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Concise Locket

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  1. Anglophone movie audiences generally know what a sergeant or a colonel is, not a Haputfeldwebel or Overgruppenfuhrer. The Empire are space Nazis but they're also representative of every authoritarian regime in history, going back to the Romans.
  2. That interaction sounds like a good opportunity for GM/Player improv rather than digging around for some Imperial Order of Battle document. Any reasonable explanation you come up with should be enough because it's your game world. If the NPC is: too old to be a lieutenant, it's because he didn't suck up to his commanding officer enough. too young to be a lieutenant, it's because he has a family member with power and influence. the right age to be a lieutenant, well... that's okay too but that closes off an area to explore. I recognize there's a temptation to have technical accuracy in order to please the grognards of the gaming world, but, at the end of the day, it's Star Wars (not Twilight 2000) and you're aping the tone of a blockbuster space fantasy franchise, not Platoon.
  3. The crafting rules work fine so long as you impose reasonable time limits. Players have an obligation to interact with the campaign as it's presented to them. "I'm going to drop out of society for 12 months and hand-build a corvette or whatever," shouldn't be a serious conversation when you're dealing with Obligations in Edge of the Empire or Duty in Age of Rebellion.
  4. Another Age of Rebellion campaign. I toyed with Force & Destiny and Edge of the Empire but the grand spectacle of the Galactic Civil War is more engaging. Since this will be a different group of players, I can revisit some of the same themes I used in my Tion Cluster campaign. At the moment, I don't have a grand story arc in mind but the following are my self-imposed criteria for this campaign: Use the "seasons" framework discussed in Dawn of Rebellion. Every player character gets 1 adventure to shine and 1 to be the backup. Since I have 4 steady players, that's about 6 adventures per season. Each season will take place over 9 - 12 months in the game. The player who often has conflicts won't get spotlight stories but he can start with extra XP and have his character pop in and out, like Ahsoka in Rebels. Parallel the events of the Mid Rim Offensive and the Mid Rim Retreat/Battle of Hoth from Battlefront: Twilight Company and the post-ROTJ setting of Alphabet Squadron. If Season 1 begins with the Mid Rim Offensive, Season 4 will end with the Battle of Jakku, which seems appropriate. Twenty-four adventures is the average length of one of my longer campaigns. Have a more interesting Big Bad than "generic Moff." Rather than a single baddie, have a triumvirate which allows for the possibility of infighting that PCs can take advantage of. Have the triumvirate symbolize the immorality of the military-industrial complex with each member representing an aspect of it: the military, the state, and big business. Rather than having a token female or no female, flip the script and have two of the triumvirate be women. The first adventure will be an espionage mission where the PCs learn that the Taldot Sector moff isn't the one with his hands on the levers of power. -------------------- IMPERIAL OPPOSITION While supreme governance of the Taldot Sector technically falls to Moff Jaccun Pereez, he is an aging puppet who serves as the public face of a trio of powerful individuals, a group whose subordinates have nicknamed “The Firm.” General Romolo Kahdah, Imperial Army, 212th Attack Battalion Description: Human female, dark-skinned with curly and graying black hair. Dark eyed with a hard stare. Short and stocky build. History: Romolo Kahdah was born on the Inner Rim world of Iseno. Highly educated with an aptitude for both analysis and leadership, Kahdah began her career with the Sector Rangers where she led raids against pirates and investigated corporate corruption. When she successfully linked Denon-Ardru Mutual, a powerful mining and refinery company, with price-fixing and labor violations, her professional star began to rise. When the Clone Wars began, Kahdah became a major in the Grand Army of the Republic. She served as a military adjutant in Jedi General Obi-Wan Kenobi’s 212th Attack Battalion, liaising with Coruscant as Kenobi and his clone forces directly engaged with the Separatists. Immediate after Order 66 and the Jedi Purge, Kahdah was promoted to General and given command of the 212th. With Palpatine’s Declaration of the New Order, several worlds, including Kashyyyk, immediately revolted. General Kahdah led the 212th in a successful campaign to pacify the Wookiees. General Kahdah personally oversaw the transition of the battalion’s aging clone troopers to human stormtrooper recruits. Because the Outer Rim had not been completely pacified following the end of the Clone Wars, and because the Mandalorians had not been completely pacified, even under the brutal rule of Imperial Viceroy Gar Saxon, she anticipated that threats to the Empire – in the form of rebellion, organized crime, and piracy – would come from that region. She moved the battalion’s headquarters from Coruscant to Rearqu 10, capital of the strategically important Taldot Sector. Romolo Kahdah is currently one of the Empire’s most able tacticians when it comes to utilizing infantry forces in order to achieve a military objective. She is known as a woman of few words and icy determination and maintains the respect of the soldiers under her command. Observer Festus Paine, COMPNOR, CompForce Description: Human male, pale-skinned with short and straight brown-blonde hair. Blue-green eyes with a darting and slightly manic expression. Tall and thin build. History: Twenty years ago, Festus Paine, a troubled youth from the Core world of Ganthel, was one of the last graduates of the populist Commission for the Preservation of the Republic (COMPOR)’s Sub-Adult Group. Following the rise of Emperor Palpatine, he was one of the first members of the Commission for the Preservation of the New Order (COMPNOR). He was too young – and some would say, too unstable – to hold a position of authority within the fledgling government agency, but his determination, zeal, and unquestioning loyalty to Emperor Palpatine, made him the perfect candidate for CompForce, COMPNOR’s military branch. CompForce, the brainchild of Director Armand Isard who had served as then-Chancellor Palpatine’s personal intelligence chief, would serve as a check on the Imperial Army and Navy by preventing their monopolization of military resources and by staffing their ranks with loyalty officers. Having survived CompForce’s legendarily fatal training regiment, Festus Paine spent a short stint with CompForce’s Assault subdivision, settling scores on behalf of the various senior intelligence and security officers that occupy the COMPNOR arcology. While he was capable of physical brutality, his superiors recognized that Paine’s primary strength was in his loyalty and ideological bearing and thus he was transferred to Observation. While COMPNOR is home to some of the most terrifying members of the Empire’s professional security apparatus, from the Death Troopers of Imperial Intelligence to the interrogators of the ISB, agents of CompForce are the most unquestioningly loyal to the Emperor. Members of the ISB have, on rare occasion, defected to the Rebel Alliance but no member of CompForce has ever intentionally committed treason. Observer Paine commands a 471-man detachment assigned to the Taldot Sector Army. The man himself is a nightmare, uncompromising and fanatical in a manner that’s borderline religious. Liaison Dayana Dante, Corporate Sector Authority, Legal Division Description: Near-Human (Zeltron) female, light red-skinned with long and straight purple hair, either worn straight or pinned up in an ornate braid. Violet eyes. Average height and slightly curvy build. History: Dayana Dante was born on Mall’ordian in the Corporate Sector. Dante’s father sat on the Sector Authority’s Direx Board as a representative of the Plexgrove Combine, a mid-tier financial conglomerate that also oversees the CSA’s internal currency. Wanting for nothing, young Dayana was a double jocimer prodigy. When she lost her seat at a competitive music academy to an even more talented musician, she entered the Corporate Sector’s Junior Leadership Institute and turned her music-honed gift for math logic into a career in law. Excelling at oratory and debate, she quickly found a position within the CSA’s Legal Division. Legal is one of the larger divisions within the Authority and is tied to the Media Division. Legal takes great pains to avoid antagonizing Imperial Moffs and its most important job is representing the CSA’s interests in Imperial courts. Dante’s role, and the role of those who hold similar positions, is to represent the Authority’s interest to the Empire and smooth out any disagreements. With major Imperial military contractors, like Merr-Sonn, Kuat Drive Yards, and Sienar, as members of the Corporate Sector, keeping the interests of both the Imperial government and the CSA aligned and running smoothly is necessary for the continued function of the Empire. If Dante had been born in a previous era, she would have been a Republic Senator. Charming, attractive, and with a hint of glamor, she has the airs of someone used to getting what she wants. With her species’ pheromonal ability to affect and calm the minds of organic beings, she is in the perfect career path to accumulate personal power. The greatest threat to her in the Taldot Sector is not the Rebel Alliance or even an angry Imperial governor but Czerka Corporation and its Taldot Sector Supervisor, Gekk Gekkorro. Czerka is so ancient and so entrenched in the fabric of Galactic society that it has ignored every invitation to join the CSA.
  5. I used Adobe Illustrator and Photoshop. The freeware equivalents will work for you too. Figure out the scale you want for your map. I like to print my maps out at a large scale so I can lay them on the gaming table. Something like 42" x 25" is nice and readable. Find a clean stock image of a star field and crop and scale it in Photoshop to fit your map. In Photoshop, create a new layer and use the Noise Filter function to create the illusion of space dust. There are tutorials out there on the process but it's really easy. Create another layer and fill it with a dark reddish-brown hue and adjust the opacity so that you can barely see the stars and dust. You just want a warm texture for the map's background, not something that will compete with the foreground images. Take your Photoshop image into Illustrator. In Illustrator, create a semi-translucent grid using the pen tool. I try to match the colors so that it's a more subtle effect. Again, you don't want competition between the foreground and background. On another layer, use the shape tool to create white circles for relevant star systems. Try to arrange the circles in a way that looks visually interesting (this is more art than science). Use your pen tool to create lines that represent hyperspace lanes. Since space is three-dimensional, and hyperspace lanes are dictated by gravity and other factors, give your lanes varying degrees of curves to hint at this. Label all your planets on another layer in Illustrator. I use the Google typeface Roboto but any free and sans-seriff font will work. I met a couple of professional freelance artists at GenCon (they turned out to be friends of friends) and we chatted about their process. While they were primarily illustrators on Android, they did a number of maps and character and setting paintings for the Star Wars RPG. Their process was pretty similar to my own so it's not terribly difficult to create something for your group that imitates what a pro can do, if you're comfortable with the software.
  6. I think I've built out everything I need for a functioning setting. Is there anything that any of you would like to see added or discuss?
  7. Your PCs are playing fictional characters. They may not start out as Force-sensitives but decide later down the road that they want to be. The easiest explanation is that they didn't know about their Force sensitivity until they were put into a stressful situation. You'll find that this game system offers you a lot of narrative freedom but with that freedom comes a bit more of a heavy lift for the Game Master. Learning to be flexible and improvise a little when the PCs go off script is very helpful. Have a starting in mind and have an ending in mind but work with the PCs to fill out the middle while guiding them to the end.
  8. A protocol droid is essentially another character so it's worth an adventure to acquire one.
  9. Stop worrying about high level adversaries and focus instead on extremely treacherous terrain. Obi-Wan and Anakin swung around on cables and rode floating things over red hot lava. Create a situation where PCs have to use skills other than Lightsaber just to stay alive.
  10. An assignment - a delivery, a bounty, whatever - has the character "accidentally" end up where he was banished from. You're not going to do this for the very first adventure but the overall arc of the story can deposit the PC at his point of contention. Also, you're going to want to work with the player and develop a good story behind his banishment. Make sure to come up with one or two interesting NPCs that said PC can bump into later.
  11. While fuel is a major plot point of The Last Jedi, it's the narrative game equivalent of rolling two Despair dice on a complete failure. Fiddly game stats like fuel and ammo tracking aren't typically a focus of narrative games as, unless they add some interesting challenges to, they bog down the pace of the game. Edge of the Empire is a bit more money focused than the other two lines but even then the money should be in service to the narrative - i.e. owing a crime boss a debt and paying it back, else the bounty hunters are unleashed. Unless something genuinely interesting happens on the trip between Point A and Point B, don't worry about the trip.
  12. And here's a bunch of quick write-ups to round out the sector. I'm a fan of the Defiant Core entry in Strongholds of Rebellion, thus its inclusion. COYERTI Coyerti is the only habitable world in a six-planet system. It is a wet and tropical world of high humidity. Much of the planet is covered in a green, brown, and yellow jungle of broad-leafed trees. A heavy, vegetable aroma fills the air and the scent becomes acrid after a rainfall, which is often. Slow-moving rivers are broken up by bogs and swamps and it’s difficult to determine the depth of any standing body of water. In many places, the rich soil is so saturated that sinking while travelling on foot is a major risk. Coyerti is the home world of a hearty, sentient species of the same name. Though roughly humanoid, the Coyerti evolved from an avian species and still carry many of the biological imperatives of their genetic ancestors. This includes a one-month mating season that – while it can be planned for – cannot be avoided and thus shuts down the entirety of Coyerti society. When the planet was discovered by the Republic, the natives had a low technological prowess and little desire to interact with the Galaxy at large. This changed when the Empire established a military research outpost on Coyerti. The planet had incredibly rich plant and animal diversity, thus making it a perfect testing ground for biological weapons. Everything from neurotoxins and defoliants were tested and built on and shipped from Coyerti for deployment by the Imperial military. The manufacturing facility that creates these horrific weapons has been nicknamed “The Distillery” and is responsible for destroying a great deal of the planet’s wildlife. The Empire did not anticipate how this would enrage the natives and they have been dealing with regular and repeated attacks from a determined local enemy. HAIDORAL PRIME Like thousands of similar worlds in the Empire, Haidoral Prime is a colonial backwater. It is a terrestrial planet with a slight axial tilt. Its land masses consist of two large continents and many small islands. Ostensibly a temperate agriworld, noteworthy for exporting fruits and locally distilled brandy, it primarily serves as a stopover for star pilots plying the Perlemian Trade Route. The planet’s capital, the insipidly named Haidoral Administrative Center One, is a large cluster of curved, molded, and modular industrial buildings. Nicknamed “Glitter” by the locals, a reference to the crystalline mountains that fill the city’s horizons, it is litter-strewn and polluted by vinegar-smelling acid rain. The city offers little in the way of culture and primarily features residential, low-tech manufacturing, and commercial sectors along with a standard spaceport. Being posted to Haidoral Prime is considered a punishment duty for Imperial governors. Yet, the governor’s mansion, a compound of multi-tiered domes, is located outside the city limits and offers a pleasing view of the nearby mountains. MASPOSHANI Masposhani is the only planet in its system; originally, there were three inner worlds, but they were all consumed when the star expanded to form a red giant. Only Masposhani survived. Though that event occurred millions of years ago, the results on Masposhani were dramatic, as seas were scorched, great tectonic shifts occurred, and most life forms were killed. Broken and scarred from constant volcanic upheaval, huge mountains and deep gorges scar the planet’s surface. Water is rare and rain is often acidic. Most plants are stunted trees and brown grasses. Temperatures fluctuate between hot during the day and chilling during the night. Masposhani is rich with precious ores. Surveyed and settled during the Subterra Period, it has been administered by various mining conglomerates including Trigdale Metallurgy and Karflo Corporation. Masposhani features an extensive network of subterranean caves. According to legends from the era of the Old Republic, the caves had a strong connection to the Force and these vergences were used for training Jedi padawans. During the era of the Galactic Empire, the caves were converted into an Imperial black site prison by the order of the Grand Inquisitor. NAKADIA Nakadia is a pristine agriworld, covered in broad fields, orchards, and pastures. With two moons and light violet skies, it has warm air and an incredibly rich and unique soil system that it allows it to grow massive numbers of a variety of vital crops. Invasive plant species are a constant concern so the Imperial Office of Customs and the Nakadians scan each arriving vessel for banned agricultural products. Despite its importance as a crop producer, Nakadia offers little else of interest. Its cities are small, and its villages are smaller. What high technology exists is devoted to crop cultivation. The capital city, Quarrow, has a population of only a few thousand and little crime. No building is higher than three stories and its fibercrete streets are restricted to foot and animal traffic only. It offers a handful of restaurants and taverns and a single poma-club, where customers are massaged by music while being submerged in tanks of poma-drupe fruit juice. Since their invasion and occupation by the Confederation of Independent Systems, Nakadians are notorious for their anti-droid bias. They are used on occasion but most Nakadians work the soil by hand. Droids are only found in large numbers in the Imperial plastics factories, where farm crops are made into armor-grade polymers and synthetic resins. NAUTON IV The Nauton System is the center of the Taldot Sector’s industrial efforts. The system’s inner worlds – Nauton I is a harsh, hot rock and Nauton II and III have thin atmospheres – are rich in ores. After being mined, crude materials are transported to Nauton IV, a heavily industrialized terrestrial planet. From there, orbital refineries and smelting plants produce the raw materials which are utilized in the massive manufacturing facilities on Nauton IV’s surface. Nauton IV hosts dozens of local and megacorporate entities as well as a Corporate Sector Authority embassy. In the public eye, these various businesses behave in a cordial fashion. Behind the scenes, Nauton IV is rife with backbiting, sabotage, industrial espionage, and theft. COMPNOR’s Commerce agencies monitor the situation but they are understaffed and overworked. The sprawling cities of Nauton IV house the service industry and spaceport workers that support the factories. Recreation, dining, and other establishments are plentiful but are typically Empire-wide chains owned by the manufacturing parent companies. OCTERO IV Octero IV is a larger-than-average water world and is home to the Octeroids, a low-technology aquatic species. Octeroids are towering, cyclopean humanoids that stand over three-and-a-half meters tall. With scaly, blue-green skin and a single, unblinking yellow eye, Octeroids come across as intimidating but have a reputation as gentle giants. They require water to breathe and, outside of their preferred environment, they utilize a heavy-duty rebreather system. The landmass of Octero IV consists of a single small continent and several chains of islands that spin away from it. The Octeroids live in large and peacefully coexisting tribes in the shallow waters just off the coasts. While submerged, Octeroid structures float near the water’s surface where hunting and seagrass are plentiful. The tribes themselves are quite traditional and individuals stay with the tribe they were born and raised with. There is very little individuality in their society and Octeroids who leave Octero IV are the very rare exception. When Octero IV was first discovered by the Republic, the natives were still using spears to hunt. More and more technology has been introduced over the centuries but the Octeroids have opted to freeze their technological progress to the equivalent of the steam-engine. While more advanced aquatic species, like the Mon Calamari, have offered to share their high technology, the Octeroids have politely declined. Though some exceptional members of their species do leave the planet, the majority have such a strong bond with the home world that even the thought of leaving rarely occurs. The Octeroids do welcome guests on their world and the continent’s rocky western coast is home to a small colony of non-natives. STRONGHOLD Located in the Taldot System, the sector’s namesake and hosting a red supergiant star, the world of Stronghold is the location of the Alliance’s Taldot Sector Force headquarters. At some point in the distant past, it may have held life but during its star’s expansion, much of the surface water was boiled into a thick cloud cover which covered the planet and blocked all the light. Today, Stronghold is cold, dark, rainy, and mountainous. No sunlight reaches the surface and pilots must rely on sensors and their wits to navigate the treacherous terrain. The thick, soupy cloud cover reflects all but the most powerful sensors which makes it the perfect location for a hidden rebel base. While the air is breathable, the lack of vegetation, animals, and sunlight and the constant, unending rain can cause psychological distress in some soldiers who are posted to Stronghold for too long a rotation. Though the Rebel Alliance base at Hoth is frozen and uncomfortable and nighttime temperatures can kill a living creature, the sun still comes up. This is not the case at Stronghold and the darkness can be maddening. When possible, Stronghold draws upon naval personnel, current-and-former marines, and other space-based military officers who are used to long periods of isolation, to post on the planet. The base is located just inside a large cave system which provides another measure of protection. The command center and living quarters are built from the salvaged remains of a Recusant-class Commerce Guild destroyer. The Nova Defiant crashed on Stronghold at the end of the Clone Wars, though only senior members of the Persavi military were aware of its existence. When the Rebel Alliance was formed, the Persavi tipped off the location to local resistance fighters who converted it into a base. Known as Defiant Core, the base is warm, dry, and comfortable and houses both a starfighter wing and several hundred soldiers and support staff. VIR APHSHIRE Vir Aphshire is a small planet boasting a pleasant climate of light breezes, perfumed air, and moderate temperatures. Summers are warm and calm; winters are cool with minimal snow. During the spring and summer, insects spin gossamer strands everywhere. The planet boasts a number of large towns, mostly engaged in agriculture. The world is a paradise in many ways, with a prosperous economy, an enlightened government and a high standard of living with much personal freedom. Vir Aphshire is known for two major exports: the fruits grown in its many, many orchards, and the honey formed in its expansive honey fields. Vir Aphshire honey is produced by a species of the planet’s native insect lifeforms, known as apidactyls. Similar to the apidactyls of Vashka, Vir Aphshiri apidactyls are the size of a small humanoid, sporting armor-like chitinous exoskeletons and two sets of wings. While they do have venomous stingers, the apidactyls of Vir Aphshire are not aggressive towards intruders. Dubbed “bug wranglers” by off-worlders, local honey ranchers use airspeeders to “herd” apidactyls into their fields of tempting, nectar-filled flowers. There, the apidactyls begin to secrete a heavy golden wax and form hives. Apidactyl hives are always a temporary affair and after the “waxing” season, the insects depart for other territories. Apiculturalists then race against the melting sun to harvest the massive hives for their honey and wax.
  13. I go out of my way to not include canonical characters. It's a big galaxy and I prefer to exercise my creativity with NPCs unique to my games.
  14. Tenth and final of the big write-ups. This one is 50% information I pulled from Wookieepedia and old WEG materials and 50% stuff I made up. I have no idea if Timothy Zahn meant for Yinchom to be a location on Coruscant, the proper name of a dojo, or a martial arts style. I'm assuming it's a martial arts style and I ran with it. TOGORIA Astronavigation Data: Thanos system, Taldot Sector, Mid Rim region Orbital Metrics: 180 days per year / 22 hours per day Government: monarchy Population: 300 million (Togorian 80%, Other 20%) Languages: Basic Terrain: savannah, forest, canyons, swamps Major Cities: Caross (capital) Areas of Interest: Red Canyons, Swamp of Vapors Major Exports: trade goods, foodstuffs, low- and medium-technology goods Major Imports: trade goods, high-technology, droids Trade Routes: Lesser Lantillian Route Special Conditions: none Background: Togoria, the home world of the Togorian species, orbits Thanos, a large blue-white star. Togoria is a tectonically stable world and so any mountains that existed in its geological past have long since eroded into low, rolling hills. Predominantly featuring grassy plains, Togoria is also home to a few large forests, canyons, and swampy lowlands where river deltas meet the sea. The native Togorians are a felinoid species with strong sexual dimorphism. Males average around three meters in height while females stand between 1.6 and 2.2 meters tall. Togorian bodies are covered in fur in a variety of colors and patterns, ranging from solid jet black to orange to grey-white with stripes. Each of their fingers and toes feature retractable claws. Clearly evolved from nocturnal hunters, their whiskered faces feature slit-pupiled eyes, triangular ears, and needle-sharp teeth. Togoria’s first contact with Humans was not through the Republic but by Mandalorian crusaders. During the wars of the Old Republic’s Dark Age, the Mandalorians fought for control of what would become the hyperspace corridor called the Lesser Lantiallian Route. Though the Togorians were savage fighters – a trait the Mandalorians respected – their expertise had just developed the steam engine and they could not stop the technologically superior invaders. The Togorians were enslaved for the duration of the invasion and it was this historical event that created the anti-Human bias that continues to this day. Over 1000 years, Togoria became more technologically sophisticated but it continued to lag behind other Republic worlds. Requests to the Senate for access to newer technologies and trade opportunities were ignored. When Count Dooku announced the formation of the Confederacy of Independent Systems, Togoria eagerly joined, eager to teach the greedy worlds of the Core a lesson. However, after the defeat of the Separatists and the rise of the Empire, Togoria came to greatly respect the military capabilities of the Empire and the planet’s monarch pledged both his loyalty and the lives of his fighters to Emperor Palpatine should he ever call upon them. UNARMED FIGHTERS Following the Mandalorian invasion during the era of the Old Republic, Mandalorians forbade any Togorian from owning a weapon, be it a blaster or a traditional scimitar. The result of this confiscation was the development of the Togorian martial arts style yinchom. Roughly translated from Togorian as “5000 small cuts,” yinchom fighting focuses on a rapid flurry of quick strikes, primarily punches and claw swipes. Unlike marital arts styles like teras kasi that teach fighters to disable an opponent with limited, broad, and high-powered movements, yinchom teaches its proponents to hit the same spot in quick succession in order to wound a target. While much of yinchom is unarmed, it also developed techniques for using simple melee weapons, most of which are derived from simple farming tools. Stick-fighting is very popular with tonfa-like hand weapons used as clubs. Yinchom has been exported to the Empire and Togorian instructors teach Imperial bodyguards and soldiers in dojos across the Core and Inner Rim. SPEARS AND STARSHIPS With the exception of those Imperial officials who an negotiate a big game hunting expedition, the Togorians continue to restrict access to the world to the city of Caross. Togoria is a world of cultural extremes: male Togorians continue to live their lives as they have for thousands of years, tracking and hunting prey across the savannahs using simple weapons and flying mounts. Meanwhile, the females of Togoria, already accustomed to the convenience of town life, work with the Empire to upgrade their standing with the Galactic community by negotiating trade agreements and attracting outside investment. PEOPLE AND CULTURE Togorians evolved from nomadic, nocturnal hunters that preyed upon large herbivores while hiding from larger carnivores. Realizing that they shared common interests, ancient Togorians began protecting the nests of large, native flying lizards known as mosgoths and the mosgoths began nesting in Togorian camps. The Togorians domesticated these beasts and use them as flying mounts to this day. With the domestication of the mosgoths came the sexual split in Togorian culture. The smaller females became accustomed to village life while the males yearned to return to their nomadic hunter-gathering ways. As neither was willing to negotiate, the males returned to roaming the plains in bands of 50 – 100 and riding mosgoths, while the females continued to live in villages and later cities where they herded native herbivores for meat and developed industry. Even today, males, who are monogamous, only return home to mate with and visit their spouse once a year. Children are raised by the females and young males nearing adulthood join their fathers on the plains. The Togorian people are led by a male monarch known as the margrave. The margrave is a hereditary office held by males and the officeholder lives with a large tribe of other males on the plains. It is considered a special honor to camp with the margrave’s hunting party. Day-to-day affairs are conducted by the margrave’s most trusted female relative through the royal palace in Caross. What industry that takes place on Togoria takes place in the cities, but the natives are careful to curb pollutants. Female Togorians are naturally curious about technology and the galaxy at large. Almost all Togorians encountered off the home world are female and all of the Togorians who were selected to become Jedi were female. Many Togorian females who lose their spouses permanently leave Togoria to tour the Galaxy. Togorians inherently distrust Humans who visit their world and any Human found outside of Caross is quickly returned to the city for punishment. A second occurrence results in an execution. Culturally, Togorians are amiable and enjoy the company of others so long as they are treated with respect. Males tend to be more emotional than their female counterparts, who, in turn, a very calculating and do not act without considerable deliberation. Males are known to be more violent but also form personal friendships much more easily. Males find advanced forms of technology difficult to deal with while females wholeheartedly embrace everything the Galaxy has to offer. It is the female population of Togoria that continues to advance trade and development of their world. The Togorians are among a handful of non-Human species who have pledged loyalty to the Empire. While the Empire’s Humanocentrism keeps the Togorian people from achieving their full potential, there is still a place in the Empire for servile but skilled aliens like the fanatical Ailon and the Togorians. TOGORIA NOW CAROSS With a population of 26 million, over half of which is non-native, Caross is the largest city on Togoria. Situated on the shore of Lake Julo and emerging from the equatorial savannah, the capital and sole spaceport serves as a trading center for merchants coming from the Lantillian Sector. It is also the only location where non-Togorians are permitted freedom of movement. Most buildings in Caross are modest two-story dwellings, built from plasteel, ferrocrete and sun-dried bricks. Outside of the spaceport, the streets, crowded with both sentients and herd animals, are unpaved and turn to mud during the rainy season. Total or partially underground foundations provide shelter from the sun. Caross is the planet’s political center but outside of the margrave’s palace, the city is a cosmopolitan blend of off-worlders of all species. Though Humans are technically allowed to operate within Caross, and unless they are Imperial officials, they are kept under strict watch by the local guards. Imperial Section Considering the Empire’s authoritarian nature, Togoria is one of the few planets in the Galaxy to host an Imperial embassy. The sector moff has decided that the image of cordial relations with an allied species is more useful than completely conquering and subsuming the Togorians. The embassy building itself is a hard edged, 8-story structure of black obsidian draped with flags. Behind a five-meter-high wall, the grassy lawn is complete with venerating statues dedicated to Emperor Palpatine and the New Order. The embassy grounds are heavily guarded by stormtroopers and the scandocs of every visitor are checked by patrols. Elsewhere in the Imperial Section are spaceport facilities, troop barracks, ammo dumps, and armories for the full army battlegroup stationed on Togoria. If the natives decide to break with their Imperial allegiance, the military will be on hand to suppress any uprisings. Margrave’s Palace The margrave’s palace is a walled facility and an independent small town inside the larger metropolitan area. While the walls appear primitive, recent upgrades to the palace’s security have introduced angled blaster-resistant paneling. Ancient turrets are faced and reinforced with durasteel and contain laser batteries and missile launchers. Both gatehouses feature heavily armored durasteel doors and smaller turrets. The most recent upgrade is a planetary defender ion cannon and a shield generator that can protect the facility from aerial and orbital bombardment. The palace faces Lake Julo and openings allow water to pass through the palace walls. While seeming like a prime location for infiltration, the openings are set with metal grilles and sensors alert palace guards to anyone approaching them. A hospital is fully staffed and available to the margrave’s family and allies. Nearby, a cluster of smaller buildings host the various shops, services and houses of the palace workers. The margrave’s sister is responsible for organizing Togoria’s first starfighter squadron which is based out of the palace’s landing field and hangar. Consisting of 12 MandalMotors Fang Fighters, the squadron is being trained by two Mandalorian aces under the direction of the Imperial Viceroy of Mandalore. Spaceport Section Caross Spaceport is the largest piece of galactic modernity on an otherwise rustic world. Daily, hundreds of trade company ships based out of the Taldot Sector arrive carrying goods from other sector worlds. Hundreds of other galactic trade company ships also arrive to carry those goods into the Coreward territories. The sprawling spaceport itself caters to the needs of traders, pilots, and technicians with the usual gamut of food, drink, entertainment, warehousing, and supply vendors. It is a major employer of local Togorian laborers and is the center of the local economy. The spaceport can accommodate up to 2000 small ships and has space for up to 500 bulk freighters. Docking fees range from 30 credits a day for a standard bay, up to 1500 a day for high security and priority access privileges. THE RED CANYONS Cut into the ground over the eons by the Kra’ake River, the Red Canyons are a series of narrow chasms that stretch half a continent. Their walls are stained red by the iron-rich minerals that line them. The waters of the Kra’ake are also red and play host to a variety of carnivorous fish, poisonous snakes, stinging insects, and predatory lizards. The Red Canyons are home to Togoria’s vast mineral deposits. Local patrols often catch illegal prospectors panning for aurodium. SWAMP OF VAPORS The largest and most prominent wetlands of Togoria, the Swamp of Vapors possess an extensive, warm, and slow-moving river system. Its collision with the cold waters of the Boali Ocean is what creates the mists that cover the region. The interior of the region is poorly mapped, and the mists are too thick for aerial surveys. Millennia ago, during lean hunting times, elderly and sick Togorians would voluntarily leave their tribes and walk into the swamp where they would perish. The natives believe the area is haunted by the spirits of their ancestors. It is considered a great offense for anyone, let alone off-worlders, to enter the Swamp. The swamp is bordered by the Howling Forests, named for the constantly echoing calls of birds and other animals.
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