Star Wars: Durallian Delinquency

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It is a dark time for the... wait.
It's been a dark damn time, for a long damn time.
People seem to think that the end of the Republic
a decade and a half or so ago, was some tragic and
horrific and historic event.
But out on the edges of the galaxy, the Republic
never had much influence... and now-a-days the
only difference is the Imperials are more likely
to dust you if they catch you.

Player Characters

Deeleet, Rodian Demolitionist
Played by Chillos
Chanda Aziva, Togruta Performer
Played by Joe
M7-D2, Droid Slicer
Played by Dave
xxx
Played by Chris
xxx
Played by Jeff
xxx
Played by Jamie

Player Resources

Character Questionnaire
Obligation Guide
Morality in Edge of the Empire

The Durallian Sector

Correllian-Run.jpg

Tucked away in an obscure slice of the Outer Rim, a few short jumps from Ryloth, is the Durallian Sector. It is comprised of several thousand Star Systems, but only a tiny fraction are mapped and explored, fewer still are inhabited. But while the region is somewhat obscure; it is, in no way, an entirely lawless backwater. However, even its defacto capital world, boasting billions of residents, has little political power. Most people of never heard of the Sector, owing largely to the fact that it's neighbors include such legendary places like Tatooine, Christophsis, Fondor, Rodia, Geonosis, and Arkanis. It's physical position is just off the Corellian Run, south of the Pelgrin Sector.

Major Locales

Durall - An ecumenopolis, much like Coruscant, Durall has prospered for thousands of years due to its proximity to Ryloth and the Corellian Run. Nearly all official (and unofficial) trade ends up routing through the planets expansive spaceports on its way out to the rest of the galaxy. The planet is ruled by an oligarchy of rich, powerful and influential families - though Imperial influence here is strangely at a minimum. Like most city-worlds throughout the galaxy the upper levels of the city are home to its affluent denizens. The deeper you go, however, the more unruly and violent the city becomes. The Pyke Syndicate is known to operate from the depths of this world, using their ties on Ryloth to move Ryll along the Death Wind Corridor, without being exposed to the Imperial Garrison on the Twi'lek homeworld. While Humans make up the majority of this worlds residents, it also boasts a sizable population of Twi'leks, Arkanians, and Rodians

Tinaan - This world serves as the Imperial Stronghold in the region. The young Imperial Governor and his advisors, including the dreaded Imperial Security Bureau operate from the various residential and industrial spawls. The world is largely unremarkable, with mild mountains, plains and deep oceans - which gives it mild... even pleasant... weather. Due to it's permanent Imperial presence however, most people in the Sector avoid Tinaan. The Imperial Sector Army is based here, and numbers into the tens of thousands, including their associated heavy support equipment.

Ssy-haa and Ssy-cal Colonies of Trandoshans are a rare sight away from their system, however, the agrarian moon of Ssy-cal has supported an enclave of these infamous lizardmen for nearly a millennia. The enclave has produced some of the most skilled and infamous trackers, huntsmen, and bounty hunters in the region. The reason these masters of the Hunt have remained in the area for so long is their proximity allow ventures down to the jungle world of Ssy-haa around which their enclave orbits. The treacherous jungles are home to nexu, acklay, gundarks and even rancors. None of these creatures are known to be native to the world, and if the long forgotten ruins are any indication, they may have been transplanted here by some long lost spacefaring civilization. Though they tend to avoid direct contact with Trandoshan hunting parties, the Rodians have a thriving community within a series of restored ruins on the far side of the planet.

Nar Galla Hutt Controlled

Rantooine

ORD Jentrek

Kusk

Dontal Station

Corsair's Cove, the Quwatin Reef and the Klet Nebula - If Durall represents the 'gateway' into the Sector, the Klet Nebula is it's far end. Devoid of any real government, the gaseous Nebula sprawls out over the area of an entire star system. Smugglers, Pirates and other Scoundrels have used this massive stellar oddity for countless millennia to hide from both legitimate and illicit pursuers. One of its more interesting features is the Quwatin Reef; a massive asteroid belt that marks the remains of a rogue planet. Navigating the Nebula is challenging, in-and-of itself, but the Reef has been disastrous to countless pilots unfamiliar with the area. But deep within the belt, built into the broken planets lonely moon is a 'Shadowport' known as Corsair's Cover. Here, adventurous (and lucky) spacers can find services and gear of all kinds that may prove elusive elsewhere, if they survive getting through the hazards. The Crimson Corsair's took over the facility years ago, hence it's new name, and the moon serves as their base of operations. To facilitate profits and trade, however, the Corsair's never... EVER... engage in their chosen profession in the general vicinity of the Nebula and will aggressively attack any hostile group that does so.

The Great Ship Graveyard

Destalon An arid and inhospitable world of vast irradiated deserts and imposing mountain ranges. Scattered communities of Humans and Gran eek out an existence in either subterranean complexes or modified bulk freighters, it is the Twi'leks and most importantly the Chevin have made Destalon their adoptive home. The Chevin in particular have developed massively large mechanized cities that crawl along the blasted surface moving from one valuable mineral pocket to the next. This has led to the Chevin have close ties to the Meeronal Mining Consortium, the Mining Guilds local representatives.

Mora The mist shrouded world of Mora is somewhat of an oddity in the Sector. Hundreds of years ago, the Banking Clan built a series of massive city complexes that were held aloft over the boggy surface by massive repulsor sleds. Once their business dealings were completed, the Clan began to look for an interested party to take over the entire multi-city project. A consortium of wealthy Harch and Toydarians purchased the project, but poor revenues led to many of the cities being abandoned - and eventually crashing to the mist covered swamps below. Since then several species have moved into the trash landed city complexes - namely Jawas and Ugnaughts have taken over what is now known as Tinker-Town, while a sizable group of Gand have colonized and operate out of another - subsisting off of the ammonia gases that filled the city after its mechanical systems failed. Two of these flying cities remain in services, drifting elegantly amongst the clouds. The Harch and Toydarians consortium has since fractured and each has assumed control of one of the remaining complexes.

Organizations

The Imperial Fleet
The ISB and COMPNOR
The Hutt Cartel
The Pyke Syndicate
Crimson Corsairs
IsoTech - Outer Operations
Meeronal Mining Consortium

Races of Note

Aqualish (EoE DC)
Arkanians
Chevin (EoE FH)
Droids (AoR CRB)
Gand (EoE CRB)
Gran (AoR CRB/EoE FH); Gran are three-eyed humanoids with a reputation for being extremely gregarious.
Jawas
Klatooinian (EoE DC)
Harch
Humans (EoE/AoR CRB)
Nikto (EoE LNH)
Rodians (EoE CRB)
Toydarian (EoE EU)
Trandoshan (EoE CRB); while distant from the Trandoshan homeworld, there is a sizable Trandonshan colony in the region.
Twi'lek (EoE CRB); due to the proximity to Ryloth, the Sector boasts a sizable population of Twi'leks.

Other Races Presented

Arcona (EoE FH), Bothans (AoR CRB), Chadra-Fan (AoR ST), Chiss (EoE EU), Corellian Human (EoE SF), Drall (EoE SF), Dressellian (AoR ST), Duros (AoR CRB), Falleen (EoE FC), Gank (EoE LNH), Gotal (EoE FC), Hutts (EoE LNH), Ithorians (AoR CRB), Mon Calimari (AoR CRB), Quarren (EoE FC), Sakiyan (EoE LNH), Selonian (EoE SF), Sullustans (AoR CRB), Xexto (AoR ST), Weequay (EoE DC), Wookie (EoE CRB)