FANDOM


Reference Book: Star Wars Saga Edition Unknown Regions

See also: Exploration Campaigns, Galactic Gazetteer

Encountering new worlds is central to Unknown Regions adventures. New worlds should be only as detailed as the adventure goals require. Some planets might require superficial descriptions, but others might need significant details for an extended stay or adventure. This section includes two methods of world creation: building a planet from scratch (Mainly for detailed worlds), or using the Planet Generator to create simpler worlds quickly or on the fly.

Creating Planets Edit

Creating an entirely new world gives you great freedom in adventure design. Every aspect of a world's environment and history can be generated and tinkered with to enhance the storyline. Although assembling a well-thought-out world takes time, the following steps can guide you through the process. You can also use elements from the Planet Generator for inspiration.

Step 1: Start with a Basic Idea Edit

Each planet should start with a strong basic element, idea , or theme that makes the planet memorable and plays a central role in its use in an adventure. This element might be climatic, such as the desert world of Tatooine or icy Hoth. It might be ecological, such as The Forest Moon of Endor or volcanic Mustafar. It might be thematic, such as the administrative planet-city of Coruscant or the underworld planet-city of Nar Shaddaa.

A new world should support your story as much as possible. Create types of worlds you want to feature, and avoid elements you don't need in your adventure. Star Wars planets typically focus on a single dominant feature or environment. All planets have a variety of climates and features, but focusing your story on the world's dominant or impressive elements makes for a memorable locale.

Step 2: Develop Key Themes and Features Edit

Next, develop the overall theme of the planet. Is it harsh, lush, violent, or desolate? Is it friendly or dangerous to the heroes? Is there a society, and if so, are the heroes familiar with it? While developing the planet's theme, you should also think about memorable features for the heroes to interact with. Since Star Wars uses locations and items of a massive scale, bigger can be better and very impressive. Examples include climbing through the massive wroshyr trees of Kashyyyk or navigating the never-ending city of Coruscant.

Focusing on a consistent theme enhances your players' experience in the limited time that they spend on the planet. In fact. if they remember and refer to a world in shorthand such as "That blazing planet with the nasty, poisonous, killer beasts," you can be sure that the planet made an impression. Themes also help players anticipate and prepare for what they might encounter.

Step 3: Populate the World Edit

Next, add the overall environmental details, including civilization, foliage, and creatures. These items must work together to create a believable planet. If something is drastically out of place, you should have a good reason for it, to sustain your players' suspension of disbelief. Don't overlook this technique as a source of adventure ideas, however. An out-of-place creature might be a major encounter clue for the heroes to follow.

Decide if the world has a sentient population and, if so, how technologically advanced it is. Planets in Star Wars feature civilizations of all levels, sometimes with the most primitive and the highly advanced sharing the same world. Remember that cultural advancement and technological advancement do not necessarily occur at the same rate. A technologically advanced civilization might be primitive in its social structure, perhaps obtaining its technology from visiting traders or by force rather than developing it on it's own.

Consider how widespread the civilization is. For clarity, worlds should include only a single civilization, unless you intend to feature the interaction of two or more groups in the adventure. Decide how the population lives. Are there cities, and if so, of approximately what size and distribution around the planet? What form does a city take? Is it made up of standard buildings, underground dwellings, underwater structures, or floating platforms?

Are the planet's inhabitants a new Species of your own design, or a known Species transplanted from elsewhere in the galaxy? One easy option is to use the information on creating Near-Humans to create a Species that is familiar, yet with a twist of its own. If more than one sentient Species is on the world, decide how well they get along.

Most importantly, decide how the civilization will interact with your adventurers. Determine their basic culture and their tolerance for the actions that most heroes engage in. Where they collide with the heroes' activities, you will have ready-made situations for drama and conflict. Outline a basic government, particularly the portions the heroes might encounter. This includes local law enforcement, bureaucrats, and even influential fringe elements.

Once you determine the reach of the civilization, you will know how much wilderness is available for wild creatures and large-scale ecological systems such as forests or oceans. Decide which basic environments the heroes are likely to encounter. Doing this can help you determine the types and number of plants that grow in the area . Additionally, consider the common Hazards that occur on the world, such as an active volcano, a poisonous rainfall, an unstable atmosphere, or frequent earthquakes. See Hazards for additional details and ideas.

Creatures and Beasts are common antagonists in Star Wars adventures. Most are hostile and dangerous, although beneficial and helpful creatures can make for an equally memorable story. Match your creatures to your environment. See the Creature Generator for suggestions and inspiration.

Step 4: Name the World Edit

You can call your new world whatever you want, but some names fit into the galaxy better than others. Most planet names in Star Wars are made up from scratch, although some are related to real-world names, words, or concepts. If the heroes are visiting a completely unknown world, they might have nothing more than a star chart identification number. Avoid creating a name that is too long or unpronounceable, or the players will shorten it to a nickname you probably won't appreciate.

Step 5: Adventurers and Campaigns Edit

Ultimately, the planet sets the scene for the adventure. Because Unknown Regions adventures deal with mysterious locales, the planet should play a prominent role in the adventure. The heroes should sometimes face the challenge of overcoming an aspect of the planet. It might be the central focus of some adventures, such as surviving a crash on a wild and dangerous world, or it could be an interesting backdrop used for dramatic effect to introduce a new culture.

Give your new world a level of detail that is appropriate for your adventure length. For a single adventure, even over several gaming sessions, focus on the main encounter area and provide a general overview of the rest of the planet. If you plan to use this world for an extended campaign or as a base of operations for the heroes, develop specific details, but dole them out as play progresses. Each encounter or session should reveal a new facet of the planet. Worlds used for campaigns can afford to be more complex in environment, culture, or both.

Planet Generator Edit

Need a planet in a hurry or quick inspiration for your new world? The Planet Generator enables you to create a quick overview of a planet featuring a few memorable elements. Roll on each table to create a completely random world, or pick and choose suitable elements. Feel free to combine the two methods as needed. The Planet Generator starts with the Star System (Or equivalent) and becomes more detailed with each table. If a result is inconsistent with the planet type, skip it or reroll on the same table.

System Type Edit

Roll 1d20 and compare the results below:

RESULT SYSTEM TYPE
1 Binary Star System
2 Black Hole
3-5 Nebula/Dust Cloud
6-14 Single Star System
15-18 Double Star System
19 Triple Star System
20 Quadruple (Or More) Star System

Number of Planets in System Edit

Roll 1d20 and compare the results below:

RESULT NUMBER
1 None
2 1
3 2
4 3
5-6 4
7-8 5
9-10 6
11-13 7
14-16 8
17-18 9
19 10+
20 Extrasolar world (Outside the System); roll again for System Size and reroll if this result occurs again

Planet Type Edit

Roll 1d10 and compare the results below:

RESULT PLANET TYPE
1 Artificial or Space Station
2 Asteroid Field or Belt (No satellites)
3 Dwarf Planet
4 Gas Giant
5 Planetoid (No satellites)
6 Satellite (Roll again for Planet orbited; ignore Asteroid, Planetoid, and Dwarf Planet results)
7-10 Terrestrial

 Number of Moons Edit

Roll 1d20 and compare the results below:

For Gas Giants, add 20 moons and roll twice, ignoring duplicate Rings results, Asteroid Clusters, and Debris Field.

RESULT NUMBER
1-4 None
5-7 1
8-10 2
11 3
12 4
13 5
14 6+
15-17 Rings
18-19 Asteroid Cluster
20 Artificial Debris Field

 Atmosphere Edit

Roll 1d20 and compare the results below:

Based on Human compatibility.

RESULT ATMOSPHERE TYPE
1-2 None
3-11 Breathable
12-15 Breath Mask Required
16-18 Environment Suit Required
19-20 Hazardous Environment Suit Required

Hours Per Day Edit

Roll 1d20 and compare the results below:

RESULT HOURS PER DAY
1 4-8 Hours
2-5 9-12 Hours
6-8 13-20 Hours
9-12 21-24 Hours
13-15 25-30 Hours
16-18 31-35 Hours
19 36-40 Hours
20 41+ Hours

Local Days Per Year Edit

Roll 1d20 and compare the results below:

RESULT DAYS PER YEAR
1-2 100-200
3-4 201-250
5-7 251-300
8-10 301-350
11-13 351-400
14-15 401-450
16-17 451-500
18 501-600
19 601-700
20 701+

Climate Edit

Roll 1d6 and compare the results below:

RESULT CLIMATE TYPE
1 Arid
2-3 Temperate
4 Tropical
5 Subarctic
6 Superheated

Dominant Environment Edit

Roll 1d20 and compare the results below:

Select Subtype(s) as necessary. Skip for Gas Giants.

RESULT ENVIRONMENT SUBTYPES
1 Arctic Glacier, Ice Shelf, Icy, Slushy, Snowy
2 Atmospheric Clouds, Fog, Fumes, Steam
3 Barren Boulder Fields, Canyons, Dusty, Eroded Badlands, Rocky
4 Craters Deep, Massive, Overlapping, Shallow, Water Filled
5-6 Desert Arid, Dusty, Frozen, Hot, Sandy, Searing, Rocky
7 Forest Conifer, Deciduous, Temperate
8 Island Archipelago, Atoll, Island Chain, Isolated Islands
9 Jungle Dense, Rain Forest, Sparse, Wet
10 Mountainous Ancient and Worn, Jagged, Massive Ranges, Peaks, Pinnacles, Spires, Rocky Hills
11 Ocean Frozen/Icy, Impossibly Deep, Methane, Shallow, Underwater Features
12-13 Plains Grassy, Salt, Savanna, Steppes
14 Subterranean Cave Systems, Sinkholes, Underground Canyons
15 Swamp Dank, Forested, Open, Overgrown, Sprawling, Wetlands
16-17 Urban Dense Urban Cores Surrounded by Impassible Terrain, Planetwide City, Polluted, Sprawling
18-19 Volcanic Active Ranges, Continuous Lava Flows, Mega-Sized, Oceanic Islands
20 Vacuum N/A

Gravity Edit

Roll 1d6 and compare the results below:

RESULT GRAVITY STRENGTH
1 Low Gravity
2-5 Standard Gravity
6 High Gravity

Sentient Population Edit

Roll 1d8 and compare the results below:

RESULT POPULATION
1-2 None (Skip following tables)
3 A few Hundred
4 A few Thousand
5 Tens of Thousands
6 Hundreds of Thousands
7 Millions
8 Billions

Technological Development Edit

Roll 1d6 and compare the results below:

RESULT TECHNOLOGICAL LEVEL
1 Atomic
2 Computerized
3 Industrial
4 Middle Age
5 Stone Age
6 Technologically Advanced

Dominant Government Edit

Roll 1d20 and compare the results below:

RESULT GOVERNMENT TYPE
1-2 Affiliated with/Controlled by, Dominant Galactic Government
3 Anarchy/None
4 Authoritarian
5 Confederation
6 Corporatocracy
7 Democracy
8 Dictatorship
9 Federation
10 Feudal
11 Independent Empire
12 Military
13 Monarchy
14 Oligarchy
15 Organized Crime Syndicate
16 Republic
17 Socialist
18 Technocracy
19 Theocracy
20 Tribal/Clan

Economic Basis Edit

Roll 1d20 and compare the results below:

RESULT PRIMARY ECONOMY
1-2 None (Abandoned Cities/Colony/Station)
3 Academic
4-5 Agricultural
6-7 Colony
8 Entertainment
9-10 Exploration
11 Government Center
12 Hidden Base (Corporate, Criminal, Government, Rebel)
13 High Technology
14 Industrial
15 Leisure
16 Medical
17 Military
18 Mining
19 Outpost (Recon, Research)
20 Trading

Significant Feature Edit

Roll 1d20 and compare the results below:

RESULT FEATURE TYPE
1 Planetwide Aurora
2 Continent-sized Volcano
3-4 Crater, hundreds of kilometers deep
5 City is a 20-km square solid structure
6 Artificially carved and sculpted mountain ranges
7-8 Waterfalls, many kilometers high
9 Nearly constant earthquakes
10 Constant, extreme thunderstorms
11 Force Nexus (Dark Side or Light Side)
12-13 Frequent Ion storms
14 Sprawling, ancient ruins the size of large cities
15-17 Battlefield, ancient or recent
18 Massive test range for weapons or machinery, abandoned or in use
19 Sith Tomb
20 Marooned Colony from an ancient known or unknown civilization

Cultural Quirks Edit

Roll 1d20 and compare the results below:

RESULT CULTURAL QUIRK
1 Violence is forbidden and punishable by death
2 Protocol Droids are believed to be evil spirits
3 Not wearing a weapon to a formal dinner is an insult to your host
4 Official, formal language, such as legal proclamations or business deals, is always sung
5 Guests thank a host for a good meal by eating messily and chewing with their mouths open
6 Droids are first-class citizens and organics are slaves
7 An item common to the heroes is valuable, such as water, Glow Rods, or Mesh Tape
8 Alliances and friendships are cemented by an exchange of hair clippings
9 Ships are treated as sentient beings
10 Passengers must remove their shoes before boarding ships
11 All technology is barred from religious sites
12 Pets are given as a part of a military alliance; the alliance lasts only as long as the pet lives
13 There is no concept of ownership- anything anyone wants, he or she takes
14 Off-worlders are required to wear a certain piece or type of clothing at all times
15 A variation of Basic is spoken, such as speaking backwards or adding a prefix to nouns/verbs
16 Looking someone in the eye is an insult
17 Any gift accepted must be refused three times first
18 Males are not allowed to speak in public
19 Off-world visitors are believed to be reincarnations of deceased relatives
20 The leader of the planet must spend the winter as the guest of a randomly selected citizen

Family Customs Edit

Roll 1d20 and compare the results below:

RESULT FAMILY CUSTOM
1 Only unmarried beings can wear weapons in public
2 Even-numbered children can hold office; odd-numbered children are expected to raise families
3 The groom and the best man fight a duel on the wedding day, and the winner marries the bride
4 The elderly are granted a small ship upon retirement but are never allowed to return to the planet again
5 Once a year, each family in a village exchanges one of it's children with another family
6 The family ancestral weapon is given as a token of betrothal
7 If a wife dies, the husband must join a monastic order
8 If a husband dies, the wife must leave her family and become a spacer
9 If both of a child's parents die, the child is taught the ways of mysticism and. possibly, The Force
10 Marriages can be performed only by off-worlders
11 The dead must be buried on the same spot where they are married, and unmarried beings are buried in space
12 Children have their earlobes removed at birth
13 At birth, every child is given a bottle of liquor that he or she must drink only before heading into battle
14 A deceased relative is buried with the flowers of the last family bride, and a bride wears jewelry belonging to the last deceased relative
15 The youngest sibling is raised by older brothers and sisters until he or she is replaced or reaches the age of maturity
16 The status of eldest sibling is determined by an unarmed duel that can take place at any time and at any location
17 The eldest daughter must return to her homeworld each year; if she cannot, she is not permitted to return to the planet again
18 When a feud begins, both parties abstain from food and sleep; the first to pass out from exhaustion is considered to be the guilty party
19 Starships are available only to married couples
20 When a ship jumps to hyperspace, the cockpit lights are extinguished in remembrance of family members lost in space

Cities and Architecture Edit

Roll 1d20 and compare the results below:

RESULT ARCHITECTURE TYPE
1 Different building types are different shapes; for example, homes are squares and government buildings are spheres
2 All cities are built on the tops of large trees/plants
3 Cities are built on massive barges, and the land is untouched by civilization
4 The more important the building is, the more mirrored surfaces it has
5 All housing is built underground
6 Every building features a built-in weapon
7 Every building features a representation of a historical figure, such as a bust, a statue, or a painting
8 Junkyards and prisons serve the same purpose
9 Repulsorlifts are forbidden within city limits, and Beasts of burden are used for transport
10 Every city has a large city center featuring an artificial environment completely different from the planet's Dominant Environment
11 Buildings are built of modular materials that are easily disassembled and rebuilt
12 Each building is named for a person famous for a noteworthy deed
13 The single city on the planet exists inside a sphere surrounded by a hostile environment
14 Buildings are cultivated like gardens
15 The city is a virtual creation explored through electronic data sent to a ship in orbit
16 Residences have no furniture that touches the floor
17 All buildings are transparent
18 Restaurants are made entirely out of edible substances
19 Only natives can touch the planet; off-worlders must use a series of elevated walkways
20 The city is a complex connection of airlocks, ships, and other space Vehicles

Community content is available under CC-BY-SA unless otherwise noted.