# Factions

Groups, organisations and powers in the setting, and where the party stands with each.

# 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](/books/factions/page/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](/books/house-rules-and-setting-notes/page/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](/books/factions/page/the-sith-empire).

## History with the party

- Session N:

## Quests

Open and finished quests are tracked in the [Party Ledger](/books/factions/page/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](/books/factions/page/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](/books/house-rules-and-setting-notes/page/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](/books/factions/page/the-republic-and-the-jedi).

## History with the party

- Session N:

## Quests

Open and finished quests are tracked in the [Party Ledger](/books/factions/page/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](/books/factions/page/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](/books/factions/page/the-underworld) alike.

## History with the party

- Session N:

## Quests

Open and finished quests are tracked in the [Party Ledger](/books/factions/page/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](/books/factions/page/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](/books/factions/page/the-republic-and-the-jedi) and the [Sith Empire](/books/factions/page/the-sith-empire).

## History with the party

- Session N:

## Quests

Open and finished quests are tracked in the [Party Ledger](/books/factions/page/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](/books/factions/page/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](/books/factions/page/the-hutt-cartel), [The Republic and the Jedi](/books/factions/page/the-republic-and-the-jedi) and [The Sith Empire](/books/factions/page/the-sith-empire).

## History with the party

- Session N:

## Quests

Open and finished quests are tracked in the [Party Ledger](/books/factions/page/party-ledger).