons are mostly docile except in the above
Manteons are massive flying mammals that resemble cases of self-defense and the occasional struggle with another
some forms of sea life on the more aquatic worlds. In fact, manteon for territory. While most of the manteons are wild
many xenobiologists have theorized based on archaeological and travel individually, many have been “tamed” by the native
evidence that they are indeed the descendents of some form of Eraydians and are actually the homes of entire cities of beings.
oceanic life that, like some sea creatures, learned to glide out The manteons cannot be easily controlled, though the Eraydians
of water for a few moments at a time. The manteons, however, have developed a sort of rapport that allows them to live in a
symbiotic relationship and apply a low level of guidance to the
massive beasts. Additionally, the manteons are a vital part of the
ecology of the planet and have become a central focus of much
of Eraydian culture. The skies of the planet are dominated by
these massive beings and it is mostly true when it is said that no
matter where you stand on the surface of Eraydia a manteon will
always be within your field of vision.

Wild Manteon: Adult Airborne Scavenger 4; Init -2 (-2
Dex); Def 10 (-2 Dex, -8 Size, +10 Natural); Spd 60m
(fly); VP/WP -/232; Atk +8 or +3 melee (2d6+13, crit 20,
ram), +8 or +3 melee (4d8 ion damage, tendril), +8 or
+3 melee (4d6+13, crit 20, bite), -7 ranged (by weapon);
SQ Damage Reduction: 5, Darkvision, Improved Grab,
Swallow Whole; SV Fort +13, Ref -1, Will +0; SZ C; Face/
Reach 500 m by 700 m/100 m; Str 36, Dex 6, Con 29, Int
6, Wis 8, Cha 2.
Skills: Listen +6, Search +0, Spot +8
Feats: Flyby Attack

Eraydian Controlled Manteon: Adult Airborne

Scavenger 4; Init +0 (-2 Dex); Def 10 (-2 Dex, -8 Size,
+10 Natural); Spd 60m (fly); VP/WP -/232; Atk +6 or
+1 melee (2d6+13, crit 20, ram), +6 or +1 melee (4d8
ion damage, tendril), +6 or +1 melee (4d6+13, crit 20,
bite), -7 ranged (by weapon); SQ Damage Reduction:
5, Darkvision, Domesticated, Improved Grab, Swallow
Whole; SV Fort +13, Ref -1, Will -2; SZ C; Face/Reach
500 m by 700 m/100 m; Str 36, Dex 6, Con 29, Int 6,
Wis 8, Cha 2.
Skills: Listen +6, Search +0, Spot +8
Feats: Flyby Attack

The only native sentient species of the planet Eraydia is
gliding ability is of limited use, however on their homeworld the
descended from avian creatures that took to the skies eons ago
constant winds produce enough lift that an Eraydian can actually
and learned to live in harmony with the massive manteons.
leap into the air and take off, using their leathery wings to
Eraydians, named after the planet of their birth, are a squat
catch the continuous winds and soar the skies with a grace (and
species that has come to embrace technology while remaining
acrobatic style) that is unrivaled by many flying species.
firmly rooted in their own traditions and customs.
Eraydians live in villages built into the underside of
Eraydians are roughly one and a half meters tall and
the massive manteons, constructed of simple materials gathered
have a unique physiology that developed as a result of both
from the wilderness on Eraydia. These suspended villages
ecology as well as lifestyle. They have thick, purple skin that
resemble the primitive hovels that many species use early in
appears to be weathered and tough, with a pair of leathery wings
their development cycles. Each hovel is connected by a series
used for gliding attaches to the undersides of their arms and their
of walkways designed for humans and humanoid species to
lower backs. Their hands and feet are tipped with hooked talons
traverse; many of these manteon cities see regular traffic of other
similar to many birds of prey; unlike such beasts, however, the
ground-based species. The entry and exit points of each city
Eraydians use these appendages to hold onto difficult to grasp
resemble long poles that are easily grasped by the Eraydians’
surfaces they encounter when at great heights. All Eraydians
long foot talons. Additionally, there are networks of guide wires
have a thick, shaggy beard that hangs down to cover the small
that are used as anchors in high wind areas to keep those beings
beaks and resembles a drape that covers from one side of their
that are not capable of flight from falling to their deaths.
face all the way to the other. Much like the Bith species, they
Eraydian society is much like that of any small
possess eyes that resemble polished obsidian, reflective and
community; each member of the villages has a particular job and
completely black, making it seem as though they have places
are skilled craftsmen, scouts, and (though only a small portion
two large stones in their eye sockets. Eraydians typically wear
of the population actually falls under this category) warriors.
simple clothing that drapes over them easily and is not likely to
For the most part, the various Eraydian cities do not fight with
get tangled up in their wings during flight.
one another, and each is self-sufficient enough that only some
The typical Eraydian is capable of limited flight based
trading goes on between each one. One small group of Eraydians
on gliding; while it is difficult to take off into the air from
is actually tasked with acting as the handlers and guiders of the
the ground, an Eraydian that finds a perch at a decent height
manteons. These manteon handlers ensure that the manteon
can typically find enough updrafts and wind currents to reach
does not fly into any of the “no-fly zones” above the cities
cruising altitude. Their small wings also allow for short bursts of
where they can be injured by landing spacecraft, take care of
propelled flight, though this is usually taxing and only serves to
sick or ailing manteons, fend of any parasitic animals that might
help the Eraydian take off from the ground. Eraydians give the
be living off the of manteon, and also take care of long-range
illusion of natural flight due to their uncanny ability to predict
communications with other manteon cities. These handlers also
wind patterns and have developed such a sense to the point
work as the scouts that fly the massive shinvah birds around
where it is almost instinctual. On most worlds, the Eraydian
the planet, taking turns on a rotation for the various duties that
their caste must undertake. Additionally, there is a single elder Skills: Balance +5, Climb +4, Handle Animal
that leads each city, chosen by the people of the city based on +4, Jump +7, Speak Basic, Speak Eraydrese, Spot +8,
leadership ability as well as the respect of the community. Survival +7, Tumble +7
The Eraydians, as a species, are a relatively peaceful Feats: Acrobatic, Dodge, Sharp-eyed, Weapons
people. Theirs is a philosophy of harmony with other species, Group Proficiency (blaster pistols, blaster rifles, simple
as is to be expected from a group that lives on the underbelly of weapons)
another creature. Though they are not incapable of defending
themselves (and have had to do so, though rarely), very few of the New Equipment: The Hookstaff
Eraydians actually carry any sort of weaponry. If they do, they Hookstaffs are a species piece of equipment
carry the trademark Eraydian weapon, the stun kukri, and only chiefly employed by the Eraydian scouts as a
the scouts and the occasional elder or warrior will actually carry multipurpose tool to keep the number of
a hookstaff. It is important to note that the Eraydian culture does items they must carry with them at
not reject modern technology, but has not become as obsessed a minimum. They were created
with or dependant upon it as have many other species. Eraydians many years ago by some of
commonly make use of equipment like comlinks, datapads, the first Eraydians to live
glowrods, and on occasion, blaster pistols and repulsorlifts in manteon cities. Over
(which are used to aid in the construction and repair of Eraydian the years, its design has
cities). One other bit of modern technology that has become an evolved only slightly to
integral part of the Eraydian lifestyle is the breath mask; at high incorporate some more modern technology, but for the most
altitudes, it becomes increasingly difficult to find sufficient air part it has remained relatively unchanged.
and should a manteon need to ascend for some reason, or should The hookstaff is a solid shaft sized to fit an Eraydian
an Eraydian need to soar to such a height, these breath masks scout and composed of the hard wood of the planet’s few rare
help keep them stable in the upper atmosphere. forests and layered on the outside with a small amount of
Though some beings that are not familiar with the gormalok shell. At one end of the shaft is a pair of hooks, one
natives might presume that the Eraydians are simple and smaller than the other, that curve around to provide an easy way
primitive, however those that would underestimate the normally to grasp ropes and lines that would normally be out of reach.
peaceful beings of this species may find themselves unpleasantly At the opposite end of the hookstaff is a liquid cable dispenser
surprised by their resourcefulness. that has been specially modified to accept standard replacement
cartridges and still function as an integrated piece of the staff.
Species Statistics: Additionally, the hookstaff has a pair of clips and a dangling
+2 Wisdom, -2 Intelligence. The Eraydians are not terribly cord to allow it to be either slung over one shoulder or attached
advanced technologically and live simple lives, but have learned to the belt, useful for support and ease of transport.
to survive based on cultural development. Eraydians use these hookstaffs as a means of grabbing
Small. As small creatures, Eraydians gain a +1 size bonus on to the guide wires around their cities, rescuing falling beings
to their Defense, a +1 size bonus to their attack rolls and a +4 that are knocked from the walkways and platforms, gathering
size bonus on their Hide checks, but must use smaller weapons the valuable webs of the thread-slingers, and also as a simple
than all other sentient species. Small weapons may be used weapon of self-defense. All Eraydian scouts carry a hookstaff
one-handed, medium weapons with two hands and unless on with them while on duty, and some elders and ordinary citizens
a vehicle or otherwise mounted, large and bigger weapons are have been known to keep a hookstaff with them in case of
simply too big to be wielded effectively by an Eraydian. As emergencies. When using the hookstaff to make a trip attack, the
small beings, they may only carry three-quarters as much as wielder gains a +2 bonus to the attempt to trip.
Eraydian base speed is 6 meters while walking, and 20
meters while gliding. Though gliding is not true flight, it can be New Weapon: Stun Kukri
considered such due to the Eraydian aptitude for determining The trademark weapon of the Eraydians is a short,
wind currents. curved knife known commonly as the
Talons: Eraydians gain a +2 species bonus to damage in stun kukri. The stun kukri is actually
hand-to-hand combat when using their talons. representative of one of the
Automatic Languages: Basic, Eraydrese. Eraydians’ most successful
melding of technology and
Eraydian Scout: Male or Female Eraydian Scout 3; Init natural items. The stun
+2 (+2 Dex); Def 16 (+2 Dex, +3 Class, +1 Size); Spd 6m, kukri is also carried by
glide 20m; VP/WP 16/10; Atk +4 melee (1d2+3, punch) most Eraydians for self-
or +4 melee (1d4+1, stun DC 12, stun kukri) or +4 melee defense, and also as a symbol of their symbiotic relationship
(1d6+1, hookstaff) or +5 ranged (by weapon); SQ Heart with the massive beings upon which they make their homes.
+1, Talons, Trailblazing; SV Fort +2, Ref +4, Will +4; SZ Resembling a small knife with a blue hilt and an
S; FP: 0; Rep: +1; Str 12, Dex 14, Con 10, Int 11, Wis embedded red nub, the stun kukri is actually made from hardened
14, Cha 12. and sharpened pieces of the long tentacles sprouting from the
Equipment: Breath Mask, comlink, hookstaff, mouths of manteons. Since these tendrils have a strong ionic
stun kukris charge, the stun kukris that are made from them also possess
a similar charge and are hand-crafted to ensure that weapon two shinvah roosts that are specially designed to house visiting
retains its potency. Whenever a creature is struck by a stun Eraydian mounts.
kukri, he suffers a cumulative –1 penalty to all Dexterity-related Shinvah are jagged and hard, a drastic change from
skills and attacks. what most expect from an avian species. Their bony protrusions
and armor-like plating make them tough opponents for anyone,
Name Cost Damage Crit Stun Type Size Group and their size means that they can be a threat to almost any
species on the planet. Despite this, trained shinvah have their
Hookstaff NAFS 1d6 20 - B S Simple own roosts at the edges of each Eraydian city; there, they
remain perched until called for by an Eraydian scout needing to
Stun 600 1d4 20 12 S S Simple
Kukri travel a long distance or return to the surface.
To curb their wild hunters’ tendencies, the Eraydian handlers
allow them to hunt the aerons off the of backs of manteons, which
Shinvah not only ensures that the bird has sufficiently gotten any desire
The manteons are not the only large species to have evolved to chase and kill out of its system but also helps keep the aeron
on the windy planet of Eraydia. While many other planets have population in the Eraydian cities from becoming overwhelming.
their own smaller birds of prey, on Eraydia one species evolved A shinvah is a valuable resource that the Eraydians have based
to become the dominant predator of the skies. These birds are much of their ability to travel on, and are one of the most often-
known as the shinvah, and are some of the deadliest and yet hunted species on the entire world, perpetually endangered by
most useful creatures on the entire planet. big-game hunters from other planets seeking yet another thrill
The undisputed king hunters of the sky, the shinvah of the hunt.
resembles a massive gray falcon with many bony protrusions
poking out through its feather-covered skin. Shinvahs are Wild Shinvah: Adult Airborne Predator 6; Init +9 (+3
massive beasts, larger than many airspeeders, and use their size, Dex, +4 Improved Intiative); Def 21 (+3 Dex, -2 Size, +10
speed, and powerful talons to their advantage. While they won’t Natural); Spd 6 m (walk), 30m (fly); VP/WP -/28; Atk
prey on anything as large as a manteon, they primarily feed on +10/+5 or +5/+0 melee (2d6+6, crit 20, claw), +10/+5
the smaller sized flying creatures like the aerons and, at one or +5/+0 melee (2d8+6, crit 20, bite), +7/+2 ranged (by
time, the Eraydians themselves. Additionally, shinvahs have weapon); SQ Damage Reduction: 5; SV Fort +7, Ref +8,
occasionally been known to attack open-topped speeders and Will +0; SZ H; Face/Reach 5 m by 14 m/6 m; Str 22, Dex
pull out the passengers inside, carting them off to parts unknown 17, Con 14, Int 4, Wis 6, Cha 2.
or simply dropping them from a great height and then scooping Skills: Listen +6, Spot +12, Survival +1
them up again to save them the struggle of having to fight their Feats: Flyby Attack, Improved Initiative, Power
prey. This becomes increasingly rare, however, as those that Attack
venture into the Eraydian wilds are typically wary and more
well-armed than before.
For years the shinvah were a threat to the Eraydian
people, still in their civilization’s infancy and not yet as
advanced as they would eventually become. Over the years,
as their rapport with the manteons developed, bolder Eraydian
scouts began to see the potential of the shinvah as winged
mounts and began working on a method to train them as a more
domesticated animal. After many years of difficult attempts,
the Eraydians finally mastered the huge predators and have
since come to rely upon them as their primary mounts and
vehicles for carrying heavy cargo from
the ground to their

cities. Eraydians also have worked out agreements with the

various ground-based cities throughout the world and are able
to fly the shinvah into the cities themselves rather than having
to hire speeders and the likes. Most cities have one or even

Riding Shinvah: Adult Airborne, Predator 6; Init +9 (+3 Bladegrass
Dex, +4 Bonus); Def 21 (+3 Dex, -2 Size, +10 Natural); One of the most dangerous lifeforms that has claimed the most
Spd 6 m (walk), 30m (fly); VP/WP -/28; Atk +7/+2 lives over the years is not some toothy predator with claws and
ranged (by weapon), +8/+3 or +3/-2 melee (2d6+6, crit spines, but rather a plant that covers large swathes of land over
20, claw), +8/+3 or +3/-2 melee (2d8+6, crit 20, bite); the entire planet. Eraydian bladegrass is one of the greatest
SQ Damage Reduction: 5, Domesticated; SV Fort +7, Ref dangers unwary visitors to the planet can face in the wilds, and
+8, Will -2; SZ H; Face/Reach 5 m by 14 m/6 m; Str 22, great pains have been taken to ensure that those unfamiliar with
Dex 16, Con 14, Int 4, Wis 6, Cha 5. the planet’s ecosystem are not killed by one of the few truly
Skills: Listen +6, Spot +12, Survival +1 omnivorous plants in the entire galaxy.
Feats: Flyby Attack, Improved Initiative, Track Stalks of bladegrass stand roughly the height of an adult
Wookiee. What makes bladegrass so incredibly perilous is
Aerons the fact that each blade is actually as sharp as a vibroblade or
Sometimes called smaller, distant cousins of the massive a knife; it is through this natural weapon that the bladegrass
manteons for similarities in heritage and evolution, the aerons
are the most common flying mammal on Eraydia. The aeron is a
leather-winged animal that fills the middle gap in the food chain
between the larger beasts of the sky and the smaller mammals
and parasites found throughout the world.
Aerons are typically around the size of a small domestic
animal and live in packs scattered throughout the world. They
have red-brown skin and angular wings, and like the manteons
boast a set of smaller, but functional, gas sacs to keep them aloft
for long periods of time. Aerons have no visible legs, and as
such rarely land on the surface for very long. Their mouths are
vicious-looking maws with a long horn at the very top for basic
offensive purposes. A pair of tendrils trail behind the aeron as it
flies, also used as a means of guidance while in the air.
The most common place to find aerons are near and
around the manteons; they feed off the parasites and insects
that occasionally latch on to the massive beasts, and it is not
uncommon to see a pack of aerons diving and twisting while they
feed on a passing swarm of insects. Similarly, the shinvah find
the aerons to be quite a tasty treat and use them as their primary
food source. Between the manteons, the shinvah, the aerons, and
the various insects and parasites there is almost a complete food
chain that centers around the massive flying creatures. Aerons
are not aggressive and are occasionally raised by nature lovers
and some Eraydians much like many herd animals.

Aeron: Airborne Scavenger 2; Init +2 (+2 Size); Def 17

(+0 Dex, +2 Size, +5 Natural); Spd 15m (fly); VP/WP -/3;
Atk +1 or -4 melee (1d3-2, crit 20, bite), +3 ranged (by gets the majority of its nourishment. Though the bladegrass
weapon); SV Fort +1, Ref +0, Will +1; SZ T; Face/Reach can survive through normal photosynthesis, it is through
1 m by 1 m/1 m; Str 6, Dex 10, Con 6, Int 4, Wis 12, the absorption of blood and meat of animals that it gets its
Cha 6. extraordinary height. The effectiveness of bladegrass is due in
Skills: Hide +10, Listen +3, Spot +7, Survival +5 part to the constant winds of Eraydia, which not only constantly
spreads bladegrass seeds throughout the world (causing massive
seas of the deadly plant to appear on the vast open plains) but
also due to the fact that the winds cause the bladegrass to sway
rapidly back and forth, effectively creating an ocean of swords
the size of a Wookiee. The noise made by even a small swathe
of bladegrass is deafening, sounding like thousands of swords
being scraped across one another at a time, while the untamed
seas of bladegrass require that anyone passing through the area
wear protective earplugs to prevent permanent hearing loss.
The bladegrass fields are to be completely avoided by
most beings not specially equipped to handle an encounter with
the dangerous plant. In fact, given enough time, speeders and
other vehicles can also be shredded by the waving bladegrass,
reduced to shredded metal scraps and fragments of transparisteel
in the soil. As a result, only those guides that are familiar with use its powerful jaws to grind the plant into harmless bits. It is
the clear paths through the bladegrass fields are able to lead by these means that the gormalok herds can clear out swathes
the caravans out to the manteon observation outposts. Animals of bladegrass after just a few days of grazing and control the
caught in the bladegrass fields do not survive unless they have expansion of the deadly fields.
evolved, as the gormaloks did, to protect themselves from the Gormaloks have no natural enemies, and themselves do
onslaught of sharp grass blades. more for the various species on the planet just by cutting down
Though many attempts have been made to use the on the bladegrass fields that most of the planet’s other predators
bladegrass in some sort of useful fashion, but to no avail. Early leave the herds alone. The native Eraydians have been known to
non-Eraydian settlers on the planet tried to burn out entire use the skin, shells, and tusks as protective gear when entering
swaths of bladegrass to make the wilds more inhabitable, but the the bladegrass fields (when the occasional comrade or unwary
damage it did to the planet’s ecosystem encouraged the settlers visitor happens to get stuck in a patch of the deadly grass) and
to rethink their decision and simply learn to avoid the dangerous also as basic building materials when extra durability is called
plants rather than try to fight them. for. Likewise, big game hunters that hunt the shinvah have also
Any item caught in a patch of bladegrass suffers 2d6 been known to target the gormaloks, as the natural hide of such
points of damage each round until completely free of its reach. a strong and nearly indestructible beast would be invaluable to
someone whose profession was to hunt things that are just a little
bit bigger, tougher, and more dangerous than the average prey.
The Eraydian government has gone to great lengths to protect
the species from poachers, citing the need to keep the population
at healthy levels to control the spread of the bladegrass fields
near populated areas.

Gormalok: Plains Herd Animal 4; Init -2 (-2 Dex); Def

16 (-2 Dex, -2 Size, +10 Natural); Spd 4 m; VP/WP -/56;
Atk +7 or +2 melee (1d6+7, crit 20, gore), +7 or +2
melee (1d8+7, crit 20, bite), +7 or +2 melee (1d8+7,
crit 20, tail slam), -2 ranged (by weapon); SQ Damage
Gormalok Reduction: 15, Herbivorous, Scent; SV Fort +13, Ref -1,
An excellent example of a creature that has adapted to the Will +0; SZ H; Face/Reach 2 m by 12 m/4 m; Str 25, Dex
dangerous bladegrass that covers the planet is a large, armored 6, Con 28, Int 4, Wis 8, Cha 6.
mammal called the gormalok. Gormaloks wander the plains in Skills: Spot +5, Survival +6
herds, feeding on the abundant grasses, weeds, and shrubbery Feats: Power Attack
spread across the world. For the most part, the large animal
is very docile and is only known to lash out when provoked Threadslinger
or endangered. Most important of all, however, is that the A strange and particularly vicious adaptation to the Eraydian
gormaloks have adapted to be able to pass through and feed on ecosystem is the arachnid called the threadslinger. Resembling
the dangerous bladegrass. a combination between a spider, a crustacean, and a chameleon,
How the massive grassland herd animal evolved is a the threadslinger uses the high winds of the planet to do its
mystery to many xenobiologists. The result, however, cannot hunting for it rather than expend valuable energy chasing down
be argued with, as the gormaloks are one of the primary means potential prey.
of controlling the spread of bladegrass across the Eraydian Xenobiologists speculate that the threadslinger species
landscape. In fact, the Eraydian government sponsors the raising evolved from early arachnid life that lived in the high grass
and herding of gormaloks along known routes and at the edges spread across the planet. Over time, as with many other creatures
of the cities in order to keep the area safe for pedestrian and on the planet, they grew in size to be a match for most upright
speeder traffic. sentient species. The bulk of their bodies are taken up by a large
What allows them to survive in the presence of a thorax situated at the top of its body that produces a thick, sticky
normally deadly field of bladegrass is the composition of their webbing (called thread, giving the threadslinger its name).
hides as well as the thick shell across their backs; gormalok The threadslinger also has numerous claws, pincers, and other
shells are actually tougher than some metals and as thick as appendages that it uses when ensnaring its prey and holding
the hull on a starfighter, protecting them from the brunt of the them in place. Additionally, the threadslinger has adapted in
slicing grass. Additionally, the edges of the shell overlap slightly, coloration to blend in with the grasslands and expansive fields of
creating small crevasses that catch bladegrass and hold it in the planet, taking on a skin tone dominated by greens, but shot
place, preventing it from chipping away at the shell and making through with browns, whites, and other natural colors.
it easier for the gormalok to stand in one place to feed. Beneath The threadslinger hunts by generating a large ball of
their shells and on the undersides of their bodies, the beast has thread in its thorax and then casting it out onto the wind; anything
a thick, stone-like skin that is not easily penetrated by the sharp that comes into contact with the thread is stuck to it and quickly
edges of the bladegrass, protecting their internal organs from the ensnared, making it easy prey for the threadslinger to casually
shorter or more stooped blades. On the underside of their chins come along and devour. The main targets of the threadslingers
are a pair of tusks that extend outward and are used to catch are usually creatures like aerons and small ground mammals,
bladegrass, holding it steady long enough for the gormalok to though exceptionally bold threadslingers have been known to
cast their webs at larger animals, usually without good results. m/2 m; Str 10, Dex 6, Con 9, Int 8, Wis 14, Cha 2.
It is also important to note that some threadslinger tend to camp Skills: Hide +9, Listen +8, Spot +6, Survival +5
out at the very edges of bladegrass fields and wait until a larger Feats: Stealthy, Track
animal flies out over the deadly grassland to cast its thread out Note: Threadslinger web requires a Strength check DC
and drag down a flying creature; though the bladegrass typically 20 to escape due to its constrictive and adhesive nature.
claims most of the creature dragged down, threadslingers can
still retrieve enough scraps to enjoy a decent meal, especially if *Threadslingers typically attack the entire square that
the creature was relatively large. a character is standing in, not the character himself; as
Threadslingers are one of the major dangers of the such, the target defense for a threadslinger’s attack is
Eraydian grasslands; they are difficult to spot and deadly to 10, and anything in a square that was hit is considered
encounter as their highly adhesive threads can trap even the ensnared.
strongest and most agile creatures passing through its hunting
grounds. Despite this fact, the Eraydians have found a way Notable Locations
to make use of the threadslingers over the years, using their More than just a unique atmosphere and a collection of alien
hookstaffs to gather up discarded thread webs in large balls and creatures, the planet Eraydia boasts several locations of interest
bringing the material back to their cities where, using a simple for an adventuring party. Eraydia provides something for
but secret chemical process, they transform the discarded webs everyone; cities for the more civilized beings, wilderness for
into a powerful adhesive that can be used in construction as explorers and adventurers, and everything in between. As is
well as many other common items. In fact, the Eraydians have to be expected from most any alien world, Eraydia can be as
a business agreement with a local corporation that produces dangerous in the cities and towns as it is in the deep wilderness,
the liquid cable used in ascension guns and liquid cable and as a result visitors are warned to be on their guard as the
grappling hooks that allows them to trade large quantities of unexpected can happen at any moment.
the threadslinger adhesive (used in the liquid cable production
process) in exchange for other basic technological needs of the
Eraydian communities. Eyree
The capital city of the planet Eraydia is known as Eyree, and is
Threadslinger: Plains Scavenger 6; Init -2 (-2 Dex); Def situated in the middle of one of the planet’s largest continents.
13 (-2 Dex, +5 Natural); Spd 4 m; VP/WP -/9; Atk +2 Eyree is the epitome of Eraydian civilization and is the largest
ranged* (ensnared, thread), +4 melee (1d6, crit 20, bite); spaceport found on the planet as well. It is within the city of
SV Fort +4, Ref +0, Will +4; SZ M; Face/Reach 1 m by 1 Eyree that most of the planet’s governmental and economic
decisions are made, and as such has come to be a cultural hub
for the planet as well. Over the years since settlers first created
the outpost on an otherwise wild world, Eyree has flourished
and become a city to rival even those on major Core Worlds,
considering itself to be the “Coronet City of the Decimus
Eyree is a unique city architecturally as it features a
visual design dominated by curves and conical structures. When
buildings began rising higher and higher, the engineers in charge
of planning the city developed a new design that would allow
the buildings to withstand the sometimes devastating winds
that flow across the planet’s surface. As such, all of the taller
and more modern buildings are roughly conical in shape, which
allows wind to pass smoothly around the sides of the building
rather than having a harsh impact against a flat, solid surface like
would be found on most rectangular buildings. Using simple
principles of aerodynamics, Eraydian engineers have a basic
design that, though variations on the original concept are wide
and varied, has stood the test of time and weather and continues
to provide exceptional support to those that wish to build on the
windy world.
All buildings in Eyree, including the docking bays and
spaceport, adhere to this conical design. For those buildings
that much house starships and airspeeders, the design is
modified to have a breezeway built into the upper sections of
the building; a starship enters one side of the building and is
then lowered via a massive turbolift down into an internal (and
occasionally belowground) docking bay. As an added bonus
(or bane, depending on how one approaches the situation), it
makes it nearly impossible for a ship to blast its way out of the

spaceport, requiring all ships to exit the building on repulsors to Eraydia’s economy. The Incom corporation owns several
through a series of winding corridors. Conversely, it also buildings in the capital city: a business office, which is one of
makes the docking bays much more secure, allowing docking the tallest and most modern buildings in the city; a production
authorities to monitor the spaceport from a central location and plant, squat but utilitarian; and underground testing labs and
reach each bay within moments, an excellent alternative to the hangars for storing top-secret models of the next starfighter
more spread-out designs of many spaceports that make it more design. It is the presence of the Incom factories providing
difficult for the authorities to patrol and react to a situation. starfighters to the Republic during the Clone Wars that prompted
The city itself is a relatively clean and safe one; being the Trade Federation to seize the planet in the early days of the
the seat of government, politicians have wisely chosen not to conflict. Even during the Galactic Civil War, with the Empire in
be stingy with the funding of local police and authorities. The control of the planet and Incom absorbed into the massive might
central areas of the city are where most of the governmental of the government, the underground plants on Eraydia produced
buildings are found, and none stands out more than the massive many of the X-Wing starfighters that found their way into Rebel
capital building. Resembling almost a castle with two opposing Alliance space fleets, continuing to be an invaluable addition to
conical watchtowers, the capital building is undoubtedly the the sector’s strategic importance.
most impressive piece of architecture in the entire city. A One of the other important landmarks in the city of
sprawling estate, complete with its own private spaceport and Eyree is the large Falleen refuge near the outskirts of the city.
docking bays, contains everything from meeting rooms, offices, Following the massive planetary disaster and blockade by the
discussion halls, as well as personal quarters for those who do Empire, many Falleens found themselves without a place to go
not live within the city itself. In addition, there are said to be and completely isolated from those who were trapped on the
numerous secret entrances to the capital building, though despite planet at the time of the blockade. One large cluster, focused on
the rumors no one seems to have ever actually found one. one of the Fallen noble houses, migrated to the relative calm of
Downtown, near the capital building, there are the planet Eraydia and set up a new home. As word of mouth
numerous hotels that cater to the families and friends of those spread, more Falleen began traveling to the Decimus sector
in the government. Additionally, some of the planet’s best and eventually formed a refuge for displaced Falleen and their
entertainment can be found in the restaurants and cantinas in the families. This section of Eyree came to be known as Second
downtown areas of Eyree; local favorites include the Shinvah Falleen, and is a major cultural landmark on the planet.
Roost for drinks (and information), The Kel Dorado for dancing
and music (and information), and Davyn’s for authentic Corellian Adventure Hook: Prototype Theft
In Eyree, the Incom corporation often has a number of top-secret projects
cuisine…and information. Hotels are all rather expensive but under wraps in their labs. These prototypes can serve as the “MacGuffin”
worth the money, and for the most part the government-owned for any number of adventures. If the players are scoundrels and outlaws,
sections of the city are clean and safe. stealing one for a rival company is a sure way to make some money.
Likewise, working for the Rebellion might give the players a reason
The city is also home to the regional headquarters of the
to want to get a new X-Wing prototype off the planet before Imperial
Incom corporation as well as its many subsidiaries. In addition authorities find it, or if the players work for the Empire then the prototype’s
to housing the business headquarters and other more mundane destruction might be called for. During the Clone Wars, the manufacturing
aspects of the company, Eyree also has several large production plant serves as a major point of contention between the Confederacy and
the Republic, making the ships inside valuable enough that players might
facilities that produce a large number of the Republic’s Peace
want to seek them out for their own reasons. Using a starship as a must-get
Defender starfighters. In fact, Eraydia is the largest producer of item is a common theme in adventures, but the exotic locale presented by
the starfighter in the galaxy, making Incom a major contributor Eraydia provides many challenges beyond simply breaking and entering.

Second Falleen is home to several thousand Falleen is a massive display of multiculturalism where all species
families that have come to the world seeking their own kind. from around the galaxy come to trade wares and examine the
In fact, the area actually functions almost as its own city within latest goods imported from the various home planets spread
the larger city of Eyree; they have their own businesses, their throughout the galaxy. Every shop has something new and
own schools, and their own city council composed of members unique that usually can only be found on the homeworld of
of their own community that make many of the decisions that the vendor; in fact, one of the Arros Marketplace’s claims to
affect Second Fallen. Very few non-Falleen spend much time in fame is that there are representatives from almost every world
this section of the city; while the residents are not necessarily lining its streets, essentially creating a merchandise tour of the
unfriendly or aggressive, they are wary of outsiders as it was, in galaxy within a few mile radius. The marketplace itself actually
their opinion, outsiders in the form of the Empire that have cut covers many, many city blocks with shops on each side of all the
them off from their original homeworld. buildings, stands on the sidewalk, and even basic lean-to shops
The leader of the Falleen community is an elder scattered throughout the area.
member of the noble family that founded the refuge known The center of the marketplace is dominated by a large
as Kazir. Kazir is a wise male who has an eye for politics statue of one of the first encounters between the Eraydians and
and business and has, during his tenure as leader of Second human settlers from off world. The statue, of a human male and
Falleen, brought unprecedented prosperity and good fortune to an Eraydian elder meeting one another for the first time rendered
its residents. He is a shrewd businessman that has made some in a native Eraydian metal, was erected in the middle of the
excellent deals with the various companies throughout Eyree to main square to remind those citizens who trade in the market
help keep his people alive and well. Like many Falleen nobles that it is a place of peace under the banner of commerce. The
he thinks highly of himself, and his arrogance can be grating to overlying theme of the marketplace is that money is a unifying
those unused to dealing with him. Still, there can be no denying common ground that is far more important than petty squabbles
that Kazir has done wonderful things for his community, and as and species prejudice. It is multiculturalism based on business
a result he is both respected and well-liked by the residents of and necessity, and it seems to keep a relative amount of peace
Second Falleen. over the years, keeping the credits flowing and the rare and
sought-after goods on the Eraydian market.
Kazir: Male Falleen Noble 9; Init +2 (+2 Dex); Def 17 For the most part, prices at the Arros Marketplace
(+2 Dex, +5 Class); Spd 10m; VP/WP 31/10; Atk +5/+0 range from relatively fair to absolutely exorbitant. For the less
melee (1d3-1, punch), +8/+3 ranged (3d4, hold-out available items and those being sold on the black market, it
blaster); SQ Amphibious, Coordinate +2, Favor +3, is not unusual to see prices ranging in double and triple their
Inspire Confidence, Noble bonus class skill (Intimidate), original value. Most of the rare sale items are imported from
Pheromones, Resource Access; SV Fort +3, Ref +6, Will other worlds, though some are hand-crafted and carry a higher
+10; SZ M; FP: 0; Rep: +5; Str 8, Dex 15, Con 10, Int 16, price tag. More than just the expected common items, there are
Wis 12, Cha 17. numerous illegal arms dealers, especially during the times of
Equipment: Hold-out blaster, datapad, comlink, war like the Clone Wars and the Galactic Civil War, with various
robes of office dangerous and hard to find arms available to the highest bidder.
Skills: Appraise +11, Balance +8, Computer Use Near the edge of the marketplace is a large starship and vehicle
+5, Diplomacy +16, Forgery +7, Gather Information +9, parts shop with a repair bay large enough to accommodate
Intimidate +17, Knowledge (business) +11, Knowledge most medium-size ships or smaller. This repair bay, owned by
(Eraydia) +7, Knowledge (politics) +13, Listen +5, Read/ a Besalisk called Stet, is one of the best places to get cheap and
Write Basic, Read/Write Falleen, Read/Write Huttese, occasionally rare starships parts. Stet also specializes in after
Search +6, Sense Motive +11, Speak Basic, Speak market modifications and installation of nonstandard parts, and,
Caamasi, Speak Falleen, Speak Huttese, Spot +4 as a result, is a favorite of many tramp freighter pilots and other
Feats: Headstrong, Influence, Iron Will, starship enthusiasts on Eraydia.
Persuasive, Sharp-eyed, Skill Emphasis (Diplomacy), Part of the reason Serpa is such a unique city is that
Weapons Group Proficiency (blaster pistols, simple it provides much of the region with power thanks to a unique
weapons) power plant and energy collection system. Harnessing the power
of Eraydia’s constant winds, Serpa’s power plants are able to
Serpa produce cheap, efficient, and environmentally sound energy
via an entire city block that serves as a power plant. Easily
The second-largest city on the planet Eraydia, Serpa is
recognized by the twin cones that just up from either side of the
considerably less metropolitan than Eyree but still a solid city
power plant, the Serpa Energy Plant has, since its construction,
all its own. What makes Serpa unique is its tighter community
been the single largest provider of energy for city.
and more neighborly feel; despite its size, Serpa often resembles
Serpa’s power plant collects wind to spin fans and
a small town or village when viewed through the eyes of its
turbines producing energy via an extensive series of wind-
channeling passages known as aeroducts. The aeroducts appear
One of the best examples of this less urban feeling is
as long furrows in the ground with a flat, metal bottom and
found in the Arros Marketplace. Based on the bazaars found
rising sides that angle outward resembling the bottom half of a
spread across many smaller worlds, the Arros Marketplace
hexagon. The aeroducts are specially engineered to channel the
boasts streetside vendors selling almost anything that one could
winds that blow into the cities off the plains, gathering speed
hope to buy on the windy world. In addition, the Marketplace
and force so that by the time the channels end at the base of the
power plant the winds drive turbines with such great speed that
within moments enough energy is produced to power a small
section of the city. Since the winds of Eraydia are a renewable
source of energy, the aeroducts are constantly providing the
entire city and outlying areas with power. Beings unlucky
enough to find themselves caught in an aeroduct must make a
Balance check (DC 20) to remain on their feet each round. If the
check fails, the character is knocked prone and carried 15 meters
down the aeroduct toward the center of the city.

One of the most prominent Eraydian dwellings is the city
referred to as Man’koora. Built on the underbelly of one of the
largest and oldest of the manteons, Man’koora boasts a large
population of non-Eraydians as well as the expected native
peoples. The city is also of great importance to the Eraydian
communities as it is the meeting place for the elders from each
manteon village, a town hall for communities spread far and the city to prevent just such a thing from happening, the guide
wide across the world. wires are used as a first line of defense to keep someone from
Soaring high above the grass plains of the planet, falling to their deaths far below the high-soaring manteon.
Man’koora is also a traditional meeting place for those wishing On the top of the manteon that Man’koora is built into
to make deals with the Eraydian people. It is here that many of there is constantly a pair of manteon guiding handlers ensuring
the business meetings between the corporations from Eyree and the safety of the manteon and the city as well. For roughly
the Eraydian elders are made, specifically those involving the a month at a time these handlers live in small tents atop the
collection of threadslinger web and the adhesive that is produced manteon nestled between the two rows of gas sacs for warmth.
from it. The city itself houses around 500 Eraydian families, During the day, they do rounds across the top of the manteon
making it the largest of the various manteon cities, though most searching for injuries and making sure no parasites are getting
of the dwellings are constructed such that two or even three too comfortable on the back of the beast. Additionally, they help
families might call a single structure their home. The town boasts coordinate the manteon’s flight path with other cities, making
both market districts, where most traders come to exchange sure to keep the manteon safe from incoming traffic while
groundside goods for the rarities found on the undersides of keeping it along a predetermined flight path. Man’koora usually
the manteons. The city’s shinvah roosts house some of the best stays within about 500 kilometers of the city of Eyree and has a
bred and trained shinvah on the planet, and every year shinvah regular schedule that it follows so that caravans can bring visitors
handlers from other cities travel to Man’koora to meet and out to regular meeting points and rendezvous with Eraydian
discuss handling techniques, make trades and breed the birds to scouts from the city for trading and bringing up visitors.
produce more solid stock. Man’koora, as well as most of the other manteon cities,
Man’koora is built of hanging structures that are held does not allow any air traffic or repulsorcraft near the city. In
in place by the adhesive created from threadslinger webs, a addition to being dangerous to the city itself, sometimes the
substance so strong that not once in the city’s entire history has manteons confuse even small mechanical vehicles for larger
a building fallen or collapsed due to coming undone from the starships and will swat them from the sky with their massive
underbelly of the manteon. Linking each building is a series tendrils. The no-fly zone is enforced for the safety of everyone,
of walkways designed to allow non-Eraydian visitors to travel and typically Eraydian authorities use the local starfighters to
easily throughout the city. Typically, the homes of each Eraydian help keep craft from entering manteon airspace. Despite this,
family have perches designed to be grasped by the Eraydian’s foolish and desperate pilots have occasionally met their deaths
talons for easy landings. Below the walkways and off to the sides by violating this restriction, either knocked from the sky from
of each suspension bridge are a number of guide wires that are the ionization of a manteon tentacle or shot down by Eraydian
used in the unlikely case where someone falls over the railing. enforcers.
Though a number of scouts are assigned to different sections of The leader of Man’koora is an elder by the name of
Adventure Hook: High-skies Shootout Kooroovalik. At one time he was a simple Eraydian scout of
Star Wars is full of amazing battles in extraordinary locales; from the no special regard; however, his innate talent for leadership and
lightsaber duel inside Cloud City to the fistfight on the Kaminoan landing
versatility earned him a position as one of the youngest members
pad, exotic locations make an excellent backdrop for combat that helps
give the game a more cinematic feel. One such backdrop is atop the ever to be promoted to the councils. Over the years, he rose in
manteons, high in the air above the ground. Luring the party on top of esteem and influence and came to be the leader of the city by
the manteon should not be difficult; many will be curious to see how the time he was too old to be an effective scout. Part of what
the handlers guide the massive beasts, while others may be tempted by
made Kooroovalik such a logical choice for the role of city elder
rumors of some sought-after item owned by one of the handlers. Once they
arrive on the top of the manteon, they are ambushed by the minions of was the fact that he could relate to almost every different aspect
their arch-nemesis seeking to rub them out with a convenient opportunity. of Eraydian life; he spent much of his time as a scout, but also
With a deadly fall (or, barring that, death in a field of bladegrass) below learned the basics of shivah and manteon handling, constructed
them and enemies in front of them the tension will be raised considerably.
his own weapons under the tutelage of the craftsmen, and was the
protégé of one of the most respected council members for many Manteon Observation Post MX-12
years. It was decided that Kooroovalik knew more about each The massive flying manteons are of a great interest to many
aspect of the city than anyone else and, as such, could combine xenobiologists throughout the galaxy. In order to study the flight
his knowledge of each area of life when making decisions to patterns and other behavioral habits of the manteons better, the
make choices that benefit each aspect of society. Eraydian government built several outposts in the wilderness
to act as observation posts in order to cut down on the more
Kooroovalik: Male Eraydian Scout 4/Noble 6; Init +1 (+1 reckless research that was done before such government-
Dex); Def 17 (+1 Dex, +5 Class, +1 Size); Spd 6m, glide sponsored stations were established. These observation posts
20m; VP/WP 41/8; Atk +6/+1 melee (1d2-2, punch), serve a secondary purpose as well: they are the meeting location
+7/+2 melee (1d6-2, hookstaff), +9/+4 ranged (by for caravans from the cities and the Eraydian scouts.
weapon); SQ Coordinate +1, Favor +2, Heart +1, Inspire Observation post MX-12 is one of the outposts farthest
Confidence, Noble bonus class skill (Handle Animal), from civilization. Getting to the station takes several days
Resource Access, Talons, Trailblazing, Uncanny Dodge overland; it is impossible to take speeders to the post due to not
(Dex bonus to Defense); SV Fort +3, Ref +6, Will +12; SZ only the dangers of manteons in the sky but also due to the fact
S; FP: 2; Rep: +5; Str 7, Dex 13, Con 8, Int 12, Wis 16, that much of the path cuts through the deadly bladegrass fields
Cha 17. and must be traversed slowly. Along this path, threadslingers
Equipment: Hookstaff, robes of office attack anyone attempting to skim the surface of the bladegrass
Skills: Balance +9, Craft (weapons) +6, fields with a speeder bike or with some similar means. The path,
Diplomacy +13, Handle Animal +9, Knowledge (Eraydia) which is kept up by the caravan leaders spreading food on the
+8, Read/Write Basic, Ride +5, Search +6, Sense Motive path that gormaloks find irresistible, cuts directly through some
+9, Speak Basic, Speak Eraydrese, Spot +9, Survival +7, of the largest bladegrass fields and is a dangerous road to travel
Treat Injury +6, Tumble +9 for one unfamiliar with the caravan route.
Feats: Acrobatic, Influence, Iron Will, Track, The observation post itself is composed of a single
Trustworthy, Weapon Focus (hookstaff), Weapons tall observation tower (with long-range viewing equipment
Group Proficiency (blaster pistols, blaster rifles, simple inside) and a smaller, squat complex off to one side. Inside the
weapons) smaller building there are basic bunks for visitors and scientists,
refreshers, a rec room, and all the other necessities of a scientific
outpost. Additionally, the complex has a few open rooms where
Eraydians and caravan-goers barter the goods they have brought
to the meeting place while protected from the sometimes-harsh
weather of the planet’s open plains. The top of the tower also
functions as a beacon in stormy weather for shinvah riders
caught away from their homes, with a roost for the giant birds
and accommodations that cater to Eraydian tastes. The outpost is
also relatively self-sufficient, able to go months at a time without
having to restock foodstuffs or other supplies and featuring a
small, underground hydroponics lab where scientists not only
grow their own food but also conduct experiments on the various
plant life found in the Eraydian plains. It is these scientists that
continually search for a useful function of the bladegrass plant,
but as of yet they have found nothing of value in it other than the
balance it represents in the Eraydian ecosystem.
One of the caravan leaders, called Shoji Relo, has been
leading people into the Eraydian wilds for over 20 years. Shoji
is a human native of Eraydia, raised on the outskirts of the city
of Serpa and worked as a courier for many years carrying items
between the various observation posts until starting up his own
business as a wilderness guide. In fact, it was Shoji himself
that found a quicker way between the city of Eyree and outpost
MX-12, shaving hours of the travel time and changing one of
the known routes through the bladegrass fields for all the other
guides to use. Shoji is a tall, rugged human with sandy blonde
hair and a permanent scruffy beard, clothed in robes similar in
cut and fabric to those worn by an Eraydian elder. He always
carries with him a sporting blaster rifle that he uses to ward of
threadslingers and the occasional rampaging gormalok, as well
as a variety of field equipment that keeps each trip running

Shoji Relo: Male Human Fringer 4/Scout 4; Init +2 (+2 providing the much-needed starfighters to the forces of Republic
Dex); Def 17 (+2 Dex, +5 Class); Spd 10m; VP/WP 67/14; worlds throughout the galaxy. As of the occupation of the planet,
Atk +7/+2 melee (1d3+1, punch), +7/+2 melee (1d4+1, the Confederate forces were composed of one Trade Federation
Knife), +8/+3 ranged (3d6, crit 19-20, sporting blaster battleship, four InterGalactic Banking Clan starships, and four
rifle); SQ Barter, Fringer bonus class skill (Repair, Speak Techno Union starships, as well as the appropriate compliment
Language), Heart +1, Jury-rig +2, Trailblazing, Uncanny of support ships (shuttles, cargo ships) and droid starfighters.
Dodge (Dex bonus to Defense); SV Fort +9, Ref +8, Will The capture of the planet was facilitated by the
+5; SZ M; FP: 2; Rep: +1; Str 12, Dex 15, Con 14, Int 10, mysterious Dark Jedi known as Ocriel Mephien, a former
Wis 14, Cha 10. Padawan who succumbed to the dark side at the Battle of
Equipment: All-Temperature cloak, Breath Mask, Geonosis and began studying Sith materials provided to him
Comlink, Electrobinoculars, Field Kit, Glow rod, Knife, by the enigmatic Count Dooku. Within months, Mephien
Liquid Cable Dispenser, Sporting Blaster Rifle had accumulated a great deal of Sith knowledge and himself
Skills: Balance +5, Bluff +3, Climb +4, Handle uncovered an ancient set of Sith battle armor, causing him to
Animal +10, Hide +7, Knowledge (Eraydia) +9, Listen jump in power and become a prominent figure for the forces of
+4, Profession (caravan guide) +8, Read/Write Basic, evil in the Decimus Sector. Through his newly-acquired dark
Read/Write Eraydrese, Repair +3, Ride +10, Search +4, side abilities he managed to brainwash manteon herders to clear
Sense Motive +3, Speak Basic, Speak Eraydrese, Speak the skies of Eraydia long enough for Confederate landing craft
Falleen, Speak Shyriiwook (Understand Only), Spot +6, to disgorge their vehicles and troops and sieze the capital city.
Survival +9 Mephien would continue to work throughout the Decimus Sector
Feats: Animal Affinity, Combat Reflexes, for the duration of early days of the Clone Wars, only to vanish
Lightning Reflexes, Rugged, Track, Weapons Group mysteriously when the Republic finally retook the planet.
Proficiency (blaster pistols, blaster rifles, primitive For Eraydia, the rise of the Empire meant very little
weapons, simple weapons) in the way of lifestyle changes. The planet was, of course,
occupied by Imperial forces, including stormtrooper garrisons
Eraydia Through the Eras and the normal bureaucracy that accompanied the Empire’s
power on a planet. During this time, the Incom plants were
Like any planet, Eraydia is subject to the changes in political
converted into Imperial production facilities, with one small
and social climate that sweep through the galaxy every so often.
exception: Incom employees loyal to the Rebellion managed
As such, the planet has been changed over the years by galactic
to hide one of their top-secret research facilities buried deep
events including the Clone Wars, the Galactic Civil War, and
underground. It was here that many of the X-Wing starfighters
the invasion of the alien Yuuzhan Vong. Much of the planet has
provided to the Rebel Alliance were produced, all right under
remained unchanged over the years, but one cannot doubt that
the nose of the Empire thanks to the talented smugglers and
the planet is as affected as any other by the changing of times
Rebel agents that were able to keep the plant secret and spirit
and governments.
the ships off world. At the height of the Empire’s occupation of
In the days of the Old Republic, the planet remained
the planet, the space fleet consisted of one Imperial II-class Star
relatively peaceful and outside the bulk of galactic events.
Destroyer (the Stormseeker), two Lancer-class frigates, four
Eraydia had not yet joined the Republic during the Great
Strike-class cruisers, three Carrack-class cruisers, three system
Hyperspace War against the Sith Empire; however, shortly after
patrol craft, eight Skipray Blastboats, and a ground-based fighter
the conflict when hyperspace explorers and deep space scouts
compliment of two squadrons of TIE Fighters (later upgraded to
began expanding the galaxy further and further, Eraydia was
TIE Interceptors after the Battle of Endor) and a single squadron
one of the first planets in the Decimus Sector to be discovered
and added to astrogation databases. During these early years, the
wilds of Eraydia presented new challenges and exotic vistas for
the brave scouts of an entirely new world. Within a few short
years, Corporate Sector liaisons began developing the planet
(and founding the city of Eyree) and soon the planet became
yet another colony world for those seeking new homes and new
opportunities. It was in these days that the various divisions
of Incom established their starfighter production plants on the
world and began production of the Republic Peace Defender
The early days of the planet’s Republic development
remained unmarred by any large-scale conflict. It wasn’t
until the days of the Clone Wars that the planet began to
experience any serious turmoil. Eraydia became the first target
of the Confederacy of Independent systems in their attempts to
conquer the Decimus Sector. Within six months of the Battle of
Geonosis, Confederate forces seized the planet and made it their
forward base of operations in the sector. For a short time, the
Incom foundries were shut down and prevented the planet from

of TIE Bombers. Note that, with the exception of the three TIE Chattanooga, TN. He has been published in Star Wars
squadrons based on the planet, the ships stationed at Eraydia Gamer magazine and was a developer on Coruscant and
were rarely all in the same place as their duties required them the Core Worlds, which is being published in January 2003
to patrol other, smaller planets and systems that did not warrant by Wizards of the Coast. His first book as an author, a
their own permanent assignments. book for hero characters co-written by JD Wiker, is due out
For the most part, the Empire saw little need to change later in 2003.
any of the established government on Eraydia. Stormtroopers
took the place of the small standing military on Eraydia and the
regional governor had more power than before, but otherwise
very little change. When the quarantine of Falleen began many
displaced Falleen flocked to Eraydia and established their
refuge, bringing out the most significant change in population
since before the Clone Wars. Commerce continued with the
native Eraydians, though the Empire’s pro-human bias reared its
ugly head and imposed severe taxes on Eraydian-made goods.
This, in turn, forced the various companies and individuals
that traded with the Eraydians to seek other avenues (such
as Imperial-endorsed vendors) for their needs, driving many
Eraydian cities into poverty.
The Decimus Sector was one of the later regions of
space to be reclaimed by the New Republic, but once it did
the liberation returned things to how they had been before the
Clone Wars. Though permanent changes had been made to the
planet’s society, Eraydia endured the growing pains of the New
Republic with quiet assistance. FreiTek claimed the former
Incom manufacturing plants as their own and began to crank out
ships for the New Republic; in fact, it was here that the earliest
prototypes for the K-Wing bomber were developed and tested,
and throughout the first days of the New Republic became the
leading manufacturer of K-Wings as they once had Republic
Peace Defender starfighters. When the New Republic launched
its new wave of ships, Eraydia received its own compliment of
defenders as well. The space fleet around Eraydia consists of one
Defender-class Star Destroyer (Pride of Eraydia), one Republic-
class Star Destroyer (the Foundation), two Nebulon-B frigates,
a Corona-class frigate, and two Agave-class picket ships. On
airbases on the planet there are two squadrons of E-Wing fighters
and a single mixed squadron consisting of X-Wings, A-Wings,
and K-Wings. As with the Empire, the planetary defenses are
typically spread out further, patrolling nearby star systems as
well as the Eraydia system in order to cover more space.
However, peace was short-lived as it was only a few
years before the Yuuzhan Vong invasion had all of Eraydia in
turmoil once again. The Decimus Sector was not one of the first
targets for the invasion, but as the rest of the galaxy had it came
under assault from the invaders’ forces. Though currently still
technically a part of the New Republic, Eraydia has seen the first
signs of Yuuzhan Vong forces scouting the area. Though greatly
reduced in firepower, the New Republic Navy still maintains
a moderate compliment of ships in the sector and, thus, near
Eraydia. It is known that the Yuuzhan Vong somehow managed
to capture one of the massive manteons and transport it off the
planet, though how they did so remains a mystery. There is
little doubt, however, that the invaders have forgotten the windy
world and will soon return to seize the planet as they have so
many others.

Rodney Thompson, known as “Moridin” to the online Star

Wars RPG community, is a freelance RPG author from