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Narsus Prime Twenty-five years have passed since the Battle of Endor and the death of the Emperor. The New Republic was born from the ashes of the old, and this fledgling galactic government has engaged in many fiery clashes with the remnants of the Empire. At last, the Imperial remnants, under the leadership of Admiral Pellaeon, have signed an accord with the New Republic, thus ending the Galactic Civil War. But even as this landmark achievement has been made, there are still many threats to the New Republic and its member worlds.

The Yuuzhan Vong have begun their incursions into the galaxy, and worlds have begun to fall before them. Young Jedi Guardians have been acting as self-appointed judge, jury and executioner when dealing with various pirates, despots and self-declared "warlords", causing considerable concern about their vigilanteism. While Luke Skywalker has moved the Jedi Academy from Yavin IV to a refitted "luxury" cruiser known as Kenobi's Promise, and ponders establishing a new Jedi Council, some of his former students -- such as the headstrong Kyp Durron -- question his authority and ability to lead. Those who resent the autonomy and moral authority of the Jedi have been quick to cease upon these apparent rifts, as Palpatine's seeds of distrust in the Jedi have come to bloom long after his own death.

All of that seems very far away in the Rim sector of Feorri. It is unknown just how long it will remain that way.

In the grand scheme of things, what happens here in Feorri Sector doesn't matter all that much to the scales of power in the galaxy. That said, it is still home to numerous known inhabited worlds, and quite possibly more that simply haven't been stumbled upon yet. (After all, the distance between a planet and its moon is impressive enough. How much more so the distance across a section of a galaxy that contains several inhabited star systems, and many hundreds of stars besides that.) Each world has its own population, its own nations, its own cultures, its own complexities, its own cares and worries, its own dreams and aspirations.

Feorri Sector has undergone a transition from Imperial to New Republic rule fairly recently, as the signing of the peace accord that officially ended the Galactic Civil War was the last straw that ignited the flames of discontent amongst the subjects of Sector Moff Tel Jerjeran. To his credit, he surrendered peacefully, though the commander of his small "peacekeeping fleet", Admiral Shel Abadan, refused to bow to the New Republic, and took a large portion of the Imperal contingent with him into hiding.

This left Tebesk-a-Susek, in charge - a Narseti noble from a very wealthy and influential clan who had been appointed as a puppet governor of Narsus Prime in order to keep the Narseti populace appeased. He had been but a figurehead before, and was ill-equipped to handle the pressures of office ... but if he were to abdicate, he would set off a long and bloody battle of succession. (Narsus Prime is not a democracy.) Lacking the military might of Abadan or the shrewdness of Jerjeran, Governor Tebesk-a-Susek has been hard-pressed to deal with threats to peace in the sector, and has desperately turned to a number of heroes for assistance.

And this is where our heroes come in. They have been asked to help out -- by dealing with threats to the peace of the sector, and in other ways to assist in cementing Feorri Sector's place in the New Republic. They may be inexperienced Jedi sent on their first missions away from Skywalker's Jedi Academy (which has been moved from Yavin IV on board the refitted "luxury" cruiser, Kenobi's Promise), mercenaries looking for work, local do-gooders anxious to help out their home sector, or perhaps friends-of-friends-of-friends called upon as Tebesk cashes in on owed favors.

They're almost certain to clash with "Warlord" Shel Abadan, the most obvious threat to peace in the sector, but other threats may arise as well. Feorri Sector may not be all that "important" on a galactic scale here, but there are whole worlds in the balance, and both human and alien agendas in conflict.

Scope of the Campaign

A few definitions of the nature of this campaign:

  • WOTC d20 System Star Wars RPG. The rules system is the new Wizards of the Coast release of the Star Wars Role-Playing Game, using the d20 System, with house rules. When referring to the rules as distinctly different from the old West End Games rules, I'll use the abbreviation "d20 SWRPG", whereas to refer to the old West End Games version, I'll call it "WEG SWRPG".
  • New Republic. The era is that of the New Republic, though I have left details a little fuzzy on the exact chronology. Events here may contradict with the official timeline, as I cannot afford to keep up with all of the books.
  • Quasi-Continuity. I previously ran a campaign using the Star Wars Role-Playing Game put out by West End Games, set in the New Republic era, some years ago, and some of the same players are in my present campaign. Some of these players have chosen to incorporate elements of that previous campaign into their characters backgrounds. That doesn't mean that I'm going to treat all events in that campaign as "canon" insofar as the history behind this one. There are a lot of things I did without thinking in the previous campaign, or elements which were introduced by players, which I'd rather not have as "baggage".
  • Technical Commentaries. I'm fond of the Technical Commentaries discussions on TheForce.Net, and their attempts to rationalize how things work in the Star Wars universe in terms of pseudo-science. While none of this is canon, I may base some of my assumptions about the workings of the setting on some of these commentaries. (For example, I'm going with their assumptions on the fate of the Forest Moon of Endor after a large space station the size of a small moon was destroyed in low orbit.)
  • Jedi Morality. I could write an essay on this, but suffice it to say that my particular spin on Jedi morality is somewhere between the more rigid portrayal in the old WEG SWRPG, and the very relativist version found in d20 SWRPG. In my viewpoint as GM, it is possible for Jedi to do things that are morally questionable or even wrong, and not necessarily go to the "Dark Side of the Force". At the same time, I reason that the rules of the Force are universal, not bending upon one's cultural values. (Killing and eating innocent sapient beings, for instance, would most certainly be an evil act by a universal moral standard, even if one comes from a culture where this is an accepted practice.)
  • Episodic. My previous campaign became bogged down with myriad plots and sub-plots, and a cast of characters that I as the GM had trouble keeping track of myself. I do not intend for this campaign to be a mindless Stormtrooper Safari, but the sessions will be more self-contained, each session consisting of a single short adventure. There will be continuity, as the PCs may go up against recurring villains, but I won't be trying to weave complex sub-plots involving the PCs' secret backgrounds, twisted moral tales, and bizarre supernatural Force-related events.
  • Ground-Based. My previous campaign involved starfighter battles, and casual trips across the galaxy. Here, the action takes place in a single sector, and any given session is likely to take place on a single planet, in a fairly finite location. It is within the realm of possibility that some action may take place in space, but it certainly won't be the focus of the campaign. The player characters will be conveniently transported to the "location of the week" by means arranged "off camera" by the GM.

  • Wizards of the Coast Star Wars

    Star Wars and all characters and creations therein are copyright and trademark by Lucasfilm Ltd. The d20 System is copyright and trademark by Wizards of the Coast, Inc. The material on this web site, including all artwork save for logos of the aforementioned companies and products is (c) T. Jordan "Greywolf" Peacock, and any artwork inspired by the Star Wars setting, or articles intended for use with the d20 System do not constitute any sort of legal challenge to the ownership of those properties.

    The Pardu and the world of Geluvil are creations of John Boulton, (c) 2001.