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
Starship Modifications

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.

Stellar Geography

The Gateway Subsector
The Dontal Subsector
The Klet Subsector

Major Locales

Nar Galla Once, the Great Hutt Clans control vast portions of the Outer Rim, including much of the Durallian Sector. The transformed a world within it to serve as their main base of operation and staging ground and dubbed it Nar Galla. As the Hutt Space contracted, the great Clans seceded their control of the Sector to the Republic but they maintained control of Nar Galla. The world is part modernized trade hub, and part industrial wasteland, much in keeping with Hutt business doctrine. It is from here that the great Hutts maintain much of their legitimate and illegitimate business interests in the Region. One of the more curious features of the world is the massive floating palace of Divato the Hutt, which lazily roams the skies by means of six Hutt pleasure-barges.

ORD Jentrek - Home to the Imperial Sector Fleet, the ancient ORD station has been renovated so that it can perform its fleet support duty. The entire system is under Imperial control and serves has the command post for Imperial military operations in the region. The fleet is centered around a venerable but operational Mandator-II Class Star Dreadnaught, a small handful of newer Imperial Class Star Destroyer and dozens of Victory Class Star Destroyers as well as numerous small support ships. Deployment of the Fleet, however is rare and rumor suggests that there is some animosity between the Imperial Governor and the Fleet Admiral.

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 - By the number of blasted hulks that are adrift around a lifeless planetoid, the site was the sight of some massive starship battle some time in the past. Hundreds upon hundreds of ships are here, and not only is the area regularly visited by salvage operations, less legitimate spacers have used this debris field to hide from pursuers by simply powering down and allowing their ship to go adrift. The system itself has no inhabitable planets, however a group of industrious Nikto have converted one of the mostly intact Cruisers into a base of operations several generations ago, and an entire community now specializes in trading the salvage they get for whatever they need.

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.