Star Wars Roleplay: Chaos

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Welcome to the Outer Rim Coalition

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The story in a nutshell:
  • After the Underground liberated and defended the worlds in and around the Kathol Outback, those worlds banded together into a mutual defense pact known as the Outer Rim Coalition. Overseen by the same agency that united them, the Underground allows its constituents to govern themselves so long as they do not interfere in the affairs of others.

  • Where civilized space has the Jedi Knights, the Outer Rim Coalition has the Judges. Like the Wardens of the Sky, the Judges roam the spacelanes and keep a low profile, guarding the frontier against raiders and tyrants. The Judges carry legendary guns alongside their lightsabres, and pilot tramp freighters instead of sleek fighters. You’re more likely to see a Judge in a dusty coat than anything like Jedi robes.

  • The Outer Rim Coalition has its roots in the struggle against tyranny. It has no patience for Imperial and authoritarian regimes. After sheltering much of the Galactic Alliance Remnant, the region has only grown more radical. Militias now freely wander the Territories, only controlled by the Underground leadership in principle.
 
Major Players
The Outer Rim Coalition's collective defense and trade arrangements are governed from a mobile space station called the Foundation.

The Outer Rim Coalition contains dozens of independent star systems and small interplanetary governments. A few stand above the rest for industry, technology, and influence. For convenience, the following are grouped into four categories: Western Reaches, Trailing Sectors, The Kathol Sector, and The Kathol Outback.

Western Reaches
  • Karideph: With a population of 88-100 billion insectoid Kari, depending on your source, some say the world of Karideph has a larger sentient population than the rest of the Coalition put together. Part of the resource-rich Minos Cluster and located on the Rimma and Trition Trade Routes, Karideph is as close to the Coalition gets to a superpower. It's also the easiest Coalition world for outsiders to reach, available via super-hyperlanes in a matter of days.
  • Zonju V: Liberated from a First Order-sympathizer king by the Underground, this human world is a frontier of desert canyons in the midst of an aurodium rush.
  • Imynusoph: The avian Imyni build massive treetop cities on this rainforest world. Over the centuries, its proximity to the trade nexus at Terminus has brought it up to a galactic standard level of technology.
  • Elysian: A relatively recently colonized world, Elysian's population is small but comprised of Alderaanian exiles from House Thul. Known for a disproportionately high level of technology for the region, they now offer their services throughout the region as mercenaries and paramilitary support.
  • The Adeline Cluster: The remote frontier worlds of the Adeline Cluster look a lot like Ord Mantell or Tatooine. Systems rely on old patrol boats and rusty fighters for defense. The Royal House of Adeline rules the star cluster (more in name than in reality) from Aposka. The High King is very friendly to the Underground after an incident involving a rogue Sith battlecruiser.
  • Skor II: Homeworld to the eccentric Squib race, Skor II is a temperate world but very industrialized, ruled by the Squib Polyanarchy under the nominal rule of King Adegabaydee. The Squib are famed industrialists and salvagers, organized into a planetwide labor union known as the Squib Merchandising Consortium which governs many aspects of the Squibs' daily lives. Skor II was the site of two separate battles against the First Order, the first when it was still a member world of the Galactic Alliance and the second shortly after its incorporation into the Coalition. Both times Imperial forces were miraculously repulsed, leading the Skor system to hold a reputation as a modern stronghold of resistance.
  • Polis Massa: Once a barren planet and homeworld to the little-known Eellayin, at some point in the distant past Polis Massa was struck by a mysterious cataclsym. The planet was destroyed and its debris formed an asteroid field that remained known by the same name. Though the Eellayin have long since vanished, the system was re-occupied centuries ago by a mass exodus of Kallidahin who set out to prove they are the Eellayin's descendants and now live within hollowed out asteroids or on the surface of larger planetoids.
  • Caravan Station: A massive eighty kilometer long traveling ugly market station and freeport, the Caravan is less a single contiguous structure and more a collection of hundreds and hundreds of salvaged capital hulls and bulk cruiser wrecks. Its outer edges are alive and composed of constantly shifting real estate, where light freighters and heavy transports jockey for a spot to dock up and take their place as another link in the chain.
Trailing Sectors
  • Arcadia: Arcadia-N-30 is a melting pot of a trade world, with a population equivalent to large portions of the Kathol Outback. Arcadia is a major stopping point for inbound and outgoing commerce. The huge station called the Foundation is currently located over Arcadia.
  • The Realm of the Resu: The aquatic Resu are perhaps the most enigmatic beings in the Coalition. Their power centres on their remote homeworld of Shikyu, an exporter of bizarre technology.
  • Kesh: Ancient homeworld of the Keshiri, and the banned Lost Tribe of the Sith, the Wild Space world of Kesh has grown into a modern power under King Solan Charr. The Keshiri Navy is a major force in the region.
  • Utapau: A peaceful system in the Tarabba sector, Utapau is an arid world and noteworthy for the sinkholes which dot the planet's scrub-covered surface. With a population of 95 million, the planet is shared by two symbiotic humanoid species known as the Pau'ans and Utai. Utapau is the famed site of a recent battle between the Coalition and Mandalorian Empire. The Mandalorian raiders were eventually driven offworld, at the cost of much damage to Pau City's infrastructure.
  • D'Qar: An apparently uninhabited world in an unremarkable star system, D'Qar is in fact the hidden location of an Alliance-in-Exile military base and hosts much of their surviving leadership. Invisible to sensors while within its planetary ring the Alliance Remnant Core Fleet stands vigil over both D'Qar's surface and the surrounding region, recruiting insurgents to their cause and planning raids along the Imperial border.
  • Alzoc III: Homeworld of the peaceful and simplistic Talz, Alzoc is an arctic tundra, covered in vast frozen wastelands bisected by a number of deep valleys and craggy mountain ranges. Frigid winds sweep the surface, often resulting in severe snow storms. During daylight, sun reflected from the snowfields is so blinding it can burn out the retinas of many species. Few are suitably adapted to survive on Alzoc for very long, few save the Talz who near 500 million and work the planet's rich resource mines. Though they live humble communal lives, the Talz are perhaps one of the more affluent tribal societies in the known galaxy.
  • Suarbi 7: A gas giant in the Quence sector, Suarbi 7 is orbited by an asteroid ring and thirteen moons, including Susefvi, an inhabited moon which is the secret location of the reclusive Jensaarai Enclave. From its capital city Yumfla the moon is run by a democratically elected President, but in practice much of the central authority is shared by the Saarai-kaar.
  • Drexel: Home to the Dragon Lords, Drexel is a water world populated both by the native sea-dragons, as well as humanoid pirates and scavengers who have since formed a symbiotic relationship with their aquatic neighbors. With a civilization centered around a sailing city known as the Great Ship, some among the Dragon Lords have even spread to dwell in underwater cave systems, able to explore deep under the planet's seas on the backs of their sea-dragon companions.
The Kathol Sector
  • Kal'Shebbol: A modern world with a well-rounded economy and a population of humans and twi'leks, Kal'Shebbol is the capital of, and gateway to, the Kathol Sector. It's the endpoint of the Rimma Trade Route. Arbiter Station is located over Kal'Shebbol.
  • Aaris III: This jungle world's native reptilians, the Aaris, inhabit ruined cities, many of them underground. They were a regional power centuries ago, but their civilization was destroyed. However, Aaris III is also inhabited by an offshoot of the Witches of Dathomir, a matriarchal society which holds a dubious relationship with technology. Aarisian witches have played a significant role in liberating the Kathol territories, and their voice is respected in the Coalition -- by most, anyway.
  • Gandle Ott: The second most prominent world in the Kathol Sector, Gandle Ott is a thriving human-dominated hub on the Trition Trade Route, and maintains a moderate technological manufacturing base. An ancient Jedi chapter house is located in the capital, Montrol City.
  • Pembric II: Originally terraformed as an agricultural colony, carelessness during the process resulted in unsuitable conditions, boggy wetlands and a near-constant light rain. Instead Pembric became known as a regional shadowport, hosting a large criminal element which takes advantage of the system's asteroid field to hide from authorities and mine for resources.
  • Kolatill: Governed by the Kolatill Council, this system is known as one of the sector's major manufacturing centers. Known for its specialization in speeders and repulsorlift technology, Kolatill is a temperate world but industrialized in urban centers, chief of which is the capital city of Domaz.
  • Torize: A major trade and industrial hub, Torize is orbited by numerous space stations and spaceports litter the surface. A volcanic world with significant activity, the surface's atmosphere is harmful to most beings, requiring a breath mask to breathe comfortably.

The Kathol Outback
Note: The worlds in the Kathol Outback take weeks or months to reach by traditional routes. Faster, expensive new hyperlanes have been under piecemeal construction for years.

  • The Kathol Republic: Beyond the Kathol Sector, deep in the Kathol Outback, the human-dominated Kathol Republic is a big fish in a small pond. Its capital moon of Dayark is a wealthy agricultural and shipbuilding world. The mobile space station Rebellion Actual is located in deep space inside the Kathol Republic's territory.
  • The Pimbrellan League: Also located deep in the Kathol Outback, the human-dominated League controls three worlds, builds its own starships, and maintains its own small navy. Academics and learning institutions are prestigious in Pimbrellan society and government.
  • The Qektoth Confederation: Overthrown by an Underground-backed revolution, the Qektoth Confederation is an extremely remote nation of human biotech cyborgs. Their deadly and unusual technology foiled the Underground on many occasions. Now the Qektoth are equal members of the Coalition, but not without tension.
  • Uukaablis: The Uukaablians control the only stable route to Qektoth space, and kept them at bay for centuries. Peaceful and defensive-minded, the Uukaablians are noted for their extremely skilled doctors, their medical advances, and their powerful shield technology. Uukaablian medical officers serve on many Coalition starships and bases.
  • Exocron: Even deeper in the Outback than the Qektoth and the Uukaablians, the hidden and human-controlled world of Exocron is considered by many to be the last outpost of civilization before reaching uncharted territory.
  • Demonsgate: The symbolic capital of the Coalition, Demonsgate is a much-abused phrik mining world beyond Exocron. To reach Demonsgate from Kal'Shebbol, gateway of the Kathol territories, requires roughly six to eight months of risky travel.
  • Aing-Tii Homeworld: Considered by most humanoid species to be unpronounceable, the home system of the Aing-Tii lies deep within the Kathol Rift's uncharted space. A reclusive species of alien monks, they travel the Rift in organic starships and use advanced weaponry to destroy any who oppose them. Only nominally allied with the Coalition, Aing-Tii monks tolerate the Coalition's presence but do not acknowledge their demands, occasionally entertaining polite requests.
 
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