Factions
Groups, organisations and powers in the setting, and where the party stands with each.
- Party Ledger
- The Republic and the Jedi
- The Sith Empire
- The Hutt Cartel
- The Mandalorians
- The Underworld
Party Ledger
Party Ledger
Campaign: Untitled Star Wars Campaign
Date: 4 ATC
Example data. The numbers, quests and NPCs below came from the GM's dashboard template. Replace them with the real campaign details after each session.
How this works: each faction has a reputation from 0 to 10. Reaching 3, 6 and 10 unlocks a special quest with that faction. Party wealth runs from 0 to 50. Quests that are still locked are listed in the GM Only book.
Faction Reputation
The Republic and the Jedi Council
Law, order and the Jedi's watchful eye.
Reputation: 6 / 10
▰▰▰▰▰▰▱▱▱▱
| Unlocks at | Quest | Status |
|---|---|---|
| 3 | The Marshal's Errand | Open: a border marshal needs a crew nobody will miss. |
| 6 | A Padawan Gone Quiet | Open: a young Jedi has stopped answering the Order's calls. |
| 10 | Locked | Reach reputation 10 |
The Sith Empire
Power taken, held and enforced.
Reputation: 2 / 10
▰▰▱▱▱▱▱▱▱▱
| Unlocks at | Quest | Status |
|---|---|---|
| 3 | Locked | Reach reputation 3 |
| 6 | Locked | Reach reputation 6 |
| 10 | Locked | Reach reputation 10 |
The Hutt Cartel
Everything has a price, and a Hutt sets it.
Reputation: 4 / 10
▰▰▰▰▱▱▱▱▱▱
| Unlocks at | Quest | Status |
|---|---|---|
| 3 | A Small Favour | Open: Gorra Besh has a crate that needs delivering. |
| 6 | Locked | Reach reputation 6 |
| 10 | Locked | Reach reputation 10 |
The Mandalorians
Clans, honour and the hunt.
Reputation: 3 / 10
▰▰▰▱▱▱▱▱▱▱
| Unlocks at | Quest | Status |
|---|---|---|
| 3 | A Clan's Test | Open: the scouts want to see how you fight, not how you talk. |
| 6 | Locked | Reach reputation 6 |
| 10 | Locked | Reach reputation 10 |
Organisations
Black Sun, the Exchange and Czerka: syndicates and corporate muscle in the cracks between flags.
Reputation: 5 / 10
▰▰▰▰▰▱▱▱▱▱
| Unlocks at | Quest | Status |
|---|---|---|
| 3 | A Job Nobody Asked For | Open: a fixer needs hands that don't ask questions. |
| 6 | Locked | Reach reputation 6 |
| 10 | Locked | Reach reputation 10 |
Party Wealth
23 / 50
▰▰▰▰▰▰▰▰▰▱▱▱▱▱▱▱▱▱▱▱
Quest Log
| Quest | Faction | Status | Notes |
|---|---|---|---|
| Find the missing water convoy | The Republic | Active | Last seen on the Kessarn road. The marshal wants it back before the wells run dry. |
| Deliver the sealed crate to Gorra Besh | The Hutt Cartel | Available | Pays well. Nobody will say what is inside. |
| The Mandalorian's wager | The Mandalorians | Active | Win the bet, or lose the ship. |
| Clear the abandoned mining claim | Organisations | Done | Handled. The fixer paid in full and in cash. |
Status values: Available, Active, Done, Failed.
NPCs Met
| Name | Role | Faction | Session | Notes |
|---|---|---|---|---|
| Marshal Teshra Vell | Republic border marshal | The Republic | 1 | Pays on time and asks few questions. |
| Dr. Ammis Orel | Kaminoan field medic | The Republic | 1 | Treats everyone, whatever flag they fly. |
| Pim Okrane | Exchange fixer | Organisations | 1 | Knows a man for every problem. |
| Tolo Vann | Drovak toll foreman | The Hutt Cartel | 1 | Counts every credit twice. |
| Gorra Besh | Hutt Cartel debt collector | The Hutt Cartel | 2 | Polite, which is worse. |
| Vod'ika Rask | Mandalorian clan scout | The Mandalorians | 2 | Tested the party with a bar fight. |
| Bo-Ranu | Ithorian water trader | Organisations | 2 | Sells water at honest prices, which makes him rare. |
| Ruuk | Wookiee mechanic | The Republic | 2 | Fixed the ship and refuses to discuss the bill. |
| Dash Vellum | Dock bar owner | Organisations | 2 | Hears everything said on the Kessarn docks. |
| R7-Q | Salvaged protocol droid | Organisations | 2 | Has opinions about everything, most of them correct. |
| Acolyte Ressin Kaal | Sith courier | The Sith Empire | 3 | Delivers messages. Never answers questions. |
| Mother Veshka | Nightsister elder | The Sith Empire | 3 | Offers help, then asks for something in return. |
| Zel-Kaan | Hutt freight pilot | The Hutt Cartel | 3 | Fast ship, slow payments. |
| Captain Orrin Pell | Republic garrison officer | The Republic | 3 | Wants the treaty to hold and does not believe it will. |
Give each NPC their own page in the NPCs book and link to it from this table.
Session Journal
Full write-ups live in the Session Journal book. Latest first:
- Session 3, Sat 7 Nov: Ash on the Treaty Line. The party crossed the border at dusk and met a Sith courier who knew their names. The convoy tracks lead east.
- Session 2, Sat 31 Oct: A Bet in Kessarn. A bar fight, a wager and a Hutt debt collector who was far too polite.
- Session 1, Sat 24 Oct: Dust and Docks. The crew came together at the Kessarn docks, and the marshal made her offer.
The Republic and the Jedi
Type: Democracy, military and Jedi Order
Leader or face: The Senate, and the Jedi Council on Tython
Territory: Republic worlds, including border worlds along the treaty lines
Party reputation: see the Party Ledger
Law, order and the Jedi's watchful eye.
What they stand for
A democracy rebuilding after a bad war. It includes the Senate, the military and the Strategic Information Service. The Republic needed the Treaty of Coruscant to bind its wounds.
The Jedi Order
The Jedi Order is the Republic's closest ally, but it answers to its own Council on Tython, not to the Senate. Being a Jedi in this era comes with politics attached. See The Force, Titles, Perks and Kits.
Key people
Link NPC pages here as the party meets them.
Assets and reach
The Senate, the Republic military, the Strategic Information Service and the Jedi Order.
Allies and enemies
The Jedi are the closest ally. The Sith Empire is the rival power across the treaty lines. See The Sith Empire.
History with the party
- Session N:
Quests
Open and finished quests are tracked in the Party Ledger.
The Sith Empire
Type: Military state with a Sith Order above it
Leader or face: The Dark Council
Territory: Worlds conquered from the Republic, and the Unknown Regions beyond
Party reputation: see the Party Ledger
Power taken, held and enforced.
What they stand for
A military state of Moffs, governors and Imperial Intelligence, with the Sith Order above it. Led by the Dark Council, the Sith decide what the Empire is for.
Some worlds now sit firmly in the Empire's iron grip. Whether their people welcome that order, profit from it or simply endure it depends on who you ask.
History
Nearly thirty years ago the Empire returned from deep in the Unknown Regions, a power the galaxy had thought long gone. It conquered half the galaxy, burned Coruscant, and forced the Republic to the treaty table. See Setting and Tone.
Key people
Link NPC pages here as the party meets them.
Assets and reach
Moffs and governors, Imperial Intelligence, and the Sith Order.
Allies and enemies
The Republic and the Jedi are the rival power across the treaty lines. See The Republic and the Jedi.
History with the party
- Session N:
Quests
Open and finished quests are tracked in the Party Ledger.
The Hutt Cartel
Type: Criminal and commercial cartel, officially neutral
Leader or face: The Hutts
Territory: Hutt space, a block of worlds aligned to the Cartel
Party reputation: see the Party Ledger
Everything has a price, and a Hutt sets it.
What they stand for
Officially neutral. The Hutts hold their own space, answerable to neither the Republic nor the Empire. They run trade, debt and favours from there, and sell to anyone who can pay.
Key people
Link NPC pages here as the party meets them.
Assets and reach
A block of worlds aligned to the Cartel, and the trade, debt and favours that flow through them.
Allies and enemies
Neutral on paper. They deal with the Republic, the Empire and the Underworld alike.
History with the party
- Session N:
Quests
Open and finished quests are tracked in the Party Ledger.
The Mandalorians
Type: Warrior clans
Leader or face: Clan leaders, divided against each other
Territory: Clan holdings
Party reputation: see the Party Ledger
Clans, honour and the hunt.
What they stand for
Proud warrior clans, divided against each other. Both sides fight them and hire them, and a Mandalorian's loyalty depends on whose cause they follow this year.
Key people
Link NPC pages here as the party meets them.
Assets and reach
Warriors for hire to the Republic and the Empire alike.
Allies and enemies
Divided among themselves. Fought and hired by both the Republic and the Sith Empire.
History with the party
- Session N:
Quests
Open and finished quests are tracked in the Party Ledger.
The Underworld
Type: Criminal syndicates and corporate muscle
Leader or face: Black Sun, the Exchange and Czerka Corporation
Territory: None of their own. They work inside Republic, Imperial and Hutt space alike.
Party reputation: see the Party Ledger, where this faction is listed as Organisations
Black Sun, the Exchange and Czerka: syndicates and corporate muscle in the cracks between flags.
What they stand for
Black Sun, the Exchange and Czerka Corporation hold no territory of their own. They fill every gap the big powers leave, from back-alley deals to whole trade routes, for a price.
Key people
Link NPC pages here as the party meets them.
Assets and reach
Back-alley deals, trade routes and hired muscle across every power's space.
Allies and enemies
They work with and around everyone. See The Hutt Cartel, The Republic and the Jedi and The Sith Empire.
History with the party
- Session N:
Quests
Open and finished quests are tracked in the Party Ledger.