Tips på udda/coola Scifi-miljöer

Badmojo

Old’s cool
Joined
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Marjura
Behöver lite input till en grej. Ngn forumit som har något coolt planet-/mån-/miljökoncept till Star Wars-aktig setting dvs science fantasy, så behöver inte vara hard-sf? Kan vara från bok, film, serie, annat rymdspel etc eller eget hittepå.
 

Organ

Out of time, out of mind
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6 Jun 2001
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En mälarö
Jag blev för en tid sedan ombedd att köra en one-shot i SF-genren. Jag hittade på ett eget äventyr men lät det utspelas i en mycket begränsad miljö jag snodde från ett äventyr till TSRs gamla 80-talsspel Star Frontiers. Det är en serie stationer för gasutvinning i omloppsbana i de yttre atmosfärslagren runt en mycket ogästvänlig planet. Den station som är högst upp är fäst vid en roterande stenklump. Mellanstationen är fäst i den ovan med en lång kabel och den tredje svävar längst ner med hjälp av gasfyllda ballonger.

Det är omgivningar där vadsomhelst kan hända.
 

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Anthrox

Tunnelseende bybo av oanade proportioner.
Joined
8 Jun 2017
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3,218
Finns en typ dokuserie på Netflix som är bra inspiration för andra planeter. Tror den heter Alien Worlds. De tar upp hur flora och fauna skulla kunna tänkas fungera på lite olika planeter med andra förutsättningar än jorden.
 

Mekanurg

I'd rather be different than indifferent.
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Port Kad, The Rim

Badmojo

Old’s cool
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Marjura

Gamiel

Swashbuckler
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Stockholm
Några planeter jag skrev på TheForce.net:s forum:

Från det här inlägget (alla planeterna är förstörda av ett rövarkapitalist bolag, mer info bakom länken):

Karlmagn-IV: Is a gas-giant with ca. 50 gas-mining-cities floating in it. The mining-cities were all originally owned by Karlmagn Mining Inc., a company that was a houk and herglic joint company, and was creating a neat profit while also taking care of it's employees and equipment. After Gastess takeover all the work-benefits was taken away and unpaid overtime become the norm, and then ran it into the ground while ignoring to invest in taking care of or getting new equipment. When the gas-mining begun to cost more then Gastess was willing to pay for the profit they got they begun to sell of the mining-cities one after another to whoever was willing to pay the most (often Imperial front companies). As of now the people on the mining-cities are in debt-bondage to the new owners who are paying for the repairs of the life-support systems, antigravity engines and imported food (Gastess sold of all the farming equipment that existed on the mining-cities).

Isakk: is an iceworld that would be colder then Hoth if it was not for heavy geological activity that creates patterns of heat oasis following the boundaries of the tectonic plates. Populated by humans (mostly blue and tan skinned), pho ph'eahians and a notable minority (ca. 10%) of snivvians. Gastess have left the societies on Isakk highly damaged and the life-support systems in need of constant repair something the Empire use to keep them in honour-bound debt-bondage.
Isakk have different laws for humans, pho ph'eahians and snivvians and each of them have their own culture but some returning factors for all Isakkians are that they consider honour and cleanliness important, and they show their social standing with ear- and noserings.

Warren's Green: was an agriworld that was turned into a dust bowl by Gastess' overproduction. Once it exported food, now it has to import it.
The people of Warren's Green are Anx who once took pride in working outdoor and most of them lived in farm-towns spread out all over their planet. Now many of those farm-towns have been abounded and the people have been moved to Imperial work camps to pay of the debt Gastess left them with and the food imported to Warren's Green.

Kaivannaistoiminta: was a world rich with terbium, yttrium and copper. Gastess brought up all the mining companies and rights on the planet, and then lobbied to relax controls on pollution (claiming that it would be good for the jobs). After mining up all the terbium, yttrium and copper Gastess then begun to use their mining workers and machineries to take up all other ores in the ground, getting exemption from or ignoring environmental protections laws. Gastess left (taking all the functioning equipment and earnings with them) Kaivannaistoiminta covered in mining holes, slag mountains, and polluted air, earth and water.
The people of Kaivannaistoiminta have a tradition of ritualised knife dulling (usually too the first deep cut) and a likening of bright colours, witch could see in their houses and dresses. Sadly the polluted rain and air often strip or damage the paint from walls, items and fabric.

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Från det här inlägget:

Amarna: An agriworld known for its martial tradition. This has its origin in times of old when Amarna’s settlers was regularly raided by pirates, warlord and others who thought they did not need to pay for the food Amarna produced. Because of this it was the duty of every member of the community to take arms and defend what was theirs. It even became so that a youngling was not seen as complete members of the community until they had shed blood in defence of that community.

In more civilized time this tradition become that younglings shed blood in defence of the Republic by joining the Republic’s navy or self-defence forcers for at least five years. After that time they return as full citizens of Amarna. During the time of the Empire this tradition continued but now they joined the imperial armed forces even if the more chaotic times beginning with the Clone Wars has made many younglings full citizens without having to go off world.
The settlements on Amarna are usually small, most of them village or town sized.
Is part of fon Sjternberg’s moffate by the time of YJK.

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Beelzebub: The planet Beelzebub gets its name from an ancient, no-longer worshiped demon-god who was also known as ‘Lord of the flies’, a fitting name for a planet whose native life forms are all, from the minutest to the most gigantic, insects based and flies are something that colonists finds everywhere.
Exports mainly foodstuff made from the native fauna.

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Beshaar: a hot world made up by mostly desert and semi-deserts. People have carved out great trenches which they have covered with glass to create massive greenhouses. The culture resemble later Edo-period Japan, if much more social flexible and lacking in warrior traditions.

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The Bumi system: a star system lacking any planets, instead surround by a humongous asteroid field. The Bumi system was originally colonized by asteroid miners, in time they turned hollowed out asteroids into homes, gardens, factories and other things. As time went on ship docks was established across the system, first only for repairs or shipbreaking but in time shipbuilding companies established a presence in the Bumi system. By the time of Palpatine so was all major shipbuilding companies represented in the Bumi system with at least repair docks, if not full construction jards.
It is also an open secret that many pirates come to Bumi to break or refit captured ships.

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Chiomalla: an agri world produsing food based on plankton-like life. It’s a shallow water world, whose sea is so rich in plankton-like life that it's best described as slime. When the plankton bloom reaches the height of its life cycle, it is siphoned off into huge fermentation tanks or processing plants of unimaginable size. Crane-like structures rearing dozens of kilometres into the upper atmosphere pump the processed contents of these vats to waiting transportation vessels.
The people of Chiomalla (mostly green and tan skinned humans) are considered notoriously dull and dull-witted.

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Djörenrött: Like many other worlds in the Lahara sector, Djörenrött exports agricultural products, mostly meat and leather, but the way the animals are farmed has been liked to “meat factories”; constantly dancing on the edge of the Republic’s animal welfare laws. The products from Djörenrött also have unusually high concentrations of growth hormones, antibiotics and similar (all just within what the Republic allows), but they are the cheapest meat found in the Lahara sector.

Many worlds have banned the import of agricultural products from Djörenrött as a way to protest against the animal treatment and/or the amount of chemicals in the meat, but too many still find the cheap prices that Djörenrött offer too good to not to import from them.

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Eno danga: a rocky word of half deserts, canyon systems and salty inland seas. Was once a thriving mining colony but the miners moved on three centuries BP, leaving their cities to turn into ruin, and only hardy subsistence farmers lived on Eno danga. This changed when Lahara sector’s (then) moff decided to make the planet the main training ground and depot for the part of the Imperial army raised in the sector. Eno danga‘s was also used whenever some new kind of weapon or transport needed testing.
Is part of fon Sjternberg’s moffate by the time of YJK.

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Getjiro: the capital world of the Lahara sector, where the Sector Senate meet.
In a sector known for its high amount of foodstuff producing planets it is in a way fitting that it’s capital world is concerned with the specialise in preparing and serving food. They say that everybody on Getjiro is a food critic and even the street food vendors are better then most planets' star chefs.

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Fabricius: like most agriworlds in the Lahara sector Fabricius’ farming methods are mostly automatized giving most of the population, and especially the landlord oligarchy lots of free time. Free time that many fill with going to, or watching on viewscreens, the circus where animals – both trained and wild, many cybernetic and/or chemically enhanced – fight each other to the amusement of the crowd. This kind of entertainment did go against the Republic’s animal welfare laws but Fabricius was able to just pay the fees or bury the charges in layers of bureaucracy red tape. After the raise of the Empire, Fabricius was able to make themselves an exception to those laws when it come to the use of animals in circus games and was even able to get the right to use prisoners sentenced to death as participants in the games.

Fabricius moon is mostly covered in shipyards, many that was turned over to the Republic during the Clone Wars, the Empire never returned them.
Became part of fon Sjternberg’s moffate after the Empire’s fall.
Culturally inspired by Rom the decadent

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Hazzard; The lands planet Hazzard is divided into duchies; ruled by a two chambers diet, one made up by the dukes another made up by representatives of the guilds, unions, oligarch families, grand academies, etc.; the head of state is known as the ‘arch-duke’ and is chosen from one of the duke families by a majority vote (involving both chambers); the arch-duke has his position until death, abdicates or a large majority vote from both chambers.
Most duchies have tolls regarding ‘luxury items’ (what count as ‘luxury items’ are up to the ruling duke and his people but alcohol is usually among them), this create a lucrative market for smugglers. By tradition do the people of Hazzard prefer wheeled transportation and using speeders is just seen as plain wrong.
Culturally inspired by ‘Dukes of Hazzard’, ‘Smokey and the Bandit’ and ‘Robin Hood

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Hyksos: a warm nightworld covered by jungle and rain forest where virtually all life exhibits bioluminescent qualities in various shades of blue, purple and green.
Colonised by aphriels (albino near-arkanians) and umbaran whose clothing and architecture is Golden Horde-ish.
Hyksos’ known for its wyvern riding warrior-poets and exports mostly bioluminescent plants and paints.

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Ianto: gas giant with hundreds of floating gas mining cities that filtrated precious gases from the atmospeare. The filtration system has to routinely be cleaned from air-plankton, the dead air-plankton is then used as fertileness for the many gardens and farms that dot the mining cities.

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Ibrix: a planet where the tidal force makes 90% of the water on the world shift from one side of the planet to the other, almost completely covering that side with water. In this ten year process people either live permanently on the few mountains high enough to not be drowned by the water or awashed by tsunamis; as nomads that cultivate the rich soil that the ocean leave after it has moved on for a time and then move before the ocean once again swallow the land; or on ship-cities floating on the back of the ocean never moving to far forward or too far back to be stranded.
The great mystery of Ibrix is that its moon is too small to create the tidal force that affects the planets ocean. It is actually an ancient artefact hidden deep beneath the planet’s surface that creates the tidal force.
Colonized by rodians and nalroni.

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Ineni: a high gravity waterworld colonized by ugnaughts and mrlssi who farm Sargassum like sea weed (think the old DuckTales episode 'Bermuda Triangle Tangle') from floating platform-factory-towns with artificial lower gravity.

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Jätteburgare: On the world of Jätteburgare walk AT-AT tall behemoths, herded by gigantic bipedal mechas equipped with electro-prods and tentacle whips capable to be noticed by the thick-skinned meat-beasts. Each of the mechas is the home of a crew-clan that pilot the herder-mecha and keep it in function.
During the Clone Wars the Separatists confiscated some of the herder-mechas and turned them into gigantic warmachins. Without those herder-mechas, which was lost during the war, the people of Jätteburgare has been unable to take care of as many animals as before the Clone Wars, thereby lessening the amount of meat they can export. The great cost for creating new herder-mechas has made it impossible to replace the lost ones faster than one new mechas every tenth-twentieth year.

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Kenklucky: an agri-world known for its large amount avian based mega-fauna, many of which are the base for foodstuff exported to other parts of the galaxy. Beside the mega-avian bred for food do Kenklucky have many species of riding-fowls (used for the planets many fowl racing events, the most famous being the Kenklucky Derby).
The people of Kenklucky (mostly humans and bimms) is known for being courtesy, friendly and wellspoken. Many of them have an interest in cooking and/or theatre.
* Kenklucky is highly base on Kentucky, both Antebellum era and current, if a more idealized and parodied version of it (so no slaves), with giant hens used both for food and riding.

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Killian: a world covered by one worldspanning landmass, broken by seven great inland seas, the land is mostly made up by swampland, rainforest and woodlands. Killian is most well-known for its great wyrms, which is seldom seen less than ten meters long and with the largest seen being an ancient beast of nearly hundred meters. They have no fear of sentient lifeforms and usually hide in the rivers and swampland, often striking from surprise and swallowing their prey whole. But it is not their dangerus nature that have made the Killian wyrm famous, it is their taste. The wyrm have possibly the finest tasting meat in the sector and the older a beat the better it tastes. Complicating things is that the wyrm has to be hunted without blasters or poison since those makes large amount of the wyrm’s flesh lose much of its taste.

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Koa Moa: Southern sea-ish. Joined the Separatist with the rest of the sector but when the Corporate Alliance begun to mine diamonds (which the Koa Moa’s crust in unusually rich with) without caring for the environment they rebelled against the separatists.
Known for their many juice fruits. Export mostly products based on their fruits and small quantities of high-quality diamonds.
* as for now mostly inspired by the old school pop-cultural ideas of the South Sea (as seen in tiki-bars and some Donald Duck comics)

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Kuvira: Gigantic thick hardwood trees cover large portions of the surface with a dense undergrowth of lesser trees. Any area of cleared forest has to be constantly used or weeded to prevent the forest from retaking it.
Export fruit and fruit based foodstuff.
Colonized by ho’din and wookiees.

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Marahu: a planet of lush, if dark and foreboding forests nestling between table mountains formed by relentless and violent volcanic activity. Much of the world’s landmass is divided between numerous, densely forested islands, many formed from the tops of sub-oceanic volcanoes that are notorious for erupting at any time. Thus Marahu is made up by primordial forests crossed by rivers of searing lava and seas boiling with sub-oceanic volcanism. The planets capital city is Saint-Denis which lay on one of the stable areas.
The people of Marahu are tough, resourceful and very much a product of their world’s environment. Knowing the plantations from which they make their living could be consumed in a wave of molten rock with little warning, the populace rarely settles in one place overlong, generally moving on every generation or so.
Has New Zeeland-ish, green-parts-of-Australia-ish feeling. Use of accents from those parts are not a must but suggested.

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Mnar: a desert world with lakes and inland seas doting its brown-orange, purple, pink surface, most gathered at the northern pool. Mnar is also known as the Pink Gate to Lahara, because it is the first planet in the Lahara sector that appear if you follow the Braxant run from the Hydian way.
The native people on Mnar (mostly myke) can roughly be divide into three groups after their way of life: those who live as nomads in the desert, moving from oasis to oasis; those who live by farming and fishing near the lakes and inland seas; and those who live in the cities. All three groups are in turn divided into great family units, usually called tribes, but at the same time a tribe can be represented in more than one way of life and it is not usual that membership in a tribe change because of marriage or adoption. A tribe can also change its lifestyle depending upon outside circumstances, f.ex. a nomadic tribe could move into the city or became farmers in times when the oasis they live by dry out.

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Savalat: A mountain planet with only minimal level surfaces anywhere. The whole world is wind-swept peaks and precipitous valleys. From space Savalat have a very "wrinkly" appearance from being literally blanketed in mountains. Colonised by twi’leks, humans and Nalroni
Export agricultural products, mainly vegetable oils and animal based grease.
Has a French/Italian countryside during the 19th and 20th century kind of feeling.

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Sigma 14D: A 0.5 G desert moon, with a just breathable atmosphere. Notable only by the 100 m tall statue of an unknown Jedi that was carved out in some unknown age. There exist a handful of subsistence farmer-colonists on the moon, who uses greenhouses to cultivate food.

Technically not part of the Lahara sector but is a Republic protectorate under the administration of the Lahara sector's administration.

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Jag har fler jag kan dela om du vill ha mer.
 

Celledor

Hero
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Ett solsystem där hela galaxen dumpar sitt skrot, sakta rör sig många miljarder bitar mot solen för att brännas upp. Likt ett artificiellt asteroidbälte där kluster med miljontals soppåsar gliderförbi föråldrade vrak av kilometer långa rymdskepp.
 

Ymir

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Ett axplock av coola planeter från mina Star Wars-kampanjer. Regeltermer refererar till FFGs fantastiska Star Wars-rollspel:

Raxus PrimeRaxusPrime.png


Raxus Prime is a planet located within the Tion Cluster in the Outer Rim. It has a long and proud history, but events caused it to be transformed into the depopulated, apocalyptic wasteland it is today. Raxus Prime was once a major industrial hub, but has become a planet-wide, toxic junkyard, where gigantic starships are scuttled and droids come to die. Little recycling seem to happen; instead, rusting wrecks and industrial parts and a bewildering assortment of junk form colossal heaps all over the planet's surface. The oceans that once existed are now a sludge of oozing toxic waste and unidentifiable rotting substances. The atmosphere is reported to be breathable to most sentients, but just barely; a rebreather is adviced. What lifeforms remain on the planet are either very oddly adapted or downright enslaved, though some sentients might be staying of their own volition for reasons unfathomable to most. Most day-to-day functions are handled by legions of droids, and all over the surface, colossal Mechatitans break apart vehicle hulls and superstructures and pile up the remains with no discernable system or purpose, though some parts seem to be refashioned into strange buildings and makeshift vehicles and robots.

The reason for these oddities is the planetary supercomputer, CORE. It was put in charge of most of Raxus Prime, and has since gone haywire and let the once valuable recycling and waste disposal facilities of Raxus Prime become part of a planet-wide mad machinery with a wholly unknown purpose. CORE should not wholly be blamed, however, for the seeds of Raxus Prime's collapse were sown long ago, when the Old Republic continued to send derelict vehicles here despite most of the recycling systems having fallen out of order from neglect. Some of the mountains of trash are thought to have been piling up for millennia, and there's no telling what strange and even wondrous artifacts may lie hidden within. Treasure hunters occasionally land on Raxus Prime, though most fall prey to CORE's automated defense systems, particularly the giant ion cannons built into moons in the debris field that surrounds the planet. Once ships are immobilized by the ion cannons, they're pulled to the surface by tractor beams, where gigantic mechanical maws swiftly grind them into scrap.

Hazards
Extreme pollution, very toxic atmosphere, collapsing trash mountains, orbital debris field, automated defense systems (mortal threat), vast hordes of aggressive droids (mortal threat), entire planetary system overtaken by all-powerful homicidal artificial intelligence (extremely mortal threat).
Caution: Any visit, for any reason whatsoever, is strongly discouraged.
 

Ymir

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Rhommamool
Rhommamool.jpg
An impoverished desert world originally settled by convicts from nearby Osarian, Rhommamool has since broken free of Osarian's yoke, but at a high cost. The planet is lacking in most resources, including water, and what little surplus its underdeveloped mines can produce is traded for basic supplies. To make matters worse, Rhommamool and Osarian are perpetually at war. Even the much more prosperous Osarian lack any fleet to speak of, but every few years, the two planets pass perilously close to each other. This is very dangerous when hostilities flare up, for both have vast batteries of gigantic turbolasers and missile turrets aimed into space, that then becomes capable of hitting the enemy world. Rhommamool's surface is littered with craters from Osarian bombardments, many of them lined with ruins of destroyed settlements, abandoned to the winds and the red sands. Most inhabited towns are built around muddy oases, and seem to exist solely to maintain a gargantuan cannon.

The capital of Rhommamool, Redhaven, is a wretched settlement of withering stone, with many arced doorways and domed buildings reminding spacers of old Corellian architecture. Crime is rampant, as some can't find any other way to get by, with theft, muggings and kidnappings in order to extort money or sell slaves being particularly common. Peace is maintained by an elected vigilante committee, among them the retired bounty hunter Barax Mosel, whose preferred mode of punishment seem to be to strap offenders to the muzzle of the city's largest cannon. The lack of drinking water makes the cantinas a very dissappointing experience, with only a limited selection of drinks available, and to very high prices. Despite this, the need for imports makes the spaceport relatively lively, with several mid-sized freighters arriving daily. Several missions and humanitarian organisations maintain a presence, as the sorry state of Rhommamool's inhabitants has become well-known on the prosperous core worlds. Ships such as the Freightful Fortune airdrops relief supplies in more remote areas of Rhommamool at an irregular schedule.

Hazards
Frequent cold temperatures and high winds, thin atmosphere, pickpockets, muggings, kidnappings, planetwide desert with very little liquid water (a mortal threat), occasional interplanetary barrages from Osarian (extremely mortal threat).

Rules
Rhommamool's atmosphere is breathable, but thin enough that most species get 1 setback dice to any physical skill checks that requires endurance.

When Osarian is close, its giant silhouette lights up Rhommamool's night sky so much that any setback dice one would normally get for darkness can be ignored.
 
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Ymir

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Bnar VII
(Inspirerad av den här fantastiska dokumentären)

Sulfur_planet.jpgA mysterious, isolated planet in the Braxant Sector on the outskirts of the galaxy, Bnar VII is the site of the infamous Terminus prison. Except for the prison, the planet seem devoid of sapient life, though its sulfur-dominated biosphere is capable of supporting various strange animals. The barren, twisted landscape is dotted with utterly bizarre spikes and thorns of stone, several meters tall, that can hardly have been formed by any known natural process. The native animals, for some reason, seem to glow with a faint green light whenever they approach these stone structures.

Hazards
Sulphuric acid rains, blistering heat, poisonous atmosphere (a mortal threat), vast amounts of ancient radioactive waste (a mortal threat).

Rules
  • Any physical check on Bnar VII gets a setback dice from the blistering heat.
  • Exposure to Bnar VII's atmosphere without breathing filters and a face mask gives an additional setback dice, plus damage over time. The deleterious effect is relatively slow; characters take 1 unsoakable wound per minute, and can halve this rate by controlling their breathing trough a Hard Discipline check. In combat or during physical extertion, threats can be spent by the game master to cause 1 such unsoakable wound per threat.
  • Indirect exposure to Bnar VII's nuclear waste forces a Hard Resilience check (upgraded once) every encounter. Failure gives 3 strain + 1 additional strain per threat rolled. A despair instead causes wounds (unsoakable); at the game master's discretion, Rivals and Minions can lose consciousness outright. Direct exposure is a Daunting Resilience check upgraded twice. Failure gives 3 unsoakable wounds + 1 additional wound per threat rolled. A despair causes a critical injury with +30. A character struck with this must continue to make such Resilience checks regularly unless given successful treatment.
 
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Ymir

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Bryx
Bryx.png
Bryx is a somewhat isolated planet in the Bryx sector of the Mid rim, not far from the prison camp world of Wobani. The Empire had to fight long and hard to gain control over Bryx, as the local governor, Carigan, refused to surrender. He was a great strategist and put up a stubborn defense, and even after his eventual defeat, Bryx was plagued by several heavily armed insurgent groups. They hid among the population in order to launch surprise attacks against the Imperial presence, not seldom resorting to terror tactics. The imperial factories on Bryx thus had to keep security particularly tight. Several KX-series Enforcer droids were assigned to the factories to keep the workers, both droids and humans, in line, and discourage any terrorist threats to the production schedule. One such droid was K-1L3, who was stolen away and reprogrammed by the Jedi Imron Yi'Nela, and is quite content with that, as the munitions factories of Bryx are, after all, a very dismal place to be.

Bryx is tidally locked to its host star, the red dwarf Mimos. The habitable twilight zone between the planet's sunlit, scorched side and its dark, frozen side is completely covered in a dense, ancient cityscape of tall domes, once resplendent, now derelict, and factories spewing out clouds of black smoke. Torrential rains often fall over the megacity, as clouds from the dark side of the planet evaporate in the blistering heat of the sunlit side. Bryx city was once, long ago, a celebrated place of culture and repose, known for its twilight beauty, but various companies gradually dismantled its civil rights and traditions in order to make labor cheaper, and eventually succeded in turning the city to the wretched, industrial hellhole that it is today. The inhabitants are chiefly humans, though they need to use breathing filters if they hope for a moderately long life. There's also noteworthy populations of Gands, Toghnats, Umbarans and Pykes, the latter of which are seldom deterred by horrible conditions as long as they get to be in charge. One occasionally encounters Twi'lek entertainers in more or less miserable conditions, as well as Whiphid indentured workers tasked with making sure that industrial waste in the cold sea near the night side gets buried under its perpetual ice sheet. No one truly wants to come to Bryx anymore, and the Empire has resorted to forced immigration in order to fill up gaps in the workforce.

Rules
The shadows lie deep and dark in Bryx' eternal twilight, and unless they are chased away by artificial lights, they will do so forever. Strange and twisted things seem to lurk in such shadows, and an eerie feeling may come to Force sensitive beings. Those in the shadows of Bryx are always considered to have at least two levels of concealment. In urban encounters, a character may spend 1 advantage to find a shadow to hide in.
 

Ymir

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Jarnollen
Jarnollen.jpg
The fifth out of sixteen planets in a crowded system around the star Rebak, Jarnollen is by far the most hospitable, despite a dangerous proximity to its volatile host star. The planet's 45° tilt produces dramatic seasons marked by rainstorms and thunder, resulting in most of the surface being humid jungles and swamps rather than lifeless deserts. Many remarkable lifeforms have evolved, adapted to deal with the blistering heat and frequent solar flares. The jungle is thick and dramatic, with dozens of meters tall trees, gigantic vines and enormous, oddly colored mushrooms.

While there are reports of strange ruins close to the south pole, Jarnollen isn't known to ever have been inhabited by sentient species, most of whom would find the conditions too harsh. The Empire have nevertheless established a small base near an equatorial mountain range, mainly as a communications relay, but also as a secret spaceport to project power over the Bright Jewel sector's more remote areas. Far from high-priority, the base seem to be staffed mainly by second-tier personnel like Imperial Navy troopers and newly examined pilots, and its fighter complement is a group of aged Alpha-3 Nimbus V-wings with hyperspace rings waiting in geostationary orbit. It has, however, a state-of-the-art energy shield to protect valuable communications equipment form the deleterious effect of the solar flares, and the soldiers have special visors to mitigate the extreme brightness of the sun.

Hazards
Extreme heat (sometimes above 60°), strong and frequent solar flares, thunderstorms, poisonous mushroom spores, choking vines, Imperial Navy soldiers.

Rules
  • Any use of com links and other communications devices on Jarnollen always have a setback dice, due to the solar activity providing a scrambling effect.
  • Any combat, vigilance, perception, coordination or athletics check in daylight on Jarnollen gains a setback dice, unless one has special equipment or is in deep shadow.
  • At the start of every encounter, when exposed to sunlight, characters must make a difficult Resilience check, upgrade once (at the game master's discretion, it's instead a daunting check upgraded once). Any threat rolled gives strain. If a character fails the check, she suffers a setback dice on all checks for the rest of the encounter due to beginning heatstroke.
  • The game master may flip a destiny point to launch a solar flare. Characters exposed to a solar flare must make a difficult Resilience check, upgrade twice (at game master's discretion, it's instead a daunting check upgraded twice). Any threat rolled gives strain. Any failure gives wounds.
    • Droids too have to roll this, but it instead represents their electronics being scrambled or fried. Any two threats rolled gives wounds. On a failed check, the droid suffers a setback dice on all checks until repaired (normal difficulty upgrade once).
 

Ymir

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Malachor

Malachor.pngMalachor, or Malachor V, is a planet in the Chorlian sector of the Outer Rim. Nearly forgotten, Malachor is shrouded in dark myths and spoken of only in curses and whispers. Millennia ago, it was a stronghold of the Sith civilization, but is now a gloomy wasteland littered with eerie monoliths. A few archaeologists and treasure hunters claim to have visited Malachor and returned with artifacts such as a strange, purportedly magical, ash, but they seem haunted by the experience and never go back. According to those few who know Jedi apocrypha, Malachor was ravaged in a mysterious event known as The Scourge of Malachor. Only ghosts remain.

Hazards
Fragile carbonite crust, storms of ash and dust, lack of water and food sources, Force illusions, Force ghosts, ancient artifacts, ancient weapons of mass destruction (an extremely mortal threat) and appearances of personal nemeses inexplicably lured there.

Malachor Vergency Rules
Visitors on Malachor are struck with an overwhelmingly foreboding feeling. Any and all skill checks on Malachor upgrade their difficulty once. A triumph on a fear check can, however, cancel this for a scene. If a session starts with the player characters on Malachor, add one Dark side destiny point to the pool.

When making Force power checks or using Force talents on Malachor, a Force-sensitive character adds automatic ● ● to the check. When making an Alchemy, Alter, Farsight, Foresee or Seek check, characters may listen to the haunting whispers permeating Malachor, by spending the planet's native ● ● and suffer 4 conflict to add a triumph to the check.
 

Ymir

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Zonju V
Zonju.png
Zonju V is a barren world in Wild Space, past the Terminus of the Hydian Way. The Zonju system is known to be very peculiar, though research has been lacking due to its remoteness. Crowding close to the star, Great Zonju, are a whopping four furnace-like gas giants in close proximity, and then there is only a barren asteroid field within the circumstellar habitable zone. Zonju V is just barely outside this zone, and is a cold, gloomy desert bathed in pale light. It might have had oceans and a dense atmosphere in the past, but was too small to sustain those over geological timescales.

Yet, strangely enough, there is a tiny patch of sea and vegetation in a depression just north of the equator. The atmosphere is thicker here, and the climate less frigid. These conditions seem to be created by a force field generated by machines of unknown origin, encircling the area like a forest of pillars of metal and stone. This area, called Zoronhed, has been inhabited by various sentients since time immemorial. Evidence suggests that the artificial habitable area was much larger in the past, as ruins of former civilizations can be found far out in the forbidding desert. But the machines that protected those areas were destroyed long ago, and only Zoronhed remains.

Lacking any stable hyperlane connecting it to the galaxy at large, Zonju has always been a backwater, of fleeting interest only to those who wanted to venture further out into Wild Space. Lately, the planet has fallen under the control of swoop gangs, dominated by Kaleesh and Benathy, who've always felt at home in Wild Space's lawless wastes. They take out steep protection fees form Zoronhed's old human settlements. According to rumor, the Terminus Company has struck some deal with these gangs in order to harbor Imyni prisoners on Zonju V. It might be that the company aims to play the long game, and somehow take control over or subdue the gangs in order to annex the planet, but if that's their plan, how would an Imyni prison camp fit into it?

Hazards
Thin air (breathing mask required), low atmospheric pressure, low gravity, cold, crumbling ruins, violent dust storms (a mortal threat), swoop gangs (a mortal threat), the Beast of Zonju V (a mortal threat).

Rules
Due to Zonju's low gravity, Athletics and Coordination checks gets a boost dice. Anyone exposed without proper clothing and/or breath masks to the planet's conditions outside Zoronhed must pass a Daunting Resilience check, or suffer 3 strain per scene, +1 for every point they failed by. Once a person collapses from strain, they instead suffer crits, as per the suffocation rules. With sub-par yet functioning clothing or in strong winds, people also suffer 2 setback dice due to the cold.

A Despair in Zonju's wilderness may trigger a dust storm, a fall down a canyon, crumbling ruins, or unleash something within a forgotten, ancient machine. A despair in Zoronhed may trigger a swoop gang shakedown or other authority troubles.

Appropriate outdoors gear (insulated clothing + respirator) can be bought all over Zoronhed, for 350 credits (Rarity 2).
 

Ymir

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Foran Tutha
Foran_Tutha.jpg
A remote, barren colony world on the outskirts of the Cronese Mandate, Foran Tutha is wreathed in the shadows cast by its red giant star and the remnants of the nearby Cron nebula. The planet is very poor and sparsely populated, with crumbling old Corellian towns and cities dotting an endless desert. Red-orange dust constanty blows around in the atmosphere, cloaking the landscape in a foreboding haze. Equipment and various technological systems quickly gets clogged with dust unless special precautions are taken.

Foran Tutha supports a small cottage industry supplying various would-be adventurers intending to go treasure hunting on the fabled nearby planet of Ossus. Astrogating to Ossus is a daunting task, however - even from here. Some would even claim that Ossus doesn't exist at all, and that people on Foran Tutha are merely doing their utmost to swindle their visitors. But then, what is the Interdictor cruiser Hydra doing out in the periphery of Foran Tutha's solar system?

Hazards
Desertification, vast dust storms, severe sunstroke, radiation.

Rules
Any activity necessating good vision on Foran Tutha, such as ranged attacks, gets a setback dice due to the constant haze of red dust. In combat, every combatant is considered to have at least one level of concealment. 2 treats might mean that one piece of equipment used by the character gets damaged one step, or stops functioning completely until it has been cleaned and repaired by a successful normal Mechanics check.
 

Ymir

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Nar Shaddaa
Nar_Shaddaa.png
The moon of Nal Hutta, Nar Shaddaa has an unsavory reputation, often called "The Smugglers' Moon", "The Vertical City" or "The Cesspool of the Galaxy." It is an ecumenopolis, completely covered in layers upon layers of a decaying, filth-encrusted urban landscape. Its gargantuan skyscrapers and refueling spires are wreathed in clouds of smog, while crumbling stairwells and painfully slow elevators lead down through the layers into an increasingly lightless underworld. Neon signs and bright advertisements litter almost every street, though some of them seem to refer to products and places forgotten long ago. The Hutts, the masters of Nar Shaddaa, seem content to let chaos, corruption and vice reign supreme, while they profit from cutthroat business deals high up in the skyscrapers and simultaneously reap a good portion of the rewards from the myriad of shabby cantinas, hotels, nightclubs, brothels, contraband shops, gambling joints and drug dens that lies below. Security forces patrol only the most prestigious areas - everywhere else, the only security one can expect is the one that's personally paid for, by credits or by sworn allegiance to Hutt cartels. Almost nothing is illegal, and things that would be frowned upon elsewhere are barted in the open - contraband, exotic drugs, dangerous weapons, illicit cybernetics, slaves, bounties, and much stranger or sinister things. The almost complete lack of tariffs, regulations and oversight is what makes Nar Shaddaa a base of operation for smugglers from all over the galaxy, but also a haven for companies wishing to conduct questionable experiments or test unsafe products. Some would say that it is a testament to the callousness and the malice of the Hutts that they've let such a wretched place as Nar Shaddaa thrive in the galaxy. Others would just shake their head and say that Nar Shaddaa is precisely what the galaxy deserves.

Hazards
Smog inhalation, falls from high platforms, speeder accidents, building collapses, kidnappings, spice overdoses, bad spice trips, veneral diseases, muggings, scams, press gangs, rapists, pickpockets, genetically engineered viruses, bar fights, gang shootouts, animal attacks (a mortal threat), psychotic killers (a mortal threat), techno-primitive cannibal gangs (a mortal threat), Hutt intrigues (a mortal threat).

Rules
The sheer chaos of Nar Shaddaa gives all checks to navigate the world a base of 1 setback die.

The slightly below average gravity gives any checks to jump, climb or run 1 boost die.
 
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