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Star Wars

Role Playing Game

Eloria and The Velos Sector

B Y S I L A S A. D E B O E R
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Table of Contents 02 New GM Characters Broadsword ................. 13 Courier 5D ............... 59
Emperor Aestrial ......... 11 Imperial Helion Dreadnought ... 67
Geshlar the Vizier ....... 11 Ajaxian Armor ......... 13 Helion Transport ........ 69
Introduction 03-04 Tobias Eislan ............... 11 Imperial
Ajaxian Shield ......... 13
Helion Light Cruiser ... 87
Azog the Warlord ....... 14
Velos Sector Map 04 Arias Zolfander ............ 16 Javelin ......................... 13 New Prestige
Alexey Dain ................. 19 Azog’s Great Hammer 15
Danyra Gor .................. 19 Sunder Armor ............. 25 Classes
ELORIA 05-17 Sarai Sloen ................... 19 Scatter Gun ................. 27 Stormwatch Wizard .... 08
Adan Knight ................ 53
Outland Armor ............ 29
Eloria Map 15 Aerin Sklar ...................
Tamara Naslyr .............
22 Military Armor ............ 30 Helion Architect .......... 64
General Sunder ........... 24 Marine Autoblaster ..... 35
Sparks .......................... 25 Trident ......................... 35 New Creatures
BELERIA 18-20 Andric Sol .................... 28 Energy Rod ................. 35 Destrier ........................ 17
Darek Smalls ................ 29 Ranger Crossbow ........ 48 Heart Wrap .................. 20
Fury the Sith Translator ............ 50 Grass Demon ............... 20
ISTAR 21-22 Witch Lord ............... 30 Bug Catcher ................ 51 Mastodon .................... 20
Oskar Tsiln ................... 35 Adan Armor ................. 55 Wyvern ........................ 20
Admiral Criin ............... 36 Adan Sword ................. 55 Silicon Raptors ............ 22
DAGUS ASTEROID- Xar ................................ 40 Chit Cutlass ................. 55 Kraz ............................. 31
BELT 23-25 Adlai Bashere ..............
Evan Willey ..................
Plasma Staff ................
Shadow Cloak .............
Shadows ......................
Blood Tooth ................
38 02
Aemon Dreadstar ........ 47 Helion Security Kit ..... 69 Leviathan ..................... 38
ABADDON 26-31 Captain Sedo ............... 48 Helion Tool Kit ...........
Helion Translator ........
Rock Reptile ................
Behemoth ....................
Captain Merak Claw ... 48
Sayka Doon ................. 50 Military Police Fleetsaur ...................... 41
Sidearm .................... Flesh Reaver ................ 41
AQUARIS 32-38 Alyros ...........................
Captain Vash ...............
59 Valimese Blaster .........
80 Poison Biter ................ 41
Indyra Stryfe ................ 59 Hooklyr ........................ 82 Raptor .......................... 41
Great Orb of Helfire ... 85 Spinyfish ...................... 42
BANE 39-42 Sir Danylos ..................
Bain Valyr ....................
60 Plasma Sword ............. 87 Winged Raptor ............ 42
Ismara Tsali ................. 60 Helion Robes ............... 87 Light Bugs ................... 51
Rath Valyr .................... 60 Azael’s Tool Kit ........... 87 Predasaurs ................... 51
DUSK 43-51 Mother ......................... 67 Azael’s Translator ....... 87 Amphora Tree ............. 61
Lady Elektra ................ 68 Pantheric ..................... 62

GALBAN 52-62
Aaron Lark ................... 72 New Vehicles Razortooth .................. 62
Ulam Ka’a .................... 74 Man-O-War ................. 29 Automatons ................ 67
Jharyyyn ...................... 75 Mining Vehicle ............ 30 Fungal Worm .............. 75
Bren S’tal ..................... 79 Abraxan Arms Tank .... 30 Clawfly ......................... 75
HEL 63-69 Sly Grimble .................. 80 Fishing Ketch .............. 55 Masti ............................ 81
Va ................................. 84 Pirate Corsairs ............. 56 Saliin ............................ 81
Chief Rakis ................... 85 Adlaran Warships ........ 56 Ghalsom ...................... 89
KIROS 70-76 Azael Firedream .......... 86 Reaver .......................... 89
B-10-0 ......................... 94 Ice Crawler .................. 92
Dol Teros ..................... 94
New Starships Snow Rat ..................... 92
Wyvern Fighter ...........
LABO 77-81 Tyberius Vala ............... 95
Star Caravel .................
Wyvern II Fighter ........ 12 New Droids
New Species Twilight Demon .......... 14 Imperial Guard Droids 61
NYNTAL 82-89 Elorian ......................... 16 A15 Colony Escort ...... 15 Helion Sentry Droids .. 67
Goblin .......................... 16 ORO Automated Cybot Galactica VR3 .. 74
Mutant Goblin ............ 17 Mining Colony ........ 23
SAMUUN 90-92 Abadi ............................ 31 ORO Droid Barge ........ 24 New Diseases
Aecilus ......................... 37 Avatar Shipyards Fungal Rot .................. 75
Aqualaran .................... 37 Bomber .................... 34 Spore Sickness ............. 76
Velos Sector Galbani ........................ 61 Avatar Shipyards
Campaigns 93-95 Helion .......................... 69 Fighter ..................... 34 New Force
Kiro .............................. 76 Imperium Defender .... 34
Laboo ........................... 80 Imperium Nuclear Techniques
Nyntallese .................... 88 Torpedo ................... 34 Dark Side Sleep ........... 50
Leviathan ..................... 36 Force Vampire ............. 86
New Equipment SoroSuub
Stormwatch Robes ...... 09 J8 Explorer............... 47
Stormwatch Pistol ...... 09 SoroSuub Personal

Table of Contents
Introduction: The Unknown Regions or Bakura, the only person notified is the insurance carrier.
For anyone stuck in the Unknown Region, they are on
are called that for a reason… their own. Since few ships make runs into the Unknown
Regions, there is rarely recent data available for others, let
The galaxy is filled with wonders beyond imagining alone knowledge of anything but catalogued stars. Since
and for 25,000 standard years since the hyperdrive few spacers travel this way, there is never an “updated
blazed trails through the abyss, countless worlds joined map” of the area, which discourages anyone but thrill
the galactic community. Yet for all those generations seekers and the desperate from traveling in the Unknown
of pioneers and dreaming scouts, several systems lurk Regions. However, groups do operate from the Unknown
behind cosmic anomalies, dangerous nebulae and terrors Regions, including pirates, immigrants seeking religious
that no sentient has returned from. Many more systems freedom and natives. The Velos Sector is part of all this,
lay waiting for “discovery” by the galactic community. contained by arbitrary mathematical lines 20,000 years old.
Ships that venture into the Unknown Regions risk death Yet, for heroes (or the unlucky) the Velos Sector offers
and destruction… and if some spacers are believed, you many reasons to visit.
risk your very soul. Tales abound of angels, beautiful The fringer, by definition, could be anyone native to this
ethereal creatures roaming the space-ways, and dark sector or near it. A fringer might be drawn to the Velos
daemons ready to crush any ship that pass by. The sector to escape the press of the galactic community. To
Unknown Regions are the last frontiers in a galaxy preserve the old ways requires an exodus to the unknown,
just becoming aware of itself; replete with adventure,
discovery and danger. Some fear the dark because it is
free of corruption and society. Religious zealotry may
prophecy a promised land in the Velos Sector or the
unknown, but others fear it because there is reason to. In worshipped deity is said to live in the Dragon Nebula.
one corner of the galaxy, beyond the edge of the galactic The noble is out of her element in the Velos Sector since
community is the Velos Sector. it is far from the galactic community. Yet she could be
investigating the loss of family shipping near the area or
simply to colonize a new world for her house. While nobles
Something for the Daring often are castigated as sitting on their family laurels, there
This online supplement contains information about is a reason the family became noble; for deeds and the
the Velos Sector in the Unknown Regions; named by founding of cities, nations and worlds.
cartographers in the early days of the Republic when The scoundrel would be nuts to enter the Velos System…
space telescopes detected gas giants orbiting these far and that’s exactly what she wants the galactic authorities
stars. The sector was set aside in Republic databanks to think. Even if they do follow, her pursuers will likely
when the way grew safer and possible resources more quit or die pursuing her. All she has to do is sit tight
profitable. It wasn’t until Sith Lord Kaan’s war against and wait for the whole mess to spill over. Of course, a
the Republic that the farthest outpost of the Republic scoundrel is curious and this quality is often the main
claimed Bastion for the galactic community. Due to reason she gets in trouble in the first place.
internal politics, corruption and instability Bastion and A scout seems most likely to take up the challenge
Adumar remains at the edge of known space in the Outer of the Velos Sector, except that “smart scouts stay alive
Rim. and dumb scouts die.” While this credo is spoken among
The section titled For the GM contains adventure several old timers, someone blazed the Corellian Run and it
seeds and game statistics to help Gamemasters stage wasn’t a graybeard. A canny scout can find the right world
encounters and build campaigns set in Eloria and the to colonize, develop it and coast on the profits to her
Velos Sector. These sections also describe new alien tenth generational descendant. For scouts coming to the
species, creatures, equipment, prestige classes, starships, Velos Sector, there has to be something out here.
vehicles and weapons that GMs can introduce into their A soldier could find herself attached to an exploratory
games. If you are a player, try not to read these sections expedition… after all, those holovids about monsters and
as you may spoil the game for yourself and others. dangerous predators are based on real life, right? Soldiers
could also be part of a noble’s retinue, partners with a
A Sector to Explore scoundrel running from the law or trying to find another
With all the negative warnings about tramping around base for her organization. Wherever danger and violence
the Unknown Region, why would anyone become flares up, a soldier isn’t far behind.
entangled in the trials and tribulations sure to come? Tech specialists are possibly the most valued class in
There are several reasons, but the most obvious are; the Velos Sector since a good mechanic is essential to
the thrill of adventure, corporate greed and unhappy survival. New worlds often host valuable ecosystems with
circumstance. For most victims that drift to their doom, medical benefits just waiting to be tapped. After all, the
unhappy circumstance played a significant part. cure to death seed plague might be in some desert waste
Despite the 25,000 year old mousetrap… er, hyperdrive, or equatorial jungle. To the residents of the Velos sector, a
flukes of nature do occur. Unless a company has tech specialist is always welcome… even more so if they’d
enormous wealth riding on a scout, there’s a slim teach others.
chance anyone will note disappearances in the Unknown Force users in the Velos Sector are in shorter supply
Regions. If a cargo shipment doesn’t make it to Adumar at first glance… but several native populations can tap

into the galactic life force just as easily as a Jedi on as the next vacation spot and the Church of Valhu-Ranma
Coruscant. In the time of the Empire, students of the arrive at their Kiros paradise.
Force may flee to the Unknown Regions since Imperials
must adhere to safety standards and cannot risk a Rebellion Era
multimillion credit vessel. Sometimes, the best place to After the Republic became the second incarnation of the
hide is all alone in the vast emptiness of space. Force Sith Empire, the emperor of Eloria is well into his military
users may also be drawn here through visions and buildup, sending scouts abroad to acquire more technology
dreams. and exploring the Velos sector. The Aqualarans are closer
to total annihilation and Hel’s lone dead world claims
A Campaign in the Velos Sector more spacers to oblivion. The sector is eyed by corporate
The opportunities for adventure in the Velos Sector are interests near Bastion, but only the desperate enter this no
vast in any era of play but the timeline for this sector is man’s land.
important for GMs to keep in mind.
The New Jedi Order Era
Rise of the Empire Era After the fall of the Empire the Velos Sector seems ready
During the Rise of the Empire era the Velos Sector for acquisition into the Imperial Remnant. The sector’s
remains beyond the reach of the galactic community pirates are hunted and native species are forced into

except for visionary colonists and optimistic corporations the simple choice of discovery and risk subjugation or
looking for the next great vacation world. The Elorians openly trading with a remnant of the broken Empire.
stretch forth across their lands before The Stranger The Velos Sector is now a silent partner in the galactic
arrives bearing their passport to the stars. The Aqualarans community, still unknown but benefiting from technology,
formed the Northern Republic to halt the might of the black market trade and intelligence gathering. When the
Southern Imperium and the last Phoebils passed into Yuuzhan Vong invade, the Velos Sector is passed over
extinction. Hel’s fire burns out leaving only a heavy along with the Imperial Remnant, but its denizens know
neutron star and its single dead world. Dusk is heralded that it is only a matter of time before all worlds bow to the
extragalactic invaders.

Eloria and Beyond

The heroes may be agents
of the Istarian throne or
strangers on a strange
world. Eloria’s trials are
part of a burgeoning
power in space, relying
on tactics and stealth
over raw military might.
Whether the heroes
stumbled upon Elorian
politics or were hand
picked from the royal
houses to serve the
emperor, the heroes will
leave Elorian space for
other worlds in the Velos
Sector. Or the heroes
may never even make it
to Elorian space but pass
it by, ignorant of it or
the mystery of Hel. They
may try to trade with
the paranoid Aqualarans
as they annihilate each
other. The heroes could
also be hiding from
authorities or plan on
taking a well deserved
vacation from the galactic

Velos Sector but the majority of the world remains in a pre-industrial
age. While Elorians live in cities on the coasts and are
Located in the Unknown Regions of space, the Velos sector
divided into five distinct clans, Goblins are a primitive
is a thousand lightyears from any “civilized” star system
people used as slave labor in the cities but live free in the
and remains a sector explored solely by the native (and
mountain chains. It is unknown how many Goblins inhabit
recently space worthy) Elorians and Aqualarans. There are
Eloria since the emperor’s census only keeps track of
several “dead” systems in Velos, such as Hel and Dusk,
slaves. The term “goblin” is used by Elorians or as an insult
and many “wild” worlds such as Nyntal and Bane. The
by the mountain tribes for their enslaved brethren. Free
Velos Sector is far enough from the galactic center that it
Goblins call themselves “Uroc” or “Oric.”
hasn’t been surveyed beyond base luminosity readings to
Five clans fulfill all aspects of Elorian society. House
determine star types. The Dragon Nebula dims the light
Caldazar is the smallest and breeds bureaucrats for all
from several stars and obscures others. The Velos Sector
stations, including the throne. House Cymeri controls
remains relatively unknown to the galactic community
commerce and serves as the backbone of society,
because of political instability and corruption first in the
populating cities and tending fields. House Valyria is the
Republic and then in the Empire. Without regular traffic to
outcast clan, for its members are shepherds, wanderers and
these systems, astrogation maps are never up to date and
rogues, but also patrol the lands as scouts and spies for
few will brave these dangers for the unknown.
the emperor. House Ajax is a specialized clan of soldiers,
sailors and knights, serving in the armies and navies of
Planet Type: Terrestrial
the Elorian people. This house is more a society and apt
to include many of the Elorian commoners. The last clan
Climate: Temperate is the mysterious House Mordre, a society of arcane seers
Terrain: Mountains, plains, oceans loyal to the emperor and keepers of Eloria’s history.
Atmosphere: Breathable
Gravity: Standard
Diameter: 13,000 km
The Elorian people are descendants of an ill fated colony
Length of Day: 25 standard hours
ship from before the formation of the Republic, though
Length of Year: 400 standard days
the current population is ignorant of its true origins. The
Sentient Species: Humans, Goblins/Trolls
original colony had a high number of medical researchers
Languages: Elorian, Basic, Goblin
and much of their equipment survived the crash. The
Population: 75 million
colonists persevered and with the native biochemistry,
Species Mix: 70% Human, 30% goblin slaves
modified the survivors to protect against diseases and
Government: Monarchy, Anarchy
toxins, which also greatly increased the survivors’ lifespan.
Major Exports: None
The original colony splintered and the technology of the
Major Imports: Manufactured goods, electronics
previous age was lost; for several thousand years the
System/Star: Eloria/Eloria
people spread across the land in a feudal society. The
Planets Type Moons
humans warred with the native species, Goblins, for several
Ephok Searing rock 0
millennia. The people forgot where they came from and
Mithras Barren rock 0
only have myths. “The First Men of the West,” a popular
Istar Terrestrial 1
epic, details how the First Men sailed across the seas of
Eloria Terrestrial 3
heaven and conquered this land for themselves. The First
Athela Barren rock 2
Men also brought the destrier, a beast of war and burden.
Dagus belt Asteroid belt -
It wasn’t until The Stranger arrived that Eloria was
Sephra Gas giant 7
changed again, albeit secretly. A starship crashed in the
Astersol Asteroid field -
Valyrian Wastes and its pilot brought before the emperor.
It was fairly easy to keep the event secret in a pre-
Description industrial society. The Elorians studied the starship and
In the Unknown Regions, Eloria lays hidden by an immense helped repair the craft. Though The Stranger never left
asteroid and comet belt that disperses the light of Eloria’s the world again unattended, this incident gave the ruling
star. The extreme distance of the Velos Sector from the powers access to the stars. Select families in the Valyrian
Core Worlds, lack of a safe hyperspace trail and scarcity clan were summoned to serve as agents, pilots and
of information make the Velos Sector only a number on colonists. Their capacity to stay secret and disappear at a
the galactic maps. This set of circumstances suits Emperor moment’s notice made the Valyrians ideal… and it allowed
Aestrial fine; secrecy is the first and best defense against the emperor to partially export a detested segment of the
a chaotic and unstable galaxy. The planet has two main population.
continents; the northern continent wraps around three- In the course of thirty years, the Elorians acquired
quarters of the planet and the southern continent is half enough technology and expertise to maintain a basic
as large. Eloria has deep oceans, several mountain chains, spaceport in the Valyrian Wastes. They also set up mining
plains, forests, inland seas, two sentient species and a outposts in both the Dagus asteroid belt and the moon of
varied ecosystem. Istar, and sent explorers to Beleria, a moon of Sephra. Each
The planet is sparsely populated by galactic standards,

commander of the major fortresses has a 100 km range The city utilizes an amazing sewage and water system,
comlink for emergencies, though most still use the imperial said to be unchanged from the First Men and maintained
messenger service for day to day needs. While the royal by a devoted sect of the Angel and the Dragon, called
treasury is greatly diminished, the emperor has invested in “engineers.” Dansig, also called The Citadel, digs deeply
technology and secrecy for Eloria’s next great epoch. It is into the bedrock with tunnels made of the same material
his hope that Eloria will be able to defend itself once his as the Wall. These passages have long since been closed off
world enters the galactic stage. and only the city’s rulers know of their existence.

People Dragon Sea Cities

The Elorian people are near-humans that tend towards Many communities hug the Dragon Sea on the north
medium height and thin physiques. Most have dark blue continent. Though storms frequent this region, the people
eyes, though the noblest Elorians possess violet ones. stay because of ancient sewage systems and aqueducts.
Depending on the clan, an Elorian’s skin tends from pale The base building material is stone and marble. The
to bronze. These are the descendants of an ill fated colony emperor’s palace in the city of Istar is considered the finest
ship from the Core worlds that tinkered with their own in Elorian craftsmanship with multiple spires and sprawling
genetics to ensure survival. While the common folk are courtyards. Fleets of fisherman ply the Dragon Sea and
resistant to most ailments, the noble houses preserved the shepherds tend flocks of sheep in the vales of Istar.
Though Elorians wander throughout the land, the Dragon
original bloodlines and are virtually immune to sickness.
The Elorian calendar year is two standard years. While Sea Cities remain the greatest concentration of people,
an Elorian may be eighty standard years old, he claims accounting for 30% of the world’s human population. The
to be forty and appears to be in his thirties. The people Holy City of Istar, seat of the emperor’s power, is protected
follow a dualistic religion of the Angel and the Dragon, so by a planetary shield generator (DR 20, 150 Shield Points)
each deity claims the same year. The year is designated by and several laser turrets, though the people believe these
1514 Alpha or 1514 Delta (the year Istar the Holy City was buildings are a new observatory and accompanying
founded). The Elorian calendar dates back to the founding watchtowers. The Church of the Angel and the Dragon,
of the First Men’s city of Dansig, also called The Citadel. also known as The Two, holds enormous sway among the
Commoners live for 150 standard years and the nobility populace and its cathedrals dominate Istar’s skyline.
live for 300 standard years barring war or natural disasters.
Each clan has racial class skills; Ajax receives Intimidate Northern Mountains
and Ride, Caldazar receives Bluff and Diplomacy, Cymeri Also called the Nagrim, these mountains are home to the
receives Appraise and Craft, Mordre receives Bluff and native Urok who dwell in vast warrens, mining deep in
Sense Motive and Valyria receives Ride and Survival. the mountains and defiantly resist all trespassers. Further
Goblins on the other hand are short, agile and primitive north of these mountains lay a wasteland of ice and snow.
humanoids of gray and mottled green complexion. They These mountains are the tallest in all the lands and only
worship the chaos gods; Mut, Char, Ephok, Torga and the brave and well armed travel between their weathered
Dagra, which embody darkness, burning, stone, pain and peaks.
war. The chaos gods are worshipped as five stone pillars
arrayed in a ring. Goblins invariably have pointed teeth Stormwatch Tower
and luminous eyes with several genetic variations. Some A black basalt tower exceeding fifteen stories above
“Urok” are quite large, though these rare giants reside in the Dragon Sea coast is home to House Mordre. There
the goblin warrens of the Northern Mountains. Among the are over one thousand Stormwatch Wizards, but the
Urok, these mutants are revered as “Urok-Kor” (known to most learned gather here to teach the next generation
Elorian children as “trolls”) and given the highest respect. of apprentices. The surrounding communities eke out
All goblins are long lived, averaging 130 standard years. a living from fishing, shepherding and support for the
Tower. In exchange, the Wizards protect the people from
Locations the elements, care for the injured and answer only to the
Descriptions of several key locations follow. emperor. Some fear the wizards, but all respect them.

Dansig Valyrian Waste Shipyard (3 slips, construction multiple 1.5)

The oldest city in Eloria is the site of epic heroes and the This vast stretch of desert and wasteland is the native
current Ajaxian military machine. The best warriors train land of Clan Valyria; the wanderers and rogues of the
inside the ancient metal walls (DR 40, 900 Hull Points), Elorian people. It is here that a minimum maintenance
said to be erected by the First Men and imbued with the starport was established for the emperor’s small fleet and
magic of the Ancients. The walls do not rust and have its explorers. The starships are not allowed anywhere else
protected the city from over a hundred goblin sieges. The on the planet for the sake of secrecy. Only a Valyrian
city perches on the northernmost coast of the Dragon is able to travel the wastes, as the land is merciless and
Sea, resting near the river Ajax, named for the blood water scarce. The starport is the site of Star Caravels and
spilled on its banks. By tradition no one can live outside the native built Wyvern I Starfighter. There are over fifty
the city walls, so the city is packed from alley to turret. Elorian technicians and maintenance personnel to oversee

the Wyvern program, as well as service any other starship Weapon: Small Concussion Missile Launcher (1, 8 missiles); Fire
the government acquires. This is a top secret installation Arc: Front; Damage: 8d10x2; Missile Quality: Ordinary (+10).
unknown to the majority of the populace. The emperor has Notes: Built by House Cymeri and House Valyria, these nimble
directed certain families in both House Valyria and Cymeri fighters are the pinnacle of technology for the Elorian home
world. There are about 15 of these fighters making regular flights
to support the starport; Cymeri provides the raw materials
in system at any given time. In eras of play after Rise of the
and Valyria the labor. Empire, the Elorian government has squadrons numbering in the
Valyrian Shipyards Alpha 7 Wyvern Fighter
The pinnacle of Elorian space technology, these small, two Valyrian Shipyards Alpha 5 Star Caravel
man fighters are the first to defend the Elorian system. While the Wyverns are meant as scout and patrol craft,
All the parts are imported but assembled at the Starport. the Star Caravel is the first cargo vessel assembled at the
The sleek, nimble fighters are outfitted with a weak Valyrian Starport. Though only three Star Caravels are in
shield generator and a hyperdrive normally reserved as a service at the moment, the emperor plans to increase the
“backup” in the galactic community. The fighter uses a fleet. The Alpha 5 is lightly armed, lightly shielded and
two person design, though the pilot can control all aspects cannot be risked. When Valyrian agents leave the system
if need be. These fighters have a pointed nose and small to trade agricultural and mineral products for technology,
wings for atmospheric controls. The empire only pays half they invariably use a Star Caravel; Captains take a
the construction cost for each starfighter at the Valyrian
circuitous route back to Eloria for fear of being followed.
Waste Shipyards. The Star Caravel is triangular shaped with a rear cockpit,
and typically relies on sensors instead of blasters. Of the
Wyvern I three ships, there is Angel, Dragon and Mithras. Each Star
Class: Starfighter Crew: 1 (Unique) Caravel can host 3 Wyvern Starfighters in place of its cargo
Size: Diminutive (9.6 m long) Initiative: +6 (+2 crew, +4 size) capacity.
Hyperdrive: x6 Maneuver: +14 (+4 size, +10
Passengers: 1 Defense: 24 (+4 size, +10 armor) Star Caravel
Cargo Capacity: 110 kg Shield Points: 10 (DR 10) Class: Space transport Crew: 3 (Unique)
Consumables: 7 days Hull Points: 45 (DR 10) Size: Small (45.5m length) Initiative: +3 (+2 crew, +1 size)
Cost: 61,000 (new) Hyperdrive: x4 Maneuver: +11 (+1 size, +10
Maximum Speed: Attack (Average, 8 squares/action) crew)
Atmospheric Speed: 1050 km/h (17 squares/action) Passengers: 15 Defense: 21 (+1 size, +10 armor)
Weapon: Blaster Cannon (4, 2 fire-linked in sets of 2); Fire Arc: Cargo Capacity: 125 tons Shield Points: 30 (DR 20)
Front; Attack Bonus: +11 or +7/+7 (+4 size, +5 crew, +2 fire Consumables: 2 months Hull Points: 125 (DR 20)
control); Damage: 4d10x2; Range Modifiers: PB +0, S -2, M/L Cost: 109,000 (new)
N/A. Maximum Speed: Cruising (Poor, 4 squares/action)
Atmospheric Speed: 450 km/h (7 squares/action)

Wyvern I Fighters
Weapon: Laser cannon (1); Fire Arc: Any; Attack Bonus: +10 (Wis), and Treat Injury (Wis).
(+1 size, +5 crew, +4 fire control); Damage: 4d10x2; Range
Modifiers: PB +0, S -2, M/L N/A. Skill Points at Each Additional Level: 6 + Int modifier.
Weapon: Light blaster cannons (2); Fire Arc: Front; Attack
Bonus: +6 or +2/+2 (+1 size, +5 crew); Damage: 1d10x2;
Range Modifiers: PB +0, S -2, M/L N/A. Class Features
Stormwatch Wizards gain the following class features.
New Prestige class: Stormwatch Wizards Starting Feats
The Stormwatch Wizards is an order of occult practitioners
A Stormwatch Wizard receives the following bonus feats.
charged with protecting the people, foretelling the
Weapon Group Proficiency (primitive weapons)
weather, healing the sick and advising the emperor. The
Weapon Group Proficiency (slugthrowers)
Wizards are revered and feared across Eloria, operate
chapter houses in every major city and often serve as
advisors to clan leaders, mayors and governors. The order Control
is secretive and starts apprentice training at age five If a Stormwatch Wizard does not already have the Control
(Elorian years), though it is not uncommon for an older feat, he gains it at 1st level.
boy with promise to apprentice. For some reason, only the
poor of Eloria exhibit the raw talent to become a Wizard. Weather Sense
However, it is a well known fact that Wizards live longer
than most emperors.
At 1st level, the Stormwatch Wizard can predict weather
patterns each week with a successful Farseeing check (DC 08
The Wizards scour the land for potential apprentices 15). The Stormwatch Wizard can use Weather Sense for
since many Wizards choose not to marry. Aside from a number of times per week equal to half her Force-user
Arcane lore, most are experts at botany, astronomy, level.
mathematics and history. To become a Wizard, the
apprentice must successfully pass a series of tests, which Force Talisman
include crafting his own gun. Once the apprentice is At 2nd level, the Stormwatch Wizard gains the ability
declared a Wizard, she is given a black cloak with silver to imbue a small item of personal significance (usually
stitching, an off-white cotton scarf and a silver ring; this his ring) with the Force. It takes a full day to imbue the
is the uniform of the Stormwatch. Any who cast it off is item, as well as the expenditure of 1 Force point. Once
declared “rogue” and killed on sight. imbued, the item becomes a Force talisman, providing
The Wizards do not know their power as “The Force” but the Stormwatch Wizard with a +2 Force bonus on saving
rather it is entwined in the Elorian world religion of the throws made to defend against Force skills or Force feats.
Angel and the Dragon, one symbolizing light and reason At 8th level, the same process can increase the power of the
while the other is the power and fury of the storm. Some Force talisman; it then provides a +4 Force bonus.
wizards choose the Angel and others the Dragon, but all
are bound in the Tower. Foretelling
At 3rd level, the Stormwatch Wizard can discern the future.
Requirements The Stormwatch Wizard can make a number of Farseeing
To qualify to become a Stormwatch Wizard, a character checks equal to half her Force-user level per week. Use of
must fulfill the following criteria. Weather Sense does not count for this total.
Base Attack Bonus: +3.
Skills: Far Seeing 5 ranks, Heal Another 5 ranks, Force Weapon
Knowledge (Arcane lore) 5 ranks, Read/Write Elorian, Treat At 4th level, the Stormwatch Wizard can imbue a
Injury 5 ranks. nonpowered melee weapon (such as a club, a knife, or
Feats: Alter, Force-Sensitive, Sense. a quarterstaff) with the Force. This must be a weapon
Special: Must apprentice at Stormwatch Tower for at that the Stormwatch Wizard wields generally. It takes a
least one year before gaining the benefits of the class. full-round action to imbue the weapon with the Force,
and costs 3 vitality points. The benefit the weapon gains
Game Rule Information lasts for a number of rounds equal to the Stormwatch
Vitality: Stormwatch Wizards gain 1d8 vitality points per Wizard’s force-user level. At 3rd level, the weapon’s damage
level. The character’s Constitution modifier applies. increases by 1d8. (So, a Force-imbued quarterstaff deals
1d6 + 1d8 damage.) At 9th level, the weapon’s additional
Class Skills damage increases to 2d8.
The Stormwatch Wizard’s class skills, and the key ability for
each skill, are as follows. Bonus Feat
Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Hide The Stormwatch Wizard gains bonus feats at 3rd and 7th
(Dex), Intimidate (Cha), Knowledge (Int), Listen (Wis), level. The Stormwatch Wizard must meet the prerequisites
Read/Write Language (None), Sense Motive (Wis), Sleight of the bonus feat, and the bonus feat must be selected
of Hand (Dex), Speak Language (None), Spot (Wis), Survival from the following list:

The Stormwatch Wizard
Base Fort Ref Will Defense Reputation
Level Attack Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +1 +2 Starting feats, weather sense +1 +1
2nd +1 +2 +1 +2 Force talisman +2 +2 +1
3rd +2 +2 +2 +3 Foretelling, bonus feat +2 +2
4th +3 +3 +2 +3 Force weapon +1d8 +3 +2
5th +3 +3 +3 +4 Summon storm +3 +3
6th +4 +4 +3 +4 Alchemy +4 +3
7th +5 +4 +4 +5 Bonus feat +4 +4
8th +6 +5 +4 +5 Force talisman +4 +5 +4
9th +6 +5 +5 +6 Force weapon +2d8 +5 +5
10th +7 +6 +5 +6 Dragon’s storm +6 +5
Alertness, Aware, Compassion, Dark Power, Frightful This clothing affords the wearer with a +2 equipment
Presence, Iron Will, Kinetic Might, Mind Trick, Trustworthy. bonus to reputation checks while on Eloria. The cloak also
affords a +2 equipment bonus on Fortitude saves for all
Summon Storm climates. The robes are black and made from finely spun
If a Stormwatch Wizard does not already have the Summon wool. Often the cloak is accompanied with an off-white
Storm feat, he gains it at 5th level. scarf made of the same material. Each robe is crafted by
the alchemists of Stormwatch Tower.
At 6th level, the Stormwatch Wizard gains access to the Stormwatch Handcrafted Pistol
Alchemy Skill without the requirement of Sith Sorcery. Each gun is handmade by the apprentice using wood, a
There is no change in acquiring Dark Side Points through forged barrel and intricate mechanics. Some are simple
this skill. Until the Stormwatch Wizard gains the feat Sith but most decorate their Wizard’s gun with silver, gold or
Sorcery, she suffers a -4 penalty to this skill check and bronze. Crafting a gun teaches the apprentice patience
cannot “take 10.” and attention to detail. If the gun fails at the trials, the
apprentice fails. The gun has one shot and requires a full
Dragon’s Storm round action to reload. Follow the rules for Crafting items
The Stormwatch Wizard’s weather abilities are magnified in Chapter 4 of the Revised Core Rulebook.
manifold, enabling her to multiply her normal Summon
Storm radius by 10. (So, a 13th level Force User can Stormwatch Handcrafted Pistol
summon a storm with a 13 kilometer radius.) This requires Weapon Type: Slugthrower pistol
a Move Object check (DC 20) and 10 vitality points. The Proficiency Group: Slugthrowers Cost: 1,000
radius is multiplied by 5 for every 5 points the check result Damage: 2d6 Critical: 20
exceeded the DC at an additional cost of 10 vitality points. Range Increment: 6 m Weight: 1.2 kg
(So, with a check of 30, a 13th level Force User expends 25 Fort DC: - Type: Piercing
vitality points to call a storm with a 130 km radius for 10 Multifire/Autofire: - Size: Small
minutes.) Each magnification may increase (if the Wizard Hardness: 5 WP: 5 Break DC: 16
so desires) the Summon Storm penalties on all attacks, skill Availability: Special Era: RE, R, NR
checks, and ability checks by an additional -2 penalty. (So, Special: This weapon must be reloaded after each shot.
with a DC 30 check, the penalty can be -8.) This makes the Reloading is a full-round action.
storm more violent and for each magnification, the storm
can lift 5 kg, 10 kg, 20 kg, etc., off the ground. For the GM
Maintaining this magnified storm costs 10 vitality points The adventure hooks and supporting characters described
per 10 minute period instead of the usual 5 for Summon in this section are meant for GMs only. If you’re a player,
Storm and must be paid at the beginning of each 10 stop reading now.
minute period.

Stormwatch Robes Adventures

Feel free to use or adapt the following adventuring hooks
Cost: not available for sale Weight: 1.5 kg
for your home campaign.
Availability: Specialized Era: RE, R, NR

Hostage To The Emperor cannot be bribed and the willful failure of this mission
If the characters are not natives, their sightseeing trip is cut may acquire a Dark Side Point.
short. They are captured while away from their ship (if they
had one) and are escorted to the emperor. The characters Raids On The Frontier
must escape or be held till the end of their lives in the Once again the northern mountains are overflowing
palace as a guest to the emperor. The characters could with Urok hordes. The raiders use the rivers and cover
try to argue their way out, but that requires an opposed of darkness to move war parties across the frontier,
Diplomacy check with the emperor. The characters may be striking villages and outposts. Among the coastal cities
given a way out through Geshlar the Vizier; he will secret rumors abound of a new Goblin warlord marked by the
them out of the palace and give them directions to their chaos gods to drive the First Men back into the sea. The
ship… which is at the Valyrian Starport. The only catch is heroes, if on good terms with the emperor, are asked
they must take the emperor’s captured engineer Tobias to infiltrate the northern mountains and find out if this
Eislan out of the Starport with them. Without the engineer, warlord does exist. “Surely,” says the emperor, “with our
Geshlar reasons the advance of technology will cease. Can ships we can obliterate any surface fortifications, but
the characters trek cross country over mountain, hill, dale these savages dwell deep under the mountains and are
and waste? Can they infiltrate a starport controlled by the hardy survivors. Dispatch this warlord and the raids will
best trackers in the land? Or can they turn over the Vizier cease.” Unfortunately for our heroes, the warlord is a
for his treachery to the emperor? Is Tobias held against “Troll” named Azog and his race has found the second
his will like the characters, or is he working voluntarily?
Betrayal of a Stormwatch Wizard brings about problems of
colony ship in the Northern Mountains. Any ship that flies
overhead is summarily shot at by a heavy turbolaser still
a different sort. in operation. Inside the second colony ship is a wealth
of technology and recently awakened colonists, who are
Acquisitions being forced to teach Goblins in the use of technology.
The emperor has his eyes set on a flagship for the Can the heroes assassinate Azog or do they join him on his
emerging Elorian fleet, but he needs loyal agents to enact crusade to destroy the oppressors of the Urok?
the transaction. If the heroes are on good terms with the
emperor, he commissions them to act as middlemen at a The Murdered Stranger
galactic auction… the only problem is, the heroes need to When The Stranger came to Eloria, he brought the galactic
bring the flagship back without being followed or alerting truth with him and high technology. The emperor secreted
anyone else of the Eloria system. The characters are given him away with the House Valyria for protection and
15 million credits worth of solid gold bars and five Valyrian secrecy. The Stranger crashed on Eloria due to mechanical
rangers to make sure the heroes fulfill their mission. Do the failures after a pitched space battle with assassins. The
heroes take the money and run? Can they outbid corporate Stranger knew something dire about the galactic Republic
heads and Corporate Sector cronies? Of course, once the that he kept to himself. After 30 Elorian years he was
flagship is acquired, how are the found dead by his Valyrian protectors. The head
heroes going to get it of the Valyrian clan has not found the
back to Elorian killer and the emperor wants the
space? The heroes on the case. When
rangers the heroes arrive at The
Stranger’s desert hut
in the wastes, all
that is left are
his clothes and
a strange rod
(Jedi Lore
check DC 10
to recognize
it as a
killed The
Stranger? Was
it the Valyrians
charged with his
protection? Or was it
House Mordre because
of their fear of technology?
Or did The Stranger’s assassins
finally catch up to him?
Stormwatch Tower

Rogue Wizard Feats: Bureaucratic Flair, Persuasive, Precise Shot,
Once the characters are known to the emperor’s court, it Trustworthy, Weapons Group Proficiency (simple weapons,
is only a matter of time before the Stormwatch Wizards slug throwers).
move against them. Or at least, that’s what Arias Zolfander
tells the characters through a thick accent or through Geshlar the Vizier
the heroes’ interpreting droid. She believes in them and Geshlar is the youngest Magistrate and ruler of House
their star chariot. She wants to join them and escape to Mordre. His arcane knowledge is considerable, mastering
that “great beyond.” What the characters don’t know is all draughts of alchemic power and the forging of charms.
that Arias is just a few days ahead of an arrest warrant He also learned the defensive martial arts of Clan Ajax.
declaring her responsible for murdering a mage for his He dresses in expensive robes and stays near the emperor,
alchemic book. She has the book and is ready to support both as advisor and bodyguard. He is privy to many secrets
the characters with her magic until she is out of the of the emperor, including the Starport. His predecessor
system. If caught on planet, she’ll try to destroy everything saw the incoming technology as an assault on the power
around her. And Istar isn’t a place for a wizard’s duel. If of House Mordre and was struck down by The Stranger.
the characters take her with them, she’ll attempt to learn Geshlar is wary of the incoming technology and has urged
the rudiments of galactic society before slipping off on her caution to the emperor. He is a young man in his thirties,
own. She’s looking for a new master to teach her alchemy, with a trimmed black beard and long, well kept hair. He
and where better than Korriban? has several Goblin underlings as personal servants and

Allies and Antagonists

often resides in his tower in Istar, where he has a full
alchemical laboratory. Geshlar treads the fine line between
the maddening storm and the clear light of rationality.
Emperor Aestrial
The emperor is still in his middle years and grown powerful Geshlar the Vizier: Adult Male Elorian, Force Adept 4/
since The Stranger came to Eloria. Aestrial has bound all Stormwatch Wizard 9; Init +1 (+1 Dex); Def 22 (+1 Dex,
the houses firmly to his side and administers justice to the +9 class, +2 misc); Spd 10 m; VP/WP 76/10; Atk +9/+4
people. While he has access to blasters, he prefers the time melee (1d4, punch), +9/+4 melee (1d4, knife), +9/+4
honored pistol and crafts them as a recreation. He is a hard melee (1d6/1d6, quarterstaff) or +10/+5 ranged (2d6,
man who has executed one of his sons for treason already. Stormwatch handcrafted pistol); SQ Alchemy, Force
He resides in his palace most of the time, attending talisman +4, force weapon +2d8, foretelling, weather
political matters and planning the future of Eloria’s people. sense; SV Fort +7, Ref +8, Will +12; SZ M; FP 3; DSP 6;
His vision is to take his people to the next great age; Rep +5; Str 10, Dex 12, Con 10, Int 16, Wis 15, Cha 15.
Space. Aestrial has black hair and dark violet eyes, dresses Equipment: Force talisman (ring) +4, knife, medical kit,
in regal clothing and is an accomplished rider. Though quarterstaff, Stormwatch handcrafted pistol (2).
he trusts few, he knows the worth of his counselors and Skills: Bluff +8, Climb +3, Craft (slugthrowers) +6,
has a keen eye for what his Valyrian rangers procure Diplomacy +14, Gather Information +4, Handle Animal
from abroad. He has a Datapad to help with his personal +3, Hide +10, Intimidate +7, Jump +3, Knowledge (Arcane
details, but that is the extent of his personal acceptance lore) +11, Knowledge (history) +6, Knowledge (world lore)
of technology. He cherishes the past, but he knows the +6, Read/Write Basic, Read/Write Elorian, Sense Motive
dangers of refusing the future. The emperor holds court in +8, Sleight of Hand +6, Speak Basic, Speak Elorian, Speak
Istar, seemingly aloof of the people. Goblin, Spot +8, Swim +3, Treat Injury +9.
Force Skills: Affect Mind +11, Alchemy +13, Battlemind
+3, Drain Energy +2, Drain Knowledge +8, Empathy +7,
Emperor Aestrial: Middle Age Male Human Elorian, Noble
Enhance Ability +2, Farseeing +10, Force Lightning +12,
8; Init +0 (+0 Dex); Def 15 (+0 Dex, +5 class); Spd 10 m;
Force Strike +5, Heal Another +5, Heal Self +7, Move
VP/WP 46/11; Atk +6/+1 melee (1d3, punch), +6/+1 melee
Object +15, See Force +6, Telepathy +7, Transfer Essence
(1d4-1, knife) or +6/+1 ranged (2d6, slugthrower pistol);
SQ Coordinate +2, favor +3, inspire confidence, Noble
Feats: Defensive Martial Arts, Force-Sensitive, Martial
bonus class skill (Intimidate), resource access, species traits;
Arts, Surgery, Trustworthy, Weapons Group Proficiency
SV Fort +2, Ref +4, Will +8; SZ M; FP 2; DSP 2; Rep +3;
(primitive weapons, simple weapons, slug throwers).
Str 10, Dex 11, Con 11, Int 14, Wis 15, Cha 18.
Force Feats: Alter, Control, Dark Power, Force Mastery,
Equipment: Knife, slugthrower pistol, datapad, treasury.
Kinetic Might, Mind Trick, Sense, Sith Sorcery, Summon
Skills: Appraise +10, Bluff +6, Computer Use +5, Craft
(slugthrowers) +7, Diplomacy +19, Disguise +9, Entertain
(harp) +6, Entertain (storytelling) +6, Intimidate +17,
Knowledge (astronomy) +4, Knowledge (bureaucracy) Tobias Eislan
+6, Knowledge (history) +4, Knowledge (politics) +7, Once a scout searching for the “lost colonies” of his
Knowledge (world lore) +11, Profession (administrator) people, Tobias Eislan was captured by Valyrian rangers
+7, Read/Write Basic, Read/Write Elorian, Ride +5, Sense on the moon Beleria. He was brought before Aestrial for
Motive +13, Speak Basic, Speak Elorian, Speak Goblin, judgment; in exchange for servitude to the throne, the
Survival +3. emperor promised to help his search. Tobias is relatively

happy among his adopted people, training new mechanics +2, Hide +9, Knowledge (engineering) +1, Knowledge
and servicing Aestrial’s various enterprises. He is the author (technology) +1, Knowledge (world lore) +1, Pilot +6,
of the Wyvern project and constructed the first ships from Profession (mechanic) +4, Read/Write Goblin, Repair +12,
scratch. He is a tall and stubborn Tarro with a penchant for Speak Basic, Speak Elorian, Speak Goblin, Survival +7.
yelling obscenities and kicking his Goblin assistants. While Feats: Gearhead, Skill Emphasis (Repair), Weapons Group
no Goblin is allowed near any government installation, Proficiency (primitive weapons, simple weapons).
Tobias is allowed this exception to the rules. He is the
defunct advisor on all technological matters and is the Elorian Shipyards Alpha 8 “Wyvern II” Fighter
main opponent of Geshlar within the court. Tobias stays Class: Starfighter Crew: 1 (Unique)
near the Starport most of the time, working on Wyverns, Size: Diminutive (9.6 m long) Initiative: +6 (+2 crew, +4 size)
Star Caravels and any other mechanical device brought in Hyperdrive: x6 Maneuver: +15 (+4 size, +10
by Valyrian scouts. Tobias only has thirteen fingers, having crew, +1 engine quality)
Passengers: None Defense: 24 (+4 size, +10 armor)
lost one in the first Wyvern engine. He grins now about
Cargo Capacity: 110 kg Shield Points: 30 (DR 10)
the little machine’s “teeth.” Tobias is currently working on Consumables: 7 days Hull Points: 90 (DR 10)
the Wyvern II. (For more information on the Tarro species, Cost: 86,000 (new), 52,000 (used)
see the Ultimate Alien Anthology page 156.) Maximum Speed: Ramming (Average, 9 squares/action)
Tobias’ loyal Goblin assistants were hand picked by the Atmospheric Speed: 1075 km/h (18 squares/action)
Tarro for their natural aptitude in mechanical devices. He Weapon: Blaster Cannon (4, 2 fire-linked in sets of 2); Fire Arc:
spent a year teaching them Basic and uses them for the
most dangerous work. While the Goblins are tolerated by
Front; Attack Bonus: +9 or +5/+5 (+4 size, +5 or +1/+1 crew,
+2 fire control, +1 equipment bonus); Damage: 4d10x2; 12
the Valyrians, Tobias protects and values them for their Range Modifiers: PB +0, S -2, M/L N/A.
Weapon: Small concussion missile launcher (1, 8 missiles); Fire
small size and nimble fingers. Their names are Gafnik, Jorl,
Arc: Front; Damage: 8d10x2; Missile Quality: Ordinary (+10).
Vitna and Poj. Each is nearly identical and only Tobias can Notes: Built by Tobias Eislan as the next production run, this
tell them apart. These four also serve as test pilots for the scratch built fighter still has a few bugs. In eras of play after Rise
new Wyvern II. of the Empire, the Elorian government has squadrons numbering
in the hundreds.
Tobias Eislan: Middle Age Male Tarro, Scoundrel 3/Tech
Specialist 3; Init +1 (+1 Dex); Def 15 (+1 Dex, +4 class); Soldiers of Clan Ajax
Spd 10 m; VP/WP 28/11; Atk +6 melee (1d3+2, punch or The legions that garrison frontier forts, maintain order in
1d6+2 claw) or +6 melee (1d4+2, knife) or +5 ranged (3d6, the cities and raid goblin enclaves are composed of well
Blaster Pistol); SQ Claws, fiercely independent, illicit barter, trained men and women loyal to the emperor. The Soldiers
instant mastery (Craft [electronic devices]), lucky (1/day), of Ajax take their duty seriously but those garrisoned closer
physical intimidation, precise attack +1, research; SV Fort to the cities are less grim. Soldiers typically are armed with
+2, Ref +5, Will +2; SZ M; FP 2; DSP 0; Rep +2; Str 14, a broadsword, a hand crafted gun with golden and silver
Dex 12, Con 11, Int 15, Wis 9, Cha 9. hued armor. The border patrols regularly employ Valyrian
Equipment: All-temperature cloak, blaster pistol, Rangers as reconnaissance. Clan Ajax has also perfected
chronometer, comlink, knife, glow rod, medpac (5), tool their own martial arts based on linear attacks and circular
kit, utility belt. parries.
Skills: Appraise +8, Astrogate +13, Computer Use
+8, Craft (electronic devices) +8, Craft (starfighters) Ajaxian Soldier: Adult Male Elorian, Thug 1/Soldier 2; Init
+12, Demolitions +4, Disable Device +8, Intimidate +1 (+1 Dex); Def 17 (+1 Dex, +4 class, +2 misc); Spd 10
+2, Knowledge (engineering) +13, Knowledge (tactics) m; VP/WP 18/12; Atk +4 melee (1d4+1, crit 20, punch), +4
+5, Knowledge (technology) +10, Pilot +9, Profession melee (1d6+1, crit 20, javelin) or +4 melee (1d10+1, crit
(engineer) +1, Read/Write Basic, Read/Write Tarrese, Repair 20, broadsword) or +4 ranged (2d6, slugthrower pistol) or
+17, Speak Basic, Speak Elorian, Speak Tarrese, Treat +4 ranged (1d8+1, javelin); SQ Species traits; SV Fort +6,
Injury +0. Ref +1, Will +0; SZ M; FP 1; DSP 0; Rep +1; Str 12, Dex
Feats: Skill Emphasis (Craft [starfighters]), Spacer, 12, Con 12, Int 10, Wis 10, Cha 10.
Starship Point Blank Shot (starfighter), Technical Wizard, Equipment: Imperial Ajaxian armor (DR 4), cloak, javelin
Weapons Group Proficiency (blaster pistols, simple (2), broadsword, slugthrower pistol, utility belt.
weapons). Skills: Climb +3, Intimidate +4, Jump +1, Knowledge
(tactics) +1, Knowledge (world lore) +1, Profession (soldier)
Goblin Assistants: Adult Male Goblins, Fringer 2; Init +1 +4, Read/Write Elorian, Repair +4, Ride +3, Speak Elorian,
(+1 Dex); Def 16 (+1 Dex, +4 class, +1 size); Spd 8 m; Swim +3, Treat Injury +2.
VP/WP 15/12; Atk +1 melee (1d2-1, punch) or +3 ranged Feats: Armor Proficiency (light, medium), Athletic,
(by weapon); SQ Barter, Fringer bonus class skill (Repair), Defensive Martial Arts, Exotic Weapon Proficiency
primitive, survivalist; SV Fort +4, Ref +3, Will -1; SZ S; FP (longsword), Martial Arts, Weapons Group Proficiency
1; DSP 0; Rep +0; Str 8, Dex 12, Con 12, Int 10, Wis 8, (primitive, simple weapons, slug throwers).
Cha 10.
Equipment: Clothes, tool kit.
Skills: Computer Use +2, Craft (electronic devices)

Broadsword Javelin
Forged by imperial smiths and inlaid with intricate designs, Forged by imperial smiths for clan Ajax, this 1.2 meter
the broadsword is the infantry’s melee weapon of choice, long rod is meant for both ranged and melee combat. In
sometimes coupled with a shield. The sword can be used frontier use, soldiers use a lead tipped javelin to negate the
in one or both hands and some are forged in light hues enemy’s ability to throw it back.
of black, blue, gold, green, red or silver, signifying rank
among House Ajax. It is said the First Men wielded such Javelin
weapons in the name of the Angel. Weapon Type: Forged javelin
Proficiency Group: Primitive Cost: 50
Damage: 1d8 Critical: 20
Range Increment: 8 m Weight: 1.5 kg
Fort DC: - Type: Piercing
Broadsword Multifire/Autofire: - Size: Medium
Weapon Type: Forged sword Hardness: 3 WP: 2 Break DC: 15
Proficiency Group: Longsword Cost: 250 Availability: Specialized Era: RE, R, NR
Damage: 1d10 Critical: 20
Range Increment: 2 m Weight: 2.2 kg Valyrian Pilots

Fort DC: - Type: Slashing These pilots trained with native slugthrowers and the
Multifire/Autofire: - Size: Medium galactic sidearm. They are a secretive group which procures
Hardness: 10 WP: 10 Break DC: 20 technology and supplies for the system from Republic
Availability: Specialized Era: RE, R, NR worlds. They also double as explorers of the Eloria system
and make runs to neighboring star systems. Most pilots
Imperial Ajaxian Armor trust their astromech units to plot courses but in an
Forged by imperial smiths and House Mordre for clan emergency the pilots can do it themselves. There is no
Ajax, this three-quarters chain and plate suit incorporates gender bias among the pilots, though only a few women
leg greaves and a helmet. The suit is meant to provide have trained. The new class numbers one hundred strong
protection against attack while allowing its wearer the and fly better then they track.
freedom to climb, swim and fight. Except for border
patrols, all soldiers are expected to keep their armor Valyrian Pilot: Adult Human, Scoundrel 3/Scout 2; Init +2
gleaming. Imperial Ajaxian Armor cannot be further (+2 Dex); Def 15 (+2 Dex, +3 class); Spd 10 m; VP/WP
modified. Although untested, the armor stands up to 32/12; Atk +4 melee (1d3+1, punch) or +5 ranged (2d6,
energy weapons due to its alchemic properties. slugthrower pistol) or +5 ranged (3d6, blaster pistol) or +5
ranged (2d8, slugthrower rifle); SQ Illicit barter, lucky (1/
Imperial Ajaxian Armor day), precise attack +1, trailblazing, species traits; SV Fort
Armor Type: Medium armor Proficiency Group: Medium +4, Ref +7, Will +4; SZ M; FP 1; DSP 0; Rep +1; Str 12,
Cost: 1,000 Damage Reduction: 4 Dex 14, Con 12, Int 14, Wis 12, Cha 10.
Maximum Dex Bonus: +3 Armor Check Penalty: -2 Equipment: All-temperature cloak, blaster pistol,
Speed: 8 m/4 m Weight: 4 kg comlink, slugthrower pistol, slugthrower rifle.
Availability: Specialized Era: RE, R, NR Skills: Appraise +5, Astrogate +4, Balance +5, Bluff +5,
Computer Use +4, Craft (slugthrowers) +4, Disable Device
+5, Disguise +5, Escape Artist +5, Forgery +5, Gather
Imperial Ajaxian Shields Information +5, Hide +12, Knowledge (streetwise) +4,
Forged by imperial smiths and House Mordre for clan Ajax,
Knowledge (wilderness lore) +4, Knowledge (world lore) +4,
these medium-size shields provide cover for its users. While
Listen +8, Move Silently +9, Pilot +10, Read/Write Basic,
most are utilitarian, several higher ranking soldiers have
Read/Write Elorian, Repair +4, Sleight of Hand +4, Speak
highly decorated and engraved shields.
Basic, Speak Elorian, Spot +8, Survival +6, Tumble +4.
Feats: Alertness, Starship Operation (starfighter),
Imperial Ajaxian Shield Stealthy, Track, Weapons Group Proficiency (blaster pistols,
Weapon Type: Forged shield blaster rifles, simple weapons, slug throwers).
Proficiency Group: Medium armor Cost: 50
Damage: 1d6 Critical: 20
Range Increment: - Weight: 2.5 kg
Valyrian Rangers
Valyrian Rangers are wanderers of the Valyrian wastes and
Fort DC: - Type: Bludgeoning
act as scouts, spies and agents of the emperor. While the
Multifire/Autofire: - Size: Medium
clan is often characterized as too independent, the ranger
Hardness: 8 WP: 6 Break DC: 18
is a master of self sufficiency and survival. Rangers rely on
Availability: Specialized Era: RE, R, NR
surprise, cunning and tactics more than brute force.
Note: This shield provides 1/2 cover to its wielder from
The general populace of Eloria considers these men and
frontal attacks. This affords a +4 Cover Defense bonus and
women as cunning rogues and not to be trusted.
+2 Cover Reflex bonus.

Valyrian Ranger: Adult Male Elorian, Scout 4; Init +2 space but the Invincible class Battleship series can enter
(+2 Dex); Def 15 (+2 Dex, +3 class); Spd 10 m; VP/WP the upper atmospheres of planets and land on the surface
28/12; Atk +4 melee (1d3+1, punch) or +5 ranged (2d8, of Standard gravity worlds.
slugthrower rifle); SQ Heart +1, trailblazing, uncanny
dodge (Dex bonus to defense), species traits; SV Fort +4, Rendili/Vaufthau Shipyards Ltd. Invincible class Battleship
Ref +4, Will +3; SZ M; FP 1; DSP 0; Rep +1; Str 12, Dex Class: Capital Ship Crew: 10,500 (Normal +2)
14, Con 12, Int 14, Wis 13, Cha 10. Size: Gargantuan (950 m long) Initiative: -2 (+2 crew, -4 size)
Equipment: All-temperature cloak, field kit, slugthrower Hyperdrive: x4 (backup x20) Maneuver: -2 (-4 size, +2 crew)
rifle, utility belt. Passengers: 2,000 (troops) Defense: 21 (-4 size, +15 armor)
Cargo Capacity: 2,000 tons Shield Points: 250 (DR 50)
Skills: Climb +8, Craft (slugthrowers) +4, Craft (tools)
Consumables: 1 year Hull Points: 400 (DR 50)
+4, Disguise +2, Hide +9, Knowledge (wilderness lore) +5, Cost: 37,200,000 (new), 18,600,000 (used)
Knowledge (world lore) +4, Listen +8, Move Silently +9, Maximum Speed: Cruising (Average, 4 squares/action)
Read/Write Elorian, Repair +5, Ride +9, Speak Elorian, Spot Atmospheric Speed: 400 km/h (7 squares/action)
+8, Survival +12, Treat Injury +4. Weapon: Turbolasers (13); Fire Arc: 4 front, 3 left, 3 right, 3
Feats: Combat Expertise, Rugged, Self-Sufficient, Track, rear; Attack Bonus: -1 (-4 size, +1 crew, +2 fire control);
Weapons Group Proficiency (blaster pistols, blaster rifles, Damage: 7d10x5; Range Modifiers: PB -6, S -4, M -2, L +0.
simple weapons). Weapon: Qaud laser cannon (point defense, 20); Fire Arc: 8
front, 4 left, 4 right, 4 rear; Attack Bonus: +5 or -1/-1/-1 (+1
or -5/-5/-5 crew, +4 fire control); Damage: 6d10x2; Range
Modifiers: PB -2, S +0, M/L N/A.
Weapon: Tractor beam projector (6); Fire Arc: 2 Front, 2 Left,
2 Right; Attack Bonus: +5 (-4 size, +1 crew, +8 fire control);
Damage: Special; Range Modifiers: PB -6, S -4, M/L N/A.
Weapon: Assault concussion missile tube (6, 25 missiles each);
Fire Arc: 2 Front, 2 Left, 2 Right; Damage: 8d10x5; Missile
Quality: Ordinary (+10).

A Troll warlord commanding millions of goblin warriors in
the Northern Mountains, Azog is the canny commander
who understands battlefield tactics and the power of
Dragon. He stands 3.3 meters tall and wears a suit of
battlefield plate crafted by his own hand. He also has
modified his giant axe with technology from Dragon.
Azog awoke fifteen colonists from their cryogenic slumber
accidentally, but has seen their knowledge of technology
as the edge against the imperial armies. His goal is to
make Dragon fly again to rain destruction upon the
coastal cities.

Azog the Warlord: Adult Male Goblin (Troll), Fringer 3/

Soldier 7; Init +1 (+1 Dex); Def 19 (+1 Dex, +8 class, -1
size, +1 natural); DR 2; Spd 12 m; VP/WP 91/14; Atk +13/
+8 melee (1d4+5, punch), +13/+8 melee (2d12+5, Plasma
Valyrian Ranger Hammer) or +9/+4 ranged (by weapon); SQ Barter, jury-rig
The Flagship “Twilight Demon” +2, natural armor; SV Fort +13, Ref +5, Will +2; SZ L; FP
The auction takes place in Anaxes, a Core world that 3; DSP 6; Rep +2; Str 20, Dex 12, Con 14, Int 12, Wis 8,
trains the best soldiers in the galaxy. With forged papers Cha 14.
the heroes and their Valyrian guards sight the aging Equipment: Heavy battle armor (modified, DR 7),
Invincible class Battleship Twilight Demon. The capital plasma hammer.
class ship requires 10,500 personnel to man but a skeleton Skills: Climb +4, Craft (armor) +6, Craft (tools) +6,
crew of 500 can navigate the battleship anywhere in the Handle Animal +7, Intimidate +15, Jump +1, Knowledge
galaxy (with a -4 crew quality). The Battleship also can (history) +4, Knowledge (tactics) +7, Knowledge
carry 6 wings of Diminutive sized fighters or 4 wings of (technology) +2, Knowledge (wilderness lore) +4, Read/
Small sized fighters. The Invincible class Battleships were Write Basic, Read/Write Goblin, Repair +8, Speak Basic,
constructed 3,000 years before the Battle of Yavin and Speak Goblin, Spot +5, Survival +7, Treat Injury +1.
shared the same fate as the Invincible Heavy Cruiser; Feats: Armor Proficiency (heavy, light, medium), Cleave,
starship tactics required faster, more maneuverable ships Great Cleave, Great Fortitude, Power Attack, Rugged,
and fleets of heavy weapons platforms were a maintenance Weapons Group Proficiency (primitive weapons, simple
nightmare. Usually these behemoth ships are serviced in weapons, vibro weapons).


Map of Elorian Continents

1. Istar the Holy City 3. Valyrian Waste Starport

2. Dragon Sea 4. Stormwatch Tower

Azog’s Great Hammer survival. All writing is in ancient Coruscanti which is

Azog forced the technicians to incorporate plasma field recognizable to history droids and archaeologists. A droid
technology on his goblin-steel hammer. When the plasma may also communicate with the ship with a Computer Use
field is activated a dark red aura envelops the axe and any check (DC 10) through Binary, but this takes at least 1
strike results in a flash of brilliant red light and burns the hour. For a non-droid to manually read and write Binary
victim. The modification made the great hammer even requires a Computer Use check (DC 15) and 1 year. Dragon
more deadly. was the technical and military support ship for its sister
ship, Aether. An escort ship typically ran guard for the
Plasma Hammer enormous colony ships before the Republic formed and
Weapon Type: Modified Hammer used gravity traction drives and blast cannons.
Proficiency Group: Primitive Cost: N/A
Damage: 2d10 Critical: 17-20 Dragon, A15 Colony Escort
Range Increment: 4 m Weight: 9.5 kg Class: Capital Ship Crew: 1,000 (Untrained -4)
Fort DC: - Type: Bludgeoning Size: Gargantuan (900 m long) Initiative: -8 (-4 crew, -4 size)
Hyperdrive: None Maneuvers: -8 (-4 size, -4 crew)
Multifire/Autofire: - Size: Medium
Passengers: 15,000 Defense: 16 (-4 size, +10 armor)
Hardness: 8 WP: 10 Break DC: 20 Cargo Capacity: 1,000 tons Shield Points: 200 (DR 50)
Availability: Specialized Era: RE, R, NR Consumables: 24 years Hull Points: 400 (DR 50)
Cost: Not Available for Sale
The Second Colony Ship Maximum Speed: Cruising (Poor, 2 squares/action)
In the early days before hyperdrive travel, colony ships Atmospheric Speed: 300 km/h (5 squares/action)
often traveled in pairs to increase the odds of colonist Weapon: Blast cannons (15); Fire Arc: 1 battery front, 1 battery

left, 1 battery right; Attack Bonus: +4 (-4 size, -4 crew, +8 fire Elorian Species Traits
control, +4 battery fire); Damage: 4d10x5; Range Modifiers: g Ability Modifiers: None.
PB -6, S -4, M -2, L +0. g Medium-size: As medium-sized creatures, Aqaularans
have no special modifiers due to their size.
Arias Zolfander g Speed: Elorian base speed is 10 meters.
Once detested as a woman mage, she rose through the g Long Lived: Elorians can live up to 300 standard years
ranks by her willingness to “harness the storm.” She has and have extraordinary immune systems, gaining a
grown in the dark side but sees Alchemy as the true power +10 species bonus on Fortitude checks to save against
of the tower, a power she wants all to her own. Arias was Disease. If an Elorian ever fails a disease check, she
once a member of House Cymeri before her rich father receives a -10 penalty on any Fortitude check to save
requested her to be tested by the Tower. She is a thin against secondary damage because her immune system
woman with dark blue eyes bordering on violet, flaxen hair has not encountered that particular strain.
and paper white skin. She is more than willing to use her g Extra Skill Points: As near-humans, Elorians gain 4
feminine charms to manipulate others around her. She is extra skill points at 1st level and 1 extra skill point at
also a master of lightning, though she uses it only in dire each additional level.
circumstances. She kept hidden her studies of the storm g Bonus Feat: As near-humans, Elorians gain 1 extra
and her vision of the heroes’ “star chariot.” If her normal feat at 1st level of their choice.
charms don’t work, she’ll employ “magical persuasion.” g Clan Racial Skills; Ajax (Intimidate and Ride), Caldazar

Arias Zolfander: Adult Female Elorian, Noble 2/Force Adept

(Bluff and Diplomacy), Cymeri (Appraise and Craft),
Morde (Bluff and Sense Motive) and Valyria (Ride and
3/Stormwatch Wizard 3; Init +1 (+1 Dex); Def 18 (+1 Survival) all receive racial class skills no matter what
Dex, +7 class); Spd 10 m; VP/WP 45/13; Atk +5 melee heroic or professional class they take.
(1d6/1d6, quarterstaff) or +6 ranged (2d6, Stormwatch g Free Language Skill: Read/Write Elorian and Speak
handcrafted pistol); SQ Favor +1, Force talisman +2, Elorian.
foretelling, inspire confidence, noble bonus class skill
(Bluff), tainted, weather sense; SV Fort +5, Ref +7, Will Elorian (Valyria) Commoner: Adult Human Elorian,
+10; SZ M; FP 2; DSP 8; Rep +3; Str 11, Dex 13, Con 13, Commoner 1; Init +0 (+0 Dex); Def 10 (+0 Dex, +0 class);
Int 14, Wis 12, Cha 16. Spd 10 m; VP/WP -/10; Atk +0 melee (1d3, punch), or +0
Equipment: Medical kit, quarterstaff, Stormwatch ranged (by weapon); SQ Species traits; SV Fort +0, Ref +0,
handcrafted pistol. Will +0; SZ M; FP 0; DSP 0; Rep +0; Str 10, Dex 10, Con
Skills: Appraise +7, Bluff +10, Craft (slugthrowers) +5, 10, Int 10, Wis 10, Cha 10.
Diplomacy +12, Disguise +8, Entertain (song) +6, Gamble Equipment: Variety of personal belongings.
+3, Gather Information +5, Intimidate +5, Knowledge Skills: Craft (any one) +1, Craft (any one) +1, Knowledge
(Arcane lore) +10, Knowledge (bureaucracy) +5, Knowledge (any one) +1, Knowledge (World lore) +1, Profession (any
(medicine) +6, Knowledge (world lore) +5, Read/Write one) +2, Read/Write Basic, Read/Write Elorian, Ride +1,
Basic, Read/Write Elorian, Ride +4, Sense Motive +6, Speak Speak Elorian, Survival +1.
Basic, Speak Elorian, Speak Goblin, Survival +3, Treat Feats: Skill Emphasis (bonus feat).
Injury +6.
Force Skills: Affect Mind +7, Battlemind +3, Drain New Species: Goblin
Energy +5, Farseeing +6, Fear +3, Force Grip +4, Force Goblins are native to Eloria. Easily intimidated but
Light -3, Force Lightning +12, Heal Another +2, Heal Self ferocious in mobs, they are both the bane and boon of
+5, Move Object +8, See Force +6, Telepathy +3. their oppressors. Goblins were driven from the forests and
Feats: Force-Sensitive, Trick, Trustworthy, Weapons plains to the mountains and hold many passes. When the
Group Proficiency (blaster pistols, primitive weapons, goblin warrens overpopulate they pillage and war with
simple weapons, slug throwers). the Elorians. This compact species generally is considered
Force Feats: Alter, Control, Dark Power, Dissipate vicious, cowardly and cruel in numbers. In the human
Energy, Mind Trick, Sense. cities, several Goblins act as slaves. Larger Goblins are
called “Trolls” and considered chosen by the chaos gods.
New Species: Elorian Male “Trolls” are sterile. Female Goblins are generally
Though the Elorians don’t qualify as primitive, only a few repressed and valued only as a breeder. Among Goblins,
have blasters. Most use slugthrower pistols and all manner their name for themselves is “Uroc” or “Oric.” Trolls are
of primitive weapons. Unless the Elorian hero is part of the called “Urok-kor.”
Valyrian Starport or the emperor’s household, exchange
any starting Weapon Group Proficiencies to Slugthrowers Goblin Species Traits
and Simple. Force Adepts are unaffected at character g Ability Modifiers: -2 Str, +2 Dex, +2 Con, -2 Wis.
creation. Elorian soldiers do not receive all their soldier g Small-size: As small-sized creatures, Goblins gain a +1
feats unless in contact with galactic technology for at least size bonus to their Defense, a +1 size bonus on attack
1 level of experience; otherwise Elorian soldiers gain the rolls, and a +4 size bonus on Hide checks. They must
Weapon Group Proficiency (primitive) and Exotic Weapon use smaller weapons than Medium-size beings use,
Group Proficiency (longsword).

and their lifting and carrying capacity limits are three- white, tan, brown, black and piebald. They are dexterous
quarters those Medium-size characters. and sometimes jumpy, but with a proper master, these
g Speed: Goblin base speed is 8 meters. beasts are wonders to ride. In combat Destriers use a pair
g Survivalist: Goblins receive a +4 species bonus to all of curved horns to impale opponents and kick with their
Survival checks. rear hooves. It cannot make a gore and rear attack in the
g Primitive: Goblins with heroic or professional classes same round.
receive the bonus feat Weapon Group Proficiency When the original colonists came to Eloria, they brought
(primitive weapons) and Weapon Group Proficiency the destrier; it is seen in the wild as often as under a plow
(simple weapons) instead of the usual Weapon Group or ridden by Ajaxian cavalry.
Proficiency bonus feats.
g Free Language Skill: Read/Write Goblin and Speak Destriers: Adult Herd Animal 2; Init +2 (+2 Dex); Def 14
Goblin. (+2 Dex, -1 size, +3 natural); Spd 20 m; VP/WP 15/20; Atk
+4 melee (1d8+4, crit 20, gore), +4 melee (2d4+4, crit 20,
Troll Species Traits rear kick) or +2 ranged; SQ +4 species bonus to Jump, +2
g Ability Modifiers: +4 Str, -2 Dex, -2 Wis. species bonus to Survival; SV Fort +9, Ref +4, Will +1; SZ
g Medium-size: As Large creatures, Trolls suffer a -1 L; Face/Reach 1 m by 2.5 m/2 m; Str 18, Dex 14, Con 20,
size penalty to their Defense, a -1 size penalty on Int 4, Wis 12, Cha 6.
attack rolls, and a -4 penalty on Hide checks. Their Skills: Jump +9, Listen +6, Spot +4, Survival +6, Swim
lifting and carrying capacity limits are triple those of
Medium-size characters.
Feats: Rugged, Lightning Reflexes.
g Speed: Trolls base speed is 12 meters.
g Natural Armor: A troll’s tough hide provides a +1
natural armor bonus to Defense.
g Damage Reduction: A Troll’s thick hide is like armor
and provides DR 2. This ability stacks with DR values
provided by manufactured armor.
g Primitive: Goblins with heroic or professional classes
receive the bonus feat Weapon Group Proficiency
(primitive weapons) and Weapon Group Proficiency
(simple weapons) instead of the usual Weapon Group
Proficiency bonus feats.
g Free Language Skill: Read/Write Goblin and Speak

Goblin Commoner: Init +1; Defense 12 (+1 size, +1 Dex);

Spd 8 m; VP/WP 0/12; Atk -1 melee (1d2-1) or +1 ranged;
SQ Primitive; SV Fort +1, Ref +1, Will -1; Sz S; FP 0; DSP
0; Rep 0; Str 8, Dex 12, Con 12, Int 10, Wis 8, Cha 10.
Challenge Code A.
Equipment: Variety of personal belongings.
Skills: Craft (simple and primitive weapons) +1, Hide +6,
Profession (laborer) +0, Speak Goblin and Survival +3.
Feats: None.

Mutant Goblin Commoner: Init +1; Defense 9 (-1 size, -1 Dex,

+1 natural); DR 2; Spd 12 m; VP/WP 0/10; Atk +2 melee
(1d4+2) or -1 ranged; SQ Primitive; SV Fort +1, Ref +1,
Will -1; Sz L; FP 0; DSP 0; Rep 0; Str 14, Dex 8, Con 10,
Int 10, Wis 8, Cha 10. Challenge Code A.
Equipment: Variety of personal belongings, weapons.
Skills: Craft (simple and primitive weapons) +1, Hide -2,
Profession (laborer) +0, Speak Goblin.
Feats: None.

New Creature: Destrier

Destriers are equines bred into tough, fierce and pliable
steeds. They are seen on several worlds; some as jumpers,
riding creatures and even war mounts. They work well in
teams to pull carriages and other carts. Their colors are

Beleria People
Planet Type: Terrestrial moon There are no native sentient species, but the ecosystem
Climate: Temperate supports the Wyvern, a predator with a voracious appetite.
Terrain: Mountains, forests, oceans Reptiles and small mammals are abundant but
Atmosphere: Breathable
Gravity: Standard Locations
Diameter: 9,000 km Descriptions of several key locations follow.
Length of Day: 20 standard hours
Length of Year: 750 standard days
Sentient Species: Human Isil Thor
Languages: Elorian, Basic Five thousand Elorians reside inside Isil Thor, still under
Population: 5,000 construction using techniques from prefab companies
Species Mix: 100% Human in the Core worlds. Tobias Eislan (See Eloria Allies and
Government: Monarchy Antagonists) regularly visits the city to solve assembling
Major Exports: None and installation problems. The streets are paved with
Major Imports: Manufactured goods, electronics, foodstuffs duracrete, towers rise above the trees and a protective
System/Star: Eloria/Eloria energy shield (DR 20, 100 Shield Points) keeps out wyvern
Planets Type Moons predators. Most of the labor is performed by Valyrians and
Searing rock
Barren rock
droids; there are no goblins on Beleria. Twelve Wyvern
I starfighters are stationed at Isil Thor at a minimum 18
Istar Terrestrial 1 maintenance hangar.
Eloria Terrestrial 3
Athela Barren rock 2 Mountains of the Moon
Dagus belt Asteroid belt - These mountains comprise the middle of Beleria’s single
Sephra Gas giant 7 continent and home to wyvern broods that may number
Astersol Asteroid field - into the thousands. The predators are seen patrolling
the skies or basking in the sun. Wyverns are creatures
of legend on Eloria and the namesake of the planetary
Description defense starfighters. These mountains are suspected to
In the Unknown Regions, Beleria is one of the seven hold great mineral wealth but the few expeditions were
moons of the gas giant Sephra. This moon is unique met with fierce resistance.
because it possesses a breathable atmosphere and has a
functioning ecosystem. It is a world with deep oceans,
tall mountains and vast forests. Even though the moon is For the GM
smaller than Eloria, its gravity remains close to Standard The adventure hooks and supporting characters described
due to active volcanism and heavy elements. The top of in this section are meant for GMs only. If you’re a player,
the food chain is a creature called a wyvern by Elorian stop reading now.
explorers and bears resemblance to
ancient fossils found in Eloria’s Adventures
caves. The moon also is Feel free to use or adapt the
home to a variety following adventuring hooks
of carnivorous for your home campaign.
plants, a
number of Exploring The
large reptiles
and the Mountains Of The
Mastodon. Moon
If the heroes are
friends to the
History emperor, then
The moon Aestrial wants them
Beleria was to visit Beleria and
first sighted ascertain the real value
by Elorians with of the moon’s highlands.
telescopes over three If the heroes are not friends
thousand years ago. The of the emperor or are new to the
name comes from stories about system, then they should be arrested if
the original Stormwatch Wizards, who are they land near the colony (within 10 kilometers).
said to have visited worlds with their magic. In the past ten The leader of the colony is Danyra Gor, a Caldazarian
years, the Valyrian clan has set up a colony on a coast near bureaucrat entrusted with the colony’s management.
the Wyvern River.

Danyra Gor’s nephew Alexey Dain offers the heroes a Speak Basic, Speak Elorian, Treat Injury +2.
challenge; whoever can bring in the most wyvern hides will Feats: Armor Proficiency (light, medium), Cleave,
receive a solid gold shield (worth 3,000 credits in raw ore). Combat Reflexes, Headstrong, Power Attack, Weapon
If the heroes were sent by Aestrial, Alexey may accompany Focus (Vibroblade), Weapons Group Proficiency (blaster
the heroes on their survey mission. pistols, blaster rifles, heavy weapons, simple weapons, vibro
Spy Hunt
If the characters are agents of the emperor or at least on Danyra Gor
good terms with Danyra, she will ask them to investigate According to court gossip, Danyra Gor was quartered for
the disappearance of Sarai Sloen, a spy that came back on treason against the throne. In reality, her death was staged
Mithras (a Star Caravel) bandaged and hurt. She refused so she could leave a petty blood feud behind and run the
medical attention on the ship and the first colony on Beleria. She is a middle aged woman
night back at Isil Thor disappeared from with a knack for numbers and impeccable
her cabin. If the heroes ask around, manners. She is also fanatically loyal to
everyone says Sarai was acting Aestrial’s throne since he executed
strange, refusing to talk to his own son instead of Danyra’s
anyone. When she was sent to son during a failed coup.
the medical droid’s office, she Danyra dresses in black at all
disappeared. While Valyrian
trackers are the best in
times and carries a modified
sporting blaster. She is an
the area, their hands are accomplished rider and once
tied with projects and was the emperor’s personal
maintaining the perimeter. playwright and director. As
Is Sarai suffering from post an administrator she has an
traumatic stress syndrome? unmarked credit chip worth
Has she gone insane? Or is 50,000 credits for extraneous
she a double spy? She could expenses. She is always
be anywhere in the city or accompanied by her bodyguard
even in the wilderness. and nephew, Alexey Dain.

Allies and Antagonists Danyra Gor: Adult Female Elorian, Noble

5; Init +1 (+1 Dex); Def 15 (+1 Dex, +4
Danyra Gor class); Spd 10 m; VP/WP 24/10; Atk +2 melee
Alexey Dain (1d3-1, punch), +2 melee (1d4-1, knife) or +4 ranged (3d4,
This tall warrior is one of a few Ajaxians to visit the stars.
Crit 19-20 modified sporting blaster); SQ Coordinate +1,
After siding with his aunt in Prince Valen’s failed coup,
favor +2, inspire confidence, Noble bonus class skill (Bluff),
Alexey has served as her faithful bodyguard ever since.
resource access; SV Fort +1, Ref +4, Will +7; SZ M; FP 2;
Even when Danyra faced “death” for her involvement in
DSP 0; Rep +2; Str 8, Dex 12, Con 10, Int 16, Wis 16, Cha
the affair he decided to stay loyal instead of dishonor.
Aestrial rewarded his loyalty with a chance to leave the
Equipment: Comlink, credit chip, knife, recording rod,
planet. Instead of goblin hordes on the frontier, he now
sporting blaster (modified).
faces Beleria’s vicious predators. He can never go back and
Skills: Appraise +11, Bluff +12, Computer Use +8,
rejoin the Infantry, not after everything he’s seen. Alexey
Craft (costumes) +6, Diplomacy +4, Disguise +10,
has a broad chest with flaxen hair and clear violet eyes. He
Entertain (acting) +7, Entertain (storytelling) +9, Gather
has since learned the vibroblade and the use of explosives.
Information +4, Intimidate +4, Knowledge (bureaucracy)
He was too young at the time to fully learn House Ajax’s
+11, Knowledge (politics) +6, Knowledge (mathematics)
martial arts.
+6, Knowledge (world lore) +8, Profession (administrator)
+6, Read/Write Basic, Read/Write Elorian, Ride +9, Sense
Alexey Dain: Adult Male Elorian, Soldier 4; Init +1 (+1 Dex); Motive +11, Speak Basic, Speak Elorian, Treat Injury +4.
Def 15 (+1 Dex, +4 class); Spd 10 m; VP/WP 44/16; Atk +7 Feats: Artistic, Persuasive, Trustworthy, Weapons Group
melee (1d3+3, punch), +8 melee (2d6+3, vibroblade) or +5 Proficiency (blaster pistols, simple weapons).
ranged (3d8, crit 19-20, blaster rifle),; SQ Species traits; SV
Fort +7, Ref +2, Will +2; SZ M; FP 2; DSP 0; Rep +1; Str
16, Dex 12, Con 16, Int 10, Wis 10, Cha 12. Sarai Sloen
Equipment: All-temperature cloak, blaster rifle, breath Sarai was a field agent for the Belerian settlement but
mask, comlink, Imperial Ajaxian Armor (DR 4), medical kit, slipped up in Nar Shadaa. She was ambushed and the
medpac, utility belt, vibroblade. scoundrel Aerin Sklar took her identity due to uncanny
Skills: Craft (armor) +4, Demolitions +5, Intimidate +10, resemblances. Sklar freelanced for various syndicates but
Knowledge (tactics) +5, Knowledge (technology) +2, Pilot she thought this was her big break; her mission was to find
+4, Profession (soldier) +3, Read/Write Elorian, Ride +4, Sloen’s employers and determine if it is worth sending the

syndicate’s pirate fleet to pillage. Aerin is medium sized, New Species: Grass Demon
blue eyed with shoulder length black hair pulled back These reptiles appear to be wingless cousins of the wyvern
with a ribbon. She wears Sloen’s clothes but doesn’t know and primarily ply the grasslands for prey. The grass demon
enough about Elorian society or its language to blend in. hunts exclusively in packs and uses its razor sharp hind
She’s looking for a way out of the system and that will claws and teeth to tear apart prey. Grass demons even
require stealing a ship or calling her Hutt employers for lift bring down the occasional Mastodon. Grass Demons have
out of the system. learned to avoid Heart Wraps… and some packs actually
steal prey from the carnivorous plant.
Aerin Sklar: Adult Female Human, Scoundrel 3; Init +2 (+2
Dex); Def 15 (+2 Dex, +3 class); Spd 10 m; VP/WP 14/10; Grass Demon: Adult Predator 3; Init +3 (+3 Dex); Def 17
Atk +2 melee (1d3, punch), +4 ranged (3d6, blaster pistol), (+3 Dex, +4 natural); DR 1; Spd 10 m; VP/WP 26/14; Atk
+4 ranged (DC 15/12 stun grenade) or +4 ranged (4d6+1, +5 melee (1d6+2, crit 20, gore), +5 melee (1d8+2, crit 20,
frag grenade); SQ Illicit barter, lucky (1/day), precise attack bite) or +6 ranged; SV Fort +5, Ref +6, Will +3; SZ M;
+1; SV Fort +1, Ref +5, Will +2; SZ M; FP 1; DSP 0; Rep Face/Reach 2 m by 2 m/2 m; Str 14, Dex 16, Con 14, Int
+1; Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 14. 4, Wis 14, Cha 6.
Equipment: All-temperature cloak, aquata breather, Skills: Climb +4, Hide +9, Jump +4, Listen +4, Move
blaster pistol, comlink, credit chip, dataPad, frag grenade Silently +7, Spot +6.
(2), security kit, stun grenade, tool kit. Feats: Alertness, Run.
Skills: Appraise +4, Astrogate +2, Bluff +8, Demolitions
+2, Disable Device +5, Disguise +10, Escape Artist +6,
Forgery +3, Hide +10, Knowledge (streetwise) +5, Listen
New Species: Mastodon
These burly quadrupeds have four large tusks, a prehensile
+8, Move Silently +9, Pilot +4, Read/Write Basic, Repair
trunk and towers above the land. It is primarily an
+5, Sleight of Hand +5, Speak Basic, Speak Huttese, Spot
herbivore and roams about the land in large herds. Its
+8, Tumble +7.
thick skin and awesome strength keeps both the wyvern
Feats: Alertness, Impersonator, Stealthy, Weapons Group
and grass demon at bay, but mastodon skeletons litter the
Proficiency (blaster pistols, simple weapons).

New Species: Heart Wrap Mastodon: Adult Herd Animal 6; Init +0; Def 13 (-2 size,
These carnivorous plants are found only at the bottom of +5 natural); DR 4; Spd 10 m; VP/WP 54/48; Atk +7 melee
deep pits but their vines stretch in a twenty meter radius (1d6+6, crit 20, gore) and +2 melee (1d8+6, crit 20, slam)
of its den. It waits patiently for prey to touch a tendril, and or +7 or +2 melee (1d8+6, kick) or +1 ranged (by weapon);
then it strikes with lightning speed, wrapping the creature SV Fort +14, Ref +2, Will +4; SZ H; Face/Reach 3 m by 8
and dragging it towards a hungry mouth at the bottom m/6 m; Str 22, Dex 10, Con 24, Int 4, Wis 14, Cha 6.
of a 2-4 meter deep pit. The creature’s roots reach deep Skills: Listen +5, Spot +6, Survival +10.
beneath the soil and is nearly impossible to tear out. The Feats: Endurance, Great Fortitude.
few Elorian colonists who survived their encounter with the
creature recommend incendiary explosives. The creature is
named since it can grip in a heartbeat. In lean years, the New Species: Wyvern
plant relies on photosynthesis to get by. These cunning predators rarely hunt in packs, though
If a character becomes entangled, the creature drags its they are willing to share a roost with one another. They
victim 10 meters each round unless the prey succeeds in hunt small rodents, reptiles and fish on Beleria. They are
an opposed Strength check. The creature’s main body has reptilian creatures with wide wings, powerful hind claws
Damage Reduction, but its vines do not. Cutting all the and a stinging tail. The wyverns watch the new humanoids
vines only incapacitates it until it can regenerate. When with a hungry eye.
the creature loses vitality, it effectively loses vines. A heart
wrap can move its main body and relocate to a better spot, Wyvern: Adult Predator 5; Init +7 (+3 Dex, +4 Bonus);
but this is extremely slow and only occurs during drought Def 18 (+3 Dex, +5 natural); DR 3; Spd 6 m, fly 20 m
conditions. The creature has a +8 cover bonus to Hide (average); VP/WP 45/16; Atk +7 melee (1d6+2, crit 20,
checks from within the pit. claw) and +2 melee (1d8+2, crit 20, bite) or +7 or +2
melee (1d10+2, crit 20, tail strike) or +8 ranged; SQ Fly by
Heart Wrap: Adult Predator 4; Init +4 (+0 Dex, +4 Bonus); attack, poison (tail strike deals deadly poison if victim is
Def 9 (+0 Dex, -1 size); DR 2; Spd 1 m; VP/WP 46/20; Atk wounded), scent; SV Fort +7, Ref +7, Will +4; SZ M; Face/
+9 melee (1d4+6, crit 20, slam or grapple) and +4 melee Reach 2 m by 2 m/3 m; Str 15, Dex 16, Con 16, Int 5, Wis
(2d6+6, crit 20, bite) or +3 ranged (by weapon); SV Fort 16, Cha 10.
+9, Ref +4, Will +2; SZ L; Face/Reach 2 m by 3 m/20 m; Skills: Climb +5, Hide +8, Listen +10, Move Silently +6,
Str 23, Dex 10, Con 20, Int 2, Wis 12, Cha 2. Spot +11.
Skills: Listen +12, Move Silently +7, Spot +7. Feats: Alertness, Improved Initiative.
Feats: Alertness, Improved Initiative.

Istar a massive crater over 300 kilometers across, this small
Planet Type: Terrestrial (moon) outpost is manned by fifty custom built ASP droids and
Climate: Temperate five droid overseers. A single Star Caravel comes from
Terrain: Mountains, plains Eloria to pick up the amassed metals once every three
Atmosphere: Toxic months. This represents the single greatest investment in
Gravity: Low the solar system by the Elorian government other than
Diameter: 7,800 km Isil Thor on Beleria. There are two buildings connected
Length of Day: 19 standard hours by a causeway and the colony is protected with a dome
Length of Year: 230 standard days and a small planetary shield generator (DR 20, 100 Shield
Sentient Species: None Points) for electromagnetic radiation. The colony has
Languages: None no atmosphere and is set up as a strip mine with an ore
Population: None processing factory. All droids were issued sporting blasters
Species Mix: None to defend themselves from anything that stumbles upon
Government: None the mining facility.
Major Exports: None
Major Imports: None Mining Overseers: Diplomat 2; Init +0 (+0 Dex); Def 10 (+0
System/Star: Eloria/Eloria Dex, +0 class); Spd 10 m; VP/WP -/12; Atk +0 melee (1d3-
Planets Type Moons 1, punch) or +1 ranged (3d6, ion pistol); SQ 3rd Degree
Searing rock
Barren rock
Droid; SV Fort +2, Ref +0, Will +4; SZ M; Rep +1; Str 8,
Dex 10, Con 12, Int 12, Wis 12, Cha 14.
Istar Terrestrial 1 Equipment: Comlink, diagnostics package, ion pistol,
Eloria Terrestrial 3 low-light vision, recording unit (video), restraining bolt,
Athela Barren rock 2 vocabulator, weapon mount.
Dagus belt Asteroid belt - Skills: Appraise (4 ranks) +5, Computer Use (4 ranks) +5,
Sephra Gas giant 7 Diplomacy (5 ranks) +7, Knowledge (chemistry) (2 ranks)
Astersol Asteroid field - +3, Knowledge (geology) (5 ranks) +6, Profession (mining
supervisor) (2 ranks) +3, Read/Write Binary, Read/Write
Elorian, Repair (1 rank) +2, Speak Binary, Speak Elorian,
Description Survival (0 ranks) +3.
Istar is a toxic planet with a methane and hydrogen
Unspent Skill Points: 0.
atmosphere. The surface vaporizes most liquids and the
Feats: Ambidexterity, Rugged, Weapons Group
planet is a mass of tangled canyons, craters and rising
Proficiency (blaster pistols, simple weapons).
mountains. The interesting thing about the planet is its
single moon. Recent exploration has shown the moon to
contain a treasure of metals and ice near the polar caps.
ASP Miners: Expert 1; Init +0 (+0 Dex); Def 10 (+0 Dex,
+0 class); Spd 10 m; VP/WP -/12; Atk +4 melee (1d6+4,
The moon may be the site for a future lunar colony once
pickaxe) or +0 ranged (3d4, sporting blaster); SQ 5th
Elorians expand throughout the system. The emperor
Degree Droid; SV Fort +3, Ref +0, Will +1; SZ M; Rep +0;
has approved a small robotic mining operation on the
Str 18, Dex 10, Con 12, Int 6, Wis 8, Cha 10.
moon to uncover metals and begin the foundation of a
Equipment: Comlink, pickaxe, low-light vision,
manufacturing facility.
restraining bolt, sporting blaster pistol, tool mount,
welding laser.
History Skills: Demolitions (2 ranks) +2, Knowledge (chemistry)
Elorian explorers first visited Istar ten years after The (3 ranks) +1, Knowledge (geology) (4 ranks) +2, Profession
Stranger came. While the toxic atmosphere proved too (miner) (4 ranks) +3, Read/Write Binary, Speak Elorian,
daunting to terraform, the nearby moon is a wealth of Speak Binary.
heavy minerals and precious stones. Imported droids do Unspent Skill Points: 0.
all the work while a technician from Eloria services the Feats: Ambidexterity, Great Fortitude, Weapons Group
machinery once a week. Proficiency (blaster pistols, simple weapons).
Cost: 1,450 credits.
There are no native people on Istar or its moon. Every For the GM
month a Star Caravel arrives to collect processed ore and The adventure hooks and supporting characters described
redirect the mining overseers. in this section are meant for GMs only. If you’re a player,
stop reading now.
Descriptions of several key locations follow. Adventures
Feel free to use or adapt the following adventuring hooks
Automated Mining Colony for your home campaign.
Located near the Vestraidi lunar mountain range and

Digging With Droids three Star Caravels with Angel as her flagship. She awaits
If the heroes are not Elorians, they may find it odd that a real battleship worthy of her command. While Tamara
a mining colony is entirely run by droids. Where are the is closely linked with the emperor, she does not have the
owners? How much ore is piling up in the warehouse? violet eyes of the nobility; her mother was a commoner
Why isn’t there a security team to secure it from pirates? If and she is a bastard. Despite this she excelled in the court
the heroes decide to play “finders keepers” with the ore, a of Istar and became a favorite of the emperor; at first for
Star Caravel and three escort Wyvern starfighters arrive. If her graces at the ball and then for her independence. She
the heroes are overpowered, the captain of Angel, Tamara has piercing blue eyes, long raven black hair and dresses in
Naslyr, offers them a choice; increase production by 10- a blue-grey officer’s uniform. She is cool, calculating and
30% or be stranded here without their ship. When Angel loyal to Aestrial.
returns, it bears emperor Aestrial to decide their fate. If
the heroes did a good job, they may be hired as agents of Tamara Naslyr: Adult Female Elorian, Noble 4/Soldier
Eloria. 1/Officer 1; Init +2 (+2 Dex); Def 17 (+2 Dex, +5 class);
Spd 10 m; VP/WP 33/11; Atk +4 melee (1d4, crit 20,
punch), +4 melee (2d6, vibroblade) or +6 ranged (3d8,
heavy blaster pistol); SQ Coordinate +1, favor +2, inspire
confidence, leadership, Noble bonus class skill (Tumble),
resource access; SV Fort +4, Ref +5, Will +6; SZ M; FP 1;
DSP 0; Rep +5; Str 10, Dex 14, Con 11, Int 12, Wis 13,
Cha 14.
Equipment: All-temperature cloak, heavy blaster pistol,
code cylinder, comlink, credit chip, medpac, tool kit, utility
belt, vibroblade.
Skills: Appraise +8, Astrogate +2, Bluff +8, Computer
Use +4, Diplomacy +9, Entertain (dance) +6, Entertain
(song) +6, Intimidate +8, Knowledge (engineering) +2,
Knowledge (tactics) +4, Knowledge (technology) +3,
Knowledge (world lore) +4, Pilot +6, Profession (officer)
+4, Read/Write Basic, Read/Write Elorian, Repair +6, Ride
+3, Sense Motive +8, Speak Basic, Speak Elorian, Survival
+4, Treat Injury +2, Tumble +7.
Feats: Armor Proficiency (light), Influence, Martial Arts,
Persuasive, Starship Operation (capital), Weapons Group
Proficiency (blaster pistols, blaster rifles, heavy weapons,
simple weapons, vibro weapons).

Down In The Deeps New Creature: Silicon Raptors

All production has ceased on orders of the droid overseers. Similar to mynochs, the silicon raptor is more predatory.
A recent mine shaft uncovered a nest of silicon raptors The species lie dormant until disturbed, and then every
and the entire first shift of ASP mining droids is missing. raptor voraciously consumes all metallic content in a 50
The overseers closed the strip mine pending instructions. kilometer area. After everything is stripped bare, the colony
The characters may be trying to increase production (see explodes, spreading itself over a 500 kilometer area before
Digging with Droids) or sent by Emperor Aestrial to be going dormant again. The colony on Istar’s moon arrived
“creative problem solvers.” A solution must be found since from the asteroid that created the huge crater the mining
more tunnels are turning up the raptors. Is there a silicon facility is built near.
progenitor? Is there an ancient facility already down in
the deeps? Only the intrepid will don mining helmets and Silicon Raptors: Adult Vacuum Predator 1; Init +4 (+4 Dex);
environmental suits to brave the dark. Remember that the Def 14 (+4 Dex); DR 1; Spd 8 m; VP/WP 10/14; Atk +3
Listen skill is useless in a vacuum environment. (1d6+2, crit 20, claw) and -2 melee (1d8+2, crit 20, bite)
or +5 ranged (by weapon); SV Fort +4, Ref +6, Will +1; SZ
M; Face/Reach 1 m by 1.5 m/2 m; Str 14, Dex 18, Con 14,
Allies and Antagonists Int 3, Wis 12, Cha 3.
Skills: Climb +4, Hide +8, Jump +6, Spot +3.
Tamara Naslyr Feats: Run.
Tamara is a second cousin of Emperor Aestrial and his
trusted commander of the Elorian fleet. She left the Elorian
system to train at a military academy in the Colonies
Region that preferred credits over family prestige. She
learned modern military tactics, the use of arms, armor
and capital class starships. She is currently in charge of the

Dagus Asteroid Belt back to Eloria for
Planet Type: Asteroid belt manufacture or use
Climate: None as trade goods for
Terrain: Asteroids Elorian agents when
Atmosphere: None traveling abroad. The
Gravity: - regular shipments
Diameter: - provide reasonably
Length of Day: Variable accurate astrogation
Length of Year: 630 standard days data and a free ride
Sentient Species: None to Bastion provided a
Languages: Elorian, Binary passenger brings her
Population: 250 own atmosphere. To
Species Mix: Droids 90%, Elorian 10% keep things safe, there
Government: Corporate is a team of Valyrian
Major Exports: Minerals agents permanently
Major Imports: None established on Bastion
System/Star: Eloria / Eloria to keep an eye on
Planets Type Moons ORO and gather
Searing rock
Barren rock
more information for
Emperor Aestrial.
Istar Terrestrial 1
Eloria Terrestrial 3 People
Athela Barren rock 2 There are 250 personnel on the space station needed for
Dagus belt Asteroid belt - the mining operation. The actual station uses over two
Sephra Gas giant 7 hundred droid brains for its full automation processes.
Astersol Asteroid field - The mining supervisor droid Sparks uses a 5 droid crew
of R2 units to maintain the station’s orbit and conduct
Description maintenance for all necessary equipment. The majority
Littering an orbit between Athela and Sephra, the Dagus of the mining crew is ASP droids with the ORO stamp of
Asteroid Belt is a wide swath of rubble orbiting the ownership on their chassis. There is a small administrative
Elorian star. The size disparity of asteroids in this belt is staff of Valyrian agents stationed here that trains Wyvern
staggering, from fine sized dust to pieces several hundred pilots in “extreme maneuvers” involving the asteroid
kilometers in diameter. The area is rich in minerals, ore, field. They are led by General Sunder, once an advisor to
methane ice and natural gas deposits. The Elorians believe Emperor Aestrial’s court.
this is the remains of a planet that couldn’t form because
of Sephra’s giant magnetic field, which still exerts pressure Locations
on the belt during certain planetary alignments. Descriptions of several key locations follow.

History Dagus Space Station

The Dagus Asteroid Belt is the latest project for the Elorian The asteroid measures 50 kilometers in diameter, but the
people and serves as part of their information gathering space station barely uses a hundredth of it. The droids
operation. Agents contacted a representative of ORO are busy mining out the interior for minerals to enlarge
(Outer Rim Oreworks) about setting up a droid automated the space station beyond ORO requirements. The droids
outpost after providing mineral surveying results. The regularly tow asteroids near the space station for strip
ORO representative filed the paperwork to requisition the mining and processing. The droids are commanded
equipment and tried to learn more about the secretive by Sparks, a quirky MerenData EV Series Supervisor/
spacers, but accidentally walked in front of a hover bus Interrogator Droid modified by the Valyrian agents to serve
on Bastion. The equipment arrived and before ORO could them instead of ORO. The space station is protected by
restock their Bastion office, the Valyrian agents infiltrated a pair of quad laser cannons, usually for errant asteroids.
the ORO computer on Bastion and set up the necessary Supposedly the droids are programmed to blow apart
paperwork for a “low yield automated colony” that has any ship that doesn’t have the proper clearance codes,
operated for the last five years. It was a simple matter of but since the only visitors in system are Wyvern craft or
providing regular shipments once every month to allay the the droid automated barges, it is unknown how the guns
new ORO representatives’ suspicions. will react to strangers. The space station is protected by
The droid automated colony towed a sizeable asteroid a military grade shield generator over a plasteel enforced
from the belt, measuring 50 kilometers in diameter and dome. The consumable rating is for organics but the
hollowed it out to serve as a space station. Three ore station has enough supplies and energy for its droid crew
haulers make regular runs to Bastion to unload half of to run indefinitely. General Sunder’s men have a year’s
the colony’s mineral take. The other half is transported worth of consumables in the cargo hold for organics.

ORO Automated Mining Colony ORO operation and reprogramming it. The heroes are in
Class: Station Crew: 225 (Normal +2) charge of the secrecy of the Elorian star system, so they
Size: Huge (500 m long) Initiative: +0 (+2 crew, -2 size) better not mess up.
Hyperdrive: None Maneuver: +0 (-2 size, +2 crew)
Passengers: 30 Defense: 18 (-2 size, +10 armor)
Cargo Capacity: 20,000 tons Shield Points: 200 (DR 40) Allies and Antagonists
Consumables: 3 days Hull Points: 240 (DR 40)
Cost: N/A (estimated worth 12,680,000) General Sunder
Maximum Speed: Docking (Poor, 1 squares/action) This retired general
Weapon: Quad Laser Cannon (2); Fire Arc: Front; Attack Bonus:
was once an
+0 (-2 size); Damage: 6d10x2; Range Modifiers: PB -2, S +0,
M/L N/A. advisor to Emperor
Aestrial, before
the goblin riots
ORO Droid Barge choked the streets
These huge cargo haulers are droid automated and
of Istar with looters
equipped with a cheap hyperdrive, no shields and a
and pillagers. It
modified cabin to allow organics along for the ride. The
was Sunder who
navcomputer is equipped with enough memory for six
negotiated with the
astrogation coordinates. The hauler can carry four 250 ton
cargo pods but without the pods it looks like a long spine
topped with a bulbous command sphere in the front.
goblin labor chief
and worked out a 24
deal. In the court,
Sunder was a pariah
ORO D11 Barge but to Emperor
Class: Space transport Crew: 5 (Normal +2)
Aestrial, the general had shown he could think beyond
Size: Medium (80 m long) Initiative: +2
Hyperdrive: x6 Maneuver: +2 (+2 crew) custom. So officially the general was relieved of his duty
Passengers: 2 Defense: 20 (+10 armor) and “sent to live out his days in the north.” In reality,
Cargo Capacity: 1,000 tons Shield Points: None Sunder was given command of the pilot Wyvern program
Consumables: 2 months Hull Points: 180 (DR 30) in the Valyrian Wastes and recently sent to the Dagus
Cost: 135,000 (new), 70,000 (used) Asteroid Belt to coordinate the Valyrian agents in their
Maximum Speed: Cruising (Poor, 4 squares/action) “supply runs,” He also serves as counsel to the emperor via
Atmospheric Speed: 500 km/h (8 squares/action) a sublight transceiver.
He is well versed in space suits and has created a
For the GM prototype Powered Armor that he envisions for Elorian
The adventure hooks and supporting characters described soldiers to use in space, once House Ajax is brought into
in this section are meant for GMs only. If you’re a player, the ways of technology.
stop reading now. Sunder is an old Ajaxian with snow white hair, a bushy
mustache and piercing blue eyes. He is the veteran of
countless battles and took amazingly well to the imported
Adventures technology. He knows when to rely on aides but otherwise
Feel free to use or adapt the following adventuring hooks
attempts to understand as much as he can on his own.
for your home campaign.
He regularly plays chess with Sparks, oversees the mining
operation and coordinates missions for Valyrian agents.
Supply Run While Sunder misses his grandchildren, he knows he this is
The heroes work for the Elorian throne, either as Valyrian his last sacrifice for the throne of Eloria and its people.
agents or mercenaries pressed into service. Their overseer
is General Sunder, who has use of their talents. A recent Andril Sunder: Old Male Elorian Soldier 7/Noble 2/Officer
droid barge hasn’t returned from Bastion and the Valyrian 3; Init +0 (+0 Dex); Def 19 (+0 Dex, +9 class); Spd 10 m;
agents on that world claim it never entered Bastion space. VP/WP 81/10; Atk +10/+5 melee (3d4, crit 18-20, punch),
Sunder believes the ship has either malfunctioned or +10/+5 ranged (1d8, Longsword) or +10/+5 ranged (3d6,
became a pirate target. If the supply run isn’t finished, blaster pistol); SQ Favor +1, inspire confidence, leadership,
ORO will send an agent to investigate the loss. The noble bonus class skill (Gamble), requisition supplies; SV
heroes’ job is to find the missing droid transport along Fort +7, Ref +6, Will +10; SZ M; FP 3; DSP 0; Rep +5; Str
its hyperspace trail and send it back to Bastion. There are 10, Dex 10, Con 10, Int 21, Wis 16, Cha 16.
five distinct hyperspace stops on its journey; if the ship Equipment: All-temperature cloak, blaster pistol,
was waylaid by pirates, this means there are five potential comlink, longsword, medical kit, tool kit, utility Belt.
ambushes. If it was mechanical failure, it should be a Skills: Appraise +8, Bluff +13, Computer Use +7, Craft
simple matter of repairing it and sending it on its way. If (armor) +11, Diplomacy +18, Gamble +8, Intimidate
it was natural disaster, such as a horde of mynocks or a +20, Knowledge (bureaucracy) +11, Knowledge (politics)
space slug, the heroes may have to figure something else +8, Knowledge (streetwise) +8, Knowledge (tactics) +20,
out, perhaps even stealing a cargo hauler from another Knowledge (world lore) +8, Pilot +3, Profession (officer)

+14, Read/Write Basic, Read/Write Binary, Read/Write Sunder A1 Power Armor
Elorian, Read/Write Goblin, Repair +11, Ride +11, Sense Armor Type: Powered armor Proficiency Group:
Motive +10, Speak Basic, Speak Binary, Speak Elorian, Cost: 25,000 Powered
Speak Goblin, Survival +9, Treat Injury +8. Maximum Dex Bonus: +1 Damage Reduction: 6
Feats: Advanced Martial Arts, Armor Proficiency (heavy, Speed: 8 m/4 m, fly 10 m Armor Check Penalty: -4
light, medium, powered), Combat Expertise, Dodge, (poor) Weight: 24 kg
Improved Martial Arts, Martial Arts, Mobility, Persuasive, Availability: Specialized Era: RE, R, NR
Weapons Group Proficiency (blaster pistols, blaster rifles,
heavy weapons, simple weapons, vibro weapons). Sparks
The quirky droid supervisor is one of thousands of EV
Sunder Armor droids that didn’t return for MerenData’s recall. It has
Created by General Sunder using both traditional armor become a tireless task master, driving underlings to reach
design and the newest technology, this full suit of powered “top efficiency” and punishing droids that didn’t share
armor is space worthy, equipped with a variety of weapons his vision. Luckily for the mining colony, the Valyrian
and a fully maneuverable jet and repulsor system. agents hardwired a secondary chip that overrides Sparks’
The armor operates for 24 hours on a set of eight judgment when his programming calls for dismantling
standard power packs after which time it ceases all an offending underling. Instead, he ionizes the droid
function; the operator suffers penalties as if she lacked the and sends it in for maintenance. The droid has worked
Armor Proficiency (powered) feat. It takes 10 minutes to
get into this suit of armor and 8 full rounds to get out.
amazingly well for the Elorians and Sparks seems happy in
his position as head overseer.
The Sunder A1 has the following features.
Strength Augmentation: The powered servos give the Sparks: MerenData’s EV Series Expert 1/Thug 3; Init +0 (+0
operator a +4 equipment bonus to Strength. If the Dex); Def 11 (+0 Dex, +1 class); Spd 10 m; VP/WP -/15;
operator does not have the Armor Proficiency (powered) Atk +4 melee (DC 15, stun baton) or +3 ranged (3d6, ion
feat, not only does this bonus not apply, but the operator pistol); SQ 4th Degree Droid, argumentative, humanoid
suffers a -4 penalty to Strength and Dexterity while in the chassis; SV Fort +4, Ref +1, Will +2; SZ M; Rep +0; Str 12,
suit. Dex 10, Con 12, Int 18, Wis 8, Cha 13.
Life Support: The suit provides full life support for 24 Equipment: Ion pistol, sensors (motion, sonic), stun
hours, with an internal air supply and protection against baton, translator unit (DC 10), vocabulator.
the most extreme environments, including vacuum. Skills: Appraise +8, Bluff +5, Computer Use +8,
Computerized Targeting: The suit has mounts to carry up Diplomacy +3, Intimidate +19, Knowledge (bureaucracy)
to two weapons of size Large or smaller, as built-in parts +14, Knowledge (business) +10, Knowledge (geology)
of the armor. These weapons receive a +2 equipment +10, Knowledge (technology) +10, Listen +1, Profession
bonus on all attack rolls. Additional weapons may be (administrator) +5, Read/Write Basic, Read/Write Binary,
carried and used by the suit’s wearer, but are not attached Read/Write Elorian, Repair +8, Sense Motive -3, Speak
to the computer targeting system and do not gain the Basic, Speak Binary, Speak Elorian, Spot +1, Survival +1,
attack bonus. The wearer may use only one suit-mounted Treat Injury +5.
weapon per round. Feats: Ambidexterity, Persuasive, Self-Sufficient,
Repulsorlift: The A1 is equipped with a repulsorlift, Skill Emphasis (Intimidate, Knowledge [bureaucracy]),
giving it the ability to fly at a speed of 10 meters per Toughness, Weapons Group Proficiency (blaster pistols,
round with poor maneuverability. The repulsorlift has an simple weapons).
operational altitude of low (1,000 meters). The addition
of a jet propulsion system allows for maneuvers in space
and the suit can reach speeds of 3 squares (1500 meters
per round). However, the suit only has enough fuel for 8
pilot checks and this system is only for emergency use.
In atmosphere, the jets have enough fuel for 8 boosts,
allowing the suit to travel at double its base repulsor speed
(which can still be moved at quadruple speed, up to 80
meters maximum per round).
Sensors: The suit grants its operator low-light vision and
darkvision out to 20 meters and provides the benefit of a
pair of electrobinoculars, reducing the wearer’s penalty on
Spot checks to -1 for every 20 meters.
Comlink: The armor’s built-in comlink has a range of 50
kilometers and can send and receive encrypted messages.
Powerlamp: The armor includes a powerful lamp able
to create a beam of light up to 100 meters long and 50
meters wide.

Abaddon Description
Planet Type: Terrestrial On first surveying Abaddon, most would note its violent
Climate: Temperate ionic storms, vast stretches of wasteland and the hardy
Terrain: Desert, subterranean people clinging to every fertile valley and oasis on the
Atmosphere: Breathable planet. There are no open bodies of water as most of
Gravity: Standard Abaddon’s moisture is trapped in underground reservoirs
Diameter: 13,700 km and rivers. The planet’s volcanic nature creates a
Length of Day: 25 standard hours supercharged magnetic field, which cyclically erupts in
Length of Year: 340 standard days fierce storms with hurricane force winds and cyclones.
Sentient Species: Abadi This planet has significantly more rocky wastes than sand
Languages: Abadiin dunes, but a fine dust cakes everything thanks to the
Population: 60 million relentless wind. The atmosphere qualifies as breathable,
Species Mix: 100% Abadi but is thin and arid. Temperatures range from scorching at
Government: Tribal the equator to tundra like conditions near the poles. There
Major Exports: None are no polar caps visible from space, but ice does exist
Major Imports: None beneath the surface.
System/Star: Aba / Aba
Planets Type Moons History
Searing rock
Toxic rock
Abaddon once supported a billion sentients owing fealty 26
to a single royal family, but when the last emperor died
Abaddon Terrestrial 2 prematurely along with any heirs, his family warred
Baliin Barren rock 1 amongst themselves and plunged the planet into a century
Masah Gas giant 8 of conflict using robotic troops, armored vehicles, fliers
Tenlir Gas giant 19 and finally, atomic weapons. The population centers were
Vaskir Gas giant 5 decimated and the most fertile valleys ruined by fallout.
Zil-Adan Frozen rock 3 Slowly, the native population started the long, slow build
toward a semblance of civilization. Several communities
arose from the wreckage of the old, but the new rulers of
the land became nomadic, and exercised the axiom “might
makes right.” At one time, the Abadi explored their solar
system and set up robotic mining colonies on Baliin, but
no Abadi remembers such accomplishments except in myth
and legend.

The native Abadi are survival oriented and haunted by the
ruins of their past. The nomads consider walking among
the ancient ruins and remembering the past an exercise in
folly. The city dwellers mourn the loss of technology and
the old world. They are humanoids with a strong selfish
streak and rarely help their own people; “only the strong
survive” is a common motto. The few pieces of technology
to survive into this wasted world are weapons, namely
slugthrowers, which the Abadi just call “gun.”
The Abadi are humanoids of medium height and tend
toward a hardy build. They appear remarkably similar
to baseline humans, except for their catlike eyes (which
include greens, hazels and browns), pointed teeth and
clawed fingers. Their skin is slightly greenish or blue
in color, but most dress in all concealing cloaks and
desert gear. Many of the marauders strap bandoleers
of ammunition across their chests and openly wear

Descriptions of several key locations follow.

Abadi Patrol Returns Home

Baliin Robotic Foundry warriors of Velis Nor are known among the Free Cities as
On the world of Baliin, a barren planet about half the merciless demons that drink blood and eat the flesh of
size of Abaddon, a mechanized factory continues working their enemies.
at 10% capacity. Even with this low activity level, the
storehouses on Baliin have over a million kilograms of New Weapon: Scattergun
processed metals. The remaining robots continue to A useful slugthrower in close quarters, this weapon doesn’t
work in near vacuum, pursuing their last orders from the require marksmanship, just the will to shoot. There are
Abadi emperor “to build a new home for my people.” The two varieties, the single barrel and the up and over double
complex sprawls over 64 square kilometers of warehouses, barrel. Whatever type of barrel, almost all are short and
rails and open mining pits. Nestled against a 100 meter meant to be used like a pistol. It has a stock, a trigger and
high crater wall is a habitation complex that the robotic a reloader. When out of ammunition, the weapon doubles
miners enter and exit. Sensors may detect a series of power as a bludgeoning weapon.
sources deep beneath the Baliin soil along with deeply
buried power lines connecting vital areas of the Foundry.

Free Cities
These motley collections of cities crouch on the ruins of
the ancient Abadi civilization, trying to stand above the
wreckage by employing old technology and recovering
ancient artifacts. Several use hydropower, wind power
and natural gas to turn the wheels of industry. Few are Scattergun
wealthy enough to do anything more than buy off any Weapon Type: Slugthrower scattergun
of the marauding hordes that annually descend upon Proficiency Group: Slugthrowers Cost: 750
their cities. Some number more than a thousand, but Damage: 3d6/1d6 Critical: 19-20
each community tries to remain in close contact with one Range Increment: 6 m Weight: 2.2 kg
another, encouraging marriage between cities and a single Fort DC: - Type: Piercing
drive to reestablish Abadi culture. Several cities utilize Multifire/Autofire: - Size: Medium
ancient Abadi devices and constantly try to figure out Hardness: 5 WP: 8 Break DC: 16
the accomplishments of the past. Other cities are just the Availability: Special Era: RE, R, NR
natural progression of entrenched refugee settlements. Special: This weapon may be used as a bludgeoning
weapon using the Weapon Group Proficiency (simple),
Ionic Atmosphere dealing 1d6 points of damage. The weapon has either one
At any time the atmosphere of Abaddon is supercharged or two shots, but reloading is a move action.
with ions and electricity, which can damage sensors or
sensitive ship electronics. At any time, a starship will suffer For the GM
1d6 ionic damage per size level each round for 10-40 The adventure hooks and supporting characters described
rounds. Successfully navigating a “path of least resistance” in this section are meant for GMs only. If you’re a player,
requires a Computer Use check (DC 20) that will halve this stop reading now.
damage. Note that during storms, this damage is doubled.
Ancient Abadi starships get to apply their hull’s DR to this
ion damage due to superior insulation. Adventures
Feel free to use or adapt the following adventuring hooks
for your home campaign.
Relic Valleys
These are the remnants of the old Abadi civilization, when
one monarch ruled over all. Most Abadi ignore these areas Free City Treaties
as cursed, and indeed, several seem to be. Some of the Communication between three of the Free Cities, Jhoral,
old robotic soldiers still function; ready to destroy any Mirak and Shlo, have become erratic and plagued by
trespassers. There is talk of mutated vermin, grown large bandits. The leaders of each wish to form stronger ties, but
and vicious. Even more disturbing is the frequency that can’t seem to agree on a mutual charter. Jhoral has vast
feral Abadi establish primal tribes centered on sacrifice indoor gardens and its food resources dwarf its neighbors.
and spirit worship in the Relic Valleys. All of this hasn’t Mirak is small in comparison, but has ten engineers among
stopped Abadi from exploring, from entrepreneurial looters its number able to make the old devices work and even
to idealistic dreamers who desperately want their world to craft new designs. Shlo is desperate to feed its people and
turn for the better. its standing army, which secured the surrounding area
and caves with many losses. Each city believes itself to be
more valuable than the others and don’t wish to give up
Velis Nor autonomy. The heroes can play diplomat to iron out the
This is a despotic city in the southern hemisphere
negotiations and forge a lasting partnership, or the whole
surrounded by rocky mesas and jagged mountains. The
thing can crumble apart like the rest of the world. To make
residents pay obeisance to Fury the Witch Lord. The
matters worse, a nomadic band of warriors has just entered

the territory and their war leader, Andric Sol, wants every in gladiatorial combat. The heroes might also become
city to bow obeisance to his might; he’s backed up by a “captured” and work with the rest of the prisoners or they
Man-O-War, a mechanized vehicle used in the final war. could sneak into the city and pose as loyal Velis Norians.
Do the heroes side with the cities and provide a unified During their mission, the Great Mound is finally broken
front? Or does Andric Sol cement a new kingdom based on open and the Witch Lord himself enters the prisoner camp
fear and power? with a retinue of his best warriors. Beneath the Great
Mound is an ancient stockpile of weapons and equipment.
Ghost Factories While Fury’s raiders had mobility with their motorbikes,
The Baliin Foundry is certainly strange to behold; ore piled now they will have access to a fleet of tanks. The Free
in rubble heaps, storage facilities filled to the brim and Cities’ high walls will stand little chance against the
centuries old robotic miner vehicles relentless at work. advanced weaponry and terrible power of the tanks. Not
There is a central intelligence center, powered by fission only do the heroes have to figure out a way to warn the
reactors, as the foundry is kept in semi-repair inside the Free Cities, they’ll have to get past Fury’s dark power.
habitation complex, buried deeply within a 100 meter
high cliff. There are automated warning messages for Allies and Antagonists
any unauthorized starships that stray near, albeit in the
Abadi language. Any ship that closes within Long range Andric Sol
(10 kilometers) without the proper security codes will
receive a volley (1d6+2) of Ordinary quality concussion
missiles (7d10x2). If the trespassers refuse to leave, the
The toughest sentient to walk the face of Abaddon, Andric
Sol is a leader through judicious and vicious displays of 28
violence. He has a knack for guessing what makes others
facility will exhaust its supply (it has enough rounds for fearful and uses that knowledge to best effect. He will
five volleys). With an Abadi ship, perhaps from one of the take a family hostage and execute them one by one if it
ruined valleys, the heroes can land safely and investigate serves his purpose. He will let his warriors loose to rape
the facility relatively free from danger. Everything except and pillage without a moment’s hesitation, for he is the
the habitation dome is subject to vacuum, so heroes are true taskmaster of this army of thugs and mercenaries. This
still vulnerable in their space suits. The wealth of the Baliin feared captain has sacked two cities and burnt a third to
Foundry is two fold; the accumulated ore is measured in the ground. Now, he is looking to the future and wants to
millions of kilograms of processed ore, and the habitation establish a powerbase… but why build when one can steal?
complex can support up to 500,000 Medium-size Andric Sol dresses in leather, said to be tanned from the
sentients for at least 10 years before needing atmospheric backs of his enemies. He has a massive mohawk, colored
replenishment. For the Abadi, this could be their promised red and black, bears twin scatter guns and wears steel-toed
land. boots. He also wears an impressive knife, scored on the
side for each kill with the blade. If it wasn’t for the burned
War Of The Witch Lord scar on his face, he might have been handsome. His moods
In the southern city of Velis Nor, the drums of war beat change wantonly and few live for long in his inner circle.
to the fearful voice of Fury the Witch Lord, an Abadi with
strange and dark powers. It is said he has made a pact Andric Sol: Male Abadi Fringer 2/Scout 4/Soldier 4; Init +5
with a demon in exchange for machines and technology. (+1 Dex, +4 bonus); Def 18 (+1 Dex, +7 class); Spd 10 m;
Considering the relative wealth of his minions, the VP/WP 87/14; Atk +11/+6 melee (1d4+3, knife), +11/+6
commoners may be right. Instead of raiding Velis Nor’s melee (2d4+3, crit 19-20, punch) or +9/+4 ranged (3d6,
neighbors, the machine driven warriors of the Witch crit 19-20, scattergun); SQ Barter, Fringer bonus class skill
Lord are burning cities to the ground and taking the (Bluff), heart +1, tainted, trailblazing, uncanny dodge (Dex
population prisoner. No one knows their fate, but the bonus to Defense); SV Fort +13, Ref +6, Will +3; SZ M; FP
Free Cities’ rumor mills can only guess. Some say he is 2; DSP 6; Rep +2; Str 16, Dex 12, Con 14, Int 13, Wis 10,
unearthing the great weapons again, the ones buried long Cha 14.
ago by the ancient fathers. Some say it’s none of the Free Equipment: Outland armor (DR 2), knife, scatterguns (2).
Cities’ problem. An emergency Council of the Free Cities Skills: Bluff +7, Climb +7, Computer Use +5,
recognizes the potential threat of Velis Nor and its mad Demolitions +4, Disguise +7, Hide +11, Intimidate +12,
leader; they’ve petitioned the heroes to trek to the south Knowledge (geography) +6, Knowledge (history) +3,
and investigate as undercover agents. Aside from avoiding Knowledge (tactics) +4, Knowledge (technology) +3,
the southern city’s vehicle riding warriors, the heroes Knowledge (world lore) +3, Listen +5, Move Silently +4,
must uncover the power of Fury and the mystery of the Pilot +5, Read/Write Abadi, Repair +2, Speak Abadi, Spot
prisoners. +5, Survival +10.
Fury’s minions raid and round up every living Abadi to Feats: Armor Proficiency (light), Combat Expertise,
work on the Great Mound, a holy site a few kilometers Endurance, Great Fortitude, Heroic Surge, Improved
from Velis Nor. The prisoners work day and night under Initiative, Improved Martial Arts, Martial Arts, Point Blank
the watch of mercenaries and warriors loyal to the Witch Shot, Power Attack, Weapons Group Proficiency (blaster
Lord. The heroes might infiltrate into the Witch Lord’s pistols, blaster rifles, heavy weapons, primitive weapons,
organization in a contest of arms and prove their worth simple weapons, slug throwers, vibro weapons).

Outland Armor
Constructed of scavenged materials, this leather and metal
studded suit is ideal for the nomadic raider, providing
exceptional mobility and a minimal amount of protection.
No suit of Outland Armor is the same, as each warrior
personalizes it with spikes, rings or some other decorative
effect. Some suits are painted a flat black for stealth
purposes at night.

Outland Armor
Armor Type: Light armor Proficiency Group: Light
Cost: 150 Damage Reduction: 2
Maximum Dex Bonus: +5 Armor Check Penalty: -1
Speed: 10 m/6 m Weight: 3 kg
Availability: Specialized Era: RE, R, NR


Adnric Sol has resurrected one of the feared Man-O-Wars,
a killing machine that walks like a giant Abadi and armed
with a staggering array of weaponry. He did it with an old
engineer, Darek Smalls, who follows behind the thing like a
worried mother.
The device measures 12.3 meters in height and 3.6
meters in length. This Man-O-War is currently out of
rockets, but all its energy weapon systems are in prime
working order. After more then ten consecutive rounds of
firing its weapon systems, this Man-O-War requires a five
round cool down or it risks an explosion. After ten rounds Darek Smalls
of firing every blaster, little survives to pose a threat, so This genius Abadi is a stooped over engineer, constantly
Smalls hasn’t bothered telling Sol about the flaw. Because complaining about his back but never doing anything
of the advanced AI, it can track over fifty targets on the about it. He chanced across a military installation in a Relic
battlefield and fire every cannon. Valley and absorbed every service manual he could find.
The vehicle does have another flaw in its design, as a When he came across three broken down Man-O-Wars
determined soldier could climb to the access hatch (Climb guarding a government building, he knew his destiny. He
check DC 20 if moving, DC 10 if still) and take manual stripped down the other two for parts and spent a year
control of the vehicle. Projectile weapons bypass the of his life bringing this old soldier back. When Andric Sol
shields but not the armor’s damage reduction. Otherwise came across the installation looking for salvage, he quickly
only starship or vehicular weapons stand a chance against saw the value in a fully functional Man-O-War. Darek was
this behemoth. only too happy serve this strong man, a captain who could
lead the people to greatness again.
AV5 Man-O-War
Class: Ground (Walker) Crew: 0 (Expert +8) Darek Smalls: Male Abadi Fringer 6; Init +1 (+1 Dex); Def
Size: Gargantuan Initiative: +4 (+8 crew, -4 size) 16 (+1 Dex, +5 class); Spd 10 m; VP/WP 38/10; Atk +4
Passengers: 2 Maneuver: +4 (-4 size, +8 crew) melee (1d3, punch) or +5 ranged (2d6, Slugthrower pistol);
Cargo Capacity: 2 tons Defense: 14 (-4 size, +8 armor) SQ Barter, Fringer bonus class skill (Computer Use, Repair),
Speed: 20 m Shield Points: 60 (DR 15) jury-rig +4, survival +2; SV Fort +5, Ref +4, Will +1; SZ M;
Max Velocity: 60 km/h Hull Points: 120 (DR 15) FP 2; DSP 0; Rep +1; Str 10, Dex 12, Con 10, Int 18, Wis
Cost: Not Available for Sale 8, Cha 10.
Weapon: Twin-light blaster cannon (8); Fire Arc: 2 Front, 2 Left,
Equipment: Slugthrower pistol, tool kit.
2 Back, 2 Right; Attack Bonus: +2 (-4 size, +4 crew, +2 fire
control); Damage: 2d10; Range: 100 m.
Skills: Climb +5, Computer Use +15, Craft (walker
Weapon: Light blaster cannon (4); Fire Arc: Front; Attack vehicles) +9, Handle Animal +3, Hide +6, Jump +5,
Bonus: +4 (-4 size, +4 crew, +4 fire control); Damage: 4d10; Knowledge (astronomy) +6, Knowledge (chemistry)
Range: 200 m. +7, Knowledge (engineering) +8, Knowledge (history)
Weapon: Double blaster cannon (2); Fire Arc: Front; Attack +9, Knowledge (technology) +10, Pilot +6, Profession
Bonus: +2 (-4 size, +4 crew, +2 fire control); Damage: 5d8; (mechanic) +1, Read/Write Abadi, Repair +20, Speak Abadi,
Range: 300 m. Spot +8, Survival +4, Swim +2.
Weapon: Rocket Launchers (2); Fire Arc: Front; Attack Bonus: Feats: Endurance, Gearhead, Perfect Memory, Skill
+8 (-4 size, +4 crew, +8 fire control); Damage: 5d10/5d10;
Emphasis (Repair), Weapons Group Proficiency (primitive
Range: 200 m (10 increments max).
weapons, simple weapons, slug throwers).
* The Man-O-War provides full cover to its passengers.

Mining Vehicle Fury the Witch Lord: Expert 1/Tech Specialist 6/Fringer 10;
These mechanized vehicles rely on massive treads to Init +7 (+3 Dex, +4 Improved Initiative); Def 22 (+3 Dex,
traverse the rocky terrain of Baliin. Each has a rear open +9 class); Spd 10 m; VP/WP 140/18; Atk +16/+11/+6
cargo hold, capable of transporting 30 tons of rubble. melee (1d3+5, punch) or +16/+11/+6 melee (1d4+5,
Each also has a forward cab with manual controls, but the knife) or +14/+9/+4 ranged (2d8, slugthrower pistol),;
other mining vehicles are totally automated, controlled SQ 4th degree droid, barter, expert (Craft[electronic
via common radio signals from the habitation units. The devices]),Fringer bonus class skill (Computer Use,
vehicles are blocky, armed with four manipulator arms and Demolitions, Repair), instant mastery (Demolitions), jury-
sport a massive forward facing drill. rig +6, research, survival +4, tech speciality (mastercrafter
There is room for four medium-sized humanoids in the [electronic devices] +1); SV Fort +13, Ref +11, Will +11;
cab and atmosphere hoses for drivers wearing an Abadi SZ M; Rep +3; Str 20, Dex 16, Con 18, Int 18, Wis 16, Cha
environmental suit. 16.
Equipment: All-Temperature cloak, comlink, datapad,
AMV2 Miner diagnostics package, heuristic Processor, improved sensor
Class: Ground (Tracked) Crew: 0 (Normal +2) package, internal storage (1 kg), knife, military armor (DR
Size: Huge (9 m long) Initiative: +0 (+2 crew, -2 size) 3 or 6), military uniforms, locked access, slugthrower pistol
Passengers: 4 Maneuver: +0 (-2 size, +2 crew) (2), sonic sensors, telescopic vision, tool kit, translator unit
Speed: 10 m Defense: 13 (-2 size, +5 armor) (DC 5), utility belt, vocabulator.
Max Velocity: 30 km/h
Cargo Capacity: 30 tons
Cost: Not available for sale
Shield Points: None
Hull Points: 60 (DR 10)
Skills: Astrogate +5, Computer Use +26, Craft
(computers) +24, Craft (droids) +24, Craft (electronic
Special: This vehicle has four manipulator arms with a Strength devices) +29, Demolitions +10, Disable Device +12, Hide
of 30 (+10) and 1d6 gripping damage. Getting caught in the drill +11, Jump +13, Knowledge (bureaucracy) +8, Knowledge
does 5d6 points of damage per round. (engineering) +17, Knowledge (technology) +12, Listen
* The Mining Vehicle provides full cover to its passengers. +15, Pilot +11, Profession (engineer) +8, Read/Write
Binary, Repair +35, Search +6, Speak Binary, Spot +13,
Fury the Witch Lord Survival +8, Treat Injury +5
The undisputed lord of Velis Nor, this Abadi from the Feats: Ambidexterity, Armor Proficiency (light), Combat
south commands a legion of marauders and raiders. Expertise, Combat Reflexes, Gearhead, Improved Initiative,
Instead of planting crops or building to the future, Perfect Memory, Skill Emphasis (Craft [electronic devices],
these barbarous looters take what they want from the Repair), Technical Wizard, Two-weapon Fighting, Weapons
surrounding communities. No one realizes that Velis Nor Group Proficiency (primitive weapons, simple weapons,
sits on ten thousand years of stockpiled military supplies, slug throwers)
which frees its people to dominate their neighbors. Most
warriors soon tire of the canned and preserved meat, thus Military Armor
increasing their desire for fresh food, which their neighbors An artifact of the previous age, these suits of lightweight
eke out of the cursed soil with great toil. armor protected against energy and kinetic bullets. This
Fury is an enigmatic Abadi said to have lived for a armor is worn beneath the standard military uniform. Only
thousand years and commands several Abadi demons to Fury and his most trusted captains own a set.
serve his bidding. The Witch Lord is spoken with fear to
young Abadi children to get them to behave, and indeed, Military Armor
the anger of this southern warlord is great to behold. Armor Type: Light armor Proficiency Group: Light
No one knows what he really looks like, for he wears a Cost: 2,000 Damage Reduction: 3 or 6
metal mask and dresses in ancient military uniforms. Fury Maximum Dex Bonus: +3 Armor Check Penalty: -3
seems determined to cement his power through fear and Speed: 10 m/6 m Weight: 3 kg
intimidation. Availability: Specialized Era: RE, R, NR
The true power of the Witch Lord is technology. Aside Special: The armor provides a DR 3 against all attacks, but
from the vast supplies of Velis Nor, the city also has a high a DR 6 against slugthrowers.
number of working vehicles and fuel repositories. The old
refineries and mining equipment is pumping again, even Abraxan Arms Tank
if some of it is radioactive. This warlord is determined to These war machines are more than vehicles, they are
resurrect the past and rule all of Abaddon. The reason he sentient. Each has an artificial intelligence linked with
has such an intimate knowledge the past is simple; he was encrypted communications, but lack the right access key.
there when the first atomics erupted in nuclear fire. Fury They sit in the darkness of the great mound, waiting for
is actually a Similacrum, an ancient and cunning machine orders to roll once again to war. Each is thickly armored
meant to emulate an Abadi. His purpose in the past and armed with heavy metal rounds and turreted defenses.
may be unknown, but few dispute this man-machine is The vehicles use treads and their main cannons have a 360
determined to crush any that stand in his way.The burned degree arc. They can operate indefinitely with their fission
shells of cities in his wake is a testament. fuel cells. Each Abadi Tank measures 8 m long and has a 3
m profile.

Abraxan Arms Fury II Tank Abadi Commoner: Adult Abadi Commoner 1; Init +0 (+0
Class: Ground (Tracked) Crew: Expert +8 (0) Dex); Def 10 (+0 Dex, +0 class); Spd 10 m; VP/WP -/10;
Size: Huge (8 m long) Initiative: +6 (+8 crew, -2 size) Atk +0 melee (1d3, punch or 1d4 claws) or +0 ranged (by
Passengers: 4 Maneuver: +6 (-2 size, +8 crew) weapon); SQ Species traits; SV Fort +0, Ref +0, Will +0; SZ
Cargo Capacity: 2 tons Defense: 18 (-2 size, +10 armor)
M; FP 0; DSP 0; Rep: +0; Str 10, Dex 10, Con 10, Int 10,
Speed: 20 m Shield Points: 0
Max. Velocity: 60 km/h Hull Points: 150 (DR 15)
Wis 10, Cha 10.
Cost: Not available for sale Equipment: Variety of personal belongings.
Weapon: Heavy Metal Cannon (1); Fire Arc: Front; Attack Skills: Climb +2, Craft (any one) +1, Craft (any one)
Bonus: +10/+5 (-2 size, +8/+3 crew, +4 fire control); Damage: +1, Knowledge (any one) +1, Knowledge (World lore) +1,
4d10; Range: 100 m. Profession (any one) +2, Read/Write Abadi, Ride +1, Speak
Weapon: Automated machine guns (4); Fire Arc: 2 Left, 2 Right; Abadi, Survival +3.
Attack Bonus: +8/+3 (-2 size, +8/+3 crew, +2 fire control); Feats: Endurance, Skill Emphasis (bonus feat).
Damage: 2d8; Range: 50 m.
* The Abadi Tank provides full cover to its passengers.
**The heavy metal cannon issues explosive damage in an 8 m radius New Creature: Kraz
of the impact site. A direct hit to a target negates up to 5 DR from the Considered dumber than rocks, the Kraz is a reptilian
target. quadruped used by nomadic Abadi as mounts and
grudgingly accepted in the Free Cities as work animals.
The creature has three hourglass pupilled eyes that are
protected by a series of stubby horns. It has an uncanny
sense of smell and hearing, but doesn’t seem to care about
warning anything else. Instead it will wander off by itself
and hide from the perceived danger. It may even refuse
to budge despite terrible sandstorms, even if shelter is
within sight. Due to the large iron content in the animal,
the creature is prone to lightning strikes and is unfazed by
energy based attacks.

Kraz: Adult Desert, Herd Animal 6; Init +0 (+0 Dex); Def 12

(+0 Dex, -1 size, +3 natural); DR 1; Spd 12 m; VP/WP 55/
23; Atk +5 (1d4+3, kick) or +5 (1d6+3, crit 20, bite), or +2
ranged; SQ Energy resistance (DR 10 against energy based
attacks); SV Fort +11, Ref +2, Will +4; SZ L; Face/Reach 1
m by 4 m/2 m; Str 16, Dex 10, Con 23, Int 2, Wis 12, Cha
New Species: Abadi 4.
These nomads roam the wastelands of Abaddon, Skills: Climb +5, Hide -4, Intimidate -1, Listen +9,
wandering from oasis to oasis and warring with rival clans Survival +8, Treat Injury +3.
for valuable resources. While all Abadi speak a common Feats: Headstrong, Self-Sufficient.
tongue, few feel unity or kinship for her fellow Abadi.
This is a kill or be killed world, which values strength over New Creature: Shadows
compassion and fortitude over honor. All Abadi have dark Cavern predators that venture into the Abaddon night
hair, high foreheads, cat-eyes and retractable claws. The with impunity, these evolutionary cousins of the Abadi are
Abadi evolved from subterranean predators called Shadows, stone cold killers. They travel on all fours, but sometimes
which still hunt the higher evolved Abadi in lean times. sit up and look about, as if they were a sentient Abadi.
Many myths tell of beautiful Shadows mistaken for Abadi
Abadi Species Traits to the horror of the hunter. The predator is canny enough
g Ability Modifiers: None. and regarded as a demon among the Abadi. A few believe
g Medium-size: As medium-sized creatures, Abadi have these to be de-evolved Abadi. Most shudder at the idea.
no special modifiers due to their size.
g Speed: Abadi base speed is 10 meters. Shadows: Adult Subterranean, Predator 6; Init +7 (+3 Dex,
g Bonus Feat: Endurance. +4 Improved Initiative); Def 15 (+3 Dex, +2 natural); Spd
g Natural Weapons: Abadi have sharp claws and can 12 m; VP/WP 45/16; Atk +8/+3 melee (1d6+2, crit 20,
make a claw attack in place of a normal unarmed claw), +8/+3 or +3/-2 melee (1d8+2, crit 20, bite) or +9/
attack. The claw attack deals 1d4 points of slashing +4 ranged (by weapon); SV Fort +8, Ref +8, Will +3; SZ
damage plus the Abadi’s Strength modifier. The claw M; Face/Reach 2 m by 2 m/2 m; Str 14, Dex 16, Con 16,
attack does not provoke an attack of opportunity. Int 6, Wis 12, Cha 12.
g Skill Bonus: Abadi receive a +2 species bonus on Climb Skills: Climb +14, Hide +9, Jump +5, Listen +6, Move
checks. Silently +9, Survival +2.
g Language: Read/Write and Speak Abadi. Feats: Improved Initiative, Stealthy, Track.

Aquaris Description
Planet Type: Oceanic Aquaris is a world of oceans, archipelagos and a small
Climate: Temperate southern continent with 500 kilometers of cragged
Terrain: Islands, oceans mountains and a tenacious jungle. The planet’s humidity
Atmosphere: Breathable and carbon dioxide rich atmosphere makes the surface
Gravity: Standard balmy and hot but the northern pole retains a large icecap
Diameter: 13,200 km due to ocean currents and planetary jet streams. From
Length of Day: 30 standard hours space, this world appears uninhabited except for the
Length of Year: 390 standard days presence of Northern Republic satellites. Sensor readings
Sentient Species: Aqaularan indicate power sources beneath the ocean depths.
Languages: Aqaularan
Population: 500 million History
Species Mix: 95% Aqaularan, 5% Aecilus Aquaris is a victim of three moons, regular asteroid
Government: Monarchy, Republic bombardment and a savage ecosystem. The planet appears
Major Exports: None devoid of sentient species, but that’s because Aqaularan
Major Imports: Technology civilization is under the waves. There were two other
System/Star: Aquaris/Aqual sentient species, called Aecilus and Phoebils, but the
Planets Type Moons
Aquaris 1
Aquaris 2
Gas giant
Aqaularans waged a genocidal war over the ocean depths
a millenium ago. The last of the technologically advanced 32
Aecilus lead the Imperium’s space program and the
Agan Frozen rock 1 Phoebils artistic culture was incorporated into the Northern
Republic. Only a few Aecilus survive to the present day;
both races’ ruins litter the ocean depths. The Aqaularans
have explored the bulk of their star system but do not
have access to hyperdrive technology. The race is currently
divided by two rival nation states, the Southern Imperium
and the Northern Republic. The two nation states are so
intent on the other that neither side has been able to
colonize the rest of their system.
The last engagement between the two nation states
is called the Three Years War, which ended after the
Imperium destroyed the Republic city Solkan Finn with a
nuclear torpedo.

The Aqaularans reside in cities deep under the ocean,
though seagull is a delicacy below the waves. Only
the affluent consume the dish more than once a year,
since Aqaularans must travel slowly to the surface in
submersibles. While the species is amphibious, most prefer
the cool, dark water of the ocean depths to the glaring
surface. The Aqaularan use a variety of biotechnology,
from radiant phosphorescent jellyfish that light their
streets to medicinal starfish that bind wounds. The
Aqaularans see space travel as the next step in their arms
race. The Aqaularans are brusque and value toughness
over diplomacy. Aqaularans are thin humanoids with eel-
like facial features, three-fingered hands and luminescent
yellow eyes. Their skin color changes according to their
mood, which invariably is a hostile blue. The mountain
cities are carved from bedrock and the cities on the abyssal
plains have elaborate domes.
The Northern Republic is a democracy in name only
since the military/industrial complex of Avatar directs
public policy. The people are educated from birth about
the horrors of the Imperium and the tyrannical monarchic
state. The Northern Republic’s colors are black and red,
which decorates every fighter, bomber and soldier under
the Republic’s banner.

The Southern Imperium is an ancient state that has will survive. S.W.C. can produce ten nuclear missiles
dominated Aquaris for untold millennia. When the or fifty conventional missiles each month. The current
northern states rallied to form a distinct entity called the nuclear arsenal of the Imperium is said to range into the
Republic, the might of the Imperium was finally held in thousands, a deterrent which has kept the Republic from
check. The Imperium has had several dynasties, but the encroaching upon home waters again, not after Solkan
colors remain the same; blue and silver. The current house Finn’s destruction ended the Three Years War.
claims the Leviathan as its house symbol.

Descriptions of several key locations follow.

Aquatar Prime
Only a bare kilometer from the ocean’s surface, Aquatar
Prime is a megalopolis beneath the waves and the capital
of the Northern Republic. Over 25 million residents live in
the midst of the most productive kelp farms in Aquaris.
The city is covered with turbulence resistant domes and
ringed with sonic fences to keep vicious predators out. The
Aqaularan Senate convenes every week in the Coral Palace, 33
built far beneath the rocky ocean bottom.

Balamor K’Dai Nuclear Torpedo Readiness Exercises

The Southern Imperium’s citadel is carved deep in the For the GM
largest mountain on Aquaris amid the K’Dai Islands. Over The adventure hooks and supporting characters described
20 million subjects of the Overlord call this home, laboring in this section are meant for GMs only. If you’re a player,
for the Imperium to overthrow the Northern Menace. Every stop reading now.
day new airships are constructed for the Imperium’s self
defense needs. The majority of Aecilus are located here
under the watchful eye of the Overlord. This city was once Adventures
a technological marvel of the Aecilus, but the Aqualarans Feel free to use or adapt the following adventuring hooks
of the Southern Imperium use it as their citadel under the for your home campaign.
sea. King Sion holds court deep within the city while his
subjects labor for the defense of the Imperium. Alien Invasion
A top scientist in the Northern Republic is found dead
Avatar Shipyards (50 slips, construction multiple 1.5) and the project he was working on is in peril. Government
In the Avatar trench is an underwater starship facility that agents investigate his living quarters, his family and
churns out exploratory craft and planetary defense ships. neighbors. The heroes’ sudden appearance can only mean
The company is state funded by the Northern Republic and an alien invasion. Can the heroes escape the paranoid
part of the north’s industrial/manufacturing facilities. The north before their ship is blown out of the sky? Can they
goal of the Avatar Shipyards is to keep the North one step hide anywhere? Who really killed the scientist? Will the
ahead of the Southern Imperium and their technological threat of alien invasion bring the two sides to ally together
lackeys the Aecilus. Avatar Shipyards’ produces fighters, against a common threat? How far will both sides follow
bombers and the the dreaded Kraken heavy weapons the heroes?
platform. The idea is that forces can deploy faster through
the atmosphere than beneath the water. All ships are Escaped Engineer
heavily reinforced to withstand the deep pressures of Perhaps the heroes overheard a strange radio signal out
the abyss and the vacuum of space. The Shipyards is run of system and are investigating its source, but when the
by Admiral Criin, a particularly bloodthirsty but brilliant heroes arrive the frightened engineer Oskar Tsiln is already
military strategist for the Northern Republic. surrounded by the Overlord’s henchmen, ready to take him
back beneath the waves. Do the heroes intervene to save
Strategic Water Command (20 slips, construction multiple this unarmed alien from his monstrous pursuers? Do they
1.75) let it happen and get noticed by the Imperium agents as
The enslaved Aecilus maintain the massive nuclear well? What happens if the natives acquire the heroes’ ship?
arsenal of the Southern Imperium, its bulwark against
northern aggression. While the Imperium does not have War of the Waves
an equivalent of Avatar Shipyards, its S.W.C. is the main The Imperium and the Northern Republic are near each
manufacturer of ballistic missiles and torpedoes, with other’s throats and it was only a matter of time before
both conventional and atomic warheads. In the event something instigated the War of the Waves. The heroes
of total war, the Imperium is ready to make sure no one just happened to ignite the powder keg with their

presence. Now, each side wants the heroes’ ship with its
advanced hyperdrive and neither side can compromise…
unless the heroes can escape or broker a peace, this world
is set to boil. What happens if either side gets access to
their hyperdrive? Will one side prevail? Or will the two
nations drag the surrounding systems into the mess?

Avatar Shipyards Bomber

The bomber fleet of the Northern Republic can fly on a
moment’s notice with enough ordnance to reduce the
Southern Imperium to a cesspool; or at least that’s what
Republic propaganda asserts. The Republic maintains one
hundred bombers in military complexes scattered beneath
the waves. The craft’s width is half its length with multiple
bomb bays for the self propelled torpedo bombs (Missile
Quality Poor +5, 8d10x2) that drop into the ocean. The Avatar Shipyards’ J’Kai Fighter
bombers rely on escort fighter squadrons for defense
but its point laser defense system can knock out the few
fighters that come within striking range of the bomber. Imperium Defender
While the Imperium is late in the space race, the loyal 34
Aecilus engineers came up with the Defender, a two pilot
Avatar Shipyards’ H2 Bomber
Class: Space transport Crew: 10 (Skilled +4)
teardrop shaped fighter armed with the most powerful
Size: Medium (60 m long) Initiative: +4 (+4 crew) laser cannons in the Imperium’s arsenal. The number
Hyperdrive: None Maneuver: +4 (+4 crew) of Defenders is relatively low in comparison with the
Passengers: 20 Defense: 20 (+10 armor) Republic’s massive fleet, but these should serve to guard
Cargo Capacity: 5,000 tons Shield Points: None its borders from a pre-emptive strike by the Imperium’s
Consumables: 1 month Hull Points: 200 (DR 30) enemies.
Cost: 295,000 (new)
Maximum Speed: Attack (Average, 6 squares/action)
ACe6 Defender
Atmospheric Speed: 600 km/h (10 squares/action)
Class: Starfighter Crew: 2 (Skilled +4)
Weapon: Point laser cannons (8); Fire Arc: 2 front, 2 left, 2
Size: Diminutive (9.5 m long) Initiative: +8 (+4 crew, +4 size)
right, 2 rear; Attack Bonus: +2 (+2 crew); Damage: 2d10x2;
Hyperdrive: None Maneuver: +8 (+4 size, +4 crew)
Range Modifiers: PB +0, S -2, M/L N/A.
Passengers: None Defense: 24 (+4 size, +10 armor)
Cargo Capacity: 65 kg Shield Points: None
Avatar Shipyards Fighter Consumables: 6 days Hull Points: 75 (DR 10)
This fighter typically runs escort and precision bombing Cost: 71,000 (new)
missions. Its design is meant to counter the Imperium’s Maximum Speed: Attack (Average, 8 squares/action)
anti-aircraft stations in the K’Dai islands or anything Atmospheric Speed: 900 km/h (15 squares/action)
Weapon: Laser cannons (2); Fire Arc: Front; Attack Bonus:
the Imperium might send up against the bomber fleet.
+10 (+4 size, +2 crew, +4 fire control); Damage: 4d10x2; Range
The fighters are stationed near the northern polar cap Modifiers: PB +0, S -2, M/L N/A.
in immense ice caves since it is too expensive to build a
fighter to the rigors of deep sea specifications and the
vacuum of space. Every bomber is usually accompanied by Imperium Nuclear Torpedo
six to twelve fighters. The most feared weapon on Aquaris is the Imperium’s
nuclear arsenal. The pinnacle of Aecilus engineering,
nuclear torpedoes come in two varieties, underwater and
Avatar Shipyards’ J’Kai Fighter
Class: Starfighter Crew: 2 (Skilled +4)
atmospheric. To counter the Northern Republic’s superior
Size: Diminutive (9 m long) Initiative: +8 (+4 crew, +4 size) space navy, some missiles are capable of leaving Aquaris’
Hyperdrive: None Maneuver: +8 (+4 size, +4 crew) gravity to strike targets within the star system. Each is
Passengers: None Defense: 24 (+4 size, +10 armor) computer guided and is the fastest vehicle on the planet.
Cargo Capacity: 65 kg Shield Points: None This has served as the Imperium’s “nuclear deterrent.” The
Consumables: 2 weeks Hull Points: 100 (DR 10) destruction of Solkan Finn proved the Imperium’s resolve
Cost: 68,000 (new) to use this deadly weapon.
Maximum Speed: Ramming (Average, 10 squares/action) The blast radius of this device is 10 kilometers in
Atmospheric Speed: 1100 km/h (18 squares/action)
atmosphere and 6 kilometers underwater. The warhead
Weapon: Light blaster cannons (2 fire-linked); Fire Arc: Front;
Attack Bonus: +8 or +4/+4 (+4 size, +2 or -2/-2 crew, +2 fire
detonates at a preset distance from its target. Anything
control); Damage: 3d10x2; Range Modifiers: PB +0, S -2, M/L caught directly in the blast (1000 square meters) takes
N/A. double damage. The only protection against a nuclear
Weapon: Small concussion missile launcher (4 missiles); Fire Arc: explosion is either a bomb shelter, sufficient distance from
Front; Damage: 6d10x2; Missile Quality: Ordinary (+10). the blast radius or a miracle.

ACe10 Nuclear Torpedo (aquatic) Range Increment: 20 m Weight: 3.0 kg
Class: Nuclear torpedo Crew: None Fort DC: - Type: Energy
Size: Tiny (10 m long) Initiative: +2 (+2 size) Multifire/Autofire: M/A only Size: Medium
Hyperdrive: None Maneuver: +12 (+2 size) Hardness: 5 WP: 10 Break DC: 12
Passengers: None Defense: 22 (+2 size, +10 armor) Availability: Specialized Era: RE, R, NR
Cargo Capacity: None Shield Points: None
Consumables: 1 day Hull Points: 40 (DR 10)
Cost: 50,000 (new) Trident
Atmospheric Speed: 400 km/h (7 squares/action) The traditional weapon of the Imperium Infantry, the
Weapon: Nuclear Warhead; Fire Arc: None; Damage: 12d10x5; trident is feared across Aquaris. It is the symbol of
Missile Quality: Ordinary (+10). Imperium hegemony and used for close fighting.

ACe12 Nuclear Torpedo (atmospheric) Trident

Class: Nuclear torpedo Crew: None Weapon Type: Trident
Size: Tiny (15 m long) Initiative: +2 (+2 size) Proficiency Group: Primitive Cost: 75
Hyperdrive: None Maneuver: +12 (+2 size)
Damage: 1d8 Critical: 20
Passengers: None Defense: 22 (+2 size, +10 armor)
Cargo Capacity: None Shield Points: None Range Increment: 4 m Weight: 2.0 kg
Consumables: 1 day Hull Points: 45 (DR 10) Fort DC: - Type: Piercing
Multifire/Autofire: - Size: Medium
Cost: 90,000 (new)
Maximum Speed: Ramming (Excellent, 10 squares/action) Hardness: 4 WP: 5 Break DC: 15
Atmospheric Speed: 2000 km/h (33 squares/action) Availability: Specialized Era: RE, R, NR
Weapon: Nuclear Warhead; Fire Arc: None; Damage: 14d10x5;
Missile Quality: Ordinary (+10).

Imperium Energy Rod

Energy rod
ACe13 Nuclear Torpedo (space) The energy rod is the modern equivalent of spear guns,
Class: Nuclear Torpedo Crew: None able to fire under and above water. The shaft is about 1
Size: Tiny (18 m long) Initiative: +2 (+2 size) meter long and held along the forearm. It has ninety shots
Hyperdrive: None Maneuver: +12 (+2 size) before it needs to be recharged. Imperium Infantry typically
Passengers: None Defense: 22 (+2 size, +10 armor) carry two rods when going into battle. Its lethality is only
Cargo Capacity: None Shield Points: None
countered in its reduced range. Energy rods cannot be
Consumables: 1 day Hull Points: 50 (DR 10)
Cost: 100,000 (new) further modified, even by the Aecilus designers.
Maximum Speed: Ramming (Excellent, 10 squares/action)
Atmospheric Speed: 2000 km/h (33 squares/action) Energy Rod
Weapon: Nuclear Warhead; Fire Arc: None; Damage: 15d10x5; Weapon Type: energy
Missile Quality: Ordinary (+10). Proficiency Group: blaster pistol Cost: 800
Damage: 3d6 Critical: 19-20
Marine Autoblaster Range Increment: 8 m Weight: 1.0 kg
The latest design from Avatar Shipyards is the marine Fort DC: - Type: Piercing
autoblaster, said to take the place of three soldiers. The Multifire/Autofire: - Size: Medium
weapon works exceptionally well underwater but tends to Hardness: 4 WP: 5 Break DC: 12
overheat in atmosphere. Availability: Specialized Era: RE, R, NR

Marine Autoblaster Allies and Antagonists

Weapon Type: Light repeating blaster
Proficiency Group: blaster rifle Cost: 1000
Oskar Tsiln
Damage: 3d8 Critical: 19-20
Oskar is small even for an Aecilus; he’s also a genius with
electronics who can’t stand the yoke of slavery anymore.
He escaped and sought the site of the ancient Aecilus
civilization with a museum relic Aecilus submersible. He
was able to get a communicator working before realizing it
was worthless and started looking for a weapon. He uses an
electronic device he crafted to interact with his forebears’
technology and is desperate to escape from the Imperium.
Oskar was a nuclear torpedo designer.

Oskar Tsiln: Middle Age Male Aecilus, Expert 6; Init +0 (+0 is issued a combat knife, a sidearm and the marine
Dex); Def 13 (+0 Dex, +2 class, +1 size); Spd 6 m; VP/ autoblaster rifle. Marines and their equipment are
WP -/11; Atk +3 melee (1d2-2, punch) or +5 ranged (by functional above or below the waves.
weapon); SQ Breathe underwater; SV Fort +2, Ref +2, Will
+7; SZ S; FP 2; DSP 0; Rep: +1; Str 7, Dex 10, Con 11, Int Republic Marines: Adult Male Aqualaran, Thug 3; Init +5
17, Wis 15, Cha 11. (+1 Dex, +4 Improved Initiative); Def 12 (+1 Dex, +1
Equipment: Tool kit, binary translator. class); Spd 10 m; VP/WP -/14; Atk +3 melee (1d3, punch),
Skills: Computer Use +10, Craft (electronic devices) +3 melee (1d4, knife), +4 ranged (3d6, blaster pistol) or
+17, Craft (missiles) +10, Craft (space transports) +9, +0/+0 or -2/-2/-2 ranged (3d8/19-20, marine autoblaster);
Disable Device +14, Hide +4, Knowledge (chemistry) +12, SQ Breathe underwater, low-light vision, xenophobia; SV
Knowledge (engineering) +14, Knowledge (physics) +14, Fort +5, Ref +2, Will +1; SZ M; FP 0; DSP 1; Rep: +0; Str
Profession (engineer) +11, Read/Write Aecilus, Read/Write 11, Dex 12, Con 14, Int 10, Wis 8, Cha 8.
Aqualaran, Repair +23, Speak Aecilus, Speak Aqualaran, Equipment: Blast vest and helmet (DR 2), blaster pistol,
Read/Write Phoebil and Swim +3. marine autoblaster, knife.
Feats: Cautious, Gearhead, Skill Emphasis (Craft Skills: Balance +0, Climb -1, Escape Artist +0, Hide +0,
[electronic devices], Repair), Technical Wizard. Intimidate +5, Jump -1, Knowledge (bureaucracy) +2,
Move Silently +0, Pilot +2, Read/Write Aqualaran, Speak
Admiral Criin Aqualaran, Swim +7.
The brutal and despotic leader of the Northern Republic
is Admiral Criin, who suspects the enemy behind
Feats: Armor Proficiency (light), Headstrong, Improved
Initiative, Point Blank Shot, Weapons Group Proficiency
everything that doesn’t go right for the Republic. He rose (blaster pistols, blaster rifles, simple weapons).
to prominence during the Three Year War between the
Imperium and the Republic that claimed 1 million lives Imperium Infantry
each year. It was his steady hand that averted nuclear The traditional forces of the Imperium are the Infantry;
disaster for the North. However, his brokered cease fire highly organized and trained to be the best under the
actually led to peace and Criin felt tied by the bureaucrats. waves. Loyal to the throne, these soldiers never hesitate to
He used his war popularity to stage a military coup backed execute orders and never retreat. They are indoctrinated
by the people when Leviathan was finally finished. Criin is in the war program of the Imperium and conditioned to
a hard Aqaularan with no family and nothing to lose. He feel no pain. Even when wounded, the Imperium Infantry
craves power and vowed to avenge the loss of Solkan Finn. continue to push on, unaware that their lifeblood is
turning the water red.
Admiral Criin: Middle Age Male Aqualaran, Thug 3/Noble
2/Officer 5; Init +4 (+4 Improved Initiative); Def 15 (+5 Imperium Infantry: Adult Male Aqualaran, Thug 3; Init +4
Class); Spd 10 m; VP/WP 52/15; Atk +7/+2 melee (1d3, (+4 Improved Initiative); Def 11 (+1 class); Spd 8 m; VP/
punch) or +7/+2 ranged (3d6, blaster pistol); SQ Breathe WP -/14; Atk +4 melee (1d3+1, punch), +4 melee (1d8+1,
underwater, favor +1, inspire confidence, leadership, low- trident) or +3 ranged (3d6, energy rod); SQ Breathe
light vision, noble bonus class skill (Bluff), requisition underwater, conditioned (+5 Fortitude checks when
supplies, tactics, xenophobia; SV Fort +8, Ref +6, Will +9; wounded), low-light vision, xenophobia; SV Fort +5, Ref
SZ M; FP 1; DSP 5; Rep: +7; Str 10, Dex 10, Con 15, Int +1, Will +1; SZ M; FP 0; DSP 1; Rep: +0; Str 12, Dex 11,
15, Wis 13, Cha 16. Con 14, Int 10, Wis 8, Cha 8.
Equipment: Blast vest and helmet (DR 2), blaster pistol. Equipment: Blaster pistol, medium battle armor (DR 5),
Skills: Bluff +15, Computer Use +7, Diplomacy +16, trident.
Gather Information +8, Intimidate +18, Knowledge Skills: Balance -5, Climb -4, Escape Artist -5, Hide -5,
(politics) +6, Knowledge (tactics) +14, Profession (officer) Intimidate +2, Jump -4, Knowledge (bureaucracy) +1,
+10, Profession (soldier) +3, Read/Write Aqualaran, Sense Knowledge (tactics) +1, Knowledge (world lore) +1, Move
Motive +5, Speak Aqualaran, Swim +3. Silently -5, Profession (soldier) +1, Read/Write Aqualaran,
Feats: Armor Proficiency (light), Fame, Frightful Speak Aqualaran, Swim +4.
Presence, Headstrong, Improved Initiative, Point Blank Feats: Armor Proficiency (light, medium), Headstrong,
Shot, Precise Shot, Skill Emphasis (Knowledge [tactics]), Improved Initiative, Weapons Group Proficiency (blaster
Weapons Group Proficiency (blaster pistols, blaster rifles, pistols, primitive weapons, simple weapons).
simple weapons).
Republic Marines This is the Northern Republic’s answer to the Imperium’s
The elite troops of the Republic are the marines, capable of nuclear arsenal. This heavy weapons platform can rise from
air, land or water attacks on any target. These soldiers are the ocean’s depths and rain destruction from orbit with its
composed of legions with individual companies specializing array of missiles and heavy laser batteries. It is the flagship
in all aspects of war, from combat to demolitions to of the Northern Republic’s fleet of starships and the
engineering. The marines are fast, disciplined and believe reason Admiral Criin is the most powerful force in Republic
that superior firepower is the best defense. Each marine politics. The huge ship can hold 12 wings of fighters

(144), three legions (5,000 troops each) and accompanying Equipment: Variety of personal belongings.
vehicles. Leviathan measures over 750 meters with a bridge Skills: Craft (any one) +7, Craft +3, Craft +3, Hide +4,
built deep inside the craft. Knowledge (any one) +3, Profession (any one) +2, Read/
Write Aecilan, Read/Write Aqualaran,Speak Aecilan and
Leviathan, Avatar Shipyards’ Kracken-Class Carrier Speak Aqualaran.
Class: Capital ship Crew: 10,000 (Skilled +4) Feats: None.
Size: Gargantuan (750 m long) Initiative: +0 (+4 crew, -4 size)
Hyperdrive: None Maneuver: +0 (-4 size, +4 crew)
Passengers: 15,000 Defense: 16 (-4 size, +10 armor) New Species: Aqaularans
Cargo Capacity: 60,000 tons Shield Points: 0 Aqaularans are a surly people to say the least; quick to
Consumables: 1 year Hull Points: 700 (DR 50) anger and unforgiving. Blood feuds have raged across
Cost: Not available for sale (likely valued at 59,930,000) generations. The original Aecilus and Phoebils coached
Maximum Speed: Cruising (Average, 4 squares/action) the Aqaularans from primitive societies with art and
Atmospheric Speed: 400 km/h (7 squares/action)
technology, hoping the race would grow out of their
Weapon: Heavy laser cannons (72); Fire Arc: 8 batteries front, 4
batteries left, 4 batteries right, 2 batteries rear; Attack Bonus:
paranoia and barbarism. The Aecilus paid with their
+1 (-4 size, +2 crew, +3 battery fire); Damage: 4d10x2; Range freedom and the Phoebils with their lives. Aqaularans
Modifiers: PB +0, S -2, M/L N/A. have luminescent yellow eyes, a mouth filled with needle
Weapon: Point laser cannons (48); Fire Arc: 16 front, 12 left, sharp teeth and leathery skin. According to their mood,
12 right, 8 rear; Attack Bonus: +2 (-4 size, +2 crew, +4 fire
control); Damage: 2d10x2; Range Modifiers: PB +0, S -2, M/L
the Aqaularan will shift in color from pink (complacent) to
slate blue (hostile) but albinos are cast out. 37
Weapon: Concussion missile tubes (8, 32 missiles each); Fire Arc:
Aqaularan Species Traits
Front; Damage: 8d10x2; Missile Quality: Ordinary (+10).
g Ability Modifiers: +2 Con, -2 Wisdom, -2 Charisma.
g Medium-size: As medium-sized creatures, Aqaularans
New Species: Aecilus have no special modifiers due to their size.
Aecilus are technological slaves, forced to serve the g Breathe Underwater: As amphibious creatures, Aecilus
Southern Imperium. Most have forgotten their forebears’ can’t drown in water. They receive a +4 species bonus
ancient devices but know enough to keep themselves on Swim checks.
useful to their vicious taskmasters. Aecilus are amphibious g Speed: Aecilus base speed is 10 meters.
humanoids with mottled grey skin originally from the K’Dai g Xenophobic: Aqaularans have trouble maintaining civil
Islands in the Southern Seas. The species have three fingers dealings with other species (and themselves). They
and an opposable thumb, round gold rimmed black eyes take a -4 penalty on Diplomacy or Charisma checks
and long webbed toes. Their cities once joined land and made to improve the attitude of members of other
sea, but all that is left are a few columns and tumbled species. Likewise, they impose a -4 penalty on other
blocks on desolate isles. Any Aecilus found in the north are species’ attempts to improve Aqaularan attitudes
escaped slaves given refuge, so long as they defect. toward them.
g Low Light Vision: Aqaularans can see twice as
Aecilus Species Traits far as normal in dim light (such as moonlight or
g Ability Modifiers: -2 Str, +2 Int underwater). They retain the ability to distinguish
g Small-size: As small-sized creatures, Aecilus gain a +1 color under these conditions.
size bonus to their Defense, a +1 size bonus on attack g Bonus Feat: Headstrong and Improved Initiative.
rolls, and a +4 size bonus on Hide checks. They must g Free Language Skill: Read/Write Aqaularan and Speak
use smaller weapons than Medium-size beings use, Aqaularan.
and their lifting and carrying capacity limits are three-
quarters those Medium-size characters. Aqaularan Commoner: Init +4 (+4 Improved Initiative); Def
g Breathe Underwater: As amphibious creatures, Aecilus 10; Spd 10m; VP/WP -/12; Atk +0 melee (1d3, punch) or
can’t drown in water. They receive a +4 species bonus +0 ranged (by weapon); SQ Breathe underwater, Low-light
on Swim checks. vision, xenophobia; SV Fort +1, Ref +0, Will +0; SZ M; FP
g Speed: Aecilus base speed is 6 meters. 0; DSP 0; Rep +0; Str 10, Dex 10, Con 12, Int 10, Wis 8,
g Skill Bonuses: Aecilus gain a +2 species bonus on Craft Cha 8.
and Repair checks, but only if they have 1 or more Equipment: Variety of personal belongings.
ranks in the appropriate skill. Skills: Intimidate +1, Profession (any one) +1, Read/
g Free Language Skill: Read/Write Aecilan, Read/Write Write Aqualaran, Speak Aqualaran, Swim +1.
Aqaularan, Speak Aecilan and Speak Aqaularan. Feats: Headstrong (bonus feat), Improved Initiative
(bonus feat).
Aecilus Commoner: Init +0 (+0 Dex); Def 11 (+0 Dex,
+0 class, +1 size); Spd 6 m; VP/WP -/10; Atk +0 melee New Creature: Blood Tooth
(1d2-1, punch) or +1 ranged (by weapon); SQ Breathe The Blood Tooth isn’t a pack hunter, but when blood is
underwater; SV Fort +0, Ref +0, Will +0; SZ S; FP 0; DSP in the water, a swarm of these vicious predators aren’t
0; Rep +0; Str 8, Dex 10, Con 10, Int 12, Wis 10, Cha 10. far behind. A Blood Tooth is opportunistic and will feast

upon Aqualaran catches, but these creatures are more
Blood Tooth

+5; SZ C; Face/Reach 25 m by 75 m/12 m; Str 46, Dex 6,

than capable hunters. Swarms of the creatures congregate Con 49, Int 5, Wis 14, Cha 10.
near the underwater cities, swimming near the domes Skills: Listen +14, Move Silently +5, Spot +7, Survival
and sometimes even finding their way into the residential +5, Swim +26.
areas. The creatures are 4-6 meters in length, sport rows of Feats: Alertness, Athletic, Endurance, Track.
serrated teeth and are powerful swimmers. It has a notched
dorsal fin, four maneuvering fins and a distinct triangular New Creature: Rock Reptile
tail. These armored reptiles prey upon anything that moves and
tries a few test bites on things that don’t. After millions
Blood Tooth: Aquatic Predator 6; Init +1 (+1 Dex); Def 16 of years these reptiles are unchanged and the only thing it
(+1 Dex, -1 size, +6 natural); DR 4; Spd 12 m (swim); VP/ worries about is the leviathan. Otherwise, its beak can rend
WP 62/18; Atk +10/+5 melee (2d6+5, crit 19-20, bite) or apart anything under the waves and its hard shell is nearly
+6/+1 ranged (by weapon); SV Fort +12, Ref +6, Will +5; impregnable. The natural defenses of this creature are not
SZ L; Face/Reach 1 m by 5 m/2 m; Str 20, Dex 12, Con 18, enough for Aqualarans and its valuable shell. The creature
Int 4, Wis 16, Cha 12. is considered one of the best things to eat and several
Skills: Intimidate +3, Listen +7, Move Silently +5, Spot cities maintain herds of these creatures. It has four clawed
+11, Survival +7, Swim +9. flippers, an extendable neck, dark eyes, scaled skin and a
Feats: Great Fortitude, Rugged, Track. tapered tail inside an oblong shell. Its underside is light
colored and its shell is a dark pattern, which helps it blend
New Creature: Leviathan in with its surroundings. While this creature has lungs, it
These huge creatures roam the deepest oceans, swallowing can hold its breath for a week if it doesn’t exert itself too
prey whole. The Imperium thought it had hunted the much.
creatures to extinction, but they were only driven into
deeper trenches to the north. The Republic has several Rock Reptile: Aquatic Scavenger 8; Init -1 (-1 Dex); Def 17
researchers that study the creature, which measures 50- (-1 Dex, -2 size, +10 natural); DR 10; Spd 6 m, swim 14
75 meters from head to tail. It has a trio of dorsal fins, a m; VP/WP 96/52; Atk +11/+6 melee (1d8+7, crit 20, claw)
flat triangular tail, short maneuvering fins and a mouth and +6/+1 melee (2d6+7, crit 20, bite) or +3/-2 ranged
that can swallow any creature of Huge size or smaller. The (by weapon); SQ Camouflage (+8 Hide checks), low-light
interior of its gullet is lined with rows of spiky “teeth” that vision; SV Fort +14, Ref +1, Will +2; SZ H; Face/Reach 6 m
churn and grind up prey. It is known to attack creatures by 12 m/6 m; Str 25, Dex 8, Con 26, Int 5, Wis 10, Cha 4.
equal in size. While it generally avoids civilization, Skills: Hide +9, Listen +4, Spot +4, Survival +4, Swim
Aqualaran myth tells of Leviathans that destroyed entire +12
cities because the gods grew angry. Feats: Endurance, Stamina.

Leviathan: Aquatic Predator 10; Init -2 (-2 Dex); Def 10 (-2

Dex, -8 size, +10 natural); DR 10; Spd 20 m (swim); VP/
WP 250/392; Atk +20/+15 melee (2d6+18, crit 20, slam)
and +15/+10 melee (4d8+18, crit 20, bite) or +0/-5 ranged
(by weapon); SQ Breathe underwater, terrifying presence
(Will save DC 20 or flat-footed); SV Fort +26, Ref +5, Will

Bane there isn’t an inch of Bane that isn’t dangerous, yet for
Planet Type: Terrestrial twenty-three years she survived by her wits and luck.
Climate: Temperate to tropical
Terrain: Deserts, jungle, mountains, oceans Locations
Atmosphere: Breathable Descriptions of several key locations follow.
Gravity: Standard
Diameter: 15,800 km Bane Sea
Length of Day: 30 standard hours This inland sea is the largest source of freshwater on the
Length of Year: 420 standard days planet, surrounded by mountains and fed by glaciers. A
Sentient Species: None single river cuts through the mountains to the south and
Languages: None forms the longest river on Bane that empties into the
Population: Unknown ocean. This sea is deep, measuring five kilometers at its
Species Mix: Predators lowest point, with ice deposits covering the seafloor and
Government: None forming barriers over the deeper trenches.
Major Exports: None
Major Imports: None
System/Star: Bane / Bane
Southern Jungles
The entire southern continent is covered in tropical
Planets Type Moons
Molten rock
Searing rock
rainforests, broken only by three mountain ranges that
form the interior and serve as nesting habitats for Winged 39
Raptors. The trees measure over thirty meters in height
Serene Toxic rock 6
and six in diameter. These lands are home to Behemoths
Bane Terrestrial 3
and Raptors of all kinds, but geological sensor readings
Marine Gas giant 12
may indicate vast deposits of petroleum and natural gas.
Sanger Frozen rock 2
The mountains are mostly volcanic, but may contain some
Pallas Ice ball 0
natural metallic ores.

A large world, Bane is a wild planet with oceans covering
three-fourths of the surface. There are three large
continents connected via small land bridges and littered
with coastal islands. Dense jungle covers the equatorial
regions of each land mass broken only by the occasional
mountain range. The two northern continents are smaller
than the southern, but these support a more varied ecology
with plains, an inland freshwater sea and a few stretches
of plains resistant to the jungle overgrowth. The southern
continent has vast stretches of savannah and desert like

Bane was surveyed thousands of years ago by the Duros
Spacing Guild and the original claim beacon continues
to broadcast from its surface. The world and its star were Western Plains
both named Lyric, but after its surveyor, Chalma Rurk, The western continent is volcanically active and vast
became stranded on this world she renamed it to reflect stretches of it lay free of the southern jungles but supports
the truth of the matter. There’s even an audio message in a plains habitat. The vegetation is sparse and few large
Durese for any ship that wanders nearby (Computer Use creatures reside here except for some Winged Raptors
check DC 5), I wandered from the worlds insane, and now picking at a few Fleetsaurs, which flourish here. The
I sleep on Bane. There are no known civilizations or history problem with this habitat is that during the dry months,
of Bane aside from what is recorded on the satellite, and conditions reach desert status until the rains come to
that only transmits in ancient radio signals and uses solar replenish the land. Without protection, any creature can
panels for energy. die of exposure. To top it all off, the plains also supports
the Poison Biter, an extremely toxic arachnid.
The world of Bane is replete with a series of interconnected For the GM
ecosystems, from algae to the vicious raptor. Several The adventure hooks and supporting characters described
species were catalogued by Chalma Rurk and still reside on in this section are meant for GMs only. If you’re a player,
her scout ship’s computer. According to the Duros scout, stop reading now.

Adventures Survival of the Fittest
Feel free to use or adapt the following adventuring hooks The worst has occurred; mechanical failure on a wild world
for your home campaign. filled with predators and little hope for survival. How it
happens is inconsequential; a sudden solar flare in space
or perhaps a local critter snuggled too close to the wrong
Resurrecting History heat source. The heroes’ ship is inoperable and the nearest
The story of Chalma Rurk is a tolerable nightmare for
stardock is thousands of lightyears away. Where the ship
galactic scouts; she survived on a wild world for years
landed is the truly crucial element since Chalma Rurk’s
without hope of rescue. Most would agree a silent death
wrecked starship Wind is on the planet and may have parts
in space is better. If the heroes are new to the system, they
that can be modified to get the heroes’ ship back in action.
may become intrigued with the idea of salvaging Rurk’s
If the heroes have vehicles, this may cut down on the
notes and observations. Anyone who knows Durese will
time, but such vehicles are likely to attract predatory eyes.
recognize the ancient forms and pronunciations of the
Hiking cross country has its own dangers, from nocturnal
audio text. If the characters examine the claim beacon with
predators to a herd of Behemoths. Where do the heroes
their own eyes, they can spy a manufacturing date over a
sleep? What do they eat? And why do their feet itch so
thousand years old. Finding her starship with sensors is a
terribly? Jungle rot is the least of their worries.
time consuming task, requiring an in-depth survey of the
Along the way the heroes may even be stalked by a true
entire world which takes three to seven days (Computer
predator; a Feeorin named Xar who views all of Bane as his
Use check DC 25). Each week spent surveying the planet
affords a +1 bonus on this check, up to a +4. For every
own private hunting ground. He will stalk these poachers
and slay them one by one.
+5 points exceeding the DC, the survey time is reduced
by one day. Regardless, the scout ship Wind is located
near the Bane Sea on the north-eastern continent, buried Allies and Antagonists
partially in a hillside. Aside from airborne predators that
could damage the heroes’ canopies, there are several Xar
land and water based predators on Bane which can A Feeorin hunter who comes to Bane to escape the
provide an ample threat to spacers from the Core Worlds. galactic grind, Xar is an excellent hunter, using a
Investigating the wrecked Wind requires getting through modified Creshaldyne Industries Camo Armor (see Arms
rusted durasteel doors and navigating through Chalma’s and Equipment Guide page 43 for more details) to best
network of traps and barriers. The corridors are filled with effect and utilizing a variety of exotic weaponry. This
sharp metallic stakes and the floor is littered with ancient bloodthirsty tracker lives for the hunt and is proficient
bones. Inside the ship are the last logs of Chalma Rurk, using psychological games, setting traps and employing
who survived for 23 years on Bane until her hope of rescue poison. When he isn’t hunting, Xar works for a number of
collapsed and she took her own life. However, she kept a Hutt crime syndicates as an enforcer. He has a slave rigged
highly detailed log of her life, which could be a gold mine Firespray 31 (see Revised Core Rulebook page 230) to pick
to entrepreneurial and unscrupulous characters in regards him up and re-supply his hunting trips. Xar is naturally a
to the holodrama industry. Alternatively, true heroes will greenish brown color.
bring back her story to the Duros Spacing Guild so her clan
can lay a missing scout’s mystery to rest. Xar: Adult Male Feeorin, Scout 4/Soldier 4; Init +2 (+2
Dex); Def 17 (+2 Dex, +5 class); Spd 10 m; VP/WP 74/14;
Atk +10/+5 (1d3+3, punch) or +10/+5 or +6/+6/+1 melee
(2d6/2d6+3, double vibroblade), +9/+4 ranged (3d8, crit
19-20, blaster carbine) or +9/+4 ranged (4d6+1, frag
grenade); SQ Heart +1, low-light vision, stronger by age,
trailblazing, uncanny dodge (Dex bonus to Defense); SV
Fort +10, Ref +5, Will +4; SZ M; FP 2; DSP 6; Rep +2; Str
16, Dex 15, Con 14, Int 14, Wis 12, Cha 8.
Equipment: Blaster carbine, modified Creshaldyne
Industries camo armor (DR 4, *+10 Hide), double
vibroblade. frag grenade (5).
Skills: Astrogate +9, Climb +10, Computer Use +7, *Hide
+21, Intimidate +1, Jump +8, Knowledge (streetwise) +7,
Knowledge (tactics) +7, Knowledge (wilderness lore) +7,
Move Silently +11, Pilot +7, Read/Write Basic, Speak Basic,
Spot +6, Survival +8, Swim +6, Treat Injury +6.
Feats: Ambidexterity, Armor Proficiency (light, medium),
Endurance, Power Attack, Starship Operation (space
transport), Stealthy, Track, Two-weapon Fighting, Weapons
Group Proficiency (blaster pistols, blaster rifles, heavy
weapons, simple weapons, vibro weapons).
A Droid Sentry Documents A Prowling Raptor
New Creatures: Behemoth Flesh Reaver: Aquatic Predator 4; Init +5 (+1 Dex, +4
These giant herd animals rely on sheer size and tough hide Improved Initiative); Def 15 (+1 Dex, -1 size, +5 natural);
to protect it from smaller predators. These quadrupeds Spd 4 m, swim 10 m; VP/WP 30/16; Atk +9 melee (2d4+6,
have a long tail tipped in spikes and a thick neck that crit 20, *gore/grapple) or +9 melee (2d6+6, crit 20, bite) or
supports a tiny skull. The creature is primarily vegetarian +4 ranged (by weapon); SV Fort +7, Ref +5, Will +2; SZ L;
but it will scare away a pack from its kill and gorge on a Face/Reach 1 m by 4 m/1 m; Str 22, Dex 12, Con 16, Int 4,
carcass in times of drought. Its spine is lined in horned Wis 12, Cha 8.
growths from head to tail, which invariably drag vines Skills: Hide +6, Move Silently +10, Spot +3, Survival +2.
or other jungle vegetation as a herd tramples a new trail Feats: Improved Initiative, Stealthy.
through the jungle. *Note: After a successful gore/grapple, the next round the Flesh Reaver
can make a full round gore attack and if successful, any damage bypasses
remaining vitality points and goes directly to wounds. Armor and natural
Behemoth: Herd Animal 8; Init -1 (-1 Dex); Def 15 (-1 Dex, damage reduction still applies to the victim.
-4 size, +10 natural); DR 5; Spd 12 m; VP/WP 114/128;
Atk +12 melee (2d4+12, crit 20, gore) and +7 melee New Creatures: Poison Biter
(2d6+12, crit 20, slam) or +7 melee (2d6+12, kick) or -1 This tiny and nocturnal predator doesn’t look like much,
ranged; SV Fort +17, Ref +1, Will +4; SZ G; Face/Reach 7 but its row of eight black eyes, hairy body and ten black
m by 20 m/6 m; Str 34, Dex 8, Con 32, Int 2, Wis 14, Cha legs makes it a nimble climber and excellent jumper. It
creeps to its prey, kills it, burrows into the flesh to gorge
Skills: Listen +8, Spot +6, Survival +11. and lay eggs. A Poison Biter nest can hatch millions of the
Feats: Endurance, Stamina. creatures in a 10 kilometer area, feasting on Fleetsaurs or
anything else it can get close to.
New Creatures: Fleetsaur
These bipedal reptiles are amazing runners and jumpers, Poison Biter: Vermin 1; Init +4 (+4 Dex); Def 18 (+4 Dex,
nimbly climbing trees with a prehensile tail and three +4 size); Spd 3 m; VP/WP 4/1; Atk +0 melee (1 point,
fingered claws. Their heads are rectangular shaped with a crit 20, bite, Deadly Poison), +8 ranged(by weapon); SQ
long cranial ridge and blunt teeth. Their eyes are geared Darkvision (20 m); SV Fort -2, Ref +6, Will +1; SZ D; Face/
for the day and sees poorly at night. As such, this quick Reach .3 m by .5 m/0 m; Str 3, Dex 18, Con 3, Int 2, Wis
reproducing species serves as a medium tier creature on 12, Cha 1.
the food chain, hunted by Raptors but also the hunters Skills: Climb +8, Jump +4, Move Silently +8, Spot +3,
of smaller game. Their exhibit a higher level of animal Survival +2.
intelligence and developed several problem solving Feats: None.
qualities thanks to opposable thumbs. Given a few million
years Fleetsaurs may develop into a native civilization. New Creatures: Raptor
Chalma Rurrk’s logs claim she trained two or three as This name is used to describe a number of land predators
pets and remarked upon their preference for black berries. with an odd relationship between physical size and its
ability to work in packs; the larger the raptor, the less
Fleetsaur: Herd Animal 3; Init +4 (+4 Dex); Def 17 (+4 Dex, pack oriented it becomes. There are several families of
+3 natural); DR 1; Spd 12 m; VP/WP 15/14; Atk +2 or -3 Raptor with physical variations and abilities, but all share a
melee (1d3+1, kick), +5 ranged; SV Fort +5, Ref +5, Will number of characteristics; bipedal, binocular vision, razor
+3; SZ M; Face/Reach 1 m by 3 m/2 m; Str 12, Dex 18, sharp teeth and an unshakable resolve to kill. All Raptors
Con 14, Int 4, Wis 14, Cha 6. have small forearms, useful only in making nests or other
Skills: Climb +6, Hide +6, Listen +5, Spot +4, Survival delicate tasks. Small Raptors operate in groups of 3-18,
+4. Medium Raptors in groups of 1-6 and Large Raptors are
Feats: Run. almost always loners, though a pair may be found hunting
together during mating season.
New Creatures: Flesh Reaver
These aquatic serpents ply both fresh and salt water Little Raptor: Predator 3; Init +5 (+5 Dex); Def 16 (+5 Dex,
habitats, regularly migrating to the Bane Sea to mate. +1 size); Spd 8 m; VP/WP 20/12; Atk +3 (1d4-1, crit 20,
These sleek and quick predators are just as likely to lay claw), +3 melee (1d6-1, crit 20, bite) or +9 ranged(by
in wait for a Fleetsaur to drink at the waters as it is weapon); SV Fort +4, Ref +8, Will +5; SZ S; Face/Reach 1
to stalk Spiny Fish or any errant swimmers, including m by 1 m/1 m; Str 8, Dex 20, Con 12, Int 6, Wis 18, Cha
Winged Raptors. The Flesh Reaver is so named because it 12.
wraps around its prey, then rends it apart with a series of Skills: Climb +3, Jump +5, Move Silently +7, Spot +6,
retractable flesh hooks. The creature is also armed with a Survival +5.
pair of retractable fangs nearly a meter long on an adult. Feats: Run, Track.
Its colors vary from slate gray to aqua marine, since it
changes hue according to temperature and environment. Medium Raptor: Predator 8; Init +3 (+3 Dex); Def 15 (+3
Dex, +2 natural); DR 1; Spd 10 m; VP/WP 50/14; Atk +10/
+5 melee (1d6+2, crit 20, claw) and +5/+0 melee (1d8+2,

Curious Small Raptor


crit 20, bite) or +11/+6 ranged (by weapon); SV Fort +8, Spinyfish: Aquatic Scavenger 4; Init +0; Def 15 (+5 natural);
Ref +9, Will +7; SZ M; Face/Reach 1 m by 2 m/2 m; Str DR 1; Spd 2 m, swim 8 m; VP/WP 33/18; Atk +4 melee
14, Dex 16, Con 14, Int 5, Wis 20, Cha 10. (1d3+1, crit 20, gore), +4 or -1 melee (1d6+1, crit 20, bite)
Skills: Climb +8, Hide +7, Jump +10, Move Silently +11, or +3 ranged (by weapon); SV Fort +8, Ref +1, Will +0; SZ
Spot +7, Survival +6. M; Face/Reach 1 m by 3 m/2 m; Str 12, Dex 10, Con 18,
Feats: Run, Stealthy, Track. Int 3, Wis 8, Cha 4.
Skills: Hide +5, Move Silently +4, Survival +6.
Large Raptor: Predator 12; Init +0; Def 13 (-2 size, +5 Feats: Endurance.
natural); DR 3; Spd 8 m; VP/WP 110/44; Atk +18/+13/+8
melee (2d6+8, crit 20, claw) and +13/+8/+3 melee (2d8+8, New Creatures: Winged Raptor
crit 19-20, bite) or +10/+5/+0 ranged (by weapon); SV While Chalma Rurk named these creatures as Raptors,
Fort +14, Ref +8, Will +9; SZ H; Face/Reach 3 m by 10 m/ they share little in common with the land based predators.
6 m; Str 26, Dex 10, Con 22, Int 4, Wis 21, Cha 12. These creatures possess enlarged forearms with membranes
Skills: Climb +14, Hide -2, Jump +16, Move Silently +9, used to catch thermals and glide to seize prey. It cannot
Spot +10, Survival +7. bring back victims larger than Small-size, so if it kills a
Feats: Improved Critical (Bite), Power Attack, Run, Medium-size or larger creature, it invariably feasts on
Stealthy, Track. the ground until something larger comes by to steal its
kill. The creature is reptilian with binocular vision, a large
New Creatures: Spinyfish beak and powerful gripping claws. The creature climbs to
A well protected creature lined in poisonous spines with a good height and flies like a kite, requiring the wind to
a spiked tail, this creature feeds on algae and kelp in the do more work then it can. Winged Raptors are fishers and
oceans. The freshwater varieties have adapted as bottom scavengers, but can easily be frightened with explosions,
feeders and serve as beginning prey for young Flesh fire or electricity.
Reavers. These creatures are semi-amphibious and can
move across land when need be. Winged Raptor: Adult Forest, Scavenger 4; Init +1 (+1 Dex);
Chalma Rurk’s notes claim she used the creature’s spines Def 11 (+1 Dex); Spd 6 m, fly 10 m, climb 4 m; VP/WP 24/
as a powerful anesthetic. With a successful Treat Injury (DC 14; Atk +4 melee (1d4+1, crit 20, claw), +4 melee (1d6+1,
15), the patient gains a +4 circumstance bonus regarding crit 20, bite) or +4 ranged (by weapon); SV Fort +6, Ref
Fortitude checks against pain. This is a general anesthetic +2, Will +2; SZ M; Face/Reach 1 m by 3 m/2 m; Str 12,
that numbs the entire body. Rurk’s notes claim it made her Dex 12, Con 14, Int 3, Wis 13, Cha 4.
feel like she was floating off the ground. Skills: Climb +9, Hide +3, Listen +8, Spot +8, Survival
Feats: Flyby Attack.

Dusk road and light reflective kilometer markers. Small villages
Planet Type: Terrestrial and enclaves of people also dot the landscape. The galactic
Climate: Temperate community has forgotten this moon exists and its only
Terrain: Plains, swamps record is hidden in outdated bankruptcy forms.
Atmosphere: Breathable
Gravity: Standard People
Diameter: 9,300 km The original colonists were mostly human, but a motley
Length of Day: 25 standard hours assortment of species all made a go of the resort. A good
Length of Year: 350 standard days number of “colonists” were actually the first vacation
Sentient Species: Human goers, but their travel agencies went under and many still
Languages: Basic hold onto their “two-way tickets” as family heirlooms.
Population: 35,000 The non-human populations are the most desperate to
Species Mix: 70% human, 30% other escape due to a shrinking gene pool. There are hundreds
Government: Corporate of Farghuls, Ortolans, and Twi’leks along with a handful of
Major Exports: None Balosars, Rodians, Quarren and Zeltrons.
Major Imports: Everything The majority human population ends up doing most of
System/Star: Dusk/Dust the labor to survive while the non-humans hold various
Planets Type Moons
offices of power and prestige within the communities.
Nothing Molten rock 0 This can’t last much longer as the human population has
Nil Toxic rock 0 doubled since the downswing in galactic tourism to Dusk.
Nix Frozen rock 0 The Humans tend to regard the moon as home and the
Twilight Gas giant 12 most likely to forget why everyone came here in the first
Nada Gas giant 3 place.
Zilch Frozen rock 1 Credits are valued only for trade with supply ships;
otherwise most Duskans use a complex system of barter.
Description Some barter raw materials, finished products and services.
This moon orbits the gas giant Twilight in the Dust system Knowledge and learning are highly valued and it isn’t
of the Velos Sector. Due to a quirky orbit and natural unusual for a Duskan to barter a trade for food.
rotation the moon never gets full sunlight. Rather, it seems
to be “dusk” during the day with hazy light from both Locations
its star and gas giant. Its year is dependent on Twilight’s Descriptions of several key locations follow.
fast moving orbit about the star Dust. These conditions
are coupled with a natural greenhouse-like atmosphere Dusk Zoo
trapping all available warmth. The moon is the size of most Halfway between Port Paradise and Highland’s Retreat is
terrestrial worlds and appears to be a captured object. It is the abandoned exotic zoo, which hosted several dangerous
heavily scarred by craters, with shallow oceans and rocky creatures, including the predasaur. When the zookeepers
highlands. It receives an equal amount of energy from left, the animals were left to fend for themselves inside
its star as it does from Twilight, which is large enough to their cages. Several starved before an Ortolan moved
undergo slow nuclear fusion and shield Dusk with its huge by pity let them out. The zoo is now a predasaur nest
electromagnetic shield… which also compromises galactic and every Duskan avoids it. Several Ortolan parties have
communication with the moon. attempted to uproot the creatures, but poisoned food and
blaster rifles aren’t the right tools… “a turbolaser barrage
History should do the trick” said Captain Sedo of the O.S.F.
The terrestrial moon Dusk is the site of a colony that
didn’t quite succeed as investors hoped. It was billed as
the “retreat you can actually get away from it all” due
to the communication issues with Twilight’s gigantic
electromagnetic field. In fact, the entire operation was a
fiasco and several prominent Republic citizens declared
bankruptcy. Of course, the colonists on Dusk weren’t
happy with the situation either since few spacers will brave
a supply run to an impoverished moon in the Unknown
Regions. While other planets in the system were originally
numbered, the disgruntled colonists renamed them
“nothing” with as many words as they could. The colonists’
efforts to import a resort ecology failed and the only
thing that flourished were a host of rodents, sea creatures,
nocturnal predators and the endless grasslands. There are
five distinct townships on Dusk, each connected by a dirt

Farmland Highland’s Retreat
North of Port Paradise is the community of Farmland, This small town was originally a hiking outpost, but when
charged with the production of native foods. While the fewer supply ships dropped by, the demand for metals
colony originally relied on food shipments, the colony had skyrocketed. The humans labor deep under the highlands,
to revise their thinking to “self-sufficiency.” One of the looking for tin, iron and anything else useful. The area is
last orders the Travel Bureau made was for specialty crops dotted with mine shafts, mine tracks and mine carts. Every
that thrived in low-light conditions. Without Farmland the miner carries a helmet equipped with a Light Bug spotlight.
people of Dusk would go from hungry to starving within a The town is composed of a main lodge surrounded by
few weeks. With the production of night-wheat, tubers and several shacks and houses built of rusted metal and the
small (but reproductive) rodents, Dusk is able to scratch odd bit of prized wood.
out a living. Of course, the O.S.F. is not allowed to patrol
Farmland since they can’t be trusted around food. The Port Paradise
motion sensors surrounding the fields are meant as much The defunct capital of the moon, this run down resort
for Ortolans as it is Predasaurs. town beside the Shallow Sea is littered with empty
nightclubs, decrepit hotels, a dilapidated wharf, bare stores
Forest Towers and a large shanty town. The poorest citizens cling to the
The most “well-to-do” community on Dusk owes its leadership of the Travel Bureau, the ruling government
relative wealth to the acres of well tended trees, harvested of the planet, hoping for work or some kind of handout.
only for building material. While the Ortolans are too few
to protect the trees, Forest Towers trains their own security
Gambling halls divide the remaining wealth from the
citizens and the only law is provided by the weary Ortolan
force, called Rangers. These agriculturalists patrol the Security Force. This city accounts for 10,000 citizens of
woodlands, tracking predasaurs and tree poachers. Since Dusk, all of which are dependent on the Travel Bureau.
Forest Towers is the only source of wood on the moon, it Surrounding the town is a native coastal tree useless for
is a vital interest of the Travel Bureau. Only a few lumber building or burning.
bearing species can grow in the low-light conditions of
Dusk and Forest Towers has a crop of each sort. While the Shallow Seas
forest was originally planted to diversify the resort, it has While this body of water originally came with the moon,
proved to be vital to the colony’s self-sufficiency. Forest it is simply a depression that filled with liquid water,
Towers also has a rare fusion generator that can recharge accumulated from comets and asteroids that collided with
energy cells, power packs and a variety of machinery and Dusk millions of years ago. The native life of the moon
vehicles for both the O.S.F. and other Duskans. includes both primitive algae and predatory creatures lying

Port Paradise
in wait. The Shallow Seas average 500 meters in depth fled. Before his mistress was strangled to death by the
in the middle. There are no islands in the Seas, just a crime syndicate, she revealed that Bashere said he would
vast stretch of water measuring 500 by 1200 kilometers. meet her at dusk. The syndicate waited but Bashere never
The shore near Paradise Port has a series of small coves showed. It’s now up to the heroes to figure out where
and natural harbors. The Quarren in the colony usually Bashere is, for a handsome sum of course. While looking
plies the seas for fishing, bringing in valuable meat for through a database, the heroes come across an old travel
consumption. Fish is considered a luxury item since the brochure for “Dusk: A resort away from it all.” Could Adlai
fishing boats are made of wood, a controlled resource and Bashere be hiding on this moon in the Unknown Regions?
the Quarren are stingy with their trade. What do the characters do when they find out Bashere
works as a bureaucrat for the Travel Bureau, the nominal
Swampton government of the moon? Do they operate in secret or do
While the other townships were built in picturesque they demand Bashere’s head on a spike?
locales, few think the inland bogs are a nice place to
build a house. However, the residents who call the swamp
home are here for one thing; natural gas. Methane and
other hydrocarbons escape through gas vents, sometimes
igniting in a bluish-green flame seen from afar. When
the predasaurs escaped, everyone thought Swampton
was done for. Yet, the creatures avoid the town and
some of the surrounding swamp. Most residents farm a
native peat and burn it for fuel. Wherever a gas vent is
found near the town, the residents set up a scratch built
methane collector. The residents bottle the gas with aging
machines and trade it for needed supplies. Every structure
in Swampton is made of metal, which is plentiful because
the swamp is the site of several crashed starships from the
White Fleet company. Most residents of Swampton capture
amphibians and small fish as part of their diet.
Farming Woes
The heroes are prevailed upon by the Travel Bureau to act
as security for the harvest season as the O.S.F. is strained.
Noble heroes may want to help, but greedy characters
may demand pampering or a share of the harvest (for
trade elsewhere of course). When the heroes set up their
perimeter around the fields, predasaurs aren’t the only
hazards; disgruntled farmer Evan Willey is packing heat,
flammables and a grudge against the Travel Bureau. This
is his land and he’ll see it go up in flames before he lets
the Travel Bureau take it over “for the good of Dusk.” Can
the heroes keep predasaurs away while fending off Willey’s
guerilla tactics? Or will the harvest go up in the flames and
Dusk suffers from famine?

For the GM Ruthless Monopoly

The adventure hooks and supporting characters described Only Aemon Dreadstar, a melodramatic smuggler, visits
in this section are meant for GMs only. If you’re a player, Dusk on a regular basis, since it’s more profitable to keep
stop reading now. the people in total economic subjugation then in playing
fair. While the moon used to receive monthly supply runs
Adventures from White Fleet, a small company on Bastion, Aemon
Feel free to use or adapt the following adventuring hooks preyed upon its carriers and it went under. Without
for your home campaign. a regular supplier, Dusk suffered from technological
shortages; namely medical supplies and parts. Dusk
communications were sabotaged while Aemon waited until
Dusk and Cover an epidemic gripped the population and killed scores. He
Even the most powerful underworld figures can’t find
arrived with a shipment of medical supplies and made off
everyone they want in a wide galaxy. That’s why the
like a bandit with high priced bacta and antibiotics.
heroes are under contract to find the elusive turncoat
How the heroes get involved is anyone’s guess. They
Adlai Bashere; once a trusted lieutenant in a Bastion crime
could be hired by the creditors of White Fleet to find
syndicate, he joined the competition and received a death
the cause of the company’s bankruptcy. They could run
mark for his trouble. When Bashere’s new family fell he
into Aemon on Bastion while he’s flaunting his wealth or


Sinking Swamp Temple

they could run afoul of Aemon and forced to crash on a mystery; A party of Ortolans chased a small pack of
Dusk. If the heroes are already on Dusk, the Travel Bureau predasuars to the edge of the swamp and the creatures
finally sees a way out of Aemon’s price gouging and hires refused to enter into it… instead; they turned on their
the heroes. Do the heroes free the people of Dusk from pursuers and were gunned down. The Travel Bureau
economic tyranny? Or do they take Aemon’s place and suspects that some plant or other natural resource in the
squeeze the populace even further? swamp wards the creature off. If the heroes can isolate
this cause, then it might be exported to the other towns
Travel Bureau Blues to keep the predasaurs from killing children and livestock.
The heroes are prevailed upon to become agents of the What the characters won’t expect is a powerful dark side
Travel Bureau and solicit investors from within the Galactic presence deep in the swamp. An ancient crypt lies in an
Community. The Bureau doesn’t know how it can sell area called the Dead Spot, a region of swamp 1,000 meters
itself as a location spot, so in the fine print of the heroes’ across that nothing but grass will grow. Was this moon
contract is the clause that all renovations are provided by part of the far-flung Sith Empire? Was this the site of a
the heroes. Do the heroes skip out of their contract? Do dark side warrior’s death? Who built the crypt and what
they have big plans for the resort? Can they even get the sleeps beneath the swamp? If the heroes cleanse the dark
Ortolan Security Force to stop taking peanuts for bribes? side site, the swamp will become home to predasaurs and
It’s a real adventure getting sucked into a money pit like Swampton could be overrun.
Dusk… and the Travel Bureau can certainly spot suckers.
Of course, it doesn’t help when actual pirates show up Allies and Antagonists
at Dusk for a party… advertised a hundred years ago. It’s
up to the heroes to either fight off the pirates or throw Adlai Bashere
the party of their lives, because their lives may very well He climbed up the ladder of the underworld from street
depend on it. thug to lieutenant in a Bastion crime syndicate but when
enough credits appeared in his bank account, Bashere
Swamp Patrol switched sides. For his trouble, his mistress was executed,
The Travel Bureau wants to make use of the heroes his family murdered, his associates crushed and now he’s
while they’re still on Dusk, and asks them to figure out on the lam. Bashere is a human in his mid-thirties with

slicked back black hair and a severe face. His coal black visiting Bastion, the nearest “civilized” planet outside
eyes glitter with the spark of hatred and he’s more than the Unknown Regions. Aemon dresses elaborately when
willing to get his hands bloody. Bashere dresses in a suit visiting Dusk, often with a leather jacket with steel studs
most of the time and always packs a heavy blaster pistol. to project his power. He has a company of droid soldiers
he got at public auction for security and ruthlessly shoots
Adlai Bashere: Male Human Scoundrel 2/Soldier 3; Init +1 anyone who gets too close to his custom built ship,
(+1 Dex); Def 15 (+1 Dex, +4 class); Spd 10 m; VP/WP Dreadstar.
34/10; Atk +5 melee (1d3+1, punch), +5 melee (2d4+1,
vibrodagger) or +5 ranged (3d8, heavy blaster pistol); SQ Aemon Dreadstar: Male Farghul Scoundrel 6/Deep Space
Illicit barter, lucky (1/day); SV Fort +3, Ref +5, Will +3; SZ Pilot 1; Init +2 (+2 Dex); Def 18 (+2 Dex, +6 Class); Spd
M; FP 1; DSP 3; Rep +1; Str 12, Dex 12, Con 10, Int 16, 10m; VP/WP 33/10; Atk +3 melee (1d4-1, crit 20, punch),
Wis 14, Cha 14. +3 melee (1d8-1, crit 20, claw), +6 or +2/+2 ranged (3d6,
Equipment: Blaster heavy pistol, comlink, credit chip, blaster pistol), +6 ranged (Stun or 4d6+1, Grenade); SQ
vibrodagger. Claws, Illicit barter, Lucky (2/day), Natural Astrogator,
Skills: Astrogate +3, Bluff +8, Computer Use +5, Craft Precise Attack +1, Prehensile tail; SV Fort +4, Ref +7, Will
(blaster pistols and rifles) +5, Disguise +6, Gamble +3, +3; SZ M; FP: 2; DSPs: 2; Rep +1; Str 8, Dex 14, Con 10,
Hide +6, Intimidate +11, Knowledge (bureaucracy) +3, Int 12, Wis 12, Cha 15.
Knowledge (business) +5, Knowledge (streetwise) +7, Listen Equipment: All-temperature cloak, blaster pistol,
+6, Move Silently +6, Pilot +6, Profession (administrator)
+2, Read/Write Basic, Read/Write Huttese, Repair +5,
comlink, credit chip, datapad, frag grenade (2), stun
grenade (2), tool kit.
Sleight of Hand +6, Speak Basic, Speak Huttese, Spot +6, Skills: Appraise +6, Astrogate +16, Bluff +3, Computer
Treat Injury +3, Tumble +6. Use +4, Gather Information +7, Hide +11, Knowledge
Feats: Armor Proficiency (light), Heroic Surge, (alien species) +2, Knowledge (business) +3, Knowledge
Persuasive, Point Blank Shot, Quick Draw, Rapid Shot, (technology) +2, Listen +12, Move Silently +11, Pilot +14,
Weapons Group Proficiency (blaster pistols, blaster rifles, Read/Write Basic, Read/Write Farghul, Repair +6, Sleight of
heavy weapons, simple weapons, vibro weapons). Hand +7, Speak Basic, Speak Farghul, Spot +12, Survival
+2, Tumble +7.
Evan Willey Feats: Alertness, Martial Arts, Skill Emphasis (Astrogate),
While Evan dresses in overalls and a flannel shirt, there Spacer, Starship Operation (space transport), Weapons
is deep hatred in this farmer’s heart. He’s heard all the Group Proficiency (blaster pistols, simple weapons).
arguments why his land was taken away from him; his is
the best in Farmland and letting it lay fallow doesn’t help Dreadstar
anyone. Willey knows the top-soil is eroding rapidly and This customized space transport barely qualifies for
believes his fields will become worthless unless action (or civilian use under galactic law. Aemon started his Duskan
inaction in his case) isn’t taken. venture with a beat up Barloz Medium Freighter, but
after his initial success he reinvested in the business;
Evan Willey: Human Fringer 3; Init +0; Def 14 (+4 class); monopolization of the Duskan refugees. As such, he
Spd 10 m; VP/WP 24/14; Atk +3 melee (1d3+1, punch or needed something more heavily armed to dissuade any
+2 ranged (3d8, crit 19-20, blaster rifle); SQ Barter, Fringer competition.
bonus class skill (Demolitions), jury-rig +2; SV Fort +5, Ref
+2, Will +1; SZ M; FP 2; DSP 1; Rep +0; Str 12, Dex 10, Modified SoroSuub’s J8 Explorer
Con 14, Int 10, Wis 10, Cha 11. Class: Space transport Crew: 1 (Unique)
Equipment: Blaster rifle, home-made explosives (4d6+1, Size: Small (35 m long) Initiative: +3 (+2 Dex, +1 size)
4 m blast radius). Hyperdrive: x1 (backup x6) Maneuver: +15 (+1 size, +14
Skills: Climb +3, Demolitions +5, Handle Animal +5,
Passengers: 12 Defense: 21 (+1 size, +10 armor)
Hide +6, Knowledge (business) +1, Knowledge (world lore) Cargo Capacity: 75 tons Shield Points: 60 (DR 20)
+3, Listen +6, Profession (farmer) +2, Read/Write Basic, Consumables: 3 months Hull Points: 150 (DR 20)
Speak Basic, Spot +6, Survival +8, Treat Injury +2. Cost: 291,000 (new), 146,000 (used)
Feats: Point Blank Shot, Precise Shot, Self-Sufficient, Maximum Speed: Ramming (Average, 9 squares/action)
Weapons Group Proficiency (blaster rifles, primitive Atmospheric Speed: 900 km/h (15 squares/action)
weapons, simple weapons). Weapon: Autoblaster (4); Fire Arc: Any; Attack Bonus: +7 or
+1/+1/+1 (+1 size, +6 or +0/+0/+0 crew); Damage: 3d10x2;
Range Modifiers: PB +0, S -2, M/L N/A.
Aemon Dreadstar Weapon: Heavy blaster cannons (2); Fire Arc: Any; Attack
Melodrama and an inflated ego accurately describe this Bonus: +11 or +7/+7 (+1 size, +6 or +2/+2 crew, +4 fire
Farghul smuggler captain. Aemon first found Dusk by control); Damage: 5d10x2; Range Modifiers: PB +0, S -2,
complete accidence but quickly understood that he could M/L N/A.
dominate the population. He charges exorbitant prices Weapon: Small concussion missile launchers (2); Fire Arc: Front;
for common equipment, charges ten times the normal Damage: 8d10x2; Missile Quality: Ordinary (+10).
transport prices and keeps his route to Dusk a secret when

Forest Rangers Multifire/Autofire: - Size: Medium
The forest rangers are a dedicated group of agriculturalists Hardness: 5 WP: 10 Break DC: 17
tasked to protect the burgeoning forest from poachers. Availability: Specialized Era: RE, R, NR
The rangers also gauge the health of the woods and hunt
predasaurs that take refuge under boughs. Each is armed Ortolan Security Force
with a native built crossbow and are experts on Duskan The clan of Ortolans on Dusk originally came for musical
ecology. Rangers wear a camouflaged uniform and each pursuits, but when the first security officers quit because
carries a comlink with a 50 km range for emergencies. the Travel Bureau couldn’t pay their salaries, the Ortolans
No ranger ventures out alone for safety precautions. The stepped up to the challenge when promised double
rangers are more likely to arrest poachers, but all regard shares of food. There are over one hundred Ortolans that
the forest as their home and birthright. Each ranger police the communities, track rogue predasaurs and settle
shares a cabin with four others in the Ranger Service. The disputes. The whole O.S.F. is directed by the wizened
organization numbers about fifty humans. peace officer, Captain Sedo. While the Ortolan population
has doubled since the fiasco started arranged marriages are
Forest Ranger: Human Fringer 2; Init +0; Def 14 (+4 class); still common. The O.S.F. has access to the Travel Bureau’s
Spd 10 m; VP/WP 15/12; Atk +2 melee (1d3+1, punch), small arsenal and is trusted for their impartiality.
+2 melee (1d4+1, knife) or +1 ranged (1d8, 19-20 critical
crossbow); SQ Barter, Fringer bonus class skill (Intimidate); Captain Sedo: Male Ortolan Noble 4/Soldier 3/Officer 1; Init
SV Fort +5, Ref +2, Will +1; SZ M; FP: 1; Rep +0; Str 12,
Dex 10, Con 12, Int 10, Wis 12, Cha 10.
-1 (-1 Dex); Def 16 (-1 Dex, +6 class, +1 size); Spd 6 m;
VP/WP 45/11; Atk +6/+1 melee (stun baton), +6/+1 melee
Equipment: Crossbow, camouflage poncho, comlink, (1d2-1, punch) or +6/+1 ranged (3d8, crit 19-20, blaster
knife, utility belt. rifle); SQ Coordinate +1, favor +2, food sense, inspire
Skills: Climb +6, Craft (simple and primitive weapons) confidence, intestinal fortitude (+2 species bonus on Fort
+3, Handle Animal +1, Hide +5, Intimidate +3, Jump +4, saves to resist ingested poison), leadership, Noble bonus
Knowledge (wilderness lore) +5, Read/Write Basic, Speak class skill (Survival), resource access; SV Fort +5, Ref +3,
Basic, Speak language bonus (Twi’lek, Ortolan or Rodian), Will +9; SZ S; FP 4; DSP 0; Rep +4; Str 9, Dex 9, Con 11,
Spot +6, Survival +10, Treat Injury +3. Int 14, Wis 16, Cha 16.
Feats: Rugged, Self-Sufficient, Track, Weapons Group Equipment: Blaster rifle, stun baton.
Proficiency (primitive weapons, simple weapons). Skills: Appraise +9, Astrogate +4, Bluff +6, Computer
Use +3, Demolitions +5, Diplomacy +12, Entertain
Ranger Crossbow (keyboard) +10, Entertain (song) +10, Gather Information
The crossbow is a time honored design from across the +10, Hide +3, Intimidate +8, Knowledge (alien species) +5,
galaxy, arising in many cultures. The Forest Rangers craft Knowledge (bureaucracy) +7, Knowledge (business) +5,
their own crossbows using metal from either the Highlands Knowledge (tactics) +4, Pilot +3, Read/Write Basic, Read/
or from the starship graveyard in the swamps. This sturdy Write Ortolan, Repair +4, Sense Motive +10, Speak Basic,
weapon utilizes a metal cable and crossbar with a wooden Speak Ortolan, Survival +10, Treat Injury +5.
grip. The crossbow bolts are crafted from wood or metal. Feats: Armor Proficiency (light), Point Blank Shot,
Precise Shot, Starship Operation (space transport), Track,
Trustworthy, Weapons Group Proficiency (blaster pistols,
blaster rifles, heavy weapons, simple weapons, vibro

Ortolan Security Officer: Ortolan Scout 2; Init -1 (-1 Dex);

Def 12 (-1 Dex, +2 class, +1 size); Spd 6 m; VP/WP 16/14;
Atk +3 melee (1d2+1, punch), +3 melee (stun baton) or
+1 ranged (3d8, crit 19-20, blaster rifle); SQ Food sense,
intestinal fortitude (+2 species bonus on Fort saves to
resist ingested poisin), trailblazing; SV Fort +4, Ref +1,
Will +2; SZ S; FP 1; DSP 0; Rep +0; Str 12, Dex 8, Con 14,
Int 10, Wis 11, Cha 10.
Equipment: Blaster rifle, stun baton.
Skills: Diplomacy +3, Gather Information +2, Hide +8,
Knowledge (alien species) +1, Knowledge (bureaucracy) +2,
Profession (law officer) +3, Read/Write Basic, Read/Write
Ranger Crossbow Ortolan, Repair +2, Search +5, Speak Basic, Speak Ortolan,
Weapon Type: Crossbow
Spot +5, Survival +5.
Proficiency Group: Primitive Cost: 150
Feats: Track, Trustworthy, Weapons Group Proficiency
Damage: 1d8 Critical: 19-20
(blaster pistols, blaster rifles, simple weapons).
Range Increment: 20 m Weight: 2.5 kg
Fort DC: - Type: Piercing

Captain Merak Claw, Pirate Captain Cloakshape fighters (Skilled crew, see Starships of the
While this Sanyassan pirate is far from the Modell sector, Galaxy page 66), the pirates are a dangerous lot. The ship
he hasn’t changed his taste in victims; weak and helpless. has more of a copper hue due to the repair plating by its
Merak dresses in black leathers, sports a blaster carbine and fearless pit droid crew.
uses his vibroblade for executions. He’s not concerned with
taking ships intact and would rather kill everyone on board Modified Gallofree Yards’ Transport
or bully them to get their valuables. He acquired his loyal Class: Space transport Crew: 6 (Skilled)
crew of Nikto pirates after pleasing a Hutt kajidic on Nar Size: Medium (90 m long) Initiative: +4 (+4 bonus)
Shadaa. With Merak’s skull-like visage and coal black eyes, Hyperdrive: x1.5 (backup x8) Maneuver: +4 (+4 crew)
Passengers: 40 Defense: 20 (+10 armor)
he is used to spreading fear and bullying others.
Cargo Capacity: 9,000 tons Shield Points: 90 (DR 30)
After his last “acquisition” he learned of the Dusk Consumables: 6 months Hull Points: 200 (DR 30)
Pleasure Moon Resort in some brochures. Considering the Cost: 906,000 (new), 453,000 (used)
valuable cargo, Merak reasoned the Resort must be the Maximum Speed: Attack (Average, 6 squares/action)
place to celebrate. The brochure said in bold letters, “The Atmospheric Speed: 650 km/h (11 squares/action)
best party in the galaxy; join us!” He didn’t bother to Weapon: Light turbolaser (1); Fire Arc: Front; Attack Bonus: +2
check the date. (+2 crew); Damage: 4d10x5; Range Modifiers: PB -2, S/M +0,
L -2.
Weapon: Ion cannons (2); Fire Arc: Front; Attack Bonus: +6 (+2
Captain Merak Claw: Male Sanyassan Scoundrel 2/Soldier
3; Init +4 (+4 Improved Initiative); Def 15 (+4 class, +1
natural); Spd 10 m; VP/WP 48/16; Atk +7 melee (2d4+3,
crew, +4 fire control); Damage: Special; Range Modifiers: PB
-2, S/M +0, L N/A.
Weapon: Quad laser cannons (4); Fire Arc: Any; Attack Bonus:
crit 19-20, punch), +7 melee (2d6+3, vibroblade) or +4 or +2 or -4/-4/-4 (+2 or -4/-4/-4 crew); Damage: 6d10x2; Range
+0/+0 ranged (3d8, crit 19-20, blaster carbine); SQ Illicit Modifiers: PB -2, S +0, M/L N/A.
barter, lucky (1/day), natural armor +1; SV Fort +6, Ref +4,
Will +1; SZ M; FP 2; DSP 5; Rep +1; Str 16, Dex 10, Con Pirate Pit Crew (12): Serv-O-Droid’s DUM Pit Droid, Expert
16, Int 10, Wis 10, Cha 12. 1; Init +4 (+4 Improved Initiative); Def 11 (+1 size); Spd
Equipment: Blaster carbine, comlink, leather jerkin (DR 10 m; VP/WP -/10; Atk +3 melee (1d4+2, club) or +1
1), vibroblade. ranged (by weapon),; SQ 5th Degree Droid; SV Fort +0, Ref
Skills: Astrogate +5, Bluff +6, Computer Use +2, Hide +0, Will +0; SZ S; Rep +0; Str 14, Dex 10, Con 10, Int 8,
+4, Intimidate +11, Knowledge (streetwise) +2, Knowledge Wis 6, Cha 4.
(tactics) +2, Listen +5, Move Silently +5, Pilot +5, Read/ Equipment: Club, magnetic feet, restraining bolt, tool
Write Sanyassan, Repair +2, Speak Basic, Speak Sanyassan, kit, tool mount.
Spot +5, Survival +2, Treat Injury +2. Skills: Computer Use +7, Craft (space transports)
Feats: Armor Proficiency (light), Improved Initiative, +1, Hide +4, Knowledge (engineering) +3, Knowledge
Improved Martial Arts, Martial Arts, Starship Operation (technology) +3, Knowledge (any one) +1, Knowledge (any
(space transport), Weapons Group Proficiency (blaster one) +1, Knowledge (any one) +1, Profession (mechanic)
pistols, blaster rifles, heavy weapons, simple weapons, vibro +1, Read/Write Binary, Repair +7, Speak Basic, Speak
weapons). Binary, Speak Huttese, Speak Sanyassan.
Feats: Ambidexterity, Gearhead, Improved Initiative,
Nikto Pirates (30): Male Nikto- Kajain’sa’Nikto (red) Thug 4; Weapons Group Proficiency (simple weapons).
Init +0; Def 14 (+2 class, +2 species); Spd 10 m; VP/WP -
/17; Atk +5 melee (1d3+1, punch), +5 melee (1d4+1, knife) Swamp Temple
or +4 ranged (3d8, heavy blaster pistol); SQ +4 species Inside a patch of swamp called the Dead Spot by locals is
bonus on Survival (desert) checks, natural armor +2; SV a sinking temple sinking, its only entrance barely visible
Fort +6, Ref +1, Will +1; SZ M; FP 1; DSP 2; Rep +1; Str in the weeds. After a 10 m climb to the temple floor,
12, Dex 10, Con 14, Int 8, Wis 10, Cha 8. explorers can expect flooded chambers with 1 m deep
Equipment: Heavy blaster pistol, comlink, knife. muck. Sarcophagi are strewn about and explorers can fall
Skills: Astrogate +2, Intimidate +0, Pilot +4, Read/Write between them if they’re not careful. The temple appears to
Nikto, Speak Basic, Speak Nikto. end three chambers from the entrance, but a hidden in the
Feats: Spacer, Starship Operation (space transport), muck is staircase. After a 30 meter swim (Swim check DC
Toughness, Weapons Group Proficiency (blaster pistols, 10) the hallway opens into a small crypt, the heart of this
simple weapons). dark side site. Inside a black stone sarcophagi carved in the
form of a woman, is Sith Lord Sayka Doon. Unknown to
Claw the heroes, Sayka has slept for a millennium and should
Merak’s ship, Claw, is a heavily modified Gallofree Medium her sarcophagus be opened or the dark side site destroyed,
Transport that has lulled more than one space captain into she will awaken. Will Sayka Doon enslave the heroes
a false sense of security. The ship has more patches and and establish a new Sith Empire based on Dusk? Or will
hull repair than it has frame left, but the ship is rugged she seduce them into protecting her and get her off the
and sports a secret weapon… a capita ship sized turbolaser moon? Or will the last living link to the Sith tradition die
concealed in its cargo bay. Coupled with deployable beneath the swamp?

Sayka Doon
Once a competitor of Sith Lord Kaan in the
second Sith uprising, Sayka Doon escaped
the Ruusan battlefield with loyal slaves
and a number of dark side artifacts. Her
servants constructed her temple over a
naturally occurring dark side site to power her
machines. She is a survivor and has dreamed
in darkness ever since. Sayka is a red haired
woman of extreme beauty and proficient
with the lightsaber. She is manipulative,
respects strength and cunning but is also a
natural actress, instinctively preying on the
expectations of others. To her, people are
nothing more than pawns in her game for
power. Her dreams have allowed her a few
glimpses at the current galaxy so she isn’t
totally out of the loop.
She speaks Old Galactic Standard.
Sayka’s sarcophagus is filled with ornate
treasures valued up to 500,000 credits. She
will use this treasure to establish herself in the

Sayka Doon: Female Human Force Adept 4/Sith

Acolyte 5/Sith Lord 1; Init +2 (+2 Dex); Def 21
(+2 Dex, +9 class); Spd 10 m; VP/WP 75/13;
Atk +7/+2 melee (1d3, punch), +8/+3 melee *
(3d8, crit 19-20, lightsaber) or +9/+4 ranged
(by weapon); SQ Dark side, deflect (Defense +2), increase sentient within a 10 meter range to the user. This device
lightsaber damage +1d8; SV Fort +9, Ref +9, Will +13; SZ affords a +10 equipment bonus to Empathy and Telepathy
M; FP 3; DSP 15; Rep +5; Str 10, Dex 14, Con 13, Int 16, checks, as well as flawlessly translating the language to the
Wis 15, Cha 16. wearer. This device translates the wearer’s language into
Equipment: Lightsaber, Sith translator, red robes, the minds of those within 10 m. The wearer can increase
treasure. the range by expending 1 vitality point per minute for
* Sayka Doon has constructed her own Lightsaber. every 100 m up to a maximum of 1000 m.
Skills: Bluff +12, Craft (armor) +8, Diplomacy +12, Hide Creating a Sith translator requires an Alchemy check (DC
+7, Intimidate +11, Knowledge (Sith lore) +11, Knowledge 30), 3,000 credits of alchemical supplies and sacrificing a
(tactics) +5, Listen +7, Read/Write Basic, Read/Write Force Point. If the Alchemy check fails, the alchemist gains
Sith, Sense Motive +12, Speak Basic, Speak Old Galactic 1 Dark Side Point and expends all alchemical supplies.
Standard, Speak Sith, Spot +7, Survival +7, Treat Injury +5.
Force Skills: Affect Mind +10, Alchemy +15, Battlemind New Force Technique: Dark Side Sleep
+10, Drain Energy +8, Farseeing +12, Fear +6, Force Grip Through the power of the dark side and alchemic mastery,
+8, Force Lightning +17, Heal Self +5, Move Object +5, a force-user can sleep for centuries without succumbing to
See Force +8, Transfer Essence +9. the ravages of time.
Feats: Exotic Weapon Proficiency (lightsaber), Fame, Prerequisites: Alchemy 8 ranks, Alter, Control, Force-
Force-Sensitive, Perfect Memory, Weapons Group Sensitive and Sense.
Proficiency (blaster pistols, primitive weapons, simple Benefit: The dark side protects and preserves the
weapons, vibro weapons). sleeper for one century. For each new century, the sleeper
Force Feats: Alter, Control, Dark Power, Lightsaber sacrifices a Force Point to sleep for another century. Once
Defense, Mind Trick, Sense, Sith Sorcery. a sleeper is out of Force Points, the dark side tears away
at the body, inflicting 1d4 Constitution damage for every
Sith Translator century the sleeper cannot pay the Force Point cost. The
Cost: 5,000 Weight: .5 kg sleeper can perform a Farseeing check once a month but
Availability: Rare Era: RE cannot wake herself up. The sleeper may attempt the skills
Telepathy and Empathy while using the Farseeing skill
The Sith pioneered several artifacts that meld technology in the present. Only an outside force that disturbs the
and the Force. A Sith translator was a simple device character can wake the sleeper. The character appears dead
disguised as a piece of jewelry or incorporated into armor. to casual observers, but a Treat Injury check (DC 20) may
The device translates the thoughts and ideas of any suggest a deep coma.

New Creature: Predasaurs
The predasuar was originally part of the “exotic zoo” but
when the zookeepers went unpaid, their charges escaped
and fled to the grasslands. The predasaur is an extremely
cunning and vicious predator from Tiss’sharl (an Outer
Rim world) that hunts in a pack. It is a bipedal reptile with
sharp claws and a vicious set of fangs. The most disturbing
thing about the creature, aside from its pitch black eyes
and amazing speed, is its color changing ability. The
creature often stalks its prey then strikes in a heartbeat.
Predasaurs hunt in packs of 4-12. Lone predasaurs are
outcasts of some kind, due to age or a genetic deformity.
Predasaurs live for ten standard years, but its communal
nests can raise fifty young each year. A predasaur is full
grown after one year.

New Creature: Light Bugs Predasaur: Predator 3; Init +7 (+3 Dex, +4 Improved
The bioluminescent creature called a “light bug” is Initiative); Def 16 (+3 Dex, +3 natural); Spd 12 m; VP/WP
originally from the Colonies section of the galaxy, but was
imported to Dusk with the original “resort ecology.” Now,
26/16; Atk +4 melee (1d6+1, crit 20, claw), +4 melee
(1d8+1, crit 20, bite) or +6 ranged (by weapon); SQ Color
light bugs dot the landscape, flaring continuously in the Shift (+4 Hide checks), Damage Reduction: 1; SV Fort +6,
Duskan day. These small bugs eat Duskan grass and similar Ref +6, Will +2; SZ M; Face/Reach 2 m by 2 m/2 m; Str
plants and are usually novelty insects to the galaxy at 12, Dex 16, Con 16, Int 4, Wis 12, Cha 10.
large; not so for the Duskans. Since electricity and batteries Skills: Hide +9, Intimidate +1, Jump +6, Listen +5,
are in short supply, miners use a Light Bug in their mining Move Silently +5, Spot +3, Survival +2.
helmets and residents capture one to light their homes. Feats: Improved Initiative, Track.
Each bug can light an area of 4 meters and live for four
Light Bugs are docile insects and unafraid of other
creatures. Attackers gain a +10 bonus on their first attack
against a Light Bug. Duskan children are known to smear
the bioluminescent substance on their faces during
carnival. The substance stops glowing after 8 hours.

Light Bug: Adult Scavenger 1; Init +8 (+8 Dex); Def 26 (+8

Dex, +8 size); Spd 1 m, fly 2 m (average); VP/WP 1/1; Atk
+16 ranged (by weapon); SQ Bioluminescent; SV Fort -3,
Ref +8, Will -2; SZ F; Face/Reach .1 m by .1 m/.1 m; Str 1,
Dex 26, Con 1, Int 1, Wis 6, Cha 4.
Skills: Move Silently +10, Spot +2, Survival +2.

Bug Catcher
Cost: 10 Weight: .5 kg
Availability: Common Era: RE, R, NR

The children of Dusk typically use a bug catcher to gather

enough insects for the miners of Highland’s Retreat and
for themselves. The device is a simply pole with a hoop and
net at the far end. This device negates any creature of Tiny
or smaller of its size modifier to Defense. Sneaky Duskan
children can catch a light bug unawares and triumphantly
return home with a full jar.

Galban People
Planet Type: Terrestrial The Galbani come in a variety of appearances, but all are
Climate: Temperate humanoids of ashen skin, totally green eyes and little body
Terrain: Plains, islands hair. As Galbani age, growths emerge on their face at the
Atmosphere: Breathable chin and cheekbones. The maritime tradition exists for
Gravity: Standard all of the Galbani to some degree; from the small fishing
Diameter: 9,500 km ketches of villagers to the giant Adlaran warships. Their
Length of Day: 26 standard hours technology would be considered “feudal” by most galactic
Length of Year: 330 standard days standards, their progress is limited by a lack of access to
Sentient Species: Galbani metals and other materials beneath the endless ocean.
Languages: Galban Despite this, the natives have discovered and accurately
Population: 70 million measured the majority of their solar system, using a system
Species Mix: 100% Galbani of sophisticated observatories with telescopes of amazing
Government: Tribal/Feudal power considering their “feudal” status. Most of their
Major Exports: None buildings make use of sea-mud bricks, dried and fired to
Major Imports: None make reddish colored structures, roads and plazas. The
System/Star: Galos / Gahl people speak a variety of languages, probably counting in
Planets Type Moons the thousands, but there is a nearly universal tongue; the
Searing rock
Barren rock
Adlai trade language, which arose from the merchant fleets
of Adlara, from visiting every island in the civilized world.
Galban Terrestrial 2 Due to limited resources, the island societies regulate
Maris Toxic rock 1 population size through banishment and raiding. The most
Warfield Asteroid field - valuable member of society is a ship captain, responsible
Bov Gas giant 12 for both communication and trade.
Hoso Gas giant 23 Most weapons are melee oriented and crafted from
Narla Frozen rock 1 the native razortooth or stone-coral. While explosives are
Namil Ice ball - known, only stone projectiles are used. Most metals are
so scarce that people trade in iron and copper coin. Other
Description trade commodities include common pearls and other crafts.
The world of Galban is one of oceans dotted with large Bartering is essential to the Galbani people.
islands and nine small continents. There are scant polar
caps and the only freshwater come from the frequent rains. Locations
There are two regions of the planet which still experiences Descriptions of several key locations follow.
volcanic activity, the New Islands and the Burning Lands.
These regions also produce the tsunamis and foment Adlara
hurricanes that affect islands thousands of kilometers The largest and wealthiest continent on Galban, this nation
away. The world is regularly pelted by space debris from demands tribute from over a thousand tribes. Its fleet of
the nearby Warfield asteroid field, which can be seen on black warships protects it from rival states and pirates.
clear nights as a distortion strip across the sky. Galban’s In times of war, the black ships sail under black sails and
two moons are both captured planetoids from the asteroid wreak havoc upon Adlara’s enemies. The interior of Adlara
belt, named Astor and Alba by the native Galbani. The has a few stone and iron deposits with farms strewn
equatorial islands contain the last true Galban forests, about the plains raising grain and root crops. The people
since thousands of years of the Galbani maritime tradition are protected by their Adan, an organization of knights
has greatly reduced the northern continents supply of and soldiers that enforce the will of the Adlaran Emperor.
lumber. Adlara trains the best soldiers and marines on all Galban,
but its leaders continually fight and bicker for the Coral
History Throne. A High Council formed of the wisest and most
There is no history of Galban interacting with the galactic capable Adan care for the daily needs of the nation. The
community. If scouts explore the planet and learn some lingua franca among traders is Adlai, a simple version of
of the various languages, they can learn about the Adlarani. Among the Adlarans, speaking Adlai is a sure sign
mythological Empire of Sand, which once ruled the globe of a foreigner, and therefore, an inferior. Adlaran society is
with ancient magic. This of course, was when no oceans paternalistic and females are second class citizens.
existed. Their mythology also speaks of a great hero,
Alathor Bluesong, who smote the evil emperor and brought Burning Lands
forth a great deluge to wash the world clean. The oceans In the northern hemisphere, east of Adlara lays the
remained and the only sand on Garban now is beneath the fearsome and forboding island continent simply known as
waves and of course, on the endless beaches. the Burning Lands. Massive volcanoes and calderas make
this land one of perpetual ash. Only the most desperate
Galbani come here since no authority dares follow. Any

A rival of Adlara, this resource poor continent and a
collection of islands are the main fomenters of chaos
and piracy on the high seas. Ghebanese sailors haunt
every bar and dive as ready workers, though few trust
this assortment of thieves and liars. The Ghebanese see a
different picture; they are a strong and cunning people
who take from fools, as evidence by an old Ghebanese
saying; “Fools are easily parted with their iron.” While
the Ghebanese respect the Coronos priests, most of the
sages receive a rough welcome and rarely visit among
these pirate shoals. Among the Ghebanese, a woman is
expected to be as strong as the men and weakness invites
harassment, even from established women. If you are
strong and cunning, the Ghebanese respect you.

New Prestige Class: Adan Knight

The Adan Knights are a military order devoted to justice
and obedience to their Emperor, ruler of Adlara. These
knights act as enforcers, investigators, judges and spies.
While the Adan are highly respected in Adlara, they are
feared elsewhere. The Adan have almost total immunity to
the law, except for their rigid code of honor and tradition,
such as not killing an unarmed foe and never speaking a
lie. Some thieves think to trap the knight with their own
vows, but every knight is adept at “sidestepping vows.”
The Adan are known for wielding steel swords, able to
permanent settlement would soon be swept under the shatter the common chit swords of pirates or thieves. Aside
lava flows, so anyone in the Burning Lands is a wanderer. from superior arms and armor, the knights are also feared
Among the rest of the world, these fearsome nomads are as supernatural, able to move faster than a pantheric. The
known as Fire Walkers and their infamy is used to scare order trains all who wish, but only a select few have The
small Galbani to sleep. Among Galbani mythology, the Gift. Over time and with enough training, The Gift can
Burning Lands are where evil souls wander in the afterlife. be coaxed out of dormancy, but only these knights are
nowhere near as powerful as those born with it.
It is not unheard of for females to become knights if
Coronos born with the Gift, but these rare knights almost all come
Considered sacred by most in Adlara and Gheban, this
from Gheban or Coronos.
island separates the two rivals across a thousand kilometers
of water. It is said that Coronos is the sight that Alathor
the White destroyed the Emperor of the Sand. The Coronos Requirements
Priesthood is dedicated toward the preservation of Galbani To qualify to become an Adan Knight, a character must
history and act in several altruistic ways; feeding the poor, fulfill the following criteria.
tending the sick and providing amnesty to any who brave Base Attack Bonus: +3.
their shores. Coronos is surrounded by reefs deadly to ships Skills: Intimidate 6 ranks, Knowledge (arcane lore) 3
and the turbulent ocean is tough on any fisherman’s ketch. ranks, Pilot 3 ranks.
The priests of Coronos are known by their simple blue Feats: Heroic Surge, Force-sensitive.
tunics and their musical shell horn, used to greet the new Special: Must apprentice in Adlara’s Citadel for at least
day and played for every funeral officiated by a Coronos one year before gaining the benefits of the class.
Game Rule Information
Fire Isle and the New Islands Vitality: Adan Knights gain 1d8 vitality points per level.
This island is no more than a massive volcano in the midst The character’s Constitution modifier applies.
of the New Islands. In fact, all the New Islands are part of
the same volcanic system and a new island can rise from Class Skills
the ocean overnight. Since volcanism is so active, these The Adan Knight’s class skills, and the key ability for each
lands are perpetually wreathed in steam. Some in Coronos skill, are as follows.
suspect that the New Islands will one day be like the Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha),
Burning Lands. There are rumors that cannibalistic tribes Disguise (Cha), Gather Information (Cha), Handle Animal
of Galbani ply these shores in the night, looking for victims (Cha), Intimidate (Cha), Jump (Str), Knowledge (Int),
to sacrifice to their dark gods. Profession (Wis), Read/Write Language, Ride (Dex), Sense

Motive (Wis), Speak Language, Survival (Wis), Swim (Str), Lord Protector
Treat Injury (Wis). Upon attaining 3rd level, the Adan Knight is elevated to the
rank of Lord Protector, and may add her Reputation bonus
Skill Points at Each Additional Level: 6 + Int modifier. to her Defense when acting in the defense of others for
one encounter each day.
Class Features
Adan Knights gain the following class features. Fearful Gaze
The Adan Knight has perfected the art of staring
Starting Feats opponents down and using her reputation, martial prowess
An Adan Knight receives the following bonus feats. and “cold, dead eyes” to great effect. The knight may
Armor Proficiency (light) attempt to force a foe into “cowering” if she succeeds at
Armor Proficiency (medium) an Intimidate check. The foe continues cowering as long
Weapon Group Proficiency (primitive weapons) as the knight continues regarding the foe. If the knight
Weapon Group Proficiency (martial) attacks the foe, the cowering character is now “panicked.”
If the knight turns her back, the foe continues cowering
Dedication for 1d4+1 rounds. For a description of “cowering” and
The Adan Knight is taught to fight with an Adan Sword “panicked,” see page 288 of the Revised Core Rulebook. It
is considered dishonorable to strike down a cowering foe,
early in preparation for the intricacies of learning The Gift.
All Knights receive the Exotic Weapon Proficiency (Adan unless the knight suspects a ruse. 54
Sword) for free at 1st level.
Magnificent Strike
Control When using an Adan Sword in combat, the Adan Knight
If an Adan Knight does not already have the Control feat, may make an attack with a +5 aptitude bonus to strike
she gains it at 1st level. and damage at her highest base attack bonus. This attack
is a full round action. Use of this special quality may
provoke an Attack of Opportunity if a second adjacent foe
Bonus Feat
threatens the knight. If the Adan Knight ever gains Exotic
The Adan Knight gains bonus feats at 2nd, 4th, 7th and 10th
Weapon Proficiency (lightsaber or Sith sword), this ability
level. The Adan Knight must meet the prerequisites of the
may apply to these weapons as well.
bonus feat, and the bonus feat must be selected from the
following list:
Advanced Martial Arts, Ambidexterity, Combat Expertise, Adan Armor
Combat Reflexes, Dodge, Frightful Presence, Great Each suit of chain and plate armor is constructed of
Cleave, Improved Critical, Improved Disarm, Improved durable resins harvested in the Citadel’s grove of Amphora
Initiative, Improved Martial Arts, Improved Trip, Martial Trees. Each suit is constructed specifically for an individual
Arts, Mobility, Power Attack, Run, Spring Attack, Sunder, knight, as most personalize it with a heraldic device. The
Two-Weapon Fighting, Weapon Finesse, Weapon Focus, armor takes on a semi-transparent ochre color, though
Whirlwind Attack. many are painted over with a colored lacquer.

The Adan Knight

Base Fort Ref Will Defense Reputation
Level Attack Bonus Save Save Save Special Bonus Bonus
1st +0 +2 +1 +0 Starting feats, control, dedication +2 +1
2nd +1 +2 +2 +1 Bonus feat +2 +1
3rd +2 +3 +2 +1 Lord protector +3 +2
4th +3 +3 +3 +2 Bonus feat +3 +2
5th +3 +4 +3 +2 - +4 +3
6th +4 +4 +4 +3 Fearful gaze +4 +3
7th +5 +5 +4 +3 Bonus feat +4 +4
8th +6 +5 +5 +4 - +5 +4
9th +6 +6 +5 +4 Magnificent strike +5 +5
10th +7 +6 +6 +5 Bonus feat +6 +5

Adan Armor Resin Sword
Armor Type: Medium armor Proficiency Group: Medium Weapon Type: Melee weapon
Cost: not available for sale Damage Reduction: 4 Proficiency Group: Martial Cost: 500
Maximum Dex Bonus: +2 Armor Check Penalty: -3 Damage: 1d8 Critical: 20
Speed: 8 m/4 m Weight: 10.5 kg Weight: 1.5 kg Type: Slashing
Availability: Specialized Era: RE, R, NR Fort DC: - Size: Medium-size
Hardness: 5 WP: 8 Break DC: 15
Adan Sword Availability: Special Era: RE, R, NR
There are two different types of swords used by the Adan
order; the resin sword and the steel sword. All aspiring Chit Cutlass
knights wield the resin sword, which is also used by the A common weapon among pirates and other islanders, the
Adlaran Infantry. chit cutlass utilizes the shell of the chitraavi, a massive
Each steel sword is individualized and works of art, and crustacean found in all parts of the ocean. Each blade is
as metals are in short supply, are regarded as priceless white with rainbow hues, but is notorious for shattering
treasures. The wielders of such swords regularly destroy the in combat. The weapon is surprisingly light and even if it
inferior chit cutlass in combat. Each is commissioned by chips, this only makes the blade more dangerous in the
the King of Adlara and crafted by the Priests of Coronos. hands of Gheban pirates.
Anywhere but on Galban, their value decreases to 10%.
If an Adan Sword wielder succeeds in Sundering a chit
cutlass or similar material, ignore the hardness when
Chit Cutlass
Weapon Type: Melee weapon
calculating damage to the item. Proficiency Group: Martial Cost: 100
Damage: 1d8 Critical: 20
Adan Sword Weight: .5 kg Type: Slashing
Weapon Type: Melee weapon Fort DC: - Size: Medium-size
Proficiency Group: Exotic Cost: 10,000 Hardness: 5 WP: 10 Break DC: 10
Damage: 2d6 Critical: 19-20 Availability: Special Era: RE, R, NR
Weight: 2.5 kg Type: Slashing Special: On a natural 1, this weapon breaks into several
Fort DC: - Size: Medium-size shards, spraying the user for 1d4 points of damage.
Hardness: 10 WP: 10 Break DC: 20
Availability: Special Era: RE, R, NR Fishing Ketch
These small boats are generally based on two distinct
designs; the twin pontoon and the single hull variety. Each

has its advantages, one being faster and the other able to Adlara Shipyards Marauder Warship
carry more weight. When using these vehicles continue to Class: Aquatic vessel Crew: Skilled +4 (45)
use the standard 2 m by 2 m square grid. Size: Colossal (25 m long) Initiative: -4 (+4 crew, -8 size)
Passengers: 400 Maneuver: -4 (-8 size, +4 crew)
Cargo Capacity: 500 tons Defense: 10 (-8 size, +8 armor)
Twin Pontoon Fishing Ketch Speed: 7 m Shield Points: 0
Class: Aquatic vessel Crew: Skilled +4 (1)
Max Velocity: 20 km/h Hull Points: 175 (DR 15)
Size: Large (4 m long) Initiative: +3 (+4 crew, -1 size)
Cost: 250,000 (trade goods) Atmospheric Speed: -
Passengers: 5 Maneuver: +3 (-1 size, +4 crew)
Altitude: - Altitude: -
Cargo Capacity: 250 kg Defense: 10 (-1 size, +1 armor)
* The Adlaran Warship provides full cover to its passengers.
Speed: 5 m Shield Points: 0
Max Velocity: 16 km/h Hull Points: 20 (DR 5) Weapon: Stone coral cannons (52); Fire Arc: 5 batteries
Cost: 750 credits (barter) Atmospheric Speed: - right, 5 batteries left, 1 battery rear; Attack Bonus: +0
Availability: Prevalent Altitude: - (-8 size, +2 crew, +2 quality, +4 battery fire); Damage:
Era: RE, R, NR *3d10; Range Increment: 20 m.
* The Twin Pontoon Fishing Ketch provides no cover to its passengers. Weapon: Green fire catapults (3); Fire Arc: 1 front, 1
right, 1 left; Attack Bonus: +0 (-8 size, +2 crew, +2
Single Hull Fishing Ketch quality); Damage: **2d10; Range Increment: 10 m.
Class: Aquatic vessel Crew: Skilled +4 (2) Weapon: Ram prow; Fire Arc: Front; Attack Bonus:
Size: Huge (7 m long) Initiative: +3 (+4 crew, -1 size) Maneuver check; Damage: ***Special; Range Increment:
Passengers: 12
Cargo Capacity: 500 kg
Maneuver: +3 (-1 size, +4 crew)
Defense: 10 (-2 size, +2 armor)
*Stone coral cannons fire explosive shells and damage is applied to the
Speed: 4 m Shield Points: 0 vessel and anyone in the surrounding squares of the impact site.
Max Velocity: 12 km/h Hull Points: 22 (DR 5). **To resolve a green fire catapult, these incendiary capsules burn for
Cost: 1200 (trade goods) Atmospheric Speed: - 10-60 rounds, inflicting damage directly to hull points. Submerging the
Availability: Common Altitude: - fire in water will not quench the flames, but enough sand may. Each
round a crew may attempt to extinguish the flames with sand or other
Era; RE, R, NR
means if they succeed in a Maneuver check (DC 15). Do not use the ship’s
Altitude: - size modifier for this check. It takes at least 5 rounds to reload a green
* The Single Hull Fishing Ketch provides half cover to its passengers. fire catapult.
***To use the Ram prow, the Adlaran Warship must succeed in a Ram
attack against another vessel or target. If the Adlaran Warship succeeds in
Pirate Corsairs a Pilot check (DC 10) the Warship suffers no damage from the ramming
These swift ships are renowned across Galban for their attack. On a failed Pilot check, the Adlaran Warship receives quarter
durability and the cunningness of their captains. Most are damage from the ram attack. See “Ramming and Collisions” in the
shallow hulled vessels with twin sails, a cabin in the back Revised Core Rulebook page 193 for further details.
and several quarters below decks for the crew. These ships
typically have a triangular sail and invariably fly a black Currency
flag. Galbani value metals above all other resources for their
use in naval vessels, weapons and jewelry. While durasteel
Ghebannese Shipyards Pirate Corsair may appear to be exactly what they want, it cannot be
Class: Aquatic vessel Crew: Skilled +4 (45) melted easily with the forges on Galban. Heroes who
Size: Gargantuan (15 m long) Initiative: +0 (+4 crew, -4 size) trade straight durasteel will gain a reputation for passing
Passengers: 90 Maneuver: +0 (-4 size, +4 crew) “counterfeit metal.” However, if the heroes trade iron,
Cargo Capacity: 15 tons Defense: 12 (-4 size, +6 armor) copper or nickel ore, each 1 kilogram is valued at 100
Speed: 8 m Shield Points: 0 credits worth of trade goods.
Max Velocity: 25 km/h Hull Points: 60 (DR 15)
Cost: 15,000 (trade goods) Atmospheric Speed: -
Altitude: - Altitude: - Weapon Group Proficiency (martial)
* The Corsair provides half cover to its passengers. In lower tech worlds, a soldier is trained in a variety of
Weapon: Stone coral cannons (20); Fire Arc: 2 batteries weapons, which in regular galactic society may require an
right, 2 batteries left; Attack Bonus: +2 (-4 size, Exotic Weapon Proficiency to use. This feat is a reflection
+2 crew, +4 battery fire); Damage: *2d10; Range of Feudal societies in the Star Wars galaxy. Use of this feat
Increment: 15 m. includes both the Exotic Weapon Proficiency (longsword)
*Stone coral cannons fire explosive shells and damage is applied to the and the Weapon Group Proficiency (primitive).
vessel and anyone in the surrounding squares of the impact site.

The Pilot Skill

Adlaran Warships On Galban, this skill is the ability to pilot naval vessels.
The massive Adlaran vessels use resin and blackwood as If a Galbani attempts to learn how to Pilot Starships, she
primary building materials and frequently destroy four must sacrifice 3 skill points on attaining her next level to
or five pirate corsairs with their ramming prow, catapults overcome her feudal technology level. Until she does so,
spewing green fire and the new stone coral cannons. The she operates the vehicle with a -4 skill penalty, in addition
ships sport three masts, over 21 sails, banks of stone coral to any penalties for not having the appropriate Starship
cannons and are the unrivalled titans of the waves. Operation feat. Until she sacrifices the 3 skill points, these
feats cannot be taken.

The Classes “wealth” they may be attacked frequently, especially near
Each class is available for the Galbani, but GMs may have Ghebanese waters. Displays of their superior technology
to convert high tech feats and skills into their lower tech may spread like wildfire with proclamations of gods
equivalents. Other skills do not exist, such as Astrogate walking the islands to the return of the Emperor of the
and Computer Use, as the art of navigation is part of the Sand. Plus, Alyros still demands their attention to fix every
Survival skill. Other skills, like Pilot, are still applicable to little problem he has.
the low tech vessels on Galban.
An example of converting high tech feats for lower Ghebanese Pirates
class feats; the Scoundrel class gets the Weapon Group If the heroes are incognito among the population,
Proficiency feats for blaster pistols and simple weapons, traveling from island to island is a good way to get
but Galbani scoundrels instead receive the Weapon Group attacked by pirates. Perhaps the heroes flashed their
Proficiency for bows and simple weapons. Other feats may blasters or displayed their “wealth” openly, which invited
be exchanged for Weapon Group Proficiency Primitive or the pirates to find them. Or the heroes’ island just
perhaps Martial, depending on the GM’s discretion. happened to be next on the pirates’ “shakedown list.” Do
The feudal character quickly picks up the use of the heroes fight the pirates on their own terms? Do the
technology and if given the opportunity to learn, she may heroes use high technology to deal with the threat or do
pick up the regular starting feats for her class upon her they allow themselves to become captured to learn about
next level. another culture on Galban? If the heroes decide to join the

For the GM
pirates, which side of the Adlaran and Ghebannese conflict
do they side with? Of course, once the pirate captain
The adventure hooks and supporting characters described Vash witnesses the characters’ firepower, he’ll want it for
in this section are meant for GMs only. If you’re a player, himself.
stop reading now.
Hunk of Burning Land
One of the most intriguing features of Galban is the
Adventures volcanically active continent known as The Burning
Feel free to use or adapt the following adventuring hooks
Lands. It is rumored that desperate rogues and criminals
for your home campaign.
roam this land in a nomadic lifestyle, perpetually moving
to avoid volcanic flows and eruptions. The problem is
Cultural Infiltration that renowned criminal Indyra Stryfe has escaped the
The heroes may be working for xenobiologists or are hangman’s noose in Adlara and is rumored to be heading
entrepreneurs who don’t want to be lynched on planet, to this searing country. The heroes may be acquainted
but it is decided that the best course of action for Galban with Adlaran law or the Ghebanese raiders, but each
is to infiltrate the culture and “blend in.” The heroes have side wants this criminal, one for justice and the other to
a number of options; they can abduct natives to learn recruit. The heroes are prevailed upon to find and secure
their language and disguise themselves appropriately or her. Of course, whichever side the heroes take, the rival has
the heroes can attempt to make friends on some of the another party searching for her, either a group of Adan
smaller islands. If the heroes decide to abduct a “language Knights or a three ship pirate fleet, roaming the coasts
volunteer” then Alyros is a prime target. However, the and sending expeditionary parties. The real kicker comes
heroes hadn’t planned on Alyros’s demands to fix his when the heroes find Indyra Stryfe with a starship; she’s a
problems, including his boat. After a solution to the career criminal specializing in infiltrating primitive cultures
language problem is found, either by learning it for and stealing treasures. If the heroes are natives, then this
themselves or programming a translator correctly, they is an excellent way for them to enter a wider galaxy, since
can explore the various island societies to their hearts’ Stryfe’s ship Shadow is droid automated.
content. Of course, where are they going to stash their
ship? Figuring out the local economy is hard enough, but
Tree Hunters
where on Galban do they start? Remember that metal
While the heroes are visiting Adlara, a strange fungus
is extremely scarce here and if characters show off their
threatens the Citadel’s grove of Amphorae Trees, also the
source of the Adan Order’s armor, weapons and much
of Adlaran technology. If the heroes announced their
otherworldly origins, then they are blamed for it. If the
heroes are still incognito, they may run across a dying
Adan Knight that charges them to fulfill his quest to
find more Amphora Trees. Sir Danylos’ ship was caught
in a storm and crushed on the rocks of a nearby island,
throwing him to the waves and the mercy of Razorteeth.
If the heroes rescue him from the brink of death, he asks
them to help his quest. The heroes may be motivated by
honor or greed (after all, Gheban would pay gladly for

trees of their own), but they are in search of the illusive 20,000 Leagues Under the Sea
trees. There are several wild islands left in the world, but The ancient mythology of the Empire of the Sand may
their best bet is to check Fire Isle for saplings. Of course intrigue the heroes to investigate whether the stories are
the trees are guarded by cannibal tribes of Galbani and a true. The heroes have access to Core World technology,
pair of Pantherics. namely submersibles. Since the heroes are the only ones
capable of going so deep, the investigation should be a
War on the High Seas breeze. Except for the little known fact that ruins litter the
The Ghebanese pirate consortium and the Adlaran ocean floor. Should the characters follow the myths and
kingdom have thrown aside their truce once again and stories, their investigation will lead to an area between the
declared war on the high seas. Perhaps it starts because Burning Lands and Adlara. Of course, what do they make
of the heroes in a previous adventure, or simply because of the pyramidal structures and various skeletons littering
Adlara believes it has the power to push Gheban under the the ocean floor? Using sensors, the characters detect a
waves. The Adan Knights gird for war, the warships gather large metallic deposit beneath the sand. A successful
in the northern coves and the pirates call forth all ships Computer Use check (DC 20) will reveal that a starship
and crew for one last stand against the Adlarans. Who can registry responds as Valiant, a Durese escort frigate over
stop this madness? Only one person, Princess Ismara Tsali, fifteen thousand years old. Nearby is a ruined palace lined
recently kidnapped from the Adlaran capital by an Adan with marble statues and littered with the bones of the
Knight, Sir Rath Valyr, originally of Gheban. The pair went ages. This is the capital of the Emperor of the Sand, and
missing three weeks ago and the Adan Knights believe
Rath fled with his captive to Gheban. Can the heroes
inside the Durese ship is a terrible plague, undetectable to
sensors. Once the heroes are infected, can they download
find the fugitives before the oceans turn red with blood? the central computer and figure out what is going on? The
Things only get more complicated when the heroes find cure is beneath the drowned temple, kept in the throne
out Ismara loves her captor and the two married secretly room just as Valiant’s computers claim. The truth is that
on Gheban. The heroes can try to turn the pirate council the Emperor was a Duros captain who subjugated the
against Rath, the son of its chairman, Captain Bain Valyr, people with his technological might, but was unable to
but the old pirate can’t have that. Or the heroes could hold the flood waters back from its underground origin.
try to work on Adlaran royal family to stem the tide of Aside from the deep sea creatures, the heroes may still
conflict. Perhaps the best course is to take the fugitives have to contend with the Emperor’s droid bodyguards, still
to the neutral ground of Coronos and invite leaders from functional after several millennia beneath the waves. The
both sides to a truce. current ocean ecosystem escaped from Valiant’s cargo hold
and was meant for a long term terraforming project on

Allies and Antagonists

Alyros, Abducted Galbani
This simple fisherman plies the shoals of his island, laying
traps for crustaceans and spearing fish with a tri-pronged
harpoon. He is a master of survival and lives a few islands
away from the Ghebanese, who trade with him for tools he
crafts from the shells and teeth of sea creatures. His small
fishing ketch enables him to venture out further than the
others on his island, which allows him independence. He
is a thin Galbani, with dark gray skin from being in the
sun all the time. Alyros dresses in simple pants, a sash
and walks around barefoot and bare-chested most of the
time. He believes in the ancient sea spirits and tries not to
offend them.

Alyros: Male Galbani Fringer 2; Init +1 (+1 Dex); Def 15

(+1 Dex, +4 class); Spd 10 m; VP/WP 18/14; Atk +1 melee
(1d8, harpoon), +1 melee (1d4, knife) or +2 ranged (by
weapon); SQ Barter, feudal; SV Fort +6, Ref +3, Will -1; SZ
M; FP 2; DSP 0; Rep +0; Str 10, Dex 12, Con 14, Int 10,
Wis 8, Cha 10.
Equipment: Boat, knife, hand tools and harpoon.
Skills: Climb +7, Craft (tools) +2, Handle Animal +3,
Knowledge (wilderness lore) +3, Knowledge (world lore)
+2, Pilot +6, Read/Write Native Tongue, Speak Adlai,

Speak Native Tongue, Survival +8, Swim +7, Treat Injury Spd 10 m; VP/WP 65/14; Atk +5/+0 melee (1d4-1, crit
+1. 20, punch), +7/+2 melee (2d6+2-1, vibrorapier) or +7/+2
Feats: Athletic, Rugged, Self-Sufficient, Weapons Group ranged (3d6, blaster pistol); SQ Illicit barter, impersonation
Proficiency (primitive weapons, simple weapons). (+5 Disguise), lucky (1/day), master linguist, minor
transformation, precise attack +1, shapeshift, quick change
Captain Vash (attack action), Shapeshifter; SV Fort +4, Ref +8, Will +4;
This Ghebanese villain cares about few things; his ship, SZ M; FP 3; DSP 2; Rep +0; Str 8, Dex 12, Con 14, Int 14,
the Queen Mercy and his treasure. He dresses in a variety Wis 10, Cha 16.
of bright colors beneath a dark blue overcoat, which once Equipment: Blaster pistol, comlink, custom leather
belonged to an Adlaran captain. Vash took a shine to it, jerkin (DR 1), utility belt, vibrorapier.
with its bright buttons and regal look, that is, after Vash Skills: Appraise +10, Astrogate +10, Balance +3, Bluff
impaled its previous owner on a chit cutlass. He also serves +12, Computer Use +7, Disable Device +7, Disguise +33,
on the Ghebenese council of captains, one among twelve Entertain (dance) +5, Entertain (harp) +5, Escape Artist
of the most powerful corsairs to raid the open seas. He is a +6, Gather Information +13, Hide +6, Knowledge (alien
world traveler, having sailed around the globe several times species) +8, Knowledge (streetwise) +4, Move Silently +5,
while hunting both Adlaran merchants and the largest Pilot +6, Read/Write Basic, Read/Write Clawdite, Repair
predators of the sea, including Razorteeth. He was once a +9, Sleight of Hand +9, Speak Adlai, Speak Basic, Speak
fisherman before an Adlaran war party burned his house to Calamari, Speak Clawdite, Speak Durese, Speak Huttese,
the ground and executed his family as pirate sympathizers.
Vash vowed to turn the oceans red with Adlara’s blood and
Speak Rodese, Speak Zeltron, Spot +5, Tumble +9.
Feats: Defensive Martial Arts, Low Profile, Martial
has grown rich in the process. His men respect and fear Arts, Mimic, Skill Emphasis (Bluff), Weapon Finesse
Vash, known for his quick mood changes. (Vibrorapier), Weapons Group Proficiency (blaster pistols,
simple weapons, vibro weapons), Worldwise.
Captain Vash: Male Galbani Fringer 4/Scoundrel 5; Init +2
(+2 Dex); Def 18 (+2 Dex, +6 class); Spd 10 m; VP/WP 55/ Shadow
12; Atk +7/+2 melee (1d3+1, punch), +7/+2 melee (1d8+1, Indyra Stryfe’s personal starship is a masterpiece of
chit cutlass) or +8/+3 ranged (by weapon); SQ Barter, infiltration technology and droid automation. This small
Fringer bonus class skill (Balance, Bluff), illicit barter, jury- and sleek custom design from SoroSuub is protected by
rig +2, lucky (1/day), precise attack +1; SV Fort +6, Ref +8, military grade shield generators and the most sophisticated
Will +2; SZ M; FP 3; DSP 3; Rep +1; Str 12, Dex 14, Con sensor mask devised. The ship has a reflective chrome
12, Int 14, Wis 10, Cha 14. surface but alters its coloration like a chameleon according
Equipment: Chit cutlass, pirate coat and clothes, Queen to its surroundings when the sensor mask is employed.
Mercy. While this technology doesn’t qualify as a real cloaking
Skills: Appraise +7, Balance +10, Bluff +14, Climb +7, device, it is enough to keep Shadow hidden on any planet
Craft (tools) +4, Escape Artist +7, Gamble +6, Handle from both sensors and the casual eye.
Animal +5, Hide +10, Jump +7, Knowledge (politics) +5,
Knowledge (tactics) +5, Knowledge (world lore) +5, Listen SoroSuub Personal Courier 5D
+9, Move Silently +10, Pilot +12, Profession (fisherman) Class: Space transport Crew: 5 (Normal +2)
+1, Read/Write Aldai, Read/Write Ghebanese, Speak Adlai, Size: Small (30 m long) Initiative: +3 (+2 crew, +1 size)
Speak Coronos, Speak Ghebanese, Spot +9, Survival +5, Hyperdrive: x1.5 (backup x6) Maneuver: +3 (+1 size, +2 crew)
Passengers: 5 Defense: 21 (+1 size, +10 armor)
Swim +7, Tumble +9.
Cargo Capacity: 25 tons Shield Points: 90 (DR 20)
Feats: Acrobatic, Alertness, Athletic, Combat Expertise, Consumables: 6 months Hull Points: 150 (DR 20)
Dodge, Heroic Surge, Skill Emphasis (Bluff), Trick, Weapons Cost: 203,000 (new)
Group Proficiency (martial, primitive weapons, simple Maximum Speed: Ramming (Average, 10 squares/action)
weapons). Atmospheric Speed: 1100 km/h (18 squares/action)
Weapon: Laser cannons (2); Fire Arc: Any; Attack Bonus: +6
Indyra Stryfe (+1 size, +1 crew, +4 fire control); Damage: 4d10x2; Range
Modifiers: PB +0, S -2, M/L N/A.
While she looks like a Ghebanese, this is nothing more than
Weapon: Concussion missile launcher (1); Fire Arc: Front;
a clever disguise. This career imposter uses a specialized Damage: 8d10x2; Missile Quality: Ordinary (+10).
droid translator to get around language barriers, but Notes: Sensor Mask (Amazing +8). Camouflage ability (gains
requires a subject’s brain to scan into the computer on +20 equipment bonus to Hide checks, but only if ship does not
her ship. It also helps being a Clawdite shapeshifter, able move and is not powered up).
to emulate any humanoid she wishes to. Her disguise is
complete and she rarely uses technology unless she needs Sir Danylos
to in primitive worlds, not after being lynched for being a This Adan Knight was charged to find Amphora Tree
“witch” during her last caper. replacements for the sick trees in the grove, or some
kind of cure. He is a middle aged veteran of countless
Indyra Stryfe: Female Clawdite Scoundrel 5/Changeling battles and honor driven to achieve his goal. Danylos is
5; Init +1 (+1 Dex); Def 20 (+1 Dex, +7 class, +2 misc); also strong in The Gift, with quicksilver reactions and

does not hesitate to take life. He is tall for a Galbani with Diplomacy +12, Disguise +10, Escape Artist +9, Gamble
several tattoos decorating his body, with a pair of serpents +8, Gather Information +11, Hide +9, Intimidate +14,
entwining his forearms in particular. Knowledge (Streetwise) +10, Knowledge (Tactics) +6,
Knowledge (World lore) +6, Listen +9, Move Silently +5,
Sir Danylos: Adult Male Galbani, Soldier 3/Adan Knight 5; Pilot +8, Profession (pirate) +4, Read/Write Ghebennese,
Init +2 (+2 Dex); Def 20 (+2 Dex, +8 class); Spd 10 m; VP/ Repair +4, Sense Motive +10, Speak Adlai, Speak
WP 78/16; Atk +8/+3 melee (1d3+2, punch), +8/+3 melee Ghebennese, Swim +3, Tumble +6.
(1d4+2, knife), +8/+3 melee (2d6+2, crit 19-20, Adan Feats: Athletic, Defensive Martial Arts, Heroic Surge,
Sword) or +8/+3 ranged (by weapon); SQ Dedication, lord Improved Martial Arts, Infamy, Martial Arts, Persuasive,
protector; SV Fort +10, Ref +6, Will +3; SZ M; FP 3; DSP Skill Emphasis (Bluff), Weapons Group Proficiency (blaster
0; Rep +4; Str 14, Dex 14, Con 16, Int 14, Wis 10, Cha 12. pistols, simple weapons).
Equipment: Adan steel sword, cloak, knife, resin armor
(DR 4). Princess Ismara Tsali
Skills: Balance +5, Climb +2, Diplomacy +7, Gather The beautiful and pampered heir to the Amber Throne
Information +6, Handle Animal +2, Intimidate +10, of Adlara, Ismara Tsali is an unruly child barely ready for
Knowledge (Arcane lore) +5, Knowledge (tactics) +5, adulthood. She is normally cold, condescending and acts
Knowledge (world lore) +4, Pilot +5, Profession (soldier) superior to everyone around her, but her heart was stolen
+2, Read/Write Native Tongue, Repair +4, Sense Motive by her knight, Rath Valyr. Ismara is a thin Galbani, without
+5, Speak Adlai, Speak Native Tongue, Swim +4, Treat
Injury +3.
the characteristic facial horns but arrayed with long, raven
dark hair that reaches to her feet, usually wound up with
Force Skills: Battlemind +10, Empathy +3, Enhance solid gold hair sticks. She has been trained in bureaucracy
Ability +9, Friendship +5, Heal Self +10. and the “diplomacy of the heart,” able to use her feminine
Feats: Armor Proficiency (light, medium), Athletic, charms and attributes to great affect without actually
Dodge, Exotic Weapon Proficiency (Adan Sword), Force- doing much of anything. She favors the Adlaran coat,
Sensitive, Heroic Surge, Mobility, Power Attack, Spring a high necked traveler’s coat draped with buttons and
Attack, Trustworthy, Weapons Group Proficiency (martial, buckles.
primitive weapons, simple weapons).
Force Feats: Control. Ismara Tsali: Female Galbani Noble 6; Init +2 (+2 Dex); Def
16 (+2 Dex, +4 class); Spd 10 m; VP/WP 35/12; Atk +3
Captain Bain Valyr melee (1d3-1, punch), +3 melee (1d4-1, knife), +3 melee
The most powerful pirate captain of Gheban is nearly sixty (1d6-1/1d6-1, quarterstaff) or +6 ranged (1d8, bow); SQ
with pronounced horn growths, sun darkened skin and an Coordinate +1, favor +2, inspire confidence, Noble bonus
evil gleam in his black eyes. He rarely leaves the Gheban class skill (Balance), resource access; SV Fort +3, Ref +5,
capital anymore, but manages a fleet of fifty pirate ships, Will +6; SZ M; FP 3; DSP 1; Rep +2; Str 9, Dex 14, Con
a majority captained by his many sons and daughters. Bain 12, Int 14, Wis 10, Cha 16.
has several wives, spread over Gheban in small towns and Equipment: Adlaran coat, bow, knife, quarterstaff.
large cities and has more children than he can count, since Skills: Appraise +5, Balance +9, Craft (clothing) +7,
polygamy is the norm in Gheban. Diplomacy +14, Disguise +10, Entertain (dance) +12,
Bain is a cold, calculating and intimidating person, Entertain (song) +12, Knowledge (cultures) +5, Knowledge
having attained his position through backstabbing, duels (politics) +6, Knowledge (wilderness lore) +3, Knowledge
and open warfare. Among the pirates, he is known as “Iron (world lore) +5, Profession (diplomat) +5, Read/Write
Gut” because he can still take a punch. For an old Galbani, Native Tongue, Sense Motive +9, Speak Adlai, Speak
Bain Valyr is as physically fit as anyone could ever hope to Native Tongue.
be. When he was younger, he often found refuge in the Feats: Athletic, Headstrong, Lithe, Persuasive,
Fire Isles by gaining the trust of several cannibal tribes. Trustworthy, Weapons Group Proficiency (primitive
It is said he once wanted to be an Adan Knight, but was weapons, simple weapons).
rejected for not having the Gift.
Sir Rath Valyr
Bain Valyr: Old Male Galbani Scoundrel 5/Noble 2/Crimelord A son of the pirate king of Gheban, his education among
5; Init +1 (+1 Dex); Def 21 (+1 Dex, +8 class, +2 misc); the Adan Knights was part of a hostage/trade agreement
Spd 10 m; VP/WP 65/12; Atk +7/+2 melee (2d4+1, crit between the two nations. He has trained since he was ten
19-20, punch), +7/+2 melee (1d8+1, chit sword) or +7/+2 years of age and came into his burgeoning abilities. The
ranged (by weapon); SQ Contacts (x2), favor +1, illicit Ghebannese frequently consigned people with The Gift to
barter, inspire confidence, inspire fear -2, lucky (1/day), become witches and fortune tellers, but the great pirate
minions, precise attack +1, resource access; SV Fort +3, Ref king had something else on his mind for this son; to learn
+10, Will +9; SZ M; FP 3; DSP 7; Rep +9; Str 12, Dex 12, the Adlarans’ secrets for future profit. In the process of
Con 12, Int 16, Wis 13, Cha 15. learning Adlaran culture, Rath became acquainted with the
Equipment: Chit sword, pirate coat, fleet of ships. princess Ismara Tsali. He became of favorite of the young
Skills: Appraise +14, Balance +8, Bluff +20, Climb +3, woman and participated in tournaments for her honor.

While Rath took his steel sword, he couldn’t take his
resin armor. He used his burgeoning ability to alter the
world about him to affect Ismara’s and his escape off
Adlara. While a relatively young knight, Rath is more
interested in his own love with Ismara and will strike down
anyone who stands in their way. He doesn’t realize what
his love for Ismara is doing to him, since he has become
jealous of her and suspicious of everyone around him. He
is a dark Galbani with the prominent Ghebanese traits;
thin, tall and grinning, but without the jewelry common to
his culture.

Rath Valyr: Male Galbani Soldier 3/Adan Knight 3; Init +1

(+1 Dex); Def 18 (+1 Dex, +7 class); Spd 10 m; VP/WP 50/
14; Atk +6 melee (1d3+1, punch), +6 melee (1d4+1, knife),
+6 melee (2d6+1, crit 19-20, Adan Sword) or +6 ranged
(by weapon); SQ Dedication, lord protector; SV Fort +9, Feats: Ambidexterity, Armor Proficiency (light), Cleave,
Ref +4, Will +2; SZ M; FP 2; DSP 2; Rep +3; Str 12, Dex Multishot, Point Blank Shot, Power Attack, Rapid Shot,
13, Con 14, Int 12, Wis 10, Cha 14.
Equipment: Adan Sword, knife.
Rugged, Toughness, Toughness, Two-weapon Fighting,
Weapons Group Proficiency (blaster pistols, blaster rifles,
Skills: Balance +3, Craft (simple and primitive weapons) heavy weapons, simple weapons, slug throwers, vibro
+5, Disguise +3, Gather Information +5, Handle Animal +3, weapons).
Intimidate +10, Knowledge (Arcane lore) +7, Knowledge
(tactics) +3, Knowledge (wilderness lore) +2, Knowledge New Species: Galbani
(world lore) +2, Pilot +4, Read/Write Adlaran, Read/Write The maritime cultures of Galban do not regard each other
Ghebanese, Repair +2, Sense Motive +2, Speak Adlai, Speak as equals, but rather as rival nations and tribes. War,
Adlaran, Speak Ghebanese, Survival +3, Treat Injury +3. pillaging and kidnapping is common between the island
Force Skills: Affect Mind +3, Battlemind +4, Enhance people, but the powerful might Adlara serves to offer
Ability +5, Heal Self +5, Move Object +2 calm in the storm, where Galbani work the earth and try
Feats: Armor Proficiency (light, medium), Athletic, to subjugate or unite the surrounding islands in turns.
Dodge, Exotic Weapon Proficiency (Adan Sword), Force- Physiologically the Galbani are dissimilar culturally, with
Sensitive, Heroic Surge, Mobility, Rugged, Weapons Group different values and motivations. Among the “barbaric
Proficiency (martial, primitive weapons, simple weapons). tribes” of the New Islands, cannibalism is accepted while
Force Feats: Alter, Control. on Adlara, students study at universities.

Imperial Guard Droids Galbani Species Traits

These ancient war machines once stood guard around g Ability Modifiers: +2 Con, -2 Wis.
the Emperor of the Sand, a powerful Force-user turned g Medium-size: As medium-sized creatures, Galbani
dictator of a primitive people. Their construction included have no special modifiers due to their size.
a few Force tricks, enabling the droids to outlive their g Speed: Galbani base speed is 10 meters.
master. They appear as copper plated humanoids with a g Bonus Feat: Athletic.
Mandalorian style visor. g Multiple languages: Galbani speak a variety of
tongues depending on their origin. However, the
trade language Adlai, promoted by the merchant
Imperial Guard Droids: Thug 5/Soldier 5; Init +1 (+1 Dex); traders of Adlara, reaches into even the most primitive
Def 15 (+1 Dex, +5 class, -1 size); Spd 10 m; VP/WP communities on the far side of the globe. Most
55/22; Atk +14/+9 melee (1d8+5, claw), +14/+9 melee Galbani are not literate.
(2d8+5, Force Pike) or +6/+6/+6/+1 or +4/+4/+4/+4/-1
ranged (4d8, crit 19-20, heavy repeating blasters); SQ 4th Galbani Commoner: Adult Male Galbani, Commoner 1; Init
Degree Droid; SV Fort +12, Ref +3, Will +4; SZ L; Rep +2; +0 (+0 Dex); Def 10 (+0 Dex, +0 class); Spd 10m; VP/WP -
Str 20, Dex 13, Con 16, Int 8, Wis 14, Cha 10. /12; Atk +0 melee (1d3, punch) or +0 ranged (by weapon);
Equipment: 360 vision, heavy repeating blasters (2), SV Fort +1, Ref +0, Will -1; SZ M; FP 0; DSP 0; Rep +0;
force pike, infrared vision, locked access, motion sensors, Str 10, Dex 10, Con 12, Int 10, Wis 8, Cha 10.
rust inhibitor, sonic sensors, telescopic vision, vocabulator, Equipment: Variety of personal belongings.
weapon mounts (2). Skills: Craft (any one) +1, Knowledge (any one) +1,
Skills: Hide -3, Intimidate +13, Knowledge (bureaucracy) Profession (any one) +1, Speak Adlai, Speak Galbani native.
+1, Knowledge (world lore) +2, Listen +4, Pilot +3, Read/ Feats: Athletic.
Write Binary, Repair +2, Speak Binary, Spot +4, Survival

New Creatures: Amphora Tree New Creatures: Razortooth
While the Amphora Trees are not sentient, they do react These ocean predators are the most feared in all the
to outside stimuli and attempt to capture prey with a islands, but also the source of every warrior’s pride. Among
sticky resin secreted in large reservoirs. After the resin is island Galbani, the day a youth kills a razortooth is the
heated and shaped, a simple application of saltwater and a day he becomes an adult. The creature is relatively dumb,
secret chemical extract hardens the resin to the strength of but fierce and vicious. One of its time honored tactics is to
steel. The last Amphora Trees are found only in the Adan play dead, and then strike without warning. It is known to
Knights’ Citadel; though it is rumored a few wild trees can patrol both the shallows and the deep waters, always eager
still be found on the Fire Isle. Unwary climbers can get for an easy meal or a mighty chase. Once a Razortooth
trapped by the resin and eventually ingested by the tree. selects its prey, it does not change its mind until its belly
The creature reproduces by ejecting a seed pod from deep is full. The creature is a bluish gray, aptly camouflaged for
within its resin pool after a century long gestation period. its environment and is shaped like a canoe, with a jaw full
The creature can be transplanted and will sometimes move of serrated teeth, beady black eyes and lined from snout
of its own volition (2 m) until it grows to “medium-size.” to tail with a fine row of horns paralleling its spine. These
Some trees are black hearted rogues, twisted by the dark creatures can reach lengths of 4 meters.
side, but most Amphora Trees reject these gnarled growths
from their forest. The stats below are for a fully grown and Razortooth: Aquatic Predator 5; Init +6 (+2 Dex, +4
immobile tree. Improved Initiative); Def 15 (+2 Dex, +3 natural); Spd 10
Aside from drugging the creature, the only way to
approach without being attacked is with a successful
m (swim); VP/WP 48/16; Atk +8 melee (1d6+3, crit 20,
slam) and +3 melee (1d8+3, crit 20, bite) or +7 ranged (by
Empathy check (DC 10) or a Handle Animal check (DC 15). weapon); SV Fort +7, Ref +6, Will +2; SZ M; Face/Reach 1
The DC increase by 5 for wild or dark side trees. m by 3 m/2 m; Str 16, Dex 14, Con 16, Int 7, Wis 12, Cha
Amphora Tree: Forest Scavenger 5; Init -2 (-2 Dex); Def 9 (- Skills: Listen +5, Spot +7, Survival +3, Swim +10.
2 Dex, -2 Size, +3 natural); DR 5; Spd 0 m; VP/WP 52/44; Feats: Improved Initiative, Track.
Atk +11 melee (1d6+10, crit 20, slam or grapple) and +6
melee (2d6+10, crit 20, resin smother) or -1 ranged (by Large Razortooth: Aquatic Predator 10; Init +5 (+1 Dex, +4
weapon); SQ Force-using; SV Fort +10, Ref -1, Will +2; SZ Improved Initiative); Def 13 (+1 Dex, -1 size, +3 natural);
H; Face/Reach 6 m by 6 m/4 m; FP 3; Str 30, Dex 6, Con Spd 12 m (swim); VP/WP 95/18; Atk +14/+9 melee
22, Int 3, Wis 12, Cha 4. (1d8+5, crit 20, slam) and +9/+4 melee (2d6+5, crit 20,
Skills: Spot +9, Survival +3. bite) or +10/+5 ranged (by weapon); SV Fort +11, Ref +8,
Force Skills: Empathy +5, See Force +3. Will +4; SZ L; Face/Reach 1 m by 3 m/2 m; Str 20, Dex 12,
Feats: Force-Sensitive. Con 18, Int 8, Wis 12, Cha 10.
Force Feats: Sense. Skills: Listen +5, Spot +9, Survival +3, Swim +12.
Feats: Alertness, Improved Initiative, Stamina, Track.
New Creatures: Pantheric
These cunning predators abound on each of the continents
except the Burning Lands. The creatures hunt on the plains
yet are unafraid of the water, able to swim for kilometers
to find new hunting grounds. The creature is sleek, quick
and armed with retractable claws. Its powerful hind legs
allow it to leap higher than a man and its savage claws
enable it to climb to the high ground. It is a cunning
predator, renowned for its ability to outwit Galbani.
Legend claims these creatures ask its victims a riddle,
which invariably fail and get eaten. This is the reason
Galbani create walls around their villages and towns.

Pantheric: Forest Predator 8; Init +1 (+1 Dex); Def 13 (+1

Dex, -1 size, +3 natural); Spd 12 m; VP/WP 85/22; Atk
+13/+8 melee (1d8+6, crit 20, claw) and +8/+3 melee
(2d6+6, crit 20, bite) or +8/+3 ranged (by weapon); SV
Fort +12, Ref +7, Will +4; SZ L; Face/Reach 1 m by 3 m/2
m; Str 22, Dex 13, Con 22, Int 6, Wis 14, Cha 12.
Skills: Hide +10, Intimidate +4, Listen +11, Move
Silently +8, Spot +6.
Feats: Alertness, Stealthy, Track.

Hel Hel
Planet Type: Barren Neutron stars are the remnants of a supernova and not
Climate: Frigid readily visible aside from sensors that detect gravitonic
Terrain: Mountains, deserts fields and radiation. Hel was originally two standard
Atmosphere: Toxic solar masses before it underwent cataclysmic destruction,
Gravity: Standard vaporizing every inner planet except for the planet with
Diameter: 16,600 km the same name. The star Hel emits pulses of radiation
Length of Day: 23 standard hours along its poles in pulses like a lighthouse at night. These
Length of Year: 320 standard days are invisible to the eye but overwhelming to sensors as
Sentient Species: None radiation. This pulse is called the pulsar wind, similar to
Languages: None the “solar wind” of stars that haven’t exhausted all their
Population: Unknown fuel. Neutron stars are incredibly dense and distort light
Species Mix: Unknown waves around it. If a ship gets too close it may not be able
Government: None to pull away from its gravity field.
Major Exports: None
Major Imports: None Melted Mountains
System/Star: Hel/Hel Crouching on the far side of the planet from the Necropolis
Planets Type Moons is a range of mountains blasted when Hel’s star erupted in
Hel’s Road
Toxic rock
Asteroid field
fury. Black ash covers every surface, but without light no
one can tell. Sensor readings indicate a high presence of
Abydos Gas giant 3 radiation and minerals from these mountains.
Fenris Frozen rock 1
Description Near an ancient mountain range are the largest ruins of
The Hel system is the remains of a star that went the entire planet. Skyscrapers lie on their sides, vehicles sit
supernova, leaving behind a neutron star. Amazingly, in the darkness and monuments crumble under their own
an inner system planet escaped the star’s catastrophic weight. The twinkling stars of the heavens provide the
death throes and continues to drift through space. Casual only light, though Hel’s neutron star still delivers bursts of
travelers will pass right by the system, but anyone that radiation as it spins one hundred times per second.
stops to investigate the dead world may find ancient cities
dotting its landscape, toppled skyscrapers and empty For the GM
winding streets. The planet has no sign of life or power The adventure hooks and supporting characters described
sources. While Hel still retains an electromagnetic field in this section are meant for GMs only. If you’re a player,
due to volcanism, radiation from the neutron star killed all stop reading now.
life on the planet. This world once had mountains, plains
and oceans. Now the mountains are covered with ash, the
plains are barren and the oceans are a level 1 radiation Adventures
source. Feel free to use or adapt the following adventuring hooks
for your home campaign.

The history of Hel is unknown at the present, though Emergency Signal
some can take a guess. What is known is that its star went The heroes can be anywhere in the galaxy when they
supernova, leaving a neutron star for the remaining system receive a faint emergency signal from only a few parsecs
to orbit. The star’s destruction obliterated every inner away. The signal is the automated kind, unable to transmit
planet except one, which retains its original orbit. Intrepid audio or visual data. It fades from sensors after only a
adventurers may figure out Hel’s dark secret, but whether few minutes, making the heroes the sole witnesses that
they survive is the will of the Force. Some starships it even occurred. When the heroes investigate the source,
traveling through the Velos Sector never make it past they are in the middle of nowhere. At the edge of their
Hel, though figuring out where a ship disappears in space sensor range, the signal is weak but as the heroes’ ship
requires a tracking device or dumb luck. There is no record approaches a massive metal object in space, they are
of anyone visiting the system. attacked with a series of ion pulses and tractor beams.
The most horrifying thing is when the metal object opens
a gaping maw to swallow their ship. The gargantuan ship
People then creates a rip in the space-time continuum, journeying
There are no living people on Hel, just the ruins of a through a variation of hyperspace back to the Hel system.
civilization. Can the heroes escape this ghost junkyard? Will the
walking dead climb aboard and rend everyone apart? Or
Locations will the heroes become one with the darkness in Hel?
Descriptions of several key locations follow.

to make a credit or find a counter to the Death Star,
investigating Hel sounded like a good idea. That is, until
they actually get there. A logical place to search is the
Necropolis, perpetually under cover of night. Since Hel
has no atmosphere, protective space suits are the only
way to investigate. The streets are empty, ancient vehicles
sit rusting and skyscrapers lay toppled, but in the city
something moves. Nothing but a motion sensor can get
a fix. The shambling figures don’t radiate heat but Force
users can detect them if close enough. The figures stay
near the edges of their sensor ranges, pausing until the
heroes have gone far enough. Then, from all sides, the
immune system of Hel attacks. Can the heroes find the
ancient device deep beneath the Necropolis or will they
be overwhelmed by the life sensing automatons? Can the
heroes just get back to their ship? Will they join the dead
in the last city of Hel? The only real answer is deep under
the ruined city where massive shield generators wait along
with the automated Necropolis Command computer.
Melted Mountain Hop
Through bad luck or part of the previous adventures,
the heroes are stuck in the Necropolis without their ship
Automaton and no way off the planet. Their air supply and power
Ghost Station is limited while automatons continue to wander the
The heroes’ sensors pick up a glitch in Hel’s Road. dark streets. Things look bleak until the heroes hole up
It appears to be a power source and a static filled in a large building deep in the heart of the Necropolis.
transmission. The woman’s face is blue and her eyes When someone trips a motion sensor, the lights flare on
have no pupils, but she looks human. Her speech is and sentry droids come alive. After a brief firefight, the
incomprehensible with the static, but the message is heroes realize they are in a military complex with power,
repeated twice before the power signal fades along with albeit limited as the lights fade. When they search the
the transmission. Navigating through the asteroid field is offices, one of the heroes comes across a holographic map
hard enough ( Pilot check DC 15, 20 and 25 every round detailing the world of Hel and its landscape. A spaceport
or suffer collisions of 2d10x2 to 4d10x2). A good sensor is marked across the world in a range of mountains. Now
operator can follow a sparse asteroid field trail directly the heroes only have to figure out how to cross the vast
to the source; a gigantic space station, damaged from distance. Some of these vehicles might work if given
collisions and drifting as aimlessly as the rest of the refuse. enough elbow grease. The real problem is the limited air
The heroes can dock and explore, but the stale air has a and power while traveling on a world of the walking dead.
sulfuric smell. The station is empty of all life and nothing Of course, they can only hope a functional shuttle can be
has much power. Doors must be forced open and heroes found.
will be lucky to find a computer with enough energy to
pull up floor plans. The interesting thing happens when
the characters find the research laboratory and the rows of New Prestige Class: Helion Architect
coffin-like canisters with dim shadow faces beneath their The merging of technology and mysticism within Helion
icy viewports. One canister is already open, near the rear. culture produced a select class of rulers. These Helions
The Helion Electra has been free on the station for weeks reached the pinnacle of their technology while the Duros
with little to eat or drink… and the heroes will do nicely were still living in caves. The Helion machines are the
for her to escape this deathtrap. It also helps that Electra authors of myth in several species’ past, since they actively
knows how to control the station security droids, and now explored the galaxy looking to trade, but all they found
that she has a convenient power source (the heroes’ ship) were primitive life forms. The Helions bore the awful
she is now the last Lady of Hel. Can the heroes escape? Or burden of being alone in the galaxy with no peers. That is,
have they unwittingly saved the remnants of a dead race? until they met the Hutts, and made war upon their home
world with Hel’s war machines. During that conflict, Hel’s
star grew unstable. The race abandoned their projects
Investigating a Barren World
across the galaxy and rallied to save their planet from
The heroes may be curious about this anomaly in the
Velos Sector; what could protect an interior planet
from a supernova? Even the massive planetary shield
generators of Coruscant couldn’t save the city planet if Requirements
its star died. The real question is, what saved the planet To qualify to become a Helion Architect, a character must
and if it is still there. Whether the heroes are just trying fulfill the following criteria.

The Helion Architect
Base Fort Ref Will Defense Reputation
Level Attack Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +0 +2 Starting feats, diabolic design +2 +1
2nd +1 +1 +1 +2 Force training, ward (warning) +2 +1
3rd +2 +2 +1 +3 Mechanical might (+2) +3 +2
4th +3 +2 +2 +3 Force training, bonus feat +3 +2
5th +3 +3 +2 +4 Helion sorcery +4 +3
6th +4 +3 +3 +4 Ward (trap) +4 +3
7th +5 +4 +3 +5 Mechanical might (+4) +5 +4
8th +6 +4 +4 +5 Bonus feat +5 +4
9th +6 +5 +4 +6 Ward inferno +6 +5
10th +7 +5 +5 +6 Cosmic machinery +6 +5
Base Attack Bonus: +3. and 4th level. This bonus Force feat is selected from the
Skills: Craft (any) 3 ranks, Knowledge (engineering) 6 following list:
ranks, Knowledge (Arcane lore) 6 ranks and Repair 3 ranks. Control, Sense.
Feats: Alter and Force-Sensitive. Once one of these Force feats is selected, its associated
Special: Must apprentice under a Helion Architect for at Force skills become class skills for the character.
least one year.
Bonus Feat
Game Rule Information The Helion Architect gains bonus feats at 4th and 8th level.
Vitality: Helion Architects gain 1d8 vitality points per The Helion Architect must meet the prerequisites of the
level. The character’s Constitution modifier applies. bonus feat, and the bonus feat must be selected from the
following list:
Class Skills Exotic Weapon Proficiency (any), Focus, Frightful
The Helion Architect’s class skills, and the key ability for Presence, Malevolent, Mind Trick, Skill Emphasis (any)
each skill, are as follows.
Astrogate (Int), Bluff (Cha), Computer Use (Int), Craft Helion Sorcery
(Int), Demolitions (Int), Disable Device (Int), Disguise (Cha), At 2nd level the Helion Architect gains the Special Quality
Intimidate (Cha), Knowledge (Int), Pilot (Dex), Profession Helion Sorcery, which allows access to the Alchemy Skill
(Wis), Read/Write Language, Repair (Int), Speak Language, and provides a +3 bonus. If the Helion Architect acquires
and Treat Injury (Wis). Sith Sorcery, this bonus increases to +4. The Helion
Architect must have at least 4 Dark Side Points to use this
Skill Points at Each Additional Level: 6 + Int modifier. Special Quality.

Class Features Ward (warning)

Helion Architects gain the following class features. At 2nd level the Helion Architect gains the ability to create
wards of warning with the Force. Each ward is triggered
Starting Feats by a preset condition, from simple movement to a specific
A Helion Architect receives the following bonus feats. individual. The Helion Architect can exempt herself or
Weapon Group Proficiency (primitive weapons) anyone she has had a Telepathic contact (DC 10). When
triggered, this ward alerts the Helion Architect through the
Force as if she were there, even if lightyears from the ward.
Diabolic Design The ward’s maximum trigger range is equal to 2 meters
The Helion Architect gains a +3 bonus to any Craft and
per Force-user level of the Helion Architect or smaller as
Repair check, providing she has at least 5 ranks in the
desired. It takes 5 rounds to create the invisible ward (See
appropriate skill. If the Helion Architect modifies a weapon,
Force DC 30) and costs 5 vitality points. The ward lasts
armor or vehicle, it gains a one time bonus of +1 to the
until triggered.
appropriate modification (or +10% for speed).
Ward (trap)
Force Training At 6th level the Helion Architect gains the ability to create
The Helion Architect gains a bonus Force feat at 2nd
wards of entrapment with the Force. Each ward is triggered

by a preset condition, from simple movement to a specific again, which no longer feels pain, hunger or thirst. It
individual. The Helion Architect can exempt herself or cannot drown or suffocate and it ignores the affects of
anyone she has had a Telepathic contact (DC 10) with. aging. When the last star in the galaxy dies, the automaton
When triggered, this ward traps anyone within it with the continues walking in the dark, forever barred from the next
Move Object skill, as if the Helion Architect were to “take world. With a master, the undead are the ultimate workers
10.” If the victims fail their Will saving throw (DC 10+ and guards, but without a mind to control them, these
Architect’s Force-user level), they are rendered immobile creatures are bent towards destruction of the living.
for 1 minute per Force-user level of the Helion Architect. Learning this type of Alchemy requires a holocron, scroll
The ward’s maximum trigger range is equal to 2 meters per or living teacher. Creating this technique from scratch is
Force level of the Helion Architect or smaller as desired. nearly impossible, requiring a Knowledge (Arcane lore, Jedi
It takes 10 rounds to create the invisible ward (See Force lore or Sith lore) check (DC 35) after a month of constant
DC 25) and costs 10 vitality points. The ward lasts until research and experimentation with the Alchemy skill.
triggered. Creating an automaton requires a corpse and an
Alchemy check (DC 30 for non-force sensitive corpses
Ward (inferno) and DC 20 for force sensitive corpses) and 500 credits of
At 9th level the Helion Architect gains the ability to create alchemical supplies. Raising automatons (equal to Force-
wards of inferno with the Force. Each ward is triggered user level) takes 10 rounds, costs 20 vitality points and
by a preset condition, from simple movement to a specific gains the alchemist a Dark Side Point.
individual. The Helion Architect can exempt herself or
anyone she has had a Telepathic contact (DC 10). When
triggered, this ward burns any victims with a sulfurous Allies and Antagonists
flame, inflicting 5d8 damage (Reflex Save DC 20 for half
damage). The ward’s maximum trigger range is equal to Hades
2 meters per Force-user level of the Helion Architect or The colossal Hades is actually a conglomeration of
smaller as desired. The inferno range equals the trigger starships fused together with Helion architecture; it
range. It takes 30 rounds to create the invisible ward (See swallows vessels for energy and technological resources.
Force DC 20) and costs 15 vitality points. The ward lasts Sensor scans reveal over a thousand individual power
until triggered. sources and some ship transponder codes dating back
1,000 years or more. In some regards, this ship is shaped
Mechanical Might like a predatory ocean creature; long, bristling with spikes
At 3rd level the Helion Architect can craft Force-imbued with a retractable maw. After a ship is swallowed, hundreds
machines that function as mastercraft items. This Force of self guided cables and hoses attach themselves to the
bonus is cumulative with the mastercraft special quality, hull, drawing all power and taking control (Computer
but a Helion Architect can only imbue a machine she has Use DC 40 to fight off each round). This ship has no real
helped craft. Imbuing a machine with the Force requires “crew” but a legion of automatons that function as an
the sacrifice of 1 Force Point during the final Craft check. immune system. Some of the interior areas of this ship use
Failing the Craft check wastes the Force Point. This bonus artificial gravity and hold stale air behind energy fields,
increases to +4 at 7th level. but most of it operates in vacuum. The automatons do
not need atmosphere and swarm over captured ships
Cosmic Machinery with sledgehammers, pickaxes or some other bludgeoning
At 10th level the Helion Architect can craft machines instrument. Any character that dies at the hand of an
powerful enough to change the space-time continuum automaton is taken to the ship’s core, soon to become
and temporarily rewrite the rules of physics. This is the an automaton herself. The ship is controlled by a central
pinnacle of the Helion Architect’s career and requires all intelligence deep in the core, the last vestige of an extinct
of the Helion Architect’s attention for at least one year. civilization from Hel.
The device requires ten separate Craft checks, each with One of the “captured ships” is a Sith Battleship from the
a sacrificed Force Point and a progressive DC; 5, 10, 15, Great Hyperspace War, which functions as the alchemical
18, 20, 22, 25, 28, 30 and 35. The device is up to the heart of Hades. Several dark side spirits also roam Hades,
player’s imagination and the GM’s discretion, but previous serving and directing the abomination in its endless need
Architects have crafted planet moving machines, devices for more power and metals. Hades can swallow capital
to protect a world from a supernova and the huge Hades ships up to 1000 meters wide and 3,000 meters long. The
starship. typical tactics for the ship is to bombard a craft with ion
cannon fire and tractors beams, and then swallow it whole.
Automaton Alchemy The craft doesn’t use a typical hyperdrive, but it creates
Several cultures fear the walking dead, evidenced by a giant gate into a dimension similar to hyperspace, but
numerous holodramas and cultural myths. For the Helion where all the stars are black in a field of gray. The ship
Architects, the body is just a machine and the secrets of repairs itself through its automatons and its shields are
death were the last challenge for this culture. The Helion generated from the thousand ships inside it.
Architect binds the spirit of the corpse to its body once Within the bridge of Hades is a droid hardwired into the

Mother (Hades AI): Expert 12; Init -2 (-2 Dex); Def 13 (-
2 Dex, +4 class, +1 size); Spd 10 m; VP/WP -/10; Atk
+8/+3 ranged (by weapon); SQ 1st Degree Droid, female
personality; SV Fort +4, Ref +2, Will +10; SZ S; FP 0; DSP
10; Rep +3; Str 4, Dex 6, Con 10, Int 20, Wis 14, Cha 15.
Equipment: 360 Vision, Comlink, Diagnostics Package,
Environmental Compensation, Heuristic Processor,
Improved Sensor Package, Infrared Vision, Locked Access,
Motion Sensors, Recording Unit (holo), Rust Inhibitor,
Translator Unit (DC 5), Vocabulator.
Skills: Astrogate +22, Computer Use +22, Craft (space
stations) +15, Craft (electronic devices) +15, Hide +2,
Knowledge (arcane lore) +15, Knowledge (chemistry)
+15, Knowledge (engineering) +17, Knowledge (physics)
+15, Knowledge (tactics) +15, Knowledge (technology)
+15, Intimidate +7, Listen +4, Pilot +10, Profession
(administrator) +12, Read/Write Binary, Read/Write Helion,
Repair +27, Search +7, Speak Binary, Speak Helion, Spot
+6, Survival +12.
Feats: Ambidexterity, Gearhead, Skill Emphasis (Repair),
Spacer, Starship Operation (capital ship), Technical Wizard,

These creatures can be of any species, but most are dead
Helions on the planet or serving as Hades’ immune system.
Automatons once lived, but a dark force empowers the
ship, called Mother, which controls the entire ship and its corpse to continue in service. Helions naturally become
undead crew. Mother directs the automatons as base labor automatons but other races must be transformed.
to affect repairs or to tear apart any ship it captures. When Automatons are controlled by either of the two
starships are rare, the ship swallows asteroids to mine intelligences on Hel or on Hades. Automatons are attracted
metals and comets to replenish its need for coolant. to light, though they do not see as living beings do. Wild
automatons are mindless creatures that wander towards
Hades, Helion Dreadnought any light source, which usually are the stars in the night
Class: Space station Crew: N/A (Unique) sky. Automatons in the control field of either intelligence
Size: Colossal (12,000 m long) Initiative: -10 (-2 crew, -8 size) are directed with simple commands. There are millions of
Hyperdrive: x2 Maneuver: +0 (-2 engines, -8
automatons wandering Hel, mostly mimicking what they
size, +10 crew)
Passengers: 50,000 (troops) Defense: 12 (-8 size, +10 armor)
once did in life. Destroying the head can release the spirit
Cargo Capacity: 20 mil. tons Shield Points: 1000 (DR 80) driving the creature. The creatures can use simple weapons
Consumables: 24 years Hull Points: 2200 (DR 80) and objects, but cannot pilot.
Cost: Not available for sale (likely valued at1,820,030,000) When under the control of an external intelligence,
Maximum Speed: Cruising (Poor, 4 squares/action) the automaton has a temporary Intelligence of 6 for skill
Weapon: Heavy turbolasers (250); Fire Arc: 20 batteries front, checks and decision making abilities.
10 batteries left, 10 batteries right, 10 batteries rear; Attack
Bonus: +4 (-8 size, +8 crew, +4 battery fire); Damage:
Automaton: Thug 4; Init -1 (-1 Dex); Def 11 (-1 Dex, +2
10d10x5; Range Modifiers: PB -6, S -4, M -2, L +0.
Weapon: Light turbolasers (250); Fire Arc: 20 batteries front,
class); Spd 10 m; VP/WP -/16; Atk +6 melee (1d3+2,
10 batteries left, 10 batteries rear, 10 batteries right; Attack punch), +6 melee (1d6+2, club), +6 melee (1d8+2,
Bonus: +4 or +0/+0/+0 (-8 size, +8 or +4/+4/+4 crew, +4 sledgehammer) or +3 ranged (by weapon); SQ Walking
battery fire); Damage: 4d10x5; Range Modifiers: PB -2, S/M dead; SV Fort +4, Ref +0, Will +0; SZ M; FP 0; DSP 1; Rep
+0, L -2. +1; Str 14, Dex 8, Con 10, Int 1, Wis 8, Cha 2.
Weapon: Heavy ion cannons (250); Fire Arc: 20 batteries front, Equipment: Club or sledgehammer.
10 batteries left, 10 batteries right, 10 batteries rear; Attack Skills: Climb +3, Entertain -2, Entertain -2, Listen +1,
Bonus: +9 (-8 size, +8 crew, +5 fire control, +4 battery fire); Spot +4.
Damage: 5d10x5; Range Modifiers: PB -6, S -4, M -2, L N/A.
Feats: Alertness, Artistic, Toughness (x2), Weapons
Weapon: Tractor beams (40); Fire Arc: 20 front, 10 left, 10 right;
Attack Bonus: +8 (-8 size, +8 crew, +8 fire control); Damage:
Group Proficiency (simple weapons).
Special; Range Modifiers: PB -6, S -4, M/L N/A.
Weapon: Point laser cannons (250); Fire Arc: 100 front, 50 Helion Sentry Droids
left, 50 back, 50 right; Attack Bonus: +0 (-8 size, +8 crew); Crafted millennia ago by the Helion Architects, these
Damage: 2d10x2; Range Modifiers: PB +0, S -2, M/L N/A. machines are equipped with energy weapons and

retractable wrist blades. The machine is armored and
registers in the Force, since they are Force imbued (See
Force DC 20). The sentry droids served as bodyguards and
occasionally as supplemental troops. These droids can
be controlled with Affect Mind checks or through their
comlink to a central controller.

Helion Sentry Droid: Thug 1/Soldier 4; Init +8 (+4 Dex, +4

improved initiative); Def 19 (+4 Dex, +5 class); Spd 10 m;
VP/WP 40/24; Atk +8 melee (2d4+3, crit 19-20, punch
or kick), +8 melee (2d6+3, vibroblade) or +9 ranged (3d6,
blaster pistol); SQ 4th degree droid, humanoid chassis; SV
Fort +10, Ref +5, Will +2; SZ M; FP 0; DSP 0; Rep +1; Str
16, Dex 18, Con 18, Int 10, Wis 13, Cha 11.
Equipment: 360 Vision, Blaster pistol, comlink, heuristic
processor, infrared vision, locked access, magnetic feet,
motion sensors, recording unit (video), security protocols
package, translator unit (DC 10), vibroblade, weapon
mounts (2).
Skills: Climb +9, Computer Use +2, Intimidate +4, Jump
+5, Knowledge (tactics) +4, Listen +3, Pilot +6, Read/Write
Binary, Read/Write Helion, Repair +2, Speak Binary, Speak
Helion, Spot +5, Swim +5, Treat Injury +3.
Feats: Alertness, Ambidexterity, Armor Proficiency (light,
medium), Athletic, Improved Initiative, Improved Martial
Arts, Martial Arts, Toughness, Toughness, Weapons Group
Proficiency (blaster pistols, blaster rifles, heavy weapons,
simple weapons, vibro weapons).

Lady Elektra
This is the last Lady of Hel, a baroness in the ancient Entertain (dance) +10, Entertain (song) +9, Hide +5 or +9,
monarchy. She slept for millennia in the cryonic chambers Intimidate +9, Knowledge (Arcane lore) +11, Knowledge
until her canister ran out of energy and opened. She (engineering) +10, Knowledge (physics) +7, Knowledge
appears as a pale and beautiful woman with blue-black (politics) +10, Knowledge (world lore) +7, Listen +5, Pilot
hair and pupil-less blue eyes. She is thin and dexterous +8, Read/Write Helion, Read/Write Huttese, Repair +18 or
but surprisingly strong. An expert with machines and the +24, Ride +3, Sense Motive +6, Speak Helion, Speak Krath,
sciences of Hel, Elecktra is proficient with the plasma staff. Speak Sith, Speak Huttese, Spot +5, Treat Injury +4.
Her mission is the same as when she first slept; survival for Force Skills: Affect Mind +10, Alchemy +16, Battlemind
her culture. +5, Drain Energy +5, Heal Another +5, Heal Self +5, Move
She will attack Hutts or known agents of Hutts on sight. Object +19, See Force +5, Telepathy +6.
These are her sworn enemy. Feats: Defensive Martial Arts, Exotic Weapon Proficiency
(plasma staff), Force-Sensitive, Gearhead, Martial Arts, Skill
Lady Elektra: Female Helion Noble 4/Force Adept 1/Helion Emphasis (Alchemy), Weapons Group Proficiency (blaster
Architect 9; Init +1 (+1 Dex); Def 23 (+1 Dex, +10 class, pistols, primitive weapons, simple weapons).
+2 misc); Spd 10 m; VP/WP 85/10; Atk +8/+3 melee (1d4- Force Feats: Alter, Burst of Speed, Control, Dissipate
1, crit 20, punch), +10/+5 ranged or +8/+3 melee (3d6 Energy, Sense.
or 2d8, crit 19-20, plasma staff), +8/+3 melee (1d4-1,
knife) or +10/+5 ranged (by weapon); SQ Coordinate +1, Helion Plasma Staff
darkvision, diabolic design, favor +2, Helion sorcery (+3 A combination of technology and the Force, this 1 meter
alchemy), inspire confidence, long lived, mechanical might long rod extends to 2.5 meters in length with two plasma
(+4), noble bonus class skill (repair), resource access, ward nodes at each end. When powered, the spear radiates
(inferno, trap, warning); SV Fort +7, Ref +8, Will +14; SZ plasma energy within contained spheres. An experienced
M; FP 8; DSP 5; Rep +7; Str 8, Dex 12, Con 10, Int 19, Wis user can throw these spheres of energy at opponents or
15, Cha 19. strike with the staff itself. The energy can sear or stun the
Equipment: Knife, plasma staff, shadow cloak (+4), victim, based upon the user setting. A plasma spear cannot
security kit (+4), tool kit fire more than twice each round. Each spear requires a
Skills: Appraise +8, Astrogate +8, Bluff +8, Computer specialized power source in the middle of the shaft.
Use +10, Craft (droids) +8, Craft (electronic devices) +10, A plasma staff can parry a lightsaber blade only with the
Diplomacy +12, Disable Device +7 or +13, Disguise +7, plasma nodes.

Plasma Staff Necros
Weapon Type: Plasma spear Necros is a simple transport shuttle, meant for courier and
Proficiency Group: Exotic Cost: 3,000 minor cargo transport. The only thing that makes this ship
Damage: 3d6/2d8 Critical: 19-20 better than the combat shuttles is that it works and still
Range Increment: 10 m Weight: 2 kg has 40% power, enough to get to Bastion. The problem is
Fort DC: 15 Type: Energy that its astrogation computer, controls and everything else
Multifire/Autofire: - Size: Medium is in Helion. Anyone piloting this craft suffers a -5 penalty
Hardness: 5 WP: 10 Break DC: 20 to Pilot and Astrogation checks unless they can Read/Write
Availability: Rare, specialized Era: RE Helion. Of course, if Hades is still stalking the stars, this
shuttle isn’t a guaranteed trip out of the system.
Helion Shadow Cloak
Cost: 1200 Weight: 1 kg Helion Design Transport Shuttle
Availability: specialized Era: RE Class: Space transport Crew: 5 (Unique)
Size: Small (40 m long) Initiative: +1 (+1 size)
This black cloak is imbued with the Force to aid the wearer Hyperdrive: x12 Maneuver: +1 (+1 size)
Passengers: 50 Defense: 21 (+1 size, +10 armor)
with a +4 Force bonus to Hide and Force Stealth checks.
Cargo Capacity: 50 tons Shield Points: 30 (DR 20).
It also provides a +2 equipment bonus to Fortitude checks Consumables: 1 month Hull Points: 150 (DR 20)
due to adverse climates. This cloak is woven with platinum
Cost: Not available for sale (likely valued at 85,000)
wire and powered by a simple energy cell. It must be Maximum Speed: Cruising (Average, 4 squares/action)
recharged after 24 hours of constant use. Atmospheric Speed: 600 km/h (10 squares/action)

Helion Security Kit New Species: Helion

Cost: 2000 Weight: 1 kg The people of Hel were technologically advanced eons
Availability: specialized Era: RE ago when their star went supernova. They had centuries
to prepare for the eventuality and rather than escape their
This set of Force imbued chrome picks will shape itself home-world, they sought to save it with a field generator…
to any lock or electronic device, aiding its user with a +6 but while the planet didn’t burn up into ash, the generator
equipment bonus to Disable Device checks. Using these kits wasn’t enough to save the planet’s population. The species
require the user to be Force-sensitive and the sacrifice of 3 appears similar to Humans, though they are anything
vitality points per check. This kit may be used without the but. They stand 1.7 to 2.2 meters tall, with pale skin,
Force, but this only affords a +2 equipment bonus. red and black hair with pupil-less eyes in varying shades
of blue, red and black. Their fingers are tipped with
Helion Tool Kit retractable claws and their intelligence is only matched by
Cost: 5000 Weight: 1 kg their charisma. While the species is long lived (averaging
Availability: specialized Era: RE 160 standard years) they rely more on technology and
their mastery of the Force than their own strength or
This set of Force-imbued tools aid its user with a +6 bonus endurance.
to Repair checks. Use of this kit requires the user to be
Force-sensitive and the sacrifice of 3 vitality points per Helion Species Traits
check. This kit may be used without the Force, but this g Ability Modifiers: -2 Str, -2 Con, +2 Int, +2 Cha.
only affords a +2 equipment bonus. g Medium-size: As medium-sized creatures, Helions
have no special modifiers due to their size.
Helion Translator g Speed: Helion base speed is 10 meters.
Cost: 1000 Weight: .5 kg g Long Lived: Helions can live up to 500 standard years
Availability: specialized Era: RE but are relatively weak to disease. A Helion suffers a
-2 penalty to any Fortitude save made against disease.
This slim circlet of platinum and black diamonds actually g Darkvision: Helions possess darkvision (20 meters).
enhances the wearer’s telepathic abilities to allow for Darkvision is black and white only but otherwise
clear communication, even if the wearer doesn’t speak the functions as normal sight.
appropriate language. The wearer makes an appropriate g Bonus Feat: Force-sensitive.
Telepathy check using the translator, and is able to g Free Language Skill: Read/Write Helion and Speak
communicate with that individual up to 10 kilometers per Helion.
Force-user level. This communicator does not work on
droids. There are no Helion Commoners that exist anymore.

Kiros between. Albino Kiro are shunned and driven from the
Planet Type: Terrestrial moon community. The Kiro are fearsome, but mostly pacifistic
Climate: Temperate unless their forest is violated.
Terrain: Forests, oceans On a volcanic island barren of fungus are two distinct
Atmosphere: Breathable communities from galactic civilization; the religious
Gravity: Standard order of Valhu-Ranma and the pirate base of Aaron Lark.
Diameter: 7,800 km The order of Valhu-Ranma came to Kiros III to escape
Length of Day: 20 standard hours persecution and follow their nature worship religion. This
Length of Year: 450 standard days order includes males and females from a variety of races,
Sentient Species: Kiro but a majority is Bith since it originated on Clak’Dor VII.
Languages: Basic, Kiro After a war which reduced Clak’Dor VII’s ecology to ruins,
Population: 50 million the prophet Ulamm Ka’a led a pilgrimage across the stars
Species Mix: 99% Kiro, 1% other seeking a new “natural home.” Along the way, his band
Government: Tribal, autocratic drew more industrially disaffected converts as the group
Major Exports: None toured Ithor, Kashyyyk and Orto. While the group was
Major Imports: None accepted on each world, the prophet Ulamm-Ka’a grew
System/Star: Kiro / Kai restless and declared that this was not the home of Valhu-
Planets Type Moons Ranma, though his spirit was close. Fifty years before the
Kiros I
Kiros II
Searing rock
Barren rock
Battle of Yavin, Ulamm-Ka’a led his followers into the
Velos Sector on a donated Star Cruiser, Valhu-Ranma. That
Kiros III Gas giant 6 was the last the galactic community heard of this sect of
Kaidar Gas giant 12 nature lovers. On Kiros, Ulamm-Ka’a’s followers live on the
Khan Frozen rock 2 Black Isle and gather food from the fungal forests across
Karr Reck Asteroid belt - the channel. Their Star Cruiser is now a cathedral to Valhu-
Ranma, the God of Life and Death.
Another group from the galactic community recently
Description established itself on the opposite side of the Black Isle,
The terrestrial moon of Kiros III is a world of water and facing the sea. Aaron Lark and his bloodthirsty crew make
fungal forests. The oceans wrap around the entire moon, regular runs through the Unknown Regions, waging a
while active volcanism and earthquakes reshape the guerilla war on Corporate Sector ships along the Hydian
landscape, only to get covered again by the fungus. Due Way. This community of four hundred utilizes prefab
to the amount of spores in the atmosphere, visitors with housing and plies the ocean for leisure fishing. Most of
allergies will barely be able to breathe. Various diseases their food is imported from “fishing runs” on the Hydian
also await the unwary, including “fungal rot” and “spore Way or traded with their neighbors in Ulam-Ka’a’s order.
sickness.” Burrowing under the ground are “fungal
worms,” mindless giants that scour the moon for dirt,
spreading spoors and breaking up recent lava flows. The Locations
oceans are the only guards against the monstrous fungal Descriptions of several key locations follow.
forests, since the saltwater kills the plants. The ocean
supports a variety of small creatures that prey upon each Black Isle
other and any fungus or spores that reach the water. This island lies off the coast of the huge fungal infested
continent and is surrounded by a great ocean. While
spores drop on the island, something keeps any plant or
The terrestrial moon is unknown to the galaxy at large, but
a few groups from the galaxy make it home, including the
religious order of Valhu-Ranma and the Aaron Lark’s pirate
fleet. Aside from the oral history of the Kiro, nothing of
consequence has ever happened to Kiros III.

The native Kiro arose from insectoid herd animals and
would be deemed primitive by galactic standards. However,
they cultivate fungus and several deadly spores. While the
Kiro don’t possess traditional technology, their biological
weapons are more than a match for interlopers. It doesn’t
help visitors that the Kiro are extremely territorial, except
for a large island barren of Kiros III’s natural ecology.
These large, multi-limbed insectoids come in a variety of
colors; black, purple, blue, green, red and every shade in

Fungal Forest
This all encompassing mass of giant stalks and stooping
mushrooms is near impenetrable by foot and home
to several lethal predators. It is also protected by the
native Kiro, a multi-limbed insectoid species that act as
self proclaimed protectors of the fungal forest. There
are foothills and low mountains in the interior of the
continent, but even these are covered with the fungal
growths. It is unknown how many actual species resides
in the fungal forest, but there are a few basic shapes and
functions that can be generalized. Fungal trees are large
growths with a tall, thin stalk and topped with a crown
that provides shade beneath it. Undergrowth fungi can
be found near the forest floor or even growing on other
fungal plants. Every fungal growth propagates itself
through spores of some kind, which can be deadly to many
creatures. The forest ecosystem relies upon the spores for
growth and nourishment. All the fungi grows quickly and
can break down even the toughest rock, except for the
Stone Mountains.
Volcanic activity regularly clears huge swaths of forest,
but the fungus is quick to take root again once the fogs
start again. That is the constant that has made the fungal
forests so resilient.

Inner Sea
Cathedral of Valhu-Ranma In the middle of Kiros’ single continent is a large
fungus from growing on shore. Sensor readings indicate freshwater sea, formed by volcanic activity as a reservoir of
a large deposit of radioactive elements near the center of collected water due to runoff and rains. This freshwater sea
the island. While this radiation isn’t able to affect most measures over 4,000 kilometers wide and 1,000 kilometers
creatures, the fungal forest is susceptible to this unique wide and greatly affects the continental weather patterns
form of radiation, which inhibits spore growth. Poisonous as another source of moisture. There are a number of small
fungus on the mainland is rendered inert by a week on the creatures that make the Inner Sea home,
Isle. For the followers of Valhu-Ranma, this is daily proof
that their god provides and protects them. Mountains of Stone
The east side of the island faces the continent across a One of the only fungal free regions on the continent,
kilometer wide channel nearly 100 meters deep. Volcanic the Mountains of Stone stretch across 1500 kilometers
activity actually moves the island 1 centimeter per year in the northeast of craggy peaks, sheer drops and is the
away from the mainland. The island appeared when Ulam- only source of snow on Kiros. The reason fungus doesn’t
Ka’a asked Valhu-Ranma to give them a home. Moments do well here is the immense cold of the area. The higher
later the volcanic activity which formed the island burst up the mountains one travels, the thinner the vegetation
forth from the deep waves and within a week the island until only snow and hard rock is left. These mountains are
was a molten mass. It took a month for things to subside part of a relatively stabile region and rarely experiences
and the religious sect moved onto the island, suffering earthquakes. To the Kiro, these mountains are gates to the
from “fungal rot” and “spore sickness.” Within a day on underworld, where nothing grows. As such, dead Kiro are
the island, the affected grew better and few died after left on the mountainsides for the wind to tear apart. There
the healing touch of Ulam-Ka’a. There are one thousand are Kiro gravesites all across the western slopes of these
members of the sect and their numbers grow with each mountains, with carapaces and exoskeletons free of fungal
generation. The followers of Valhu-Ranma emulate Ulam- growths. These graveyards are visited only to deposit the
Ka’a, and wear simple robes, sandals and silk face masks dead and most Kiro avoid these ominous mountains.
that conceal all but the eyes.
The west side of the island faces the vast ocean and is
the site of Aaron Lark’s Shadow Mariners. The community For the GM
of four hundred is comprised of prefab structures and is a The adventure hooks and supporting characters described
hub of technology and trading. Aaron Lark has permission in this section are meant for GMs only. If you’re a player,
from Ulam-Ka’a to pay “rent” to the religious order. No stop reading now.
one has a reason to leave the island except in a starship.
The community plies the ocean for both recreation and Adventures
fishing. It also uses desalinization sieves to gather fresh Feel free to use or adapt the following adventuring hooks
water for the community. for your home campaign.

Aaron’s Guests fungus is new to the forest and grows nowhere else. What
The heroes are hired as either an escort or as crew else is in the pool to twist the fungus so? Is there an evil
members of a CSA bound ship, only to have Aaron Lark’s artifact buried beneath the pool, the grave of a dark side
pirate fleet attack and capture it. Since Lark doesn’t warrior or perhaps even a biologically hazardous canister
actually board his target ships, but rather disables them with Republic markings? Once the heroes bring back a
and transports them to Kiros before “cracking them open,” sample, Jharyyyn can help the heroes devise a cure and
the heroes are stuck on a fungal planet. The heroes could save the Jai’Lal tribe’s heir. Failure brings only shame, but
try to escape rather than be sent to die in the fungal success engenders a helping attitude from the Jai’Lal tribe
forests. If the heroes stick around, they might be able to toward the “two-feet.”
strike a deal with Aaron Lark to serve in his pirate base or
as pirates themselves. What about the original CSA cargo
or its crew? The moral predicaments for this adventure
could garner Dark Side Points for the hapless heroes.

Followers of Valhu-Ranma
The heroes may be yearning for spiritual enlightenment,
trying to escape Aaron Lark’s pirates or simply curious
about the temple starship. The followers welcome anyone
into the community, smiling and offering them fungal
food. Within an hour, their presence is required by the
aged Ulam Ka’a. He tells them that he has seen them in
a vision from Valhu-Ranma, and they will go on a spirit
quest in the mainland. A few months ago, a starship fell
from the sky and crashed on the mainland. The heroes will
journey to the mainland by catamaran, then trek across the
fungal forests by foot. If the heroes lost their ship to Aaron Kiro Ruins
Lark, Ulam Ka’a promises to negotiate for its release if they Mountain Graves
bring back the cargo of the downed starship. If the heroes The heroes may be stranded in the fungal forests, escaping
still have their ship, Ulam-Ka’a promises them a valuable the Kiro or sent by Aaron Lark as treasure hunters, but
artifact from the Old Republic. If the heroes lost their ship, the Stone Mountains are the only respite from the fungal
then the wrecked starship could be their only hope off of forest aside from the Black Isle. The heroes stumble upon
Kiros. Of course, if the heroes stave off fungal rot, spoor an ancient mountain path lined with Kiro statues and
sickness, native predators and Kiro, they still have to find warnings. If they are pursued by Kiro, the creatures stop
the ship in a fungal forest. To top it off, an albino Kiro shy of the trail and the heroes escape to relative safety.
named Jharyyyn has made the starship his home. Can the The mountain paths aren’t without their own peril; after
heroes wrest control of the ship from Jharyyyn, either by all, these mountains are haunted. The graveyards are
force or guile? Can they bring back the cargo to Ulam creepy enough, but in the high passes, an ancient Kiro city
Ka’a? What exactly was in the ship to begin with? The stands abandoned. Searching among its ruins may reveal
cargo could have medical supplies, droid parts, spice or the high technology of the ancient Kiro race. Of course,
any number of useful items, including fresh water, which is if the heroes activate any of the devices the mountain
scarce on the Black Isle. valley’s guardian is awakened… a massive fungal worm
that can’t leave the mountains, that is, unless the heroes
lead it down to the fungal forest below. Who knows, there
Jharyyyn’s Request might even be a functioning transport for them to get
If the heroes didn’t kill Jharyyyn and made friends with the
back to the Black Isle.
albino Kiro, he has a favor to ask of them. He has learned
that the nearby Jai’Lal tribe of Kiro has suffered a great
tragedy; the chieftain’s apprentice has fallen under a great Allies and Antagonists
sickness by drinking from a pool of water. Jharyyyn cannot
help the tribe because of his deformity, but he wants the Aaron Lark
heroes to act in his stead. They must find the pool that This Zeltron was once a celebrated lounge singer in the
sickened the heir to the Jai’Lal tribe, which requires them Corporate Sector, but he ran into credit problems and lost
to negotiate with the Kiro. Second, the heroes must find his contract. Disaffected with the insane bureaucracy of
the cause of the illness and then devise a cure. The Kiro are the Corporate Sector, he fled under a mountain of debt. He
reticent to talk with the “enemies of the forest” but well signed on to a pirate crew operating out of Ord Mantell.
spoken heroes (Diplomacy check DC 20) can convince the Aaron killed every collection agent the CSA sent after
chieftain of their worthiness and altruistic motives. Once him and now has a 500,000 credit bounty on his head.
the heroes find the pool, they can scour it to find a thorny It didn’t take long before Aaron ran the crew and moved
black fungus growing in the depths, which poisoned the them further away from the galactic community. His ships
water with an ingested form of Fungus Rot. The black operate under the guise of legitimate traders, but when

they get to the “fishing ground” their demeanor changes size level above Small for Computer Use checks to regain
as they wait patiently for a “big fish.” control (DC 40) every hour.
Aaron is a pleasant person who rules through
“suggestions,” but is also a brilliant and vindictive Heavily modified Koensayr ILH-KK Citadel Cruiser
adversary. He is a deep crimson color, bordering on violet, Class: Space transport Crew: 1 (Unique)
with long, rainbow colored hair pulled into a loose ponytail Size: Small (36 m long) Initiative: +1 (+1 size)
with a black ribbon. He wears a tri-corner hat from an Ord Hyperdrive: x2 (backup x6) Maneuvers: +1 (+1 size)
Mantell novelty shop and carries a Laserhone vibrorapier. Passengers: 14 Defense: 21 (+1 size, +10 armor)
Cargo Capacity: 50 tons Shield Points: 90 (DR 20)
He considers himself a duelist, but knows when to use a
Consumables: 6 months Hull Points: 180 (DR 20)
blaster. Aaron is known for his copper skull belt buckle. Cost: Not available for sale (likely valued at 208,000)
Maximum Speed: Ramming (Average, 11 squares/action)
Aaron Lark: Male Zeltron, Scoundrel 5/Soldier 3/Master Atmospheric Speed: 1100 km/h (18 squares/action)
Duelist 2; Init +4 (+3 Dex, +1 species); Def 22 or 25* Weapon: Heavy ion cannons (4, 2 fire-linked in sets of 2); Fire
(+3 Dex, +9 class); Spd 10 m; VP/WP 55/10; Atk +7/+2 Arc: Any; Attack Bonus: +6 (+1 size, +5 fire control); Damage:
melee (1d3, punch), +11/+6 melee (2d6+2, vibrorapier), Special; Range Modifiers: PB -6, S -4, M -2, L N/A.
+10/+5 ranged (3d8, heavy blaster pistol) or +10/+5 Weapon: Laser cannons (2, 1 fire-linked in sets of 2); Fire Arc:
Front; Attack Bonus: +5 (+1 size, +4 fire control); Damage:
(4d6+1, frag grenade); SQ Canny defense (Int mod to
4d10x2; Range Modifiers: PB +0, S -2, M/L N/A.
defense), empathy: 10 m range, Gather Information and
Weapon: Concussion Missile Launcher (12 missiles); Fire Arc:
Sense Motive (targets with 1+ DSP get Will save DC 12), Front; Damage: 8d10x2, Missile Quality: Ordinary (+10).
entertainer, illicit barter, lucky (1/day), pheromones (+2
bonus on all attempts to influence others), precise attack
Shadow Mariners
+1, quick reaction, showmanship; SV Fort +4, Ref +11,
Most of the crew are humans or near Humans, but there
Will +6; SZ M; FP 4; DSP 3; Rep +3; Str 10, Dex 16, Con
are a few Rodians, Trandoshans and Quarren in the mix.
10, Int 16, Wis 14, Cha 18.
Everyone in the Shadow Mariners wants a piece of the
Equipment: Heavy blaster pistol, frag grenades (2),
action and Aaron Lark isn’t a stingy captain. He keeps
them entertained with imported dancers, ale and every
Skills: Appraise +10, Astrogate +15, Balance +10, Bluff
imaginable pleasure a pirate could want on the Black Isle.
+13, Computer Use +5, Demolitions +5, Disable Device +5,
The Shadow Marines wear black modified blast vests and
Escape Artist +10, Gamble +5, Gather Information +12,
helmets that do not encumber the wearer. Their symbol is
Hide +11, Intimidate +12, Jump +6, Knowledge (cultures)
a pair of red overlapping triangles on a field of red.
+4, Knowledge (streetwise) +8, Knowledge (tactics) +6,
Knowledge (technology) +4, Listen +4, Move Silently +6,
Pilot +11, Read/Write Basic, Repair +5, Sense Motive +7, Shadow Mariner: Thug 2/Scoundrel 2; Init +1 (+1 Dex); Def
Sleight of Hand +4, Speak Basic, Spot +7, Treat Injury +4, 12 (+1 Dex, +1 class); Spd 10 m; VP/WP 10/15; Atk +4
Tumble +10. melee (1d3+1, punch) or +4 ranged (3d6, blaster pistol);
Feats: Agile Riposte, Armor Proficiency (light), Dodge, SQ Illicit barter, lucky (1/day); SV Fort +4, Ref +4, Will +0;
Point Blank Shot, Precise Shot, Skill Emphasis (Astrogate), SZ M; FP 1; DSP 2; Rep +0; Str 12, Dex 12, Con 12, Int
Starship Operation (space transport), Weapon Finesse 10, Wis 9, Cha 10.
(Vibrorapier), Weapon Focus (Vibrorapier), Weapons Group Equipment: Blaster pistol, modified blast vest and
Proficiency (blaster pistols, blaster rifles, heavy weapons, helmet (DR 2, +0 armor penalty).
simple weapons, vibro weapons). Skills: Astrogate +5, Climb +5, Hide +3, Intimidate +5,
Jump +3, Knowledge (politics) +1, Knowledge (streetwise)
+2, Move Silently +2, Pilot +4, Repair +2, Spot +1, Swim
Skylark +3, Tumble +2.
The flagship of the Shadow Mariner pirate fleet, Skylark Feats: Armor Proficiency (light), Athletic, Headstrong,
is a heavily modified Citadel Cruiser. This is typically the Toughness, Weapons Group Proficiency (blaster pistols,
“bait” of Aaron’s pirate excursions. When the target gets simple weapons, vibro weapons).
too close, Skylark fires its concussion missile launchers and
attaches a ship control bolt to the target ship. While the
bolt is custom built, all it can do is shut the target ship Wormshadow
down and keep it down. Aaron’s other ships then attach This is a patched together cargo freighter the pirates
a hyperspace link and tow it back to Kiros for disassembly turned into a starfighter carrier. Wormshadow is named
or “pacification.” This ship is painted off-white with a after the fungal worms of Kiros, but it once was a Rendili
simple “Skylark Shipping” emblazoned on the side. To all Stardrive Escort Frigate. Considering the holes in the armor
appearances, it appears as a private shipping vessel. The and hull, the pirates joke about the real name of the ship.
only one at the helm of Skylark is Aaron himself, but his Still, the frigate retains a number of its original systems
loyal pirates act as both security and extra crew during the including military grade shield generators and enough
voyages. Of course, Skylark is accompanied by a motley room for 48 starfighters.
armada of pirate ships, including a fighter carrier. Wormshadow generally tries to ionize space transports
The “ship control bolt” incapacitates an enemy ship for easy boarding, but will use its single turbolaser if
upon contact. The ship gains a +4 size modifier for every things turn sour for a quick getaway.

Modified Rendili Stardrive Escort Frigate +10, Treat Injury +20.
Class: Capital Ship Crew: 15 (Normal +2) Force Skills: Affect Mind +7, Battle Influence +8,
Size: Huge (330 m long) Initiative: +0 (+2 crew, -2 size) Farseeing +20, Heal Another +15, Heal Self +13, Illusion
Hyperdrive: x2 (backup x8) Maneuvers: +1 (-2 size, +2 crew, +6, Move Object +12, Plant Surge +7, See Force +6, Sever
+1 maneuvering system) Force +9, Telepathy +10.
Passengers: 750 Defense: 18 (-2 size, +10 armor)
Feats: Force-Sensitive, Skill Emphasis (Farseeing, Sever
Cargo Capacity: 1,500 tons Shield Points: 250 (DR 40)
Consumables: 1 year Hull Points: 300 (DR 40) Force), Surgery, Weapons Group Proficiency (primitive
Cost: 5,350,000 (new), 3,210,000 (used) weapons, simple weapons).
Maximum Speed: Cruising (Average, 4 squares/action) Force Feats: Alter, Battle Meditation, Beast Language,
Atmospheric Speed: 750 km/h (12 squares/action) Control, Force Flight, Force Mind, Link, Mind Trick, Sense.
Weapon: Heavy ion cannons (10); Fire Arc: 2 batteries front;
Attack Bonus: +8 (-2 size, +1 crew, +5 fire control, +4 battery Church of Valhu-Ranma
fire); Damage: 7d10x2; Range Modifiers: PB -6, S -4, M -2, L
This custom built starship acts as the grounds for the
Weapon: Point laser cannons (20); Fire Arc: 5 front, 5 left, 5 order of Valhu-Ranma on Kiros. While it doesn’t look
back, 5 right; Attack Bonus: -1 (-2 size, +1 crew); Damage: like it, the entire complex is all one piece and acts as a
2d10x2; Range Modifiers: PB +0, S -2, M/L N/A. capital class starship. It was built by the Mon Calamari
Weapon: Turbolaser (1); Fire Arc: Front; Attack Bonus: +11 for the order over seventy years ago. It is still quite space
(-2 size, +1 crew, +8 fire control, +4 battery fire); Damage: worthy, though decorations such as the “stained glass
7d10x5; Range Modifiers: PB -6, S -4, M -2, L +0. windows” will peel away should it ever enter vacuum
again. While the order isn’t versed in operating the
Ulam Ka’a starship, the automation and droid pilots are adequate to
Ulam Ka’a may be nearing the last cycle of his life, but move the giant ship around. Most of its droids haven’t
he remains energetic and convivial. He visits among his been turned on for half a century. The church still has a
followers and takes an intense interest in all aspects of the dozen Cloakshape fighters, though no one knows how to
order. He knows everyone’s name, personal history, wants use them.
and dislikes. He has served as a mentor for a thousand The interior of Valhu-Ranma is covered in plants from
initiates and is the mouthpiece for the great spirit of over a dozen worlds, each tended by gardeners. These
Valhu-Ranma. Ulam Ka’a enjoys jokes, stories and spirited gardens provide a valuable supplement to the order’s diet
debate, but he is sensitive to the needs of others and has and serve as a repository of rare medicinal plants.
a holy aura. Everyone in the community looks to him for
guidance. He has an uncanny ability to affect all living Modified MC 33 Star Cruiser
creatures as an agent of Valhu-Ranma. Class: Capital Ship Crew: 75 (Normal +2)
Ulam Ka’a dresses in simple robes and carries a large Size: Gargantuan (900 m long) Initiative: -2 (+2 crew, -4 size)
walking stick. He plays with a small sling when he’s Hyperdrive: x3 (backup x12) Maneuver: -4 (-4 size, -2 engines
thinking and is still a crack shot. While he advocates peace +2 crew)
Passengers: 8000 Defense: 16 (-4 size, +10 armor)
and tranquility, some forces need to be met with equal
Cargo Capacity: 20,000 tons Shield Points: 300 (DR 50)
force and when Valhu-Ranma grows angry, so too does Consumables: 2 years Hull Points: 500 (DR 50)
Ulam Ka’a. People do not follow Ulam Ka’a because he Cost: Not available for sale (likely valued at 38,300,000)
is charismatic; rather, they follow him because he is wise. Maximum Speed: Cruising (Poor, 3 squares/action)
Ulam Ka’a never asked for his following, but he recognized Atmospheric Speed: 500 km/h (8 squares/action)
the needs of these people and serves as their spiritual Weapon: Autoblasters (40); Fire Arc: 10 front, 10 left, 10 rear,
leader. 10 right; Attack Bonus: -3 or -9/-9/-9 (-4 size, +1 or -5/-5/-5
crew); Damage: 3d10x2; Range Modifiers: PB +0, S -2, M/L
Ulam-Ka’a: Old Male Bith Force Adept 12; Init -1 (-1 Dex);
Weapon: Tractor Beam Projectors (6); Fire Arc: 2 front, 2 left,
Def 17 (-1 Dex, +8 class); Spd 10 m; VP/WP 60/7; Atk 2 right; Attack Bonus: +5 (-4 size, +1 crew, +8 fire control);
+6/+1 melee (1d3-3, punch), +6/+1 melee (1d6-3/1d6-3, Damage: Special; Range Modifiers: PB -6, S -4, M/L N/A.
Quarterstaff) or +8/+3 ranged (1d4, Sling); SQ Comprehend Weapon: Heavy Ion Cannons (15); Fire Arc: 1 battery front, 1
speech, Force talisman +2, Force weapon +1d8, meditative battery left, 1 battery right; Attack Bonus: +6 (-4 size, +1
trance, micro-vision, sense of smell; SV Fort +4, Ref +5, crew, +5 fire control, +4 battery fire); Damage: 6d10x2; Range
Will +13; SZ M; FP 12; DSP 0; Rep +2; Str 5, Dex 9, Con Modifiers: PB -6, S -4, M -2, L N/A.
7, Int 22, Wis 20, Cha 16.
Equipment: Quarterstaff, robes, sling. Valhu-Ranma Droid
Skills: Craft (simple and primitive weapons) +11, Handle These scratch built droids are based on a Cybot Galactica
Animal +18, Hide +9, Knowledge (Alien species) +9, chassis and processor and are the crew of Valhu-Ranma,
Knowledge (arcane lore) +21, Knowledge (Medicine) +9, but half are in storage. Some are gardening droids and
Knowledge (Wilderness lore) +21, Knowledge (World lore) others just lend a strong arm to the order’s industrious
+9, Listen +15, Read/Write Basic, Read/Write Bith, Sense work in the order’s construction projects on the Black
Motive +20, Speak Basic, Speak Bith, Speak Caamasi, Speak Isle. Quite a few have personalities, but all are loyal to the
Ithorian, Speak Huttese, Speak Shi’idese, Spot +15, Survival contemplation of nature and the spirit of Valhu-Ranma.

Each is able to crew either Valhu-Ranma or one of the trample), +13/+8 or +8/+3 melee (4d6+15, crit 20, bite) or
Cloakshape fighters in its bay. -5/-10 ranged (by weapon); SQ Swallow whole, vibrational
location; SV Fort +18, Ref -1, Will +1; SZ C; Face/Reach 9
Valhu-Ranma Droids: Cybot Galactica’s scratch built VR3, m by 20 m/4 m; Str 40, Dex 4, Con 34, Int 1, Wis 8, Cha 4.
Expert 1/Scout 1; Init +0 (+0 Dex); Def 10 (+0 Dex, +0 Skills: Listen +9, Spot +7, Survival +7.
class); Spd 10 m; VP/WP 10/14; Atk +4 melee (1d3+4, Feats: Endurance, Stamina.
punch) or +0 ranged (by weapon); SQ 5th degree droid,
reliable; SV Fort +3, Ref +1, Will +3; SZ M; Rep +0; Str 18,
Dex 10, Con 14, Int 10, Wis 10, Cha 12.
Equipment: Diagnostics package, magnetic feet,
Skills: Astrogate +8, Climb +5, Computer Use +6,
Diplomacy +3, Gather Information +3, Jump +5,
Knowledge (biology) +1, Knowledge (technology) +1,
Knowledge (wilderness lore) +1, Pilot +4, Profession
(spacehand) +1, Read/Write Basic, Read/Write Binary,
Repair +7, Speak Basic, Speak Binary, Survival +4.
Feats: Ambidexterity, Gearhead, Skill Emphasis
(Astrogate), Starship Operation (capital ship, starfighter),
Trustworthy, Weapons Group Proficiency (blaster pistols,
New Creature: Claw Fly
These quick flying predators
blaster rifles, simple weapons). were named for their
serrated forward pincers,
Jharyyyn which can slice a man’s
This albino Kiro is a friend of the order and often head off in a single pass. The
accompanies Ulam-Ka’a when the Bith walks the fungal creature rakes its prey several
forests. He is a massive Kiro with a ghostly white shell times before closing in for the kill. It will wound the
and knowledgeable in the ways of the forest. His home prey, then harass it for kilometers before finally killing
is across the channel from the Black Isle, where he tends it. The creature hunts in swarms of 10-20, though some
a variety of benign fungus. Unlike other albino Kiro, nests have over a hundred of the beasts. The only escape
Jharyyyn is not aggressive, bloodthirsty or lonely, but he is from a Claw Fly is to immerse oneself in water, since the
at peace since meeting Ulam Ka’a. creature is hydrophobic. The creature’s body is thin, but its
wingspan is just as wide as it is long.
Jharyyyn: Male Kiro Scout 8; Init -2 (-2 Dex); Def 15 (-2
Dex, +5 class, +3 natural, -1 size); DR 5; Spd 12 m; VP/WP Claw Fly: Forest, Predator 3; Init +7 (+3 Dex, +4 improved
74/16; Atk +10/+5 melee (1d4+5 claw) or +3/-2 ranged initiative); Def 14 (+3 Dex, +1 size); DR 1; Spd 4 m, fly
(by weapon); SQ Darkvision, empathy, evasion, extreme 12 m (good); VP/WP 20/12; Atk -1 melee (1d6, crit 20,
effort, heart +1, natural armor +2, trailblazing, uncanny bite) and +7 melee (1d4, crit 20, claw) or +7 ranged (by
dodge; SV Fort +8, Ref +2, Will +7; SZ L; FP 3; DSP 0; Rep weapon); SQ Hydrophobia; SV Fort +4, Ref +6, Will +4; SZ
+2; Str 20, Dex 6, Con 16, Int 12, Wis 16, Cha 8. S; Face/Reach 1 m by 1 m/2 m; Str 10, Dex 16, Con 12,
Skills: Climb +13, Hide -6, Jump +13, Knowledge Int 4, Wis 16, Cha 4.
(wilderness lore) +9, Listen +14, Move Silently +9, Search Skills: Climb +2, Hide +10, Listen +8, Move Silently +6,
+4, Speak Basic, Speak Bith, Speak Kiro, Spot +14, Survival Spot +8.
+18, Swim +10, Treat Injury +5. Feats: Flyby Attack, Improved Initiative, Weapon Finesse
Feats: Chitinous, Rugged, Self-Sufficient, Thick Hide, (Claw).
Track, Weapons Group Proficiency (blaster pistols, blaster
rifles, simple weapons). New Disease: Fungal Rot
A wound in the spore forests is quick to contract Fungal
New Creatures: Fungal Worm Rot, as will spending too much time in a pair of boots.
The gigantic fungal worm measures over 20 m long with A hiker’s sweat will attract the spores and set the quick
grinding teeth and navigates underground. The creature eating fungus to action. A way to guard against Fungal
never developed optical sensors, but instead relies on an Rot is to wrap oneself with bandages laced with soil from
inner organ that detects even the slightest vibration. This the Black Isle (affords a +4 bonus to the Fortitude saving
method of navigation produces a stop and go mode of throw). It is easy to spot Fungal Rot, since growths appear
transportation, requiring it to pause for a few seconds to in affected parts of the body before it is felt. The growths
get its bearings. quickly multiply and eats through the flesh of the infected.
Survivors often live because they made the decision to
Fungal Worm: Forest Scavenger 8; Init -3 (-3 Dex); Def 14 amputate.
(-3 Dex, -8 size, +15 natural); DR 10; Spd 20 m; VP/WP
120/272; Atk +13/+8 or +8/+3 melee (6d6+15, crit 20,

Additional Diseases
Incubation Initial Secondary
Disease Type Period Damage Damage
Fungal rot Contact DC 12 1d8 days 1 Con and 1 Dex 1d2 Con* and 1d4 Str*
Fungal rot Injury DC 20 1d4 days 1 Con and 1 Dex 1d2 Con* and 1d4 Str*
Spore Sickness Contact DC 10 1d6 days 1 Con* 1d2 Con* and 1d2 Str
Spore sickness Injury DC 18 1d4 days 1 Con* 1d2 Con* and 1d2 Str
*If damage is sustained, make a second saving throw to avoid 1 point being permanently drained (instead of damaged).

New Disease: Spore Sickness bonus against bantha rushes and trip attacks.
Just breathing the air in Kiros can cause anyone to develop g Extra Limbs: Kiro have four arms. The extra limbs
spore sickness, which grows well in moist lung tissue. This give them a +4 species bonus on Climb checks and
is a reason why several off-world residents wear a mask grapple checks. Kiro can hold items in each of their
(affords a +8 bonus to Fortitude saves). four hands. A Kiro has one primary hand and three off
hands. A Kiro can wield up to four weapons, but the
New Species: Kiro
These multi-limbed armored quadrupeds wander the
normal penalties for fighting with multiple weapons
apply (see the Ultimate Alien Anthology page 219). 76
fungal forests, tending spores and seeing to the fungus’ g Free Language Skill: Read/Write and Speak Kiro.
health. They act as sentient gardeners, aware of the
ebb and flow of life patterns. Their sole means of Kiro Commoner: Adult Male Kiro, Commoner 1; Init -2
communication is via empathic transmission and sounds (-2 Dex); Def 9 (-2 Dex, +0 class, -1 size, +2 natural
made by rubbing their hind legs together, which sounds armor); DR 4; Spd 12 m; VP/WP -/12; Atk +1 melee
like soft music. Their carapaces vary in hues of red, blue, (1d4+2, punch or 1d8+2 bite) or -3 ranged (by weapon);
green and black, but are rarely orange, yellow or purple. SQ Darkvision, empathy, extra limbs, natural armor,
White Kiro are driven from the community, marked by quadrupedal; SV Fort +2, Ref -2, Will +0; SZ L; FP: 0; Rep:
the fungal forests as an aberration. These Kiro tend the +0; Str 14, Dex 6, Con 12, Int 10, Wis 10, Cha 8.
outer reaches of the fungal forest, living near the seas or Equipment: Variety of personal belongings.
high in the mountains. Force-sensitive Kiro are common, Skills: Knowledge (wilderness lore) +2, Survival +3.
accounting for 5% of the population. Feats: Rugged.

Kiro Species Traits

g Ability Modifiers: +4 Str, +2 Con, -4
Dex, -2 Cha
g Large-size: As medium-sized creatures,
Kiro have no special modifiers due to
their size.
g Speed: Helion base speed is 12 meters.
g Natural Armor: Kiro receive a +2
natural armor bonus to Defense.
g Damage Reduction: A Kiro’s carapace
provides DR 4.
g Darkvision: Kiro possess darkvision
(20 meters). Darkvision is black and
white only but otherwise functions as
normal sight.
g Empathy: Kiro are natural empaths.
With a successful Wisdom check
(DC 10) the Kiro is able to deduce
the feelings of any creature within a
50 m radius. This grants the Kiro a
+2 bonus to any Bluff, Diplomacy,
Handle Animal or Sense Motive checks
the Kiro makes against a creature in
its radius. If the Kiro fails this Wisdom
check, it cannot read the presence, but
still knows a presence is near.
g Quadrupedal: Kiro gain a +4 stability

Labo their continent, though few Laboo are rich enough to
Planet Type: Terrestrial moon own personal vehicles. Their skyscrapers rise above the
Climate: Temperate tree-line, though most workers still live in primitive tree
Terrain: Forests, mountains, ocean dwellings. While few could afford the mass produced
Atmosphere: Breathable Telescreens, the Corporation dug into its profit margin to
Gravity: Light (.5 standard) provide entertainment to every Laboo household. Strangely
Diameter: 3,200 km enough, the best shows still on the telescreen are the
Length of Day: 12 standard hours vintage Valimese films even if few understand the original
Length of Year: 482 standard days language. Luckily, the Corporation has provided subtitles
Sentient Species: Laboo and dubbed versions of these classic films. But this
Languages: Laboo hasn’t dampened the creative spirit of the Corporation’s
Population: 300 million marketing geniuses in Tolleywood, the cultural and
Species Mix: 100% Laboo corporate capital of all Labo. Instead the Tolleywood
Government: Corporate executives use the tried and true shows and create “spin-
Major Exports: None offs” with Laboo actors, hoping to capitalize on such great
Major Imports: None shows as “The Running Valimese” and “Deadline.”
System/Star: Labos / Labos
Planets Type Moons Locations
Searing rock
Barren rock
Descriptions of several key locations follow. 77
Valim Toxic rock 1 ELLF Headquarters
Naril Barren rock 2 If the telescreens are to be believed, the nomadic group
Tsun Gas Giant 7 ELLF camps in the deep forests, traveling through the trees
Gox Gas Giant 47 like the primitive Laboo did decades ago. Several dramatic
Alarud Frozen rock 1 and creative telescreen shows depict a romanticized view
Mais Ice ball 0 of tree dwellings connected by rope bridges and an evil
leader that uses outlawed Valimese technology, who
Description doesn’t care who he hurts in his bid to topple the valiant
One of seven moons, Labo orbits the gas giant Tsun Corporation. Several hikers disappear in the forest each
beyond its outer rings. The moon is heavily forested month, some in search of ELLF headquarters but others
on its single continent, which is home to an arboreal just want a “vacation.” ELLF is blamed for just about every
species called the Laboo. The moon is protected by Tsun’s problem or accident in the forests. One thing is certain,
magnetic field and orbits around the giant once every logging is down across the continent by 15% because of
twelve hours. The other brightest object in the Labo sky sabotage and warnings to the logging crews, such as “The
is the star Labos, though the other moons can be seen trees are wrathful” and “Care to wake up to a chainsaw?”
darting in front of massive Tsun. The Labo day time sky is To the Corporation’s officers dismay, ELLF has gained
a mixture of orange and yellow hues reflected from Tsun’s a cult following among a rebellious youth. They have
surface. launched several “after school specials” to try and combat
the popularity of the terrorists.
Labo has no history with the galactic community, but
had ties with the natives of Valim, now extinct due to
irreparable atmospheric pollution. Despite the Laboo’s
charitable act of allocating the island of Velis to the
survivors of Valim, no Valimese could reproduce on this
low gravity moon. Instead, they lived out the rest of their
days trying to indoctrinate the Laboo in their culture,
hoping that something would remain as a testament
to their civilization. Instead the Laboo have taken the
Valimese civilization to near suicidal extremes.

The native Laboo are inheritors of a dead culture. They
strive for the Corporation and all the wonderful gifts it
brings; wealth and freedom. Some dissidents protest the
high cost of food and housing while wages decline, but all
agree without the Corporation, everything would crumble.
The Laboo have constructed crisscrossing highways across
Corporate Propaganda

South Haven of alien Valimese, cryogenically preserved for posterity. The
The most industrialized city in the “greenhouse belt,” archaeologists come to examine the vast archives of data
South Haven is known for its rolling hills and seemingly the alien civilization brought with them, controlled by the
endless grazing land, thanks to centuries of deforestation Corporation and doled out as “scientific achievement.”
to fuel the fires of industry. Everyone in South Haven In essence, the archaeologists serve as intelligence agents
who has a job, works for Corporate Mining, a subsidiary loyal only to the CEO of the Corporation. Tourists are
of the Corporation. However, with an unemployment rate allowed to view certain areas, in particular the “Valim
of 12%, this city is also a hotbed of radical thought and Village” which uses animatronics to portray what Valimese
anti-capitalist movements. This also means that South culture was like. The rest of the island is a declared
Haven has become the headquarters of the military police, “cultural preserve” in respect for the extinct Valimese. This
also the second largest jobs program for the Laboo. South island is also a favorite target for conspiracy minded Laboo
Haven is depicted in Tolleywood movies as a vast ghetto who claim to see black aircraft leaving and returning to the
where decent Laboo will get attacked by hoodlums. The island.
truth is, South Haven streets are dominated by gangs
with roots in the old neighborhood associations. With all For the GM
the military police crackdowns, many residents were tired The adventure hooks and supporting characters described
of being pushed around and took up arms. While the in this section are meant for GMs only. If you’re a player,
military police are embarrassed with the situation, they’ve
stop reading now.
found other means of dealing with the problem, namely
protecting the Corporation’s flourishing narcotics trade in
the inner streets. Adventures
Feel free to use or adapt the following adventuring hooks
Tolleywood for your home campaign.
The cultural and corporate capital of Labo, this city of six
million is considered a cultural cesspool of high living, Corporate Sabotage
illicit drug abuse and the cultural model to emulate It all started with a kaf-shop explosion in Centralia, then
regarding fashion, fads and quick spending. The studios a shoe store in Devner collapsed followed by a massive
of Tolleywood have as much say as the city council, often stink bomb in a trendy clothing store in Rion. Now, the
influencing public opinion with telescreen shows and films. most dangerous and destructive rogue group, Enthusiastic
Tolleywood also displays the vast difference between the Labo Liberation Front (or ELLF) has shown its true colors;
well to do and the desperately poor, with Tolleywood stars anti-capitalism. The arboreal “back to nature” group is
living in vast estates while vagrants sleep in public parks. waging a guerilla campaign against the Corporation. While
The well to do in Tolleywood also tend to be taller than no one has died yet, this reckless terrorist organization is
the average Laboo and cosmetic surgery seems to be the bound to hurt innocents. The Corporation has declared a
norm, from “glitter eye surgery” (shining up the retinas) 10 million credit bounty for the ringleaders of this group.
to fat reduction operations. Everything in Tolleywood is Strangely enough, it has been three years and the elusive
about image and how to sell the public. Tolleywood also Bren S’tal has yet to be found despite over three hundred
contains the headquarters of the Corporation, which is a acts of sabotage and at least fifty two hospitalized Laboo
fortress of bureaucracy and guarded by military police. (most news commentators fail to report the brutality of
investigating military police). Fatalities attributed to ELLF’s
actions include over one hundred and twenty-eight police
and military personnel; many Laboo orphans starve in
charity institutions because their parents couldn’t pay the
rent, all because of ELLF. That’s where the heroes come
in… bringing in Bren S’tal can cripple ELLF and return
Labo to civilization.
Or the heroes can join Bren S’tal in his war against the
Corporation, but then they’d become enemies of the state
as well.

True Advertising
The Corporation has been touting its “war on the ice age”
for nearly fifty years, showcasing greenhouse gas emitting
factories as the frontline infantry. Climatologists report
that temperatures have reached record highs and the war
is going well. However, the Enthusiastic Labo Liberation
Velis Front (or ELLF) has been littering leaflets proclaiming
This island off the coast of Tolleywood is now both a a myth called “moonal warming.” Contrary to common
tourist attraction and the home of the Labo Archaeology sense, large groups of people believe in these unscientific
University (or LUA). The tourists come to see the remains lies, staging strikes and protests in the “greenhouse belt,”

a series of cities on the southern coast that manufactures Laboo.
energy from petrochemicals. The Corporation has deployed Feats: Armor Proficiency (light, medium), Weapons
military police to quell such insurrections and sent the Group Proficiency (simple weapons, slug throwers).
rebellious citizens to therapy sessions in the south of
Kranz. If the heroes are part of ELLF, they are charged with Military Police Sidearm
liberating these prisoners. Things turn for the worst when Based on the Valimese slugthrower of 5 centuries ago, the
the prisoners refuse to go and the heroes realize it was all MP Sidearm is vaunted as the most powerful handgun in
just a trap to get them and Bren S’tal. What’s even worse the world. It is scaled down for the Laboo officers that
is that the CEO of the Corporation, Sly Grimble is there on carry it and most have three or four clips of additional
live telescreen to expose the terrorists to the whole moon. ammunition. On the show Military Police Live, every officer
shouts “Lock and load!” before drawing her sidearm.
Corporate Cookie Crumbling After 10 shots, the Military Police Sidearm must be
The Corporation’s war against ELLF has run its course reloaded with another clip.
and the brazen leader is captured. His trial is going to
be broadcast on the Court Channel, a telescreen venue MP Sidearm
“devoted to Corporate justice.” Bren has refused Corporate Weapon Type: Slugthrower pistol
appointed attorneys and has decided to defend himself, Proficiency Group: Slugthrowers Cost: 250
much to the delight of CC executives. What seems even Damage: 1d10 Critical: 19-20
worse is the new fad of Corporate propaganda, the Labo
First brand of “natural fibers for your natural clothes”
Range Increment: 12 m
Fort DC: -
Weight: 1.2 kg
Type: Piercing
which seeks to co-opt ELLF’s message. The trial is farce, Multifire/Autofire: M Size: Small
dictated by Sly Grimble to convict Bren and send him to a Hardness: 5 WP: 5 Break DC: 15
live execution for increased ratings. Still, rumors abound Availability: Special Era: RE, R, NR
and all Laboo are glued to their telescreen with one
question; will Bren die or will he be rescued? Whichever Bren S’tal
side the heroes work for, this is certainly history in the The enigmatic and idealistic leader of ELLF (Enthusiastic
making. Yet, Bren has everything covered and manages to Labo Liberation Front) was little more than a librarian
smuggle a hold-out blaster and plans to take Sly Grimble in Tolleywood when he came across a crate of Valimese
hostage. This is either the leader’s most brilliant stroke or texts mistakenly sent to the library. He was on his way to
his final end. return the crate to the post office, but the crate slipped
from his hands and burst on the street. That day changed
Allies and Antagonists Bren’s life, as he took it home to repair, curiosity overcame
his legal adherence and he opened the texts. He read
Military Police about the Valimese struggle to save their world from
The mean streets of Labo are patrolled by the males corporate pollution and mismanagement, about the truth
and females in law enforcement, they are the Military of greenhouse gases and how it turned Valim into a toxic
Police. The MP also has several “reality” shows devoted to rock. He also read about the last survivors of Valim and
following various officers around on their beats, pulling how they were the richest and most influential citizens
over speeders, tracking down food line rioters and picking who turned tail and ran for greener pastures.
up ELLF sympathizers. The MPs all are on the Corporate Bren believes the Valimese survivors infected his people
paycheck and work hard to earn their meager pensions at with the “corporate virus of greed” and began to preach
the end of their careers. against the Corporation. He lost his job, his apartment and
Each city has a headquarters with several precincts was on his way to serve in the penal factories when his
spread around the residential areas to quell riots, bus had an accident en route. The media jumped all over
investigate crimes and otherwise ensure the order of Laboo it and vilified Bren S’tal as the criminal mastermind… and
society. Many times the MPs request firecarts and hose he’s been trying to live up to his reputation ever since. He
down mobs of Laboo. formed ELLF with his childhood friends and has found the
survivalist life much more to his liking than his days at the
Military Police: Adult Male Laboo, Thug 2; Init +1 (+1 Dex); library. Bren is short, even for a Laboo, with dark fur and
Def 13 (+1 Dex, +1 class, +1 size); Spd 6 m; VP/WP -/12; silver streaked ears.
Atk +3 melee (1d2, punch), +3 melee (1d4, baton) or +4
ranged (1d10, slugthrower pistol); SQ low light vision, Bren S’tal: Male Laboo Expert 3/Scout 6/Noble 1; Init +2
prehensile tail; SV Fort +4, Ref +1, Will -1; SZ S; FP 0; DSP (+2 Dex); Def 18 (+2 Dex, +5 class, +1 size); Spd 6 m;
1; Rep +0; Str 10, Dex 12, Con 12, Int 10, Wis 8, Cha 10. VP/WP 45/12; Atk +7/+2 melee (1d2, punch) or +9/+4
Equipment: Baton, comlink, glow rod, slugthrower ranged (3d6/19-20, Valimese blaster pistol); SQ Evasion,
pistol, uniform. extreme effort, favor +1, heart +1, low-light vision, Noble
Skills: Climb +4, Intimidate +5, Knowledge (bureaucracy) bonus class skill (Intimidate), prehensile tail, Scout skill
+1, Jump +4, Knowledge (law) +1, Knowledge (streetwise) mastery (Hide), trailblazing, uncanny dodge (Dex bonus to
+1, Profession (police officer) +1, Read/Write Laboo, Speak Defense); SV Fort +5, Ref +7, Will +8; SZ S; FP 4; DSP 0;

Rep +2; Str 10, Dex 14, Con 12, Int 16, Wis 10, Cha 18. Sly Grimble: Male Laboo Diplomat 3/Noble 5/Officer 4; Init
Equipment: Cloak, survival gear, Valimese blaster pistol. -1 (-1 Dex); Def 17 (-1 Dex, +7 class, +1 size); Spd 6 m;
Skills: Appraise +9, Climb +9, Computer Use +9, VP/WP 28/7; Atk +7/+2 melee (1d2-1, punch) or +7/+2
Demolitions +5, Diplomacy +11, Disguise +9, Forgery +9, ranged (3d4, hold-out blaster); SQ Coordinate +1, favor
Gather Information +15, Hide +16, Intimidate +5, Jump +2, inspire confidence, leadership, low-light vision, Noble
+5, Knowledge (archeology) +12, Knowledge (history) +9, bonus class skill (Gamble), prehensile tail, requisition
Knowledge (tactics) +5, Knowledge (wilderness lore) +5, supplies, resource access; SV Fort +2, Ref +5, Will +11; SZ
Knowledge (world lore) +9, Listen +7, Move Silently +9, S; FP 2; DSP 6; Rep +10; Str 9, Dex 9, Con 7, Int 21, Wis
Profession (librarian) +6, Read/Write Laboo, Read/Write 13, Cha 13.
Valimese, Repair +4, Search +10, Sense Motive +2, Speak Equipment: Hold-out blaster, suits, various estates and
Laboo, Speak Valimese, Spot +7, Survival +10, Swim +5. vehicles.
Feats: Alertness, Self-Sufficient, Skill Emphasis (Gather Skills: Appraise +20, Bluff +20, Computer Use +8,
Information, Knowledge [archeology], Survival), Stealthy, Climb +4, Diplomacy +18, Gamble +8, Gather Information
Trustworthy, Weapons Group Proficiency (blaster pistols, +13, Intimidate +16, Jump +4, Knowledge (bureaucracy)
blaster rifles, simple weapons). +19, Knowledge (business) +15, Knowledge (history) +8,
Knowledge (politics) +15, Knowledge (world lore) +8,
Valimese Blaster Pistol Profession (administrator) +15, Read/Write Laboo, Read/
More than a century old, Valimese artifacts are a testimony Write Valimese, Sense Motive +13, Speak Laboo, Speak
to their 50 year warranties and Bren’s pirated blaster pistol
is no exception. Much more powerful than the military
Feats: Combat Expertise, Fame, Headstrong, Influence,
police’s slugthrower sidearms, this energy weapon can melt Persuasive, Sharp-eyed, Trick, Trustworthy, Weapons Group
holes through tanks and destroy telescreen cameras with a Proficiency (blaster pistols, blaster rifles, simple weapons).
single bolt. The energy is a greenish blue and can be used
on Stun when Bren needs a hostage or when he’s shooting New Species: Laboo
at the military police; he watched one of the Corporation’s The arboreal Laboo are furred, possess wide yellow eyes,
specials on the military police orphans. long limbs and a prehensile tail. While the Laboo were
A Valimese blaster pistol requires a power pack to once primitive, they inherited their culture from the
operate. After 40 shots, the power pack must be replaced survivors of Valim. Still, their corporate culture can’t
or recharged (4 hours with a standard electrical outlet). change the naturally vivacious and fun-filled creatures. To
say the Laboo are sports fanatics is an understatement;
Valimese Blaster Pistol every city has a professional sports team and a myriad of
Weapon Type: Slugthrower pistol minor organizations for children and minor leaguers. Aside
Proficiency Group: Slugthrowers Cost: 950 from winning the lottery, the only way out of poverty for a
Damage: 3d6 Critical: 19-20 Laboo is to sign a multi-million credit sports contract.
Range Increment: 15 m Weight: 1.2 kg Somewhere beneath the corporate culture lurks the
Fort DC: 18 Type: Piercing original tribal Laboo spirit.
Multifire/Autofire: M Size: Small
Hardness: 5 WP: 4 Break DC: 15
Availability: Special Era: RE, R, NR Laboo Species Traits
g Ability Modifiers: -2 Con, -2 Wis, +2 Cha.
CEO Sly Grimble g Small: As Small creatures, Laboo gain a +1 size bonus
While most Laboo are energetic and fun-loving, Sly to their Defense, a +1 size bonus on attack rolls, and a
Grimble never let this special defect interrupt his career. +4 size bonus on Hide checks. They must use smaller
He studied the masters of Valimese culture; stock brokers, weapons than Medium-size beings use, and their
corporate analysts, lawyers and chief executive officers. lifting and carrying limits are three-quarters those of
He read every financial and leadership oriented text in Medium-size characters.
the archives, but it wasn’t until he read “How to own the g Speed: Laboo base speed is 6 meters.
world” that he found his true calling in life. Sly is a well g Low Light Vision: Laboo possess low-light vision. They
fed Laboo that dresses in expensive suits, pays alimony to can see twice as far as normal in dim light, and they
five ex-wives and has a brood of children that he ignores. retain the ability to distinguish color and detail under
His work as the leader of the Corporation is everything and these conditions.
his enemies in the Corporation are many and secretive. g Prehensile Tail: A Laboo with the Martial Arts feat can
He has embarked on several public relations campaigns use his or her tail to wield a melee weapon and gain
to improve his image, but something about him irks the an extra off-hand attack per round. Penalties for two-
average consumer. Maybe it’s his twelve estates, multi- handed fighting apply. The tail cannot be used as a
billion credit contract or his small eyes, but “trust” and weapon, but it can be used to make grapple checks.
Sly Grimble don’t exactly mix. However, Sly is a corporate g Skill Bonus: Laboo are arboreal and receive a +4
genius who is an effective leader that unabashedly uses his species bonus to Climb and Jump checks.
power for personal and financial freedoms. g Language: Read/Write and Speak Laboo.

Laboo Commoner: Adult Male Laboo, Commoner 1; Init +0 New Creature: Saliin
(+0 Dex); Def 11 (+0 Dex, +1 size); Spd 6 m; VP/WP -/8; The Saliin are the most pervasive domesticated pet in all
Atk +1 melee (1d2, punch) or +1 ranged (by weapon); SQ Laboo for several reasons; it is independent, small and
Low light vision, prehensile tail; SV Fort -1, Ref +0, Will obnoxiously cute. With no natural predators, this furry
-1; SZ S; FP 0; DSP 0; Rep +0; Str 10, Dex 10, Con 8, Int creature has extraordinarily large blue eyes, razor sharp
10, Wis 8, Cha 12. teeth and a long, slinky body. The creature also has an
Equipment: Variety of personal belongings. unmistakable stench when frightened, which encourages
Skills: Knowledge (any one) +1, Knowledge (any one) owners to keep it mollified and protected. The Saliin
+1, Profession (any one) +1, Read/Write Laboo, Speak are long lived creatures and it is common for several
Laboo. generations of Laboo to care for a single creature. There
Feats: None. are several breeds of Saliin that range across a large
spectrum of fur colors and patterns, fang length, and size;
New Creature: Masti all of which is judged at semi-annual Saliin competitions
The Masti is a quadruped raised on Labo for both its across the moon. The creature adores affection and
meat and endurance. It has cloven hooves, droopy ears, owners are wary of feeding it too much, as a fat Saliin
a cuddly face, twin tails and covered in luxurious fur suddenly turns a cute animal into something pathetic. Fat
used for centuries in the northern climes as clothing. The Saliin usually die of embarrassment and lack of affection.
creature is undoubtedly the most prized, being the center Interestingly enough, hairless Saliin are often owned by
of Corporate profits for meat and cheese, as well as an
excellent subject for “a Laboo and his Masti” stories over
villains in Tolleywood films or telescreen shows.
the telescreen. The Masti is primarily a forest herd animal Saliin: Forest Predator 2; Init +6 (+6 Dex); Def 18 (+6 Dex,
with no known predators aside from the Laboo. +2 size); Spd 4 m; VP/WP 13/5; Atk +2 melee (1d3-2, crit
20, claw) or +2 melee (1d4-2, crit 20, bite) or +10 ranged
Masti: Forest Herd Animal 3; Init +0; Def 10; Spd 10 m; (by weapon); SV Fort +3, Ref +9, Will +4; SZ T; Face/
VP/WP 18/16; Atk +2 melee (1d3+1, kick) or +2 melee Reach .5 m by .5 m/.5 m; Str 6, Dex 22, Con 10, Int 6, Wis
(1d4+1, crit 20, bite) or +1 ranged (by weapon); SV Fort 18, Cha 14.
+6, Ref +1, Will +3; SZ M; Face/Reach 1 m by 2 m/2 m; Skills: Climb +2, Hide +14, Listen +10, Move Silently
Str 12, Dex 10, Con 16, Int 4, Wis 14, Cha 6. +10, Survival +5.
Skills: Listen +9, Search +2, Survival +4. Feats: Track.
Feats: Track.

Scenic View of South Haven

Nyntal slings and some tribes use the “hooklyr,” a retractable
Planet Type: Terrestrial spike worn on the feet and used in ritual combat.
Climate: Temperate
Terrain: Arctic, forests, mountains, swamps Locations
Atmosphere: Breathable Descriptions of several key locations follow.
Gravity: Standard
Diameter: 10,300 km The Bog
Length of Day: 27 standard hours This vast stretch of wetland measures 1200 square
Length of Year: 410 standard days kilometers on the southern side of a northern continent.
Sentient Species: Nyntallese This huge expanse is home to the native Nyntallese,
Languages: Numerous reptilian humanoids in various states of Stone Age and
Population: 150 million Bronze Age technology.
Species Mix: 100% Nyntallese
Government: Tribal
Major Exports: None
Major Imports: None
System/Star: Nyn / Nyn
Planets Type Moons
Searing rock
Barren rock
Nyntal Terrestrial 2
Fyntal Gas giant 13
Fyr Gas giant 5
Fylar Frozen rock 1
Fynyr Comet belt -

The temperate world of Nyntal appears uninhabited, a
virgin world in a resource poor system surrounded by Eastern Empire
a vast comet belt. The system is filled with comets and A wide swath of land that includes mountains, plains,
the Nyntal night sky is replete with falling stars. The two rivers and jungles, this collection of eastern tribes were
moons orbiting Nyntal are both off-white, but the near forged barely 30 years ago into a cohesive mass by the
moon regularly eclipses the far moon at least once a charismatic and visionary Chief Rakis, whose fame and
month, which increases the tidal forces on the planet and fear spreads through all the lands by his warriors and the
stirs up storms and foments volcanism. refugees who flee from his wrath.
There are five distinct continents spread across the globe
with numerous islands, archipelagoes and shallow oceans. The Ocean of Night
Nyntal’s immense polar caps account for 1/10th the Regarded by the Western tribes as a breeding ground for
surface area of the planet and the northern one connects demons and deep water monsters, the Ocean of Night has
three northern hemisphere continents. The southern cap several thermal vents and registers massive life readings.
is its own continent surrounded by kilometers of ice. The Monstrous tentacled predators stalk its boundaries and few
northern continents are covered with coniferous trees and Nyntallese ships brave its waves. There are a few islands
other plants hugging rugged mountain chains. near its heart, but these are not visible from shore and are
The equatorial regions host a variety of wetlands and unexplored. In the mythology of the Western tribes, this
swamps. Surface readings may indicate the presence of is water unfit for anything but dying. The tribes believe
petrochemical deposits in these regions. The majority of demons and forgotten gods crave the spirits of brave
life readings reside in the swamps and oceans. warriors or they send massive storms to punish the tribes.
It is a tradition to dispose of enemies that fought valiantly
History beneath these waves. Usually something pulls the bodies
Nyntal has no history with the galactic community but is under before the Nyntallese shamans and chiefs are out of
in the early stages of Nyntallese civilization. eyesight.

People New Weapon: Hooklyr

Among Western tribes this is the preferred weapon for
The natives of Nyntal are a fragmented people, spread
duels and hunting rituals. The device is worn on the lower
across two continents in small tribes. On the eastern
leg with a retractable spike triggered at the right moment.
continent are a number of raised mounds and the
The Nyntallese hunter leaps at prey, triggers the spike
beginning of a formalized civilization with towns and
and strikes a killing blow. Most Nyntallese employ Vetch
villages made of clay bricks. The people hunt with bows,
tendon leather to provide tension for the weapon, though

there are a variety of methods. Some Hooklyrs are fixed the pod on its side. The heroes have only a few rounds
in position and the hunter modifies his movement. The to gather supplies before the pod is pulled into the sea.
weapon is pervasive in Nyntallese settlements on both Finding shelter is tougher, but luckily a small cave among
inhabited continents. some boulders is chanced upon. The heroes may wonder
at the bones lying on the ground, but anything is better
Hooklyr then the storm. That is, until they wake up to Nyntallese
Weapon Type: Retractable foot claw warriors surrounding the heroes with spears. It seems the
Proficiency Group: Primitive Cost: N/A heroes slept in a Nyntallese burial ground.
Damage: 1d6 Critical: 18-20 Can the heroes survive their first encounter with the
Range Increment: - Weight: 2.2 kg natives? If so, they will be taken to Va, a wise tribal
Fort DC: - Type: Slashing shaman who can understand the heroes’ speech and may
Multifire/Autofire: - Size: Medium answer yes and no questions. Can they salvage their escape
Hardness: 6 WP: 2* Break DC: 14 pod and retrieve some bits of galactic technology? Nyntal
Availability: Specialized Era: RE, R, NR might be their home for the next few years, so the heroes
*Bronze hooklyrs have +2 more Wound Points. might need to make the best of it.

For the GM Iron Tyrant

The adventure hooks and supporting characters described During a recent eclipse, Va the tribal shaman foresaw the
in this section are meant for GMs only. If you’re a player,
stop reading now.
heroes’ coming and will send his hunters to bring them
before him. Amazingly, the shaman makes his thoughts
known to the heroes in their own language; the tyrant
and lord of the east, Chief Rakis, must be placated. His
Adventures warriors encroach upon the lands of the western tribes,
Feel free to use or adapt the following adventuring hooks
slaughtering the nomadic ghalsom and leaving no food
for your home campaign.
for the free tribes. These practices must stop for the East’s
power is unholy and sinful in the eyes of the ancestors.
Fit to Survive So the heroes must travel to the eastern shores and gain
An escape pod is programmed to reach the nearest passage across the eastern straits that separate the two
inhabitable planet, and Nyntal has an atmosphere Nyntallese continents. Can the heroes placate the ruthless
conducive to life. Unfortunately for the heroes, they’re on Rakis without becoming slaves to his empire? And just why
it. After a terrifying plummet through the atmosphere and does the Eastern Empire use bronze Hooklyrs and other
a splash down on a southern continent’s northern beach, metals far beyond the western tribes’ technology level?
the heroes stagger out of the escape pod. The raging storm The further east the heroes travel the more they can see
winds rocks the escape pod and rising ocean waves roll evidence of Rakis’ massive building projects.

Nyntal Eastern Empire Palace

Night Isle recognizes anyone who wields such power will become
If the heroes placated Rakis with technology or some other twisted and evil. Va has presided over his tribe for the
means, the Chief has an errand for the heroes if they want last five generations, aided by the ancestors to guide his
his help acquiring metals and other raw resources for their people through troubling times. Among his people, Va is
needs; legend tells of islands in the Ocean of the Night regarded with awe and fear, but the children still learn at
that hold terrible power. Rakis is not superstitious like his his feet and several may become blessed by the ancestors
subjects but he has learned the mythologies of several given proper training.
of the western tribes, and believes if he can capture an Va is a hunched over old Nyntallese and uses his
artifact such as one of the fabled Seer Stones then he can quarterstaff to walk. He wears the traditional shaman
gather the western tribes into his Empire without further headdress and robes of bone, feathers and Ghalsom hide.
bloodshed. Rakis’ stated goal is simple; “I am the best able His reptilian skin is so light green he appears almost
to lead my people to our next epoch, an age of reason and albino, but his gold flecked dark eyes belie any infirmity
stability, not the fears of superstitious shamans.” with his mind.
If the heroes consult with Va, he will warn them against
such an endeavor but his visions foretell the heroes Va: Old Male Nyntallese, Force Adept 15; Init -1 (-1
must cross the Ocean of Night to return to the stars. Dex); Def 18 (-1 Dex, +9 class); Spd 10 m; VP/WP 90/
After braving the ocean terrors with their own craft or a 12; Atk +10/+5/+0 melee (1d3-1, punch), +10/+5/+0
Nyntallese canoe, they may be unprepared to find a series melee (1d6-1/18-20, hooklyr), +10/+5/+0 melee (1d6-
of isles with shambling automatons of an unknown race
and ancient ruins. Heroes who have been to Hel or on the
1/1d6-1, quarterstaff) or +10/+5/+0 ranged (1d8, bow);
SQ Comprehend speech, darkvision, Force secret (Heal
trail of Helion artifacts will recognize the architecture and Another), Force talisman +4, Force weapon +2d8, poison
design. Within the central temple are the crypt of Azael bite, poison resistance, primitive; SV Fort +8, Ref +6, Will
Firedream and a Great Orb of Helfire that can control the +13; SZ M; FP 10; DSP 0; Rep +3; Str 9, Dex 9, Con 12,
beasts of the Ocean of Night. The creatures also guard a Int 16, Wis 18, Cha 15.
Helion vessel deep beneath the waves, which could be an Equipment: Bow, hooklyr, quarterstaff, tribal regalia.
escape from Nyntal or a ticket to Hel. Skills: Climb +4, Craft (tools) +8, Handle Animal
+10, Hide +4, Knowledge (Arcane lore) +13, Knowledge
Allies and Antagonists (wilderness lore) +13, Listen +10, Speak Nyntallese native,
Spot +12, Survival +10, Treat Injury +9.
Force Skills: Affect Mind +7, Empathy +14, Enhance
Nyntallese Hunters Ability +18, Farseeing +25, Heal Another +12, Heal Self
The western tribes are considered the most savage and free +12, See Force +23, Telepathy +16.
ranging Nyntallese, aggressively defending their territory Feats: Alertness, Animal Affinity, Force-Sensitive, Perfect
from the cancer of the east with its roads and stone Memory, Skill Emphasis (Farseeing, See Force), Track,
monuments. These tribes worship the two moons, depicted Weapons Group Proficiency (primitive weapons, simple
as a pair of sisters and several ancestor spirits. The plains weapons).
Nyntallese are nomadic, following the great ghalsom herds Force Feats: Alter, Attuned, Beast Language, Control,
and living in nomadic villages. Force Mastery, High Force Mastery, Link, Sense.

Nyntallese Hunters: Adult Male Nyntallese, Scout 2; Init +1

Chief Rakis
(+1 Dex); Def 13 (+1 Dex, +2 class); Spd 10 m; VP/WP 15/
The largest Nyntallese ever at 3 meters, Chief Rakis is
14; Atk +2 melee (1d3+1, punch), +2 melee (1d6+1/18-20,
the unifying force in the tribes to the east. In the past
hooklyr), +2 melee (1d8+1, spear), +2 ranged (1d8, bow)
thirty years several power centers were linked in the first
or +2 ranged (1d8+1, spear); SQ Darkvision, poison bite,
empire on Nyntal. Rakis’ power is based upon an ancient
poison resistance, primitive, trailblazing; SV Fort +4, Ref
artifact he found in a ruined temple near the sea, his
+3, Will +3; SZ M; FP: 0; DSP 0; Rep: +0; Str 12, Dex 12,
“talking box.” Force-using or cosmopolitan characters may
Con 14, Int 8, Wis 12, Cha 10.
recognize it as a holocron (Jedi lore or Sith lore DC 10) of
Equipment: Bow, Ghalsom hide tunic, hooklyr.
the oldest sort, measuring .5 cubic meters. The device is
Skills: Hide +6, Knowledge (wilderness lore) +4, Listen
the repository of knowledge for Aenar Law, a Force-user
+5, Move Silently +6, Speak Nyntallese native (Not
from before the formation of the Sith and eager to teach
Literate), Spot +5, Survival +6, Swim +2.
Rakis the rudiments of civilization. This Force spirit is tied
Feats: Alertness, Track, Weapons Group Proficiency
to the holocron and only its destruction can release Aenar
(primitive weapons, simple weapons).
Chief Rakis is a quick study of power and how to
Va manipulate others. He will recognize the heroes as
A tribal shaman of the western tribes, Va is both visionary outsiders and potential sources of superior technology. As
and pragmatic, hoping to preserve the way of life among such, he will gauge how powerful they are and will send
the free tribes and if consorting with such strangers is his warriors to capture them and their technology unless
the best way to confront Rakis, then so be it. He respects the heroes put up a bold front, or succeed in negotiations
power but is not willing to take it up himself, as he (Intimidate or Diplomacy DC 20).

Chief Rakis: Adult Male Nyntallese Large, Scout 4/Noble 4; Knowledge (biology) +8, Knowledge (engineering) +10,
Init +0 (+0 Dex); Def 13 (+0 Dex, +4 class, -1 size); Spd 12 Knowledge (jedi lore) +15, Knowledge (technology) +10,
m; VP/WP 68/16; Atk +9/+4 melee (1d4+4, punch), +9/+4 Listen +15, Read/Write Basic, Repair +12, Search +18,
melee (1d6+4, hooklyr), +9/+4 melee (1d8+4, spear) or Speak Basic, Speak Durese, Speak High Galactic, Speak
+5/+0 ranged (by weapon),; SQ Coordinate +1, darkvision, Nyntallese native, Speak Old Galactic Standard, Spot +15.
favor +2, heart +1, inspire confidence, Noble bonus class Force Skills: Affect Mind +10, Enhance Senses +6,
skill (Intimidate), poison bite, poison resistance, primitive, Farseeing +6, Force Light +5, Heal Another +10, Heal Self
resource access, trailblazing, uncanny dodge (Dex bonus to +6, Move Object +10, See Force +8, Telepathy +2.
Defense); SV Fort +6, Ref +4, Will +7; SZ L; FP 2; DSP 3; Feats: Force-Sensitive, Gearhead, Headstrong, Heroic
Rep +3; Str 19, Dex 11, Con 16, Int 10, Wis 12, Cha 14. Surge, Iron Will, Skill Emphasis (Craft [electronic devices],
Equipment: Chief regalia, holocron, hooklyr, leather Knowledge [Jedi lore]), Weapons Group Proficiency (simple
jerkin (custom, DR 1), spear. weapons, primitive).
Skills: Appraise +5, Bluff +5, Climb +7, Craft (primitive Force Feats: Alter, Control, Mind Trick, Sense.
weapons) +1, Diplomacy +10, Intimidate +14, Knowledge
(bureaucracy) +2, Knowledge (cultures) +2, Knowledge Nyntal Automatons
(geography) +2, Knowledge (politics) +5, Knowledge Nyntal Automatons once lived, but a dark force empowers
(wilderness lore) +5, Listen +6, Move Silently +6, Speak the corpse to continue in service. Automatons are attracted
Basic, Speak Nyntallese native, Survival +7, Swim +7. to light, though they do not see as living beings do but
Feats: Persuasive, Power Attack, Stamina, Track,
Weapons Group Proficiency (primitive weapons, simple
do wander towards any movement or light. Destroying
the head of an automaton is a sure way to keep it from
weapons). moving again. The creatures can use simple weapons and
objects, but cannot pilot.
Aenar Law When under the control of an external intelligence,
Once a promising engineer studying life force of the the automaton has a temporary Intelligence of 6 for
universe, Aenar experimented on himself and became a skill checks and decision making abilities. The Nyntal
subject himself. He developed his own Force abilities in Automatons can be be controlled with the Great Orb of
conjunction with technology and was an eclectic among Helfire.
the early Force researchers. It was his pioneering work
in storage devices that allowed for the construction of Nyntal Automatons: Thug 4; Init -1 (-1 Dex); Def 11 (-1
later Jedi and Sith holocrons. Aenar’s curiosity for life Dex, +2 class); Spd 10 m; VP/WP -/18; Atk +6 melee
and knowledge led him to imprison himself in a spherical (1d3+2, punch), +6 melee (1d6+2, club), +6 melee (1d8+2,
holocron so he could continue his experiments in the sledgehammer) or +3 ranged (by weapon); SQ Walking
Force. Unfortunately when Aenar died, his students packed dead; SV Fort +4, Ref +0, Will +0; SZ M; FP 0; DSP 1; Rep
away his things and after a long time in darkness, he was +1; Str 14, Dex 8, Con 12, Int 1, Wis 8, Cha 2.
looking at an afraid Nyntallese. After a time Aenar learned Equipment: Club or sledgehammer.
Rakis’ language and accompanied the giant saurian as Skills: Climb +3, Entertain -2, Entertain -2, Listen +1,
a tutor of civilization and technology. He is Rakis’ only Spot +4.
counselor and called upon to both spy for the chief and Feats: Alertness, Artistic, Toughness (x2), Weapons
protect him. Group Proficiency (simple weapons).
The Force Spirit is tied to the holocron and can be called
back to it within 10 rounds of it being turned on. If the Great Orb of Helfire
holocron is destroyed, Aenar will become one with the Cost: 100,000 Weight: 2000 kg
Force. Aenar appears as a middle aged human in archaic Availability: specialized Era: RE
robes and worker coveralls. As a Force spirit, he has learned
to defend himself against evil spirits and will use Force A massive quartz boulder, the interior is hollow and at
Light as a defensive measure. Otherwise he uses Affect a touch the entire device lights up with red and green
Mind and Move Object. flames, drawing upon the Force. The device allows anyone
that sacrifices a Force Point the following Force skills for
Aenar Law: Spirit Male Human, Tech Specialist 3/Force the next 24 hours with an equipment bonus equal to the
Adept 7; Init +1 (+1 Dex); Def 18 (+1 Dex, +7 class); Spd Force Point roll result; Affect Mind, Farseeing, Heal Self,
10 m; VP/WP 87/16; Atk +7/+2 melee (1d3, punch) or Heal Another and Telepathy. By expending 20 vitality
+8/+3 ranged (by weapon); SQ Comprehend speech, Force points and succeeding at a Will save (DC 20) a character
travel, Force weapon +1d8, instant mastery (Knowledge can create an empathic link to the deep sea creatures in
[biology]), manifestation, nonphysical, research; SV Fort the Ocean of Night and command them for one quest
+6, Ref +6, Will +11; SZ M; FP 5; DSP 0; Rep +2; Str 10, or 24 hours whichever is completed first. The device is a
Dex 13, Con -, Int 18, Wis 12, Cha 16. massive 2000 kg and requires repulsor lift pads, a team of
Equipment: Aenar has no physical possessions. strong backs or use of Move Object.
Skills: Astrogate +10, Computer Use +12, Craft Use of the Orb will trigger Azael’s sarcophagi to close
(electronic devices) +20, Disable Device +10, Hide +12, if it was opened. After 5 rounds of a light hum (Listen

DC 10) greenish light will escape from the cracks in the (+1 Dex, +10 class); Spd 10 m; VP/WP 120/14; Atk +11/
sarcophagi and Azael Firedream will be reborn as a Force +6 melee (1d3+1, punch), +11/+6 melee (2d10+1, crit
vampire, his last ditch effort at immortality. 18-20, plasma sword), +11/+6 ranged (by weapon); SQ
Cosmic machinery, dark, darkvision, diabolic design, Force
vampire, Helion Sorcery, long lived, mechanical might (+4),
research, ward (inferno, trap, warning); SV Fort +9, Ref
+9, Will +11; SZ M; FP 6; DSP 15; Rep +6; Str 12, Dex 12,
Con 14, Int 21, Wis 12, Cha 14.
Equipment: Plasma sword, robes, tool kit, translator.
Skills: Craft (electronic devices) +26, Hide +5,
Knowledge (Arcane lore) +18, Knowledge (architecture)
+10, Knowledge (engineering) +20, Knowledge (physics)
+11, Knowledge (technology) +10, Pilot +3, Repair +16,
Search +10, Treat Injury +6.
Force Skills: Affect Mind +7, Alchemy +30, Battlemind
+7, Drain Energy +14, Fear +7 Force Grip +21, Heal Self
+10, Illusion +11, Move Object +15, See Force +11.
Feats: Exotic Weapon Proficiency (plasma sword),
Force-Sensitive, Gearhead, Skill Emphasis (Craft [electronic
devices]), Technical Wizard, Weapons Group Proficiency
(primitive weapons, simple weapons).
Force Feats: Alter, Burst of Speed, Control, Dark Power,
Dissipate Energy, Drain Force, Malevolant, Sense, Sith

Force Vampire
A rare creature in the universe, the Force vampire is Azael’s
solution to death. By feeding on the Force of others the
Azael Firedream, Duke of Hel Force vampire can live eternally without the ravages of
When Hel faced its supernova fate, Azael escaped the
dark side sickness or other maladies. Creating a Force
planet’s trial with a Helion Light Cruiser and all his worldly
Vampire requires an Alchemy check (DC 30) and expending
possessions. He was one of the chief architects for Hel’s
30 vitality points.
survival but whether he sabotaged the Great Machine or
GMs can use the following template for other Force
simply knew it was inadequate to the task is anyone’s
vampire characters.
guess. What is known from the sarcophagi (if someone
reads Helion) is that Azael came to Nyntal and found a
people worthy of labor. He enslaved not only the early Requirements
Nyntallese millennia ago, but also created the great Helfire To qualify to become a Force vampire, a character must
Orb to control the beasts of the deep to hide his Helion fulfill the following criteria.
Light Cruiser, Nova. After his temple and crypt were Skills: Drain Energy 6 ranks.
complete, he encased himself in his sarcophagus while he Feats: Drain Force.
murdered his slaves and turned them into Automatons Dark Side Points: Dark.
with a mass Alchemic ritual. To escape undeath he
sheltered himself in his tomb but something went wrong, Benefits and Restrictions
the device didn’t function correctly and Azael was The following abilities are inherent to the Force vampire
destroyed. only.
The Helion architect’s remains are still in his
sarcophagus, an ornate tomb of jet carved with intricate Drain Energy: A Force vampire can use Drain Energy
designs. If reborn as a Force vampire, he will seek out against living beings to replenish its own Vitality pool. The
the being with the most Force Points and will attempt to result of the Drain Energy check determines how much
leech them subtly or forcibly within 24 hours. He appears vitality was drained and the victim’s Will saving throw DC.
to be deathly pale, nude and voraciously hungry. He may Use of this Force skill in this manner does not cost vitality,
consider taking apprentices, but if Lady Elektra (see page but it is still a full round action and may provoke attacks
68) then he will attempt to dominate her and a power of opportunity.
struggle will ensue as to who is the greater Architect. By expending 20 vitality points a Force vampire can
Azael’s belongings, including clothing and a Plasma Sword attempt to damage Constitution scores of any living
lay beneath his sarcophagi (Search DC 30). creature within a 10 m radius. Victims must succeed in
a Will save or lose 1d4 Constitution points. This is a full
Azael Firedream: Adult Male Helion, Tech Specialist 4/Force round action. For more information on the Drain Energy
Adept 1/Helion Architect 10; Init +1 (+1 Dex); Def 21 skill, refer to the Revised Core Rulebook page 85.

Result Will Saving Throw DC VP Stolen
These blood red robes protect its wearer with a DR 10
14 or less 10 1 against energy based attacks, including lightsabers and
15-19 15 1d4+1 blaster bolts. It also provides a +4 bonus to Fortitude saves
20-24 20 1d6+2 against extreme heat and radiation. It appears to be made
25-29 25 1d8+4 of finely spun wool and is similar in design to traditional
Jedi or Sith robes, albeit with more ornamentation and
30+ 30 2d6+6 thread of gold.

Drain Force: A Force vampire requires at least 1 Force Azael’s Tool Kit
Point each week to sustain its existence. Using this ability Cost: 7500 Weight: 2 kg
does not garner a Dark Side Point, but does cost 6 vitality Availability: specialized Era: RE
points for each use.
After stealing 1 Force Point for the express purpose to This set of Force-imbued tools aid its user with a +9
fill its weekly quota, the Force vampire sacrifices that Force bonus to Repair checks. Use of this kit requires the user
Point. to be Force-sensitive and the sacrifice of 3 vitality points
per check. This kit may be used without the Force, but this
only affords a +3 equipment bonus.
Dark Side Sickness and Aging: A Force vampire does not
need to save against normal dark side sickness when it
Azael’s Translator
levels, but rather, it must save against it if it does not
feed at least once per week of constant activity. The DC Cost: 1000 Weight: .5 kg
increases by +1 for each week since last it fed. The Force Availability: specialized Era: RE
vampire does not need to feed if it hibernates via the Force
or cryonically. This crystalline ring actually enhances the wearer’s
A Force Vampire does not age provided it feeds on a telepathic abilities to allow for clear communication, even
regular basis. if the wearer doesn’t speak the appropriate language.
The wearer makes an appropriate Telepathy check using
Force Light and Sever Force: A Force vampire is even more the translator, and is able to communicate with that
susceptible to the Force Light and Sever Force skills. If it individual up to 10 kilometers per Force-user level. This
loses all its Dark Side Points, it automatically becomes a communicator does not work on droids.
Force Spirit. If it ever fails a Will save against the Sever
Force skill, it turns to ash and is destroyed. Nova, Helion Light Cruiser
Created when Hel was littered with megalopolises and
Transfer Essence: A Force vampire cannot use Transfer the end drew near, this was a state of the art cruiser.
Essence to escape its own body. All such attempts fail While ancient it has been preserved by the ocean deeps
automatically and the Force vampire loses 1 Force Point. and remains functional with a relatively full power core.
It is a cylindrical vessel with multiple “orbs” like grapes
on the vine. Its crew is totally automated with a single
Helion Plasma Sword
intelligence called “Nova.” The AI is the product of Helion
A combination of technology and the Force, this jewel
ship design and has no discernable personality. Nova
encrusted sword hilt requires 1 vitality point to ignite for
functions at a crew quality of Skilled. It takes 2 full rounds
every 20 rounds of use. When powered, the sword radiates
to deploy Nova’s weapon systems.
plasma energy into a meter long blade. The energy can
A pilot can manually take control of Nova, but without
sear or stun the victim, based upon the user setting.
Read/Write Helion suffers a -5 penalty.
A plasma sword can parry a lightsaber blade but cannot
deflect blaster bolts.
Nova, Helion Shipyards Light Cruiser
Class: Capital Ship Crew: 1 (Skilled +4)
Plasma Sword Size: Large (150 m long) Initiative: +3 (+4 crew, -1 size)
Weapon Type: Plasma sword Hyperdrive: x2 (backup x6) Maneuver: +3 (-1 size, +4 crew)
Proficiency Group: Exotic Cost: 5,000 Passengers: 100 Defense: 19 (-1 size, +10 armor)
Damage: 2d10 Critical: 18-20 Cargo Capacity: 5,000 tons Shield Points: 200 (DR 40)
Range Increment: - Weight: 2 kg Consumables: 1 year Hull Points: 300 (DR 40)
Fort DC: 18 Type: Energy Cost: Not available for sale (valued at 15,310,000)
Multifire/Autofire: - Size: Medium Maximum Speed: Cruising (Average, 4 squares/action)
Hardness: 10 WP: 10 Break DC: 20 Atmospheric Speed: 600 km/h (10 squares/action)
Weapon: Light turbolasers (40); Fire Arc: 4 batteries front, 2
Availability: Rare, specialized Era: RE
batteries left, 2 batteries right; Attack Bonus: +7 or +1/+1/
+1 (-1 size, +4 or -2/-2/-2 crew, +4 battery fire); Damage:
Helion Robes 4d10x5; Range Modifiers: PB -2, S/M +0, L -2.
Cost: 2500 Weight: 1 kg Weapon: Heavy ion cannons (30); Fire Arc: 2 batteries front, 2
Availability: specialized Era: RE batteries left, 2 batteries right; Attack Bonus: +12 (-1 size, +4

crew, +5 fire control, +4 battery fire); Damage: Special; Range receive the bonus feats Weapon Group Proficiency
Modifiers: PB -6, S -4, M -2, L N/A. (primitive weapons) and Weapon Group Proficiency
Weapon: Concussion missile launchers (10 firelinked, 16 missiles (simple weapons) instead of the usual Weapon Group
each); Fire Arc: Front; Damage: 8d10x2; Missile Quality: Good Proficiency feats.
g Poison Bite: Nyntallese can bite opponents for
1d4 points of damage and secretes deadly poison.
New Species: Nyntallese Victims of wound damage from a bite must make
The natives of Nyntal an immediate Fortitude save against DC 15 or suffer
are reptilian humanoids 1d6 damage to Constitution. Failing the second
primitive by galactic Fortitude save results in an additional 2d6 damage
standards and spread to Constitution. Nyntallese do not provoke attacks of
across two of Nytnal’s opportunity with a bite attack.
five continents. The g Poison Resistance: Nyntallese gain a +4 bonus
species come in a on Fortitude saves against poisons. Nyntallese are
two sizes, short and effectively immune to a poison bite from another
tall, which divides the Nyntallese gaining a +10 bonus to Fortitude saves.
tribes and helps the g Free Language Skill: Speak Native Nyntallese.
tall minority Nyntallese
to assert control over
other tribes, specifically
Large Nyntallese Species Traits
g Ability Modifiers: +2 Str, -2 Dex, +2 Con, -2 Int.
in the east. The g Large: As Large creatures, Nyntallese take a -1 penalty
physical characteristics to their Defense, a -1 size penalty on attack rolls,
of these people and a -4 size penalty on Hide checks. They have a
include their scaly skin, Face/Reach of 2 m by 2 m/4 m. Their lifting a carrying
humanoid appearance, limits are triple those of Medium-size characters (see
three fingers with an Carrying Capacity in the Star Wars Roleplaying Game).
opposable thumb and g Speed: Nyntallese base speed is 12 meters.
a poisonous bite. Nyntallese are resistant to the poison, g Darkvision: Nyntallese possess darkvision (20 meters).
but enough bites can kill anyone. Few Nyntallese use their Darkvision is black and white only but otherwise
poison except in coating arrows or darts for hunting, but functions as normal sight.
in ritual combat the bite can mean life or death. Nyntallese g Primitive: Nyntallese with professional or heroic
can also unhinge their jaws to swallow Tiny prey whole. classes receive the bonus feats Weapon Group
However, their skeleton is not rubbery enough to allow Proficiency (primitive weapons) and Weapon Group
larger prey past their rib cage. Proficiency (simple weapons) instead of the usual
Male Nyntallese tend toward a darker coloration Weapon Group Proficiency feats.
than the females and also toward broader shoulders. g Poison Bite: Nyntallese can bite opponents for
Female Nyntallese are more likely to use their poisonous 1d4 points of damage and secretes deadly poison.
bite for defense but also toward crafting the tools and Victims of wound damage from a bite must make
equipment the hunters need. Without female Nyntallese an immediate Fortitude save against DC 15 or suffer
most communities would disintegrate. Among Nyntallese 1d6 damage to Constitution. Failing the second
polygamy is normal and asserting ownership over anything Fortitude save results in an additional 2d6 damage
or anyone is strange. This natural tendency of community to Constitution. Nyntallese do not provoke Attacks of
ownership seems at odds with the unification of tribes to Opportunity with a bite attack.
the east. The Nyntallese have no written language, but the g Poison Resistance: Nyntallese gain a +4 bonus
Eastern Empire is known for using several carved symbols. on Fortitude saves against poisons. Nyntallese are
The Nyntallese lifespan averages 50 standard years due to effectively immune to a poison bite from another
starvation, warfare and disease. Some of the oldest chiefs Nyntallese gaining a +10 bonus to Fortitude saves.
are reckoned in the hundreds, but once a Nyntallese loses g Free Language Skill: Speak Native Nyntallese.
its fangs, it is cast out into the wilderness so it is hard to
determine how old they could be.
Nyntallese Commoner: Adult Male Nyntallese, Commoner
1; Init +0 (+0 Dex); Def 10 (+0 Dex, +0 class); Spd 10
Nyntallese Species Traits m; VP/WP -/12; Atk +0 melee (1d3, punch) or +0 ranged
g Ability Modifiers: +2 Con, -2 Int. (by weapon); SQ Darkvision, poison, poison resistance,
g Medium-size: As medium-sized creatures, Nyntallese primitive; SV Fort +1, Ref +0, Will +0; SZ M; FP 0; DSP 0;
have no special modifiers due to their size. Rep +0; Str 10, Dex 10, Con 12, Int 8, Wis 10, Cha 10.
g Speed: Nyntallese base speed is 10 meters. Equipment: Variety of personal belongings.
g Darkvision: Nyntallese possess darkvision (20 meters). Skills: Climb +1, Craft (any one) +1, Jump +1, Speak
Darkvision is black and white only but otherwise Native Nyntallese, Survival +1, Swim +1.
functions as normal sight. Feats: None.
g Primitive: Nyntallese with professional or heroic classes

New Creatures: Ghalsom New Creatures: Reaver
Large, burly quadrupeds, these mammals are the main prey On the far continents, this giant mammal is a hunter of
of the plains tribes, ranging across the connected northern all things reptilian. Among the western tribes Reavers are
continents, and into the northern polar cap during mating feared as agents of the underworld. This creature is fierce
season. The plains tribes use every part of the Ghalsom, and unafraid of anything. It lopes with a staggered gait,
from hide tents to bone sewing needles and skull bowels. has large forelimbs and relatively short hindquarters. It
Its hide is employed by some Nyntallese as armor. bears a shaggy coat in a variety of colors from white to
Male ghalsom lead the herds, serving as scouts and brown to black. When intimidating other creatures, it
protectors for females and calves. The herd typically stands as tall as it can on its stubby hind legs and roars
follows bull ghalsom, which fight for leadership within a challenge. Reavers are adept climbers, swimmers and
the herd. When bulls become older, they leave the herd trackers. A Reaver gives birth to a pair of cubs, which
to wander on their own. As such, these are the largest it raises for two years before they reach adulthood. The
ghalsom and their fur typically changes from muted brown creature can live for many generations of the Nyntallese
to an ashen color. The creatures are huge and lumbering, and its pelt is considered sacred.
with beady black eyes protected by low eye ridges.
Ghalsom bulls are distinguishable because of their central Reaver: Forest Predator 6; Init -1 (-1 Dex); Def 13 (-1
facial horns, used in combat and to break up ice when the Dex, -2 size, +6 natural); DR 4; Spd 10 m; VP/WP 80/48;
creatures head to the north. Atk +11/+6 melee (1d6+7, crit 20, slam) or +11/+6 melee

Ghalsom: Adult Arctic, Herd Animal 4; Init -1 (-1 Dex); Def

(2d6+7, crit 20, claw) and +6/+1 melee (2d8+7, crit 20,
bite) or +3/-2 ranged (by weapon); SQ Claws, fast healing
12 (-1 Dex, -2 Size, +5 natural); DR 3; Spd 10 m; VP/WP (2); SV Fort +12, Ref +4, Will +4; SZ H; Face/Reach 3 m by
45/56; Atk +7 or +2 melee (1d8+7, crit 20, slam), +7 or +2 6 m/4 m; Str 25, Dex 8, Con 24, Int 7, Wis 14, Cha 12.
melee (1d8+7, kick), -1 ranged; SV Fort +14, Ref +0, Will Skills: Climb +13, Hide -9, Intimidate +4, Listen +8,
+0; SZ H; Face/Reach 4 m by 8 m/4 m; Str 24, Dex 8, Con Move Silently +2, Spot +6, Survival +6, Swim +13.
28, Int 4, Wis 8, Cha 6. Feats: Athletic, Power Attack, Track.
Skills: Climb +10, Hide -9, Listen +2, Survival +8.
Feats: Rugged.

Nyntal Reaver
Samuun People
Planet Type: Terrestrial This world has no sentient species, but rodents, deep sea
Climate: Frigid creatures and lichens do exist.
Terrain: Mountains, arctic
Atmosphere: Breathable Locations
Gravity: Standard Descriptions of several key locations follow.
Diameter: 7,750 km
Length of Day: 30 standard hours
Length of Year: 950 standard days Arctic Oceans
Sentient Species: None The entire world is covered with various levels of ice
Languages: None shelves and oceans. Vast stretches of ocean lay beneath the
Population: Unknown ice shelves, host to simple organisms and a few predators
Species Mix: Unknown that eke out an existence from the sparse ecology.
Government: Anarchy
Major Exports: None Northerly Mountains
Major Imports: None These massive crags are little more than juts of granite
System/Star: Rani / Ran and stone in the ice, rising a few hundred meters over the
Planets Type Moons surrounding ice fields. Several off-white lichens may be
Searing rock
Barren rock
found in the cold reaches, valiantly reaching for sunlight.
Some lichen-fields move, which might be disturbing if any
Samuun Terrestrial 1 sentients were around.
Nara Gas giant 15
Ara Gas giant 28 Southerly Mountains
Rast Gas giant 5 Visible only on scanners beneath the ice, these ancient
Ras Field Asteroid field - mountains lay within a gargantuan caldera over a
Venra Ice ball 1 hundred kilometers wide. Gas vents and geysers interrupt
the normal glacier and several sections of ice could be
considered “rotten” from below. Deep beneath the snow
Description are numerous tunnels and dens for rodent-like mammals
The frigid world of Samuun is a frozen wasteland of profiting from the geothermal heat.
mountains, glaciers, snowfields and small oceans choked
with icebergs. Surface readings indicate minimal life. The For the GM
planet has a strong electromagnetic field due to volcanism, The adventure hooks and supporting characters described
is replete with ice caves and dotted with thermal vents. in this section are meant for GMs only. If you’re a player,
stop reading now.
While the world was scouted once with a droid probot, Adventures
nothing turned up and the natural climate claimed the Feel free to use or adapt the following adventuring hooks
droid. The world is insignificant, doubly so since no ship for your home campaign.
comes to the Ran system let alone anywhere nearby for
light-years. Bad Weather
Once the heroes are on the ground, taking
life sensor readings, the weather turns foul
and a blizzard soon engulfs the heroes
and their ship (if it landed). The ensuing
weather makes liftoff near suicide (Pilot
check DC 30), but staying put for a few
weeks doesn’t seem enterprising either.
Of course, things turn for the worse when
something starts tapping on their hull (or
their tent), apparently trying to find a door.
If the heroes investigate, they find nothing
aside from a few ice-balls lumped together.
When the ship lands or the heroes are
done with their readings, the creature slips
aboard their ship. Even if the heroes lift off
and hightail it to space, something deadly is
aboard, hunting them one by one.

Lost Transmission
While the heroes are surveying the ice planet, either
from space or on the glaciers, their computer sensors are
inundated with an old Republic code. Zeroing in on the
transmission requires a Computer Use check (DC 20), which
appears to originate deep under the ice near a thermal
vent. Investigating the transmission, which could be an
SOS or other vital interest of the Republic (or Empire) leads
to underwater encounters with the native Ice Crawlers,
which triggered the ancient probot’s sensors to lure their
prey beneath the ice. Of course, if the heroes can rescue
the probot, they can download its database with five years
worth of sensor readings.

Sensor Anomalies
Nothing fouls up a survey team than contradictory sensor
readings at the end. Some scouts ignore such anomalies,
but that could have drastic repercussions for future
colonists or business ventures. The nature of the anomalies
appears to be seemingly random bursts of heat beneath
the glaciers. Investigating the areas reveal large holes in
the ice, with a 5 m radius and delving about 20 m beneath
the ice to the frigid ocean below. The surface quickly froze
into a thin patch of ice (50 kg or more will break it). Aside
from the strange holes, Ice Crawlers lay in wait around the
area. As if that’s not bad enough, the Ice Worm that made
the holes is nearby, bursting through the ice sheet with
gaping jaws and feasting upon the Ice Crawlers. Ice Worms
are fairly non-discriminatory predators, so the heroes could
be mistaken as lunch. For the truly entrepreneurial hero,
getting a full skeleton of this rare creature in the galaxy Blizzard Amoeba Oozes Through Hatch
could be worth a fortune… sense (See Force is a class skill), Force-using, tainted; SV
Fort +6, Ref +4, Will +5; SZ M; Face/Reach 2 m by 4 m/2
Allies and Antagonists m; FP 5; DSP 10; Str 12, Dex 14, Con 11, Int 6, Wis 16,
Cha 6.
Skills: Hide +10, Move Silently +10, Survival +6.
Blizzard Amoeba Force Skills: Empathy +3, See Force +5.
This slimy ooze is uncannily intelligent, able to squeeze
Feats: Force-Sensitive, Stealthy.
through the slightest crack or seem. Temperature extremes
Force Feats: Sense.
don’t bother it, though the cold makes it sluggish. With
*The Engulf ability requires a successful Grapple check
each new victim ingested in its black ooze, it gains the
with its victim. On a natural 18-20, it has completely
victim’s remaining Constitution points as its own, which
absorbed its prey within its body and deals chemical
necessitates it propensity for grappling attacks. Anything
damage directly to wounds each round until the character
it touches it can imitate its shape, with an effective
reaches half. At this point, the Blizzard Amoeba starts
+5 Disguise check. There is no limit to the number of
absorbing the remaining Constitution points at one point
Constitution points it absorbs, but each week it loses 1
per round. Once the character is dead, the Blizzard Amoeba
Constitution point unless it feeds. Even when Wounded
ejects the bones behind, completely stripped of all flesh
it can still double move. It can only die by reducing it to
and organs. Armor DR will still protect against wound
negative Wound Points equal to its current Constitution
damage or Constitution damage for each round of Engulf.
score. The creature can absorb half of a victim’s
Constitution original score.
It commonly hunts smaller game to build its strength Ice Worm
before attacking Medium-size creatures. It shares a similar One of the last great worms from Samuun’s past, this
lineage with the Ice Crawlers, able to use the Force to aid creature awoke from a millennial slumber after a gas vent
its ability to hunt. warmed its den. After so long in sleep, it is extremely
hungry and searches the ice flows for Snow Rats and
Ice Crawlers. Its tactics involve bursting through the
Blizzard Amoeba: Arctic Parasite 8; Init +2 (+2 Dex); Def 12
ice beneath its prey with a gaping jaw and swallowing
(+2 Dex); Spd 12 m; VP/WP 35/11; Atk +5 melee (1d3+1,
everything it can. The Ice Worm uses a simple chemical
crit 20, slam), +5 melee (2d8+1, crit 18-20, *Engulf) or +6
reaction in its beak to produce bursts of heat, cracking
ranged (by weapon); SQ Emulation (+5 Disguise), Force

the ice and affording it the ability to slice through a by 4 m/2 m; FP 0; DSP: 5; Str 16, Dex 12, Con 16, Int 6,
glacier like a plasma welder through plasteel. The creature Wis 21, Cha 12.
measures 5 meters wide and 30 meters long. Its split tail is Skills: Hide +7, Jump +5, Move Silently +11.
flat, aiding it with quick bursts of speed. It is a pitch black Force Skills: Empathy +8, See Force +8, Swim +10.
color, lined with dense scales, horns and a pair of clawed Feats: Force-Sensitive, Improved Initiative.
forelimbs, capable of grasping Huge creatures or smaller. Force Feats: Sense.

Ice Worm: Old Arctic Predator 10; Init +1 (-3 Dex, +4 New Creatures: Snow Rat
natural); Def 14 (-3 Dex, -8 size, +15 natural); DR 10; Spd These rodent-like mammals have burrowing claws, large
6 m, swim 20 m; VP/WP 210/352; Atk +23/+18 or +18/ buck teeth and a small furred tail. Their eyes are totally
+13 melee (4d6+21, crit 20, claw), +23/+18 or +18/+13 blue, which allows them to see in the darkest tunnels. The
melee (4d8+21, crit 20, bite) or -1/-6 ranged (by weapon); creatures also possess a second set of clear eyelids, which
SV Fort +24, Ref +4, Will +9; SZ C; Face/Reach 5 m by 30 protect their sight from the glaring sun and as a light
m/8 m; Str 52, Dex 4, Con 44, Int 8, Wis 22, Cha 12. filter. The creatures subsist on fishing beneath the ice and
Skills: Climb +22, Intimidate +6, Jump +25, Listen +12, can hold their breath for over ten minutes in pursuit of
Move Silently +5, Spot +12, Swim +22. prey. They also forage the greenish lichen near the surface
Feats: Endurance, Improved Initiative, Stealthy, Track. for both bedding and food in lean winters.
Their colonies frequently suffer from population booms
New Creatures: Ice Crawler
A rare form of lichen prowls the icescape, engulfing
and sudden crashes from starvation. As such, only the
hardiest Snow Rats remain behind, which has led to this
any biological material and feasting upon it on a species’ relatively quick evolution. Given a few hundred
chemical scale. It appears as off white to blend in with thousand years the creature may develop sentience. As it
its surroundings, but rarely is seen by prey. The creature is now, the creature can be taught numerous tricks and
can also swim through the water. Unknown to most, it is understand basic verbal commands (anyone using Handle
able to navigate through its environment and track prey Animal receives a +4 circumstance bonus on checks against
through a strong connection to the Force. Jedi or Force a Snow Rat when teaching it tricks).
Adepts are seen as more brilliant prey in the darkness, but
tainted or dark characters are passed by as one of their Snow Rat: Arctic Scavenger 3; Init +3 (+3 Dex); Def 14 (+3
own. Dex, +1 size); Spd 8 m, burrow 2 m; VP/WP 8/8; Atk +2
melee (1d2-1, crit 20, claw) and -3 melee (1d3-1, crit 20,
Ice Crawler: Arctic Predator 5; Init +5 (+1 Dex, +4 Bonus); bite) or +6 ranged (by weapon); SQ Claws, highly evolved;
Def 12 (+1 Dex, -1 size, +2 natural); Spd 1 m, Swim 2 SV Fort +2, Ref +4, Will +2; SZ S; Face/Reach .3 m by 1.2
m; VP/WP 40/16; Atk +7 melee (1d4+3, crit 20, slam), m/1 m; Str 8, Dex 16, Con 8, Int 8, Wis 12, Cha 10.
+7 melee (1d4+3, punch) or +5 ranged (by weapon); SQ Skills: Hide +10, Listen +5, Move Silently +4, Spot +5,
Bonus class skill (See Force), Buoyant (+10 Swim), Force- Survival +5, Swim +6.
Using; SV Fort +7, Ref +5, Will +6; SZ L; Face/Reach 2 m Feats: Alertness.

Velos Sector Campaigns Hunted
The heroes have made an enemy so powerful that the only
escape is to crawl into the hinterlands of the galaxy and as
Campaign Ideas luck would have it, the Velos Sector got picked. This enemy
Some GMs may find running a campaign in the Velos could be Black Sun, the Empire, the New Republic, a Hutt
Sector daunting to say the least. With every hyperspace crimelord, a Corporate Sector CEO, the Yuuzhan Vong or
jump fraught with danger, getting heroes to travel something of the sort. The point is to go somewhere their
anywhere but out of the Unknown Regions may be pursuers would be insane to follow… and if they do follow,
difficult. The following ideas and adventures may help to stay on the move. GMs may want to award low level
players and GMs to create a storyline supportive of staying heroes with a guide or a droid navigator, such as B-10-0
within the Velos Sector. (see Chance Droid). Force-users may find it profitable to
study under one of the Force traditions in the Velos Sector.
The heroes are based out of Bastion and researched about Hunters
an old resort colony called Dusk that went belly up a few The heroes are enforcers of the law, a Hutt kajidic or
decades ago. This would be a great scavenging mission corporate power and have followed the most reckless and
if the colony were deserted or the heroes could really dangerous of foes into the Velos Sector. Which world is
clean up by bringing medical and technological supplies their quarry at now? Why do they always keep just slipping
to the survivors. Even if they don’t have cash, the heroes
are sure they had some trade goods. If nothing else, the
away? The important thing is that the heroes keep finding
clues around the Velos Sector to keep them looking, even
heroes could lift some valuable ship parts from the Dusk if a few are red herrings.
Yacht Club, each a splendid luxury liner and shining in the
holobrochures. Aside from the adventure seeds in Dusk, the Natives
heroes can also run into a xenobiologist named Dol Teros The heroes are natives of the Velos Sector and their story
(see System Dynamics below). is that of a people suddenly given the ability to transverse
the stars. Is it among the Elorians, a fledgling space
Chance Droid empire reaching out its hand across the stars? Or is it as
The heroes run into B-10-0 (Beaten Zero) at an auction, a Aqualaran bent on destroying the other side? Or is it as
panhandling on the street or win it gambling. The droid is a refugee of Abaddon, trying to survive the badlands and
a phenomenal navigator with centuries of experience… and the roving gangs while scavenging for ancient technology?
a secret for the heroes. In exchange for letting it survive, Or perhaps the heroes are natives to Dusk and their goal
it will tell them about a treasure deep in the Unknown is to get off their moon and escape predasaur attacks and
Sector if only the heroes are courageous enough to claim return to galactic society?
it. B-10-0 has two clues to the real treasure in his internal
storage unit, twisted black stone objects interlaced with Pirates
metallic veins and quartz with a pyramidal end and a The heroes are a group of marauders that preyed upon
round end. The two pieces of rock appear to form a sphere the last of White Fleet Transports and discovered the
when all the pieces are put together. These last two pieces hyperspace route to Dusk along with shipping manifests
came from B-10-0’s last sojourn in the Velos Sector with a that look quite profitable. Conversely, the heroes attacked
Rodian who died to a century old poison gas trap in some the wrong shipping vessel and hyperjumped into the wrong
ruins on near system worlds of Bastion. sector of space. Now they are stranded in the Unknown
The GM could invent an ancient empire or simply be Regions and with enough mechanical errors and lack of
leading the heroes to Hel, and the artifacts are products of service stations, they must try to scavenge what they need
the Force and Helion Architecture. from the sector, or at least inch their way to Dusk to find
their way out of the system.
Dark Power
The heroes are a group of dark side users on the quest Scouts
for power. During the Empire era the heroes need to The heroes are employed by a Corporate Sector mining
avoid Imperial Inquisitors and other pawns of Palpatine’s venture, a Core World political action committee, a
vengeance of Force-users. In the Unknown Regions is the Mid-Rim religious sect, an academic institution or some
promise of power for those with the will to use it. Due to other group to scout new worlds and prepare them for
Farseeing or clairvoyant dreams, the heroes feel compelled archaeological investigation, colonization or commercial
to pick up the pieces of an ancient Force tradition and development. Exploration and an accurate accounting for
may study at Eloria at Stomrwatch Tower, infiltrate the their superiors is essential for success. And depending on
traditions of the Adan Knights on Galban, find an ancient their employer, it may not matter if they go missing.
Sith Lord that survived the Battle of Ruusan or try to learn
the ancient art of the Helion Architect.
Servants of an Empire
The heroes are natives of Eloria or through chance were
pressed into service for the emperor. They are special

Velos Sector Campaigns

agents meant to explore the surrounding quadrants idea, but only the progressive Stormwatch Wizard Tyberius
of space and help decide where the Elorian people will Vala is willing to front the heroes. The first thing Tyberius
spread beyond the Elorian star. Their other duties include wants is for the heroes to view the artifacts beneath
making technology runs into the galactic community and Dansig, Eloria’s first city on the Dragon Sea, with city walls
performing other tasks for the Elorian empire. similar to the new starship hulls in the Valyrian Waste
Starport. After finding out about Angel’s escort ship,
Dragon, the heroes must figure out where that might be…
For the GM it could be the best clue to figure out where the Elorians
The adventure hooks and supporting characters described really come from.
in this section are meant for GMs only. If you’re a player,
stop reading now.
Allies and Antagonists
Feel free to use or adapt the following mini-campaign B-10-0
adventuring hooks for your home campaign. A relic of a droid, B-10-0 or “Blood” is just as feisty
as when he had both legs and its “good arm.” It can
still crawl, albeit slowly. Its original manufacturer was
Road to Hel swallowed up by Cybot Galactica a few centuries ago
Force users may have chanced upon some Helion artifacts
on other worlds or captured B-10-0. The end is clear; to
find Hel and reap its ancient treasures. But in order to
and only a miracle engineer can integrate B-10-0’s
electrical system with current products (Repair DC 30). 94
B-10-0 is fit for ship duty; acting as a navigator it can
find the elusive world, the heroes need to know where it electromagnetically bolt itself to any magnetic surface,
is in the sector. They know from the artifacts that Hel is most notably bulk heads and chairs.
a paradise with aspects of all worlds, from polar caps to
deserts to wide oceans and tall mountains. It could be any
B-10-0: Exicon B100D 1st degree droid, Expert 8; Init +0
number of worlds, but the only sure way is to track down
(+0 Dex); Def 12 (+0 Dex, +2 class); Spd 1 m; VP/WP -
each piece. Luckily, each piece tells where another 2 can be
/14; Atk +5/+0 melee (1d3-1, punch) or +6/+1 ranged (by
located in the Velos Sector…
weapon); SV Fort +5, Ref +2, Will +7; SZ M; Rep +2; Str 8,
Dex 10, Con 14, Int 18, Wis 12, Cha 10.
System Dynamics Equipment: Comlink, heuristic processor, internal
Frequent explorers of the Velos Sector may remark upon storage, restraining bolt, rust inhibitor, translator unit (DC
the similarities between Bane’s wildlife and the kraz of 10), vocabulator.
Abaddon, the wyverns of Beleria and the predasuars Skills: Astrogate +20, Computer Use +17, Entertain
of Dusk. After contacting the noted xenobiologist Dol (storytelling) +11, Knowledge (alien species) +12,
Teros who got stranded on Dusk over 100 years ago, he Knowledge (astronomy) +17, Knowledge (cultures) +12,
suggests if the heroes can gather samples of the creatures, Knowledge (history) +12, Knowledge (wilderness lore) +17,
he might be able to find a link between the species in Pilot +5, Profession (navigator) +11, Read/Write Basic,
question. Currently Dol Teros has sampled the Duskan Read/Write Binary, Read/Write Huttese, Speak Basic, Speak
predasaurs with genetic information from Tiss’sharl (an Binary, Speak Huttese, Survival +14.
Outer Rim world) and discovered that the creatures are Feats: Ambidexterity, Rugged, Skill Emphasis
two distinct species and share no correlation other than (Astrogate), Spacer, Starship Operation (space transport),
physical characteristics. After digging through the Travel Weapons Group Proficiency (simple weapons).
Bureau’s records, he found a receipt of transportation for
the animals from an explorer named Om Banar, a Snivvian
Dol Teros
of ill repute from his day. Dol Teros believes Om Banar
A Draethos xenobiologist who got stranded on Dusk when
appropriated the species from a planet once dominated
the last transports left the moon, he has weathered his
by an early empire, as evidenced by a set of ruins deep in
time on the resort fairly well by studying the inhabitants
predasaur country. Dol Teros believes there are other such
of Dusk scratch out a living with several different species
temples scattered throughout the Velos Sector. Will the
working together or in ethnic clans and communities.
heroes be able to bring back the creatures in question?
While Dol Teros is certain he won’t miss anything
Can they find more temples on each of these worlds? And
important, the heroes’ arrival will put an interesting
where did the Velos Sector stand in the ancient histories of
twist to the current generation of Duskans. Aside from
the galaxy? Heroes who have been to Hel and survived its
the sentient species, Dol Teros is also interested in the
nightmares may have an inkling of this mystery.
predators of Dusk and the “imported” ecology and how it
fares in these semi-perpetual twilight conditions. While an
Tower Agents adult Draethos, Dol Teros still has centuries yet to live and
The heroes are agents of Stormwatch Tower, which has he plans on making them adventuresome.
deemed it necessary to explore the technology from the If he has access to a Holonet terminal or a bank in the
stars and determine if indeed the Elorian people came from Republic and Empire eras, he can draw upon his familial
the stars. The mythology of the Elorians may support this resources.

Velos Sector Campaigns

Tyberius has slain two other wizards in his ascent
Dol Teros: Adult Male Draethos, Noble 3/Expert 3; Init up Stormwatch Tower, both by duels. He has learned
+1 (+1 Dex); Def 18 (+1 Dex, +6 class, +1 natural); Spd that sometimes the most efficient course of action is
10 m; VP/WP 18/13; Atk +4 melee (1d3, punch) or +5 violence. Before he became a wizard, he was the emperor’s
ranged (3d6, Blaster pistol); SQ Broadcast telepathy, favor bodyguard and personal agent. He is fast friends with
+2, inspire confidence, low-light vision, natural armor +1, Tobias Eislan, the emperor’s engineer at the Valyrian Waste
Noble bonus class skill (Survival), resource access; SV Fort Shipywards.
+4, Ref +4, Will +6; SZ M; FP 3; Rep +1; Str 10, Dex 12,
Con 13, Int 18, Wis 10, Cha 10. Tyberius Vala: Middle Age Male Elorian, Soldier 2/Force
Equipment: All-temperature cloak, aquata breather, Adept 2/Stormwatch Wizard 8; Init +1 (+1 Dex); Def 21
blaster pistol, comlink, datapad, medical kit, recording rod. (+1 Dex, +10 class); Spd 10 m; VP/WP 73/10; Atk +8/+3
Skills: Diplomacy +3, Gather Information +5, Handle melee (1d6/1d6, Quarterstaff) or +9/+4 ranged (2d6,
Animal +5, Knowledge (alien species) +16, Knowledge Stormwatch hand crafted pistol); SQ Alchemy, Force
(archeology) +10, Knowledge (cultures) +16, Knowledge talisman +4, Force weapon +1d8, foretelling, weather
(genetics) +13, Knowledge (history) +10, Profession sense; SV Fort +10, Ref +7, Will +11; SZ M; FP 3; DSP 2;
(xenobiologist) +5, Read/Write Basic, Read/Write Draethos, Rep +5; Str 10, Dex 12, Con 10, Int 18, Wis 16, Cha 14.
Ride +6, Sense Motive +5, Speak Basic, Speak Draethos, Equipment: Force talisman, medical kit, quarterstaff,
Speak Ortolan, Speak Rodian, Survival +13, Treat Injury Stormwatch handcrafted pistol (2), Stormwatch robes.
Feats: Endurance, Perfect Memory, Rugged, Self-
Skills: Craft (slugthrowers) +8, Diplomacy +10, Handle
Animal +7, Intimidate +10, Knowledge (Arcane lore) +8,
Sufficient, Skill Emphasis (Knowledge [alien species], Knowledge (tactics) +8, Knowledge (wilderness lore) +8,
Knowledge [cultures]), Weapons Group Proficiency (blaster Profession (soldier) +4, Read/Write Basic, Read/Write
pistols, simple weapons). Elorian, Ride +6, Sense Motive +10, Speak Basic, Speak
Elorian, Spot +10, Survival +8, Treat Injury +8.
Tyberius Vala Force Skills: Affect Mind +10, Alchemy +5, Empathy
An Elorian in the Stormwatch Tower Order, Tyberius is a +20, Enhance Ability +15, Farseeing +11, Force Lightning
progressive wizard at odds with his conservative brethren; +5, Heal Another +15, Heal Self +5, Move Object +10, See
instead of rejecting the new technology the emperor and Force +5.
his agents bring back, he thinks that the ancestors held Feats: Armor Proficiency (light, medium), Combat
such power and technology. He is a thin man of middling Expertise, Dodge, Force-Sensitive, Mobility, Trustworthy,
height and the blue eyes of a commoner. However, his Weapons Group Proficiency (blaster pistols, blaster rifles,
contacts in the court and the Tower are deep enough to heavy weapons, primitive weapons, simple weapons, slug
give him access to the highest echelons of power and the throwers, vibro weapons).
darkest secrets on Eloria. Force Feats: Alter, Burst of Speed, Compassion, Control,
Force Flight, Sense, Summon Storm.

Velos Sector Campaigns