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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2751 Location: Online
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Posted: Sun Jul 06, 2025 6:15 pm Post subject: |
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A vast badlands canyon filled with glowing lava fissures and rising steam vents. The Fabrin Arcology spires piercing the hazy horizon. Two distant moons—Markon IV and another swollen orb—hovering in the deep red sky. Jagged basalt ridges framing the view, with heat waves rippling above the surface
Thorgeld (Thorgeld I)
Region: Core Worlds — Northern Dependencies
Sector: Thorgeld sector
System: Thorgeld system
Trade Route(s): Meridian Run spur; minor link to the Corellian Trade Spine
Strategic Location: Junction warehouse-hub between Corellian sector refiners and Deep Core luxury-goods markets
Sun(s): Thorgeld Prime (G-type)
Orbital Position: 1st planet
Moon(s): 1 (Markon IV - tidally locked, houses an Imperial depot)
Length of Day: 28 standard hours
Length of Year: 307 local days
Starport(s): Fabrin Downport (Class B), two remote Class C freight pads
Type: Terrestrial, sub-crustal arcologies
Temperature: Temperate (surface), climate-controlled underground habitats
Atmosphere: Type I (breathable, dust-rich)
Hydrosphere: 20 % (subterranean aquifers, few open seas)
Gravity: Standard (0.97 g)
Terrain: Rocky badlands, basalt ridges, surface heat fissures; extensive underground city-complexes
Points of Interest: Fabrin Arcology (maze-city, corporate mansions, markets), Fabritech Central Research Spire (security level Crimson), Assessor Anchorage (Customs frigate berth in orbit)
Native Flora: Surface lichens, glow-moss in cave systems
Native Fauna: Rockburrow beetles, thermal drakes (small heat-loving reptiles)
Native Species: None sentient recorded
Immigrated Species: Humans (dominant), Duros, Sullustans, Bith technicians
Population: 1.1 billion (93 % subterranean)
Languages: Basic (official); binary synth-cant in industrial zones
Government: Corporate-technocracy (Fabritech, Inc. board overseen by Imperial Prefect)
Tech Level: Spacefaring (Core-standard; advanced sub-surface engineering)
Planet Function: Industrial R&D, precision-component fabrication, high-margin exports
Major Cities: Fabrin (capital), Kardrel Deep-Refinery, Harsk Belt Mining Town
Major Exports: Micro-servo arrays, starship sensor crystals, luxury alloys
Major Imports: Fresh produce, water recyclers, starship fuels, entertainment media
Special Conditions:
-- Underground Habitats: Visitors require entry visas and escort badges; security checkpoints every 500 m in primary corridors.
-- Strict Customs Regime: Imperial Customs Frigate Assessor randomly inspects outbound traffic (Difficult 20 Con or Forgery to falsify priority vouchers).
-- Thermal Fissures: Surface travel risky; navigation rolls at –1D during daytime heat surges.
Orbital Bodies/Planet Type/Moons
1. Thorgeld I (habitable)/Terrestrial arcology world/1
2. Thorgeld II/Barren rock-ice/0
3. Thorgeld III/Gas sub-giant/14
4. Thorgeld Belt/Metal-rich asteroid cluster/—
World Summary
Thorgeld is a rocky inner-orbit world whose searing surface drove colonists underground centuries ago. Vast arcology shafts house both glittering corporate towers and labyrinthine worker warrens. Fabritech, Inc. dominates local politics, producing cutting-edge starship components coveted by Kuat and Corellian yards. Imperial presence is “light but loud”: a Customs frigate and Prefect MilOps office ensure tithes flow and smugglers sweat.
System Summary
Four worlds orbit Thorgeld Prime; the gas sub-giant and rich asteroid belt draw refueling rigs and prospectors, while the Markon IV moon hosts an Imperial logistics depot. Hyperspace micro-lanes make the system a discreet waypoint between better-patrolled Core routes.
Adventure Idea
Corporate Hostage – Fabritech chair Kvarn Mandel’s daughter has been seized by a rival consortium and hidden in the lower warrens. PCs must navigate Fabrin’s security grid, evade Imperial patrols, and cross molten surface ravines to negotiate (or stage) a rescue—all while the Assessor queues every freighter for boarding, including theirs.' |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Sun Jul 06, 2025 8:44 pm; edited 2 times in total |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2751 Location: Online
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Posted: Sun Jul 06, 2025 6:18 pm Post subject: |
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Farstine’s dramatic violet badlands, with crystal bromeliads and glowing methane pools under a warm-hued sky.
Farstine
Region: Mid Rim (Trailing Sectors)
Sector: Ryndellian sector
System: Farstine system
Trade Route(s): Five Veils Route (origin world), Triellus Trade Route
Strategic Location: Primary junction for Spice traffic flowing from Hutt Space into the Core-bound Slice
Sun(s): 1 (G-type star “Farstine Prime”)
Orbital Position: 3rd planet
Moon(s): 2 (Mkalla – icy, uninhabited • Dresk – thin-atm mining outpost)
Length of Day: 25 standard hours
Length of Year: 331 local days
Starport(s): Farstine Downport (Class B), Five Veils Orbital Station (Class C)
Type: Terrestrial (methane tide-pool world)
Temperature: Cool arid (–10 °C to 25 °C)
Atmosphere: Type III (methane-rich, breath masks required for O₂ breathers)
Hydrosphere: 18 % (liquid-methane lakes; subsurface aquifers)
Gravity: Standard (1.02 g)
Terrain: Dust mesas, violet badlands, hydrocarbon flats, spice refining arcologies
Points of Interest: Five Veils Exchange (spice auction concourse), Imperial Garrison Delta-27 & Customs tower, Vooro Battlefield Memorial (skirmish site, 19 BBY)
Native Flora: Meth-moss mats, crystal bromeliads
Native Fauna: Aeroshrikes (gas-filter raptors), bore-krill worms
Native Species: None sentient recorded
Immigrated Species: Humans (majority), Weequay, Nikto, Rattataki, Rodians
Population: ~800 million (80 % in sealed metro-habs)
Languages: Basic (trade pidgin), Huttese (spice cartels), Nikto cant
Government: Imperial colonial prefecture overlain on cartel syndicates
Tech Level: Spacefaring (standard galactic)
Planet Function: Spice transshipment & hydrocarbon extraction hub
Major Cities: Farstine City (capital), Port Vesh’Laa, Cartel Run-Hab #5
Major Exports: Raw & refined spice, methane derivatives, smuggler sundries
Major Imports: Breathable gases, fresh food, luxury goods, starship parts
Special Conditions:
-- Methane Air: characters without protective gear suffer Stun after 3 rounds, begin suffocation sequence at 2 minutes.
-- High Bribe Index: add +5 difficulty to Bureaucracy or Bargain rolls with Imperials unless a “processing fee” is offered.
-- Spice Scanners: Imperial Customs ships gain +1D to Sensors when scanning outbound freighters.
Orbital Body/Planet Type/Moons
0. Farstine/Prime (star)/G-type/—
1. Ornus/Rock scorcher/0
2. Velsar/Greenhouse volcanic/0
3. Farstine/Methane terrestrial/2
4. Outbelt/Hydrocarbon asteroid field/—
World Summary
Farstine’s violet-hued badlands and methane seas mean sealed domes, breath masks, and constant chemical grit underfoot. Yet its location at the mouth of two Outer-Rim hyperlanes made it indispensable to spice syndicates. The Empire’s customs crackdown never fully quelled the flow; bribes, secret docks, and cartel firepower keep shipments moving. Visitors land at pressure-sealed megadomes, breathing filtered air while lounging in neon cantinas—or racing grav-sleds across hydrocarbon flats if they dare remove their rebreathers.
System Summary
Two inner furnace worlds, Farstine itself, and a hydrocarbon-rich asteroid belt give the system steady traffic: ore luggers, spice freighters, Customs corvettes, and the occasional luxury liner (like Veil of Skynara) running “Five Veils” pleasure cruises to Skynara. Old Separatist wrecks still drift near L-point Kilo, scavenged by daring miners.
Adventure Idea: “Masks & Mirages”
During Spice-Fest week a Rebel courier must swap codes with an undercover agent in the maze-hab markets. But Imperial Moff Gann arrives for a surprise inspection, Black-Sun hit squads stalk the agent, and methane storms threaten dome integrity. PCs juggle counterfeit breath masks, payoffs, and speed-bike chases along pressurized tunnels—then flee the starport before Customs scans find contraband hidden in their ship’s O₂ tanks. |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Sun Jul 06, 2025 8:50 pm; edited 1 time in total |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2751 Location: Online
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Posted: Sun Jul 06, 2025 6:22 pm Post subject: |
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New Bakstre, showing its lush knotwood forests, sunset purple haze, ribbon rivers, and the full array of seven moons alongside the gas giant Harkon.
Havridam Crater at twilight, with its glowing scar framed by towering knotwood pines and three moons hanging in the purple sky.
New Bakstre
Region: Outer Rim Territories — New Territories fringe
Sector: Cassandran sectors, Tendrannan subsector
System: New Bakstre system
Trade Route(s): Braxant Run (primary), feeder lanes to Isiring & Cassander
Strategic Location: Mid-leg stop between Core-bound Braxant freighters and Pentastar Alignment depots
Sun(s): 1 (G-type “Bakstre Prime”)
Orbital Position: 3rd planet
Moon(s): 7 (named: Vantal, Rokh, Nymbor, Quarl, Drio, Senn, Havri)
Length of Day: 21 standard hours
Length of Year: 295 local days
Starport(s): Havridam Downport (Class B), three Class C forestry pads, Pentastar Garrison Field (Class D)
Type: Terrestrial (fast-rotating)
Temperature: Temperate—rapid dawn/dusk heating cycles
Atmosphere: Type I (breathable; purple haze at sunset)
Hydrosphere: 42 % (ribbon rivers, high-acidity lakes)
Gravity: Standard (1.05 g)
Terrain: Dense knotwood forests, twisted vine barrens, crater plains, seven-moon tide flats
Points of Interest: Havridam City & crater scar (25-km missile blast zone), Imperial Customs Beacon Alpha-7 (still transmits “Approach-Control”), Braxant Spur Relay (abandoned Separatist comm tower)
Native Flora: Knotwood pines, wraithel briars, purple cindervines
Native Fauna: Razor-thorns (arboreal felines), gloam ravens, crater drakes
Native Species: None sentient recorded
Immigrated Species: Humans (majority), Bothans, Duros, Rattataki, Verpine millwrights
Population: ~350 million (pre-Yuuzhan Vong), fluctuates ±50 M thereafter
Languages: Basic, Bocce, Durese trade-cant
Government: Historically Imperial prefecture; currently Imperial-remnant governor aligned with Fel-Empire-in-Exile (local corporate council influence)
Tech Level: Galactic standard (heavy industrial/forestry automation)
Planet Function: Timber & biomass export hub; munitions trans-shipment node on Braxant Run
Major Cities: Havridam (capital), Timbercore, Port Lashar, Moonfall Depot
Major Exports: High-density timber, refined bioplast resin, durasteel billets, transit fees
Major Imports: Processed food, droids, medical supplies, hyperdrive components
Special Conditions:
-- Fast Rotation: Navigation sensors suffer –1 pip during twilight hours (sharper horizon glare).
-- Imperial Customs Pickets: Random outbound scans (Moderate Con or Forgery to spoof manifests).
-- Moon Gravitic Surges: Once per week, twin-moon alignment causes 2-hour sudden tides—river delta ports close; air-traffic difficulty +5.
Orbital Body/Planet Type/Moons
0. Bakstre Prime/G-type star/—
1. Thraxis/Molten-mantle rock/0
2. Kaldrine/Arid desert world/1 micro-moon
3. New Bakstre/Forest terrestrial/7
4. Harkon/Gas giant/14
5. Drift Belt/Ice/metal rubble/—
World Summary
New Bakstre’s violet skies and endless knotwood forests mask a history of upheaval: Separatist sieges, Imperial occupation, Pentastar rule, New Republic liberation, Yuuzhan Vong devastation, and Fel-loyalist reclamation. Timber barons, Imperial prefects, and smugglers all vie for trans-shipment profits along the Braxant Run. Havridam’s crater scar—still faintly luminescent—reminds locals what happens when activism meets unstable ordnance.
System Summary
Seven moons tug at New Bakstre’s seas; the gas giant Harkon hosts tibanna skimmers and a shadowport. Customs traffic funnels through a single beacon, making blockade-running a nightly sport. Frontier prospectors tap the Drift Belt for hyperfuel crystals while watching for pirate flotillas.
Adventure Idea: “Timber & TIEs”
Rebel agents must sneak a bacta convoy through Havridam Downport, swap cargo codes, and lift off before a Fel-Imperial inspection. Complication: eco-saboteurs plan to ignite knotwood resin tanks to protest Imperial logging, while a surviving crater-drake prowls the cooling vents beneath the starport. PCs must juggle sabotage, security, and a stampede of frightened port workers—all under the purple New Bakstre twilight. |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Sun Jul 06, 2025 8:55 pm; edited 1 time in total |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2751 Location: Online
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Posted: Sun Jul 06, 2025 6:27 pm Post subject: |
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Ordnandell, showing its rolling savannas, salt pans, and crystalline reef outcrops, with three moons and the glowing star “Ord-Prime.
Ordnandell’s famed crystal reef outcrops at twilight, with their vibrant violet glimmer set against rolling savanna and distant mesas.
Ordnandell
Region: Expansion Region (Northern Arc)
Sector: Ordnandell Drift (Imperial designation)
System: Ordnandell system
Trade Route(s): Corellian Run spur, Shulell Corridor feeder lane
Strategic Location: Mid-jump refuel and vector-reset node between the Core and the Braxant Run
Sun(s): 1 – yellow main-sequence (“Ord-Prime”)
Orbital Position: Fourth planet
Moon(s): 3 (Kresh, Dalven, Tyn)
Length of Day: 27 standard hours
Length of Year: 318 local days
Starport(s): Ordnandell Freeport (Class B, guild-run), Imperial Depot Gamma (Class C, customs & picket berth)
Type: Terrestrial (savanna & crystal-reef world)
Temperature: Warm temperate (10 °C – 34 °C)
Atmosphere: Type I (breathable)
Hydrosphere: 43 % (inland seas, salt flats, seasonal rivers)
Gravity: Standard (1.03 g)
Terrain: Rolling savannas, crystalline reef outcrops, salt pans, low mesa highlands
Points of Interest: Hyperspace Beacon Θ-9 Ruins (route-calibration station wreck), “Falcon Drop Zone” – scatter of jettisoned cargo pods from famous Corellian freighter, O&C Salvage Yard – vast graveyard of haulers caught in vector mishaps
Native Flora: Flutter-grass, crystal-leaf shrubs
Native Fauna: Dune striders (herbivore mounts), hexashell turtles, night-wing raptors
Native Species: none sentient
Immigrated Species: Humans (majority), Twi’leks, Sullustans, Bith technicians
Population: ≈ 75 million (70 % Freeport arcology belt)
Languages: Basic (trade lingua), Bocce (dockside), Twi’lek trade cant
Government: Imperial prefect with local Trade-Guild council (semi-autonomous)
Tech Level: Galactic Standard (TL 7)
Planet Function: Waystation, salvage hub, agro-protein exporter
Major Cities: Landing Point (capital), Port Nalro, Crystal Bay township
Major Exports: Agro-protein grain, salvaged alloys, tibanna refuel canisters
Major Imports: High-tech components, luxury goods, medical supplies
Special Conditions:
-- Ordnandell Blind: persistent hyperspace eddy 0.4 pc spinward; inbound ships must slow-drop and recalibrate (Easy Astrogation or emerge 1–3 space units off-vector).
-- High frequency of Customs spot checks: Imperial patrols gain +1 pip to Sensors when scanning freighters exiting the Blind.
Orbital Body/Planet Type/Moons
0. Ordnandell I/Rock scorcher/0
1. Ordnandell II/Arid desert/1 micro-moon
2. Ordnandell III/Gas giant (“Shoros”)/12
3. Ordnandell IV/Terrestrial (main world)/3
4. Outbelt/Ice/metal rubble field/—
World Summary
With its violet sunsets and glittering crystal reefs, Ordnandell would be idyllic—if not for the hyperspace eddy that spawned it as a salvage Mecca. Haulers mis-jump, limp in, and sell wrecked cargo to guild scrappers. Imperial Prefect Ramell tolerates the gray market so long as customs fees flow. Smugglers see Freeport as a last chance to re-manifest cargo before Core patrols, while settlers till hardy grain in methane-enriched soils.
System Summary
Four worlds orbit Ord-Prime; the outer gas giant Shoros fuels tibanna skimmers, and the Drift Belt hides pirate “switch-yards.” The Θ-9 beacon wreck still transmits ghost pings, luring hapless spacers into the Blind.
Adventure Idea: “The Something-or-Other Falcon’s Pods”
A Corellian YT (rumored to be the Falcon) dumped contraband crates to dodge an Imperial boarding two days ago. Rebel agents (the PCs) race against Black-Sun scavengers and Imperial scout craft to pinpoint beacon pulses, EVA onto tumbling pods, and snag vital supplies—all while avoiding the Drift eddy that can shred nav-computers in a blink. | [/i][/u] _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Sun Jul 06, 2025 9:00 pm; edited 1 time in total |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2751 Location: Online
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Posted: Sun Jul 06, 2025 6:31 pm Post subject: |
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Showing its temperate prairies, rivers, megacities, and single moon beside the glowing F-type star Xerxes Prime.
Rolling prairies at sunrise, with silverleaf grain swaying in the foreground, a winding river valley, and distant graystone uplands.
Xerxes
Region: Core Worlds
Sector: Ession–Kuat Corridor (Imperial administrative label)
System: Xerxes system
Trade Route(s): Corellian Run spur, Kuat Drive Extension lane
Strategic Location: Mid-leg stop between Kuat shipyards and Coruscant’s armaments market—favored by smugglers seeking discreet resupply.
Sun(s): 1 (F-type “Xerxes Prime”)
Orbital Position: 2nd planet
Moon(s): 1 (Iatros – med-research outpost)
Length of Day: 24 standard hours
Length of Year: 350 local days
Starport(s): Xerxes Central (Class B) — corporate/police oversight, Eastport Strip (Class C) — light freighters, black-market berths
Type: Terrestrial
Temperature: Temperate–cool (oceans mediate seasons)
Atmosphere: Type I (breathable)
Hydrosphere: 47 % (three large seas, polar caps)
Gravity: Standard (.99 g)
Terrain: Rolling prairies, river valleys, graystone uplands, compact megacities
Points of Interest: Strygo Arms Emporium (licensed weapons shop—Imperial kickbacks), Praxis Plaza (monument-ringed civic square; frequent protests), Central Constabulary HQ (planetary police command, Imperial liaison wing)
Native Flora: Silverleaf grain, cinder-pine, redfloxe vines
Native Fauna: Prairie dracs (hoofed pack-mounts), cliff shrikes, burrow voles
Native Species: Humans (indigenous colonial stock)
Immigrated Species: Corellians, Duros brokers, Bothan factors, a few Aqualish dock gangs
Population: ≈ 1.4 billion
Languages: Basic (official), Corellian cant, Duros trade-argot
Government: Planetary Assembly with heavy Imperial Police Protectorate oversight
Tech Level: Galactic standard (TL 7)
Planet Function: Arms retail/manufacture, grain export, police-academy training grounds
Major Cities: Xerxes City (capital), New Vessor, Lake Ardon, Wint-Port
Major Exports: Civilian arms & security tech, processed grain, mid-range landspeeders
Major Imports: Raw durasteel, luxury foodstuffs, advanced droid brains
Special Conditions:
-- Strict Weapon Permits: Blaster carry requires encoded ID tags; street checks at random (Moderate Forgery or Con to spoof).
-- Police Surveillance Web: +1D to Search/Sensors for local constables within the capital grid.
-- Hidden Rebel Cell: “Prairie Light” resupplies Alliance ships via Eastport Strip using forged agricultural manifests.
Orbital Body/Planet Type/Moons
0. Xerxes Prime/F-type star/—
1. Xerxes I/Molten rock/0
2. Xerxes II/Terrestrial (main world)/1 (Iatros)
3. Xerxes III/Gas dwarf/4
4. Outer Belt/Ice/metal asteroids /—
World Summary
Xerxes blends pastoral grain plains with gleaming Core-class metropolises. High literacy and police visibility make street crime rare—unless you’re skirting the weapons black-market that thrives beneath official storefronts like Strygo Arms. Corporate taxes flow to Coruscant; local resentment smolders under tight Imperial supervision.
System Summary
Only three planets orbit Xerxes Prime; the outer gas dwarf draws tibanna skimmers, and asteroid mines supply durasteel to the planet’s arms plants. Traffic is constant: Imperial inspectors, Kuat buyers, smugglers ferrying restricted ordnance.
Adventure Idea: “Guns & Decoys”
Rebel operatives need a crate of restricted power-packs cached inside Strygo Arms. PCs must surveil the shop (echoing Roark Garnet’s caution), bribe locals, dodge constables, and stage a distraction in Praxis Plaza while slicing the store’s permit ledger to mask the theft—all before an ISB attaché arrives for an audit. |
_________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter |
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