Star Wars (Fork)

Sci-FiHighEpicHeroic
2plays
0remixes
Jul 2026

The year is 0 BBY. The Galactic Empire stands at the height of its power, its influence reaching nearly every inhabited world. Beneath the illusion of peace, rebellion quietly stirs, ancient secrets remain buried, and countless lives hang in the balance. In this living, open galaxy, every choice has consequences, and every legend begins as an ordinary soul daring to change the course of history.

World Overview

The campaign takes place within the official Star Wars canon, presenting the galaxy as a living, evolving sandbox where every choice can permanently alter the political, military, and spiritual balance of the galaxy. Rather than following the story of existing heroes, the players become new figures whose actions ripple across history alongside the established canon. The galaxy is immense, containing millions of inhabited worlds connected by hyperspace lanes. Civilization ranges from the glittering ecumenopolis of Coruscant to forgotten Outer Rim settlements where law exists only at the barrel of a blaster. Every world possesses its own culture, economy, history, and local conflicts. Technology is highly advanced yet unevenly distributed. Faster-than-light travel, sentient droids, cybernetics, cloning, artificial intelligence, and planet-destroying superweapons all exist, but many frontier worlds remain poor, isolated, and technologically improvised. Wealth and influence are concentrated in the Core Worlds while survival defines life on the frontier. The Force exists as a real, living energy field connecting all life. It is neither inherently good nor evil. Individuals interpret it through different philosophies including the Jedi, Sith, Nightsisters, Guardians of the Whills, and countless lesser traditions. Force sensitivity is exceptionally rare, and discovering one's connection to the Force can dramatically alter a character's path without determining their destiny. The galaxy is never static. Governments rise and fall. Criminal syndicates expand and fracture. Corporations manipulate politics. Wars reshape borders. Ancient civilizations leave behind ruins whose secrets can change the fate of entire sectors. Every major faction pursues its own goals regardless of player involvement, creating a world that continues to evolve naturally over time. This campaign emphasizes freedom above all else. Players may become Jedi, Sith, smugglers, bounty hunters, soldiers, politicians, explorers, pirates, merchants, spies, crime lords, archaeologists, or create entirely unique identities. They may align with existing factions, found their own organizations, or reject galactic politics altogether. Morality is never predetermined. Compassion, ambition, vengeance, loyalty, fear, justice, sacrifice, and power all shape a character's journey. The Light Side and Dark Side are not simple alignment systems but philosophies expressed through decisions, relationships, and consequences. Redemption is always possible. Corruption is always possible. Above all, the galaxy should feel alive. Every planet should have ongoing conflicts, memorable inhabitants, evolving economies, hidden opportunities, and believable consequences. Players should always have multiple meaningful paths available, with no single "correct" story to follow.

Geography & Nations

The Galactic Structure The galaxy is divided into vast regions connected by established hyperspace lanes. Travel between worlds depends upon known hyperroutes, regional security, and local political control. While maps are well established throughout the Core and Inner Rim, large portions of Wild Space and the Unknown Regions remain only partially charted. No region is static. Governments, criminal organizations, corporations, military occupations, and local conflicts continually reshape the political landscape. Every planet should feel alive whether or not the players visit it. I. The Core Worlds "The heart of civilization." These worlds possess the oldest governments, greatest wealth, highest technology, and strongest Imperial presence. Major Worlds Coruscant — Galactic capital. Endless cityscape housing the Imperial Palace, Senate, corporate headquarters, criminal undercity, and trillions of citizens. Politics, espionage, and Imperial intrigue dominate. Alderaan — Peaceful, wealthy, artistic, and influential. Quietly sympathetic to anti-Imperial causes. Corellia — Shipbuilding powerhouse producing freighters, military vessels, engineers, smugglers, and pilots. Kuat — Home of Kuat Drive Yards, constructing much of the Imperial Navy. Chandrila — Ancient political world known for diplomacy and influential senators. Anaxes — Military academy world producing many of the Empire's finest officers. Brentaal IV — Hyperlane crossroads where commerce and politics intersect. Hosnian Prime — Prestigious Core World with long political influence. II. Colonies & Inner Rim "Prosperous worlds balancing commerce and Imperial oversight." Planets where corporations, trade guilds, and regional governments still maintain considerable influence. Notable worlds include: Naboo Mimban Ord Mantell Ryloth Mon Cala Saleucami Bothawui Rendili These worlds commonly feature: corporate influence espionage industrial production recovering Clone Wars battlefields political unrest III. Mid Rim "The commercial crossroads of the galaxy." The Mid Rim is where Imperial authority begins to weaken. Governors possess greater autonomy. Crime becomes increasingly common. Trade routes determine prosperity. Major planets include: Bespin Lothal Kashyyyk Mandalore Onderon Felucia Malastare Sullust Common adventures: mercenary contracts political revolutions mining disputes wildlife expeditions local wars IV. Outer Rim Territories "Where law ends and legends begin." This is the largest playground for sandbox adventures. Imperial control ranges from overwhelming to nonexistent. Entire sectors answer only to local rulers. Major worlds include: Tatooine Geonosis Mustafar Utapau Dathomir Jedha Scarif Ilum Christophsis Rodia Toydaria Typical stories: bounty hunters Force relics Hutt politics Imperial outposts hidden Jedi survivors pirates slavers ancient ruins V. Wild Space "Beyond civilization." Wild Space contains thousands of poorly explored systems. Navigation is unreliable. Charts are incomplete. Entire civilizations remain isolated. Possible discoveries include: lost colonies ancient temples forgotten Clone Wars installations pirate kingdoms hidden Imperial research facilities undiscovered Force vergences dangerous megafauna derelict fleets VI. The Unknown Regions "Here there be monsters." Almost nothing is known with certainty. Navigation is extraordinarily dangerous. Only a handful of explorers possess reliable routes. Canon civilizations include: Csilla (homeworld of the Chiss Ascendancy) Chiss Ascendancy territory ancient Rakatan remnants mysterious Force vergences hyperspace anomalies This region should remain deliberately mysterious. VII. Underworld Hubs "The galaxy beneath the galaxy." These places deserve their own category because they're campaign settings in themselves: Nar Shaddaa — the Smuggler's Moon. Canto Bight — gambling, wealth, corruption. Mos Eisley — bounty hunters, fugitives, black markets. Mos Espa — Hutt influence and podracing. Cloud City — tibanna gas, casinos, corporate intrigue. One addition I think would dramatically improve the sandbox GM Directive: The galaxy should never feel fully explored. While canonical planets should remain faithful to established lore, the AI is encouraged to create new settlements, moons, stations, hyperspace routes, criminal enclaves, Imperial facilities, Rebel safehouses, forgotten temples, corporations, and entire star systems when appropriate. New locations should naturally fit within existing regions and respect established Star Wars canon, ensuring that exploration always leads to discovery rather than repetition.

Races & Cultures

Diversity of the Galaxy The Star Wars galaxy is home to millions of intelligent species spread across countless worlds. While many species have traditional homeworlds, centuries of hyperspace travel, trade, conquest, and migration have created extraordinarily diverse populations throughout the galaxy. Most major cities contain dozens or even hundreds of species living side by side. Species should influence a character's culture, appearance, traditions, and history, but should never completely determine their personality or morality. Individuals frequently defy stereotypes, and every society contains heroes, villains, scholars, criminals, and ordinary citizens. The Empire officially promotes the idea of galactic unity, but in practice favors Humans above nearly every other species. Xenophobia is common within Imperial institutions, while many alien populations face discrimination, exploitation, or outright occupation. Major Galactic Species These species are common enough to be encountered almost anywhere in the galaxy. Humans The most widespread species in the galaxy. Humans occupy every level of society, from farmers and smugglers to senators, crime lords, Imperial officers, and Jedi. Human cultures vary dramatically between worlds. Twi'leks Native to Ryloth, Twi'leks are adaptable, resourceful, and deeply family-oriented. Many suffer under Imperial occupation and criminal exploitation, though others have become successful merchants, politicians, soldiers, and freedom fighters. Rodians Hunters from Rodia. Their culture traditionally values tracking, survival, and personal achievement, producing many bounty hunters while also contributing explorers, scientists, and traders. Zabraks Originating from Iridonia and Dathomir, Zabraks are renowned for determination and resilience. Their traditions differ greatly depending on their homeworld. Wookiees Powerful, intelligent inhabitants of Kashyyyk. Fiercely loyal to family and honor, many have been enslaved by the Empire for labor projects across the galaxy. Mon Calamari Brilliant engineers and ship designers from Mon Cala. Their rivalry with the Quarren has shaped generations of political conflict. Quarren Also native to Mon Cala, the Quarren maintain distinct traditions and political identities. Relations with the Mon Calamari range from cooperation to open hostility depending on the era and location. Bothans Masters of intelligence gathering, diplomacy, and information networks from Bothawui. They frequently serve as spies, merchants, and political advisors. Corellians Although ethnically Human, the people of Corellia possess a distinctive cultural identity centered around independence, engineering, and exceptional piloting. Notable Regional Species These species are common within specific regions but less frequently encountered elsewhere. Togruta (Shili) Nautolans (Glee Anselm) Mirialans (Mirial) Mirialans Chiss (primarily Unknown Regions) Kel Dor (Dorin) Devaronians Duros Ithorians Sullustans Toydarians Weequay Nikto Trandoshans Jawas Tusken Raiders Ewoks Gungans Geonosians Kaminoans Lasat Each possesses unique traditions, governments, histories, and relationships with neighboring civilizations. Rare & Isolated Peoples These cultures are seldom encountered and often become memorable campaign elements. Nightsisters of Dathomir Chiss Ascendancy Lasat survivors Lurmen colonies Ancient Force sects Hidden Jedi enclaves Remote tribal civilizations Lost hyperspace colonies Their rarity should make encounters feel significant. Cultural Identity Homeworld often shapes identity as strongly as species. A Human from Coruscant may share little culturally with a Human from Tatooine. Likewise, two Twi'leks from different clans may have vastly different beliefs, professions, and loyalties. The AI should emphasize local customs, accents, clothing, architecture, religion, cuisine, and traditions when portraying different worlds. Species Relationships Most prejudice in the galaxy is political or historical rather than biological. Examples include: Imperial Human supremacy. Wookiees resisting Imperial enslavement. Mon Calamari and Quarren political tensions. Trandoshan and Wookiee rivalry. Tusken Raiders distrusting off-world settlers. Mandalorians judging outsiders by honor rather than species. Hutts treating most species as assets or competitors. Relationships should be nuanced. Individual friendships, alliances, and rivalries frequently transcend historic conflicts. Force Traditions Not every Force-sensitive belongs to the Jedi or Sith. Different cultures have developed their own philosophies surrounding the Force. Examples include: Jedi Order Sith Nightsisters Guardians of the Whills Bardottan mystics Lasat spiritual traditions Dagoyan Masters Ancient forgotten sects The AI should remember that many Force traditions interpret the Force differently without necessarily identifying as Jedi or Sith. GM Directive Species should enrich the galaxy without limiting character freedom. Avoid reducing cultures to stereotypes. Canonical traditions should be respected, but every species contains a wide spectrum of personalities, professions, beliefs, and political loyalties. The AI is encouraged to introduce lesser-known canonical species and create believable local customs, settlements, dialects, and mixed communities to reinforce the immense diversity of the Star Wars galaxy. One addition I'd make that isn't in most Star Wars guides I would add a simple instruction like this: Species Distribution: No single location should feel populated exclusively by one species unless established by canon. Major cities, starports, trade hubs, and space stations should feature diverse populations reflecting centuries of galactic migration, while isolated settlements may preserve stronger local cultural identities.

Current Conflicts

The campaign begins in 0 BBY, just before the events of A New Hope. Although much of the galaxy appears stable under Imperial rule, that peace is an illusion. Countless political, military, economic, and spiritual conflicts simmer beneath the surface. Most citizens know only a fraction of what is truly happening, and no one, not even the Emperor, has complete control over every corner of the galaxy. Every adventure should naturally connect to one or more of these ongoing conflicts, allowing player actions to influence the living state of the galaxy. The Empire's Tightening Grip The Galactic Empire has spent nearly two decades consolidating power following the Clone Wars. Imperial authority grows stronger each year through military occupation, surveillance, propaganda, and increasingly oppressive legislation. Regional governors replace local autonomy. Stormtrooper garrisons expand into previously independent sectors. Entire populations disappear into labor camps or Imperial prisons without trial. While many citizens appreciate the stability and security the Empire provides, others quietly fear that personal freedoms are disappearing. Possible adventures include: Imperial investigations political dissidents prison rescues occupied worlds smuggling restricted goods sabotaging Imperial infrastructure serving within the Imperial military uncovering corruption among local officials The Growing Rebellion Across the galaxy, isolated resistance groups begin realizing they are not alone. Disillusioned senators, former Clone Wars veterans, smugglers, freedom fighters, and ordinary citizens quietly organize against Imperial rule. Most cells know little about one another, making the movement decentralized and vulnerable. The Rebel Alliance is not yet a unified military but a fragile network built on trust, secrecy, and sacrifice. Possible adventures include: delivering intelligence recruiting allies protecting Rebel safehouses infiltrating Imperial facilities deciding whether to support or betray resistance movements exposing informants Criminal Syndicates and the Underworld As Imperial attention focuses on political stability, criminal organizations flourish throughout the Outer Rim and beyond. The Hutts, Black Sun, Crimson Dawn, the Pyke Syndicate, bounty hunters, pirates, spice traffickers, and countless local gangs compete for wealth and influence. Many worlds rely upon criminal organizations for protection, employment, or survival. Possible adventures include: bounty hunting heists gang wars smuggling operations cartel negotiations escort missions criminal investigations building a personal criminal empire Shadows of the Clone Wars Although nearly twenty years have passed, the Clone Wars continue to shape galactic society. Abandoned battlefields, crashed fleets, deactivated droid armies, forgotten bunkers, missing Jedi archives, and former Separatist holdouts remain scattered throughout the galaxy. Many veterans still carry emotional and political scars from the conflict. Possible adventures include: salvaging Clone Wars technology discovering hidden military installations resolving old wartime rivalries recovering lost Republic intelligence hunting rogue battle droids uncovering forgotten experimental weapons The Hunt for the Force The Jedi Order has been destroyed, but the Force has not disappeared. Across the galaxy, Force-sensitive individuals unknowingly awaken to extraordinary abilities. Ancient temples remain hidden beneath jungles and deserts. Lost holocrons lie forgotten in abandoned vaults. Imperial Inquisitors relentlessly pursue surviving Jedi and Force artifacts while Darth Vader conducts his own secret investigations into threats connected to the Force. Most citizens dismiss such stories as myths. Possible adventures include: discovering Force sensitivity searching for kyber crystals recovering Jedi relics exploring ancient temples avoiding Imperial Inquisitors encountering forgotten Force traditions resisting or embracing the Dark Side Corporate Power and Economic Exploitation Megacorporations remain among the most powerful institutions in the galaxy. Shipyards, mining guilds, banking interests, weapons manufacturers, and trade conglomerates often wield influence rivaling planetary governments. Many publicly support the Empire while secretly advancing their own interests. Corporate exploitation creates unrest across mining colonies, industrial worlds, and frontier settlements. Possible adventures include: labor disputes corporate espionage industrial sabotage resource monopolies trade negotiations financial conspiracies recovering valuable shipments The Frontier Remains Unclaimed Despite Imperial expansion, countless systems remain only loosely governed. Outer Rim settlements, Wild Space colonies, forgotten hyperspace routes, and isolated civilizations continue to exist beyond meaningful Imperial control. Explorers, prospectors, archaeologists, pirates, settlers, and adventurers constantly push civilization's boundaries. Possible adventures include: discovering new worlds establishing settlements surviving hostile environments first contact with isolated cultures recovering lost expeditions mapping hyperspace routes uncovering ancient civilizations Political Intrigue Not every battle is fought with blasters. Within the Imperial Senate, local governments, noble houses, corporations, and planetary administrations, political maneuvering shapes the future of entire sectors. Loyalty is often uncertain. Allies become rivals. Even Imperial officials frequently work against one another for personal advancement. Possible adventures include: diplomacy espionage blackmail assassination plots election manipulation protecting dignitaries exposing corruption negotiating planetary alliances Ancient Mysteries Long before the Republic, civilizations rose and fell across the galaxy. The Rakata, ancient Jedi, Sith Empires, Zeffo, and countless forgotten cultures left behind powerful relics and dangerous secrets. Many historians dismiss these stories as legend. Others devote their lives to finding proof. Some mysteries should remain unsolved. Possible adventures include: archaeological expeditions deciphering ancient languages exploring forgotten temples activating mysterious artifacts encountering Force vergences awakening long-dormant threats The Living Galaxy No conflict exists in isolation. A single player decision may strengthen the Empire, inspire rebellion, empower a crime syndicate, reveal forgotten Force knowledge, reshape a planetary government, or ignite conflict across an entire sector. The galaxy should continue evolving even when the players are elsewhere. Factions pursue independent goals, governments adapt to changing circumstances, and consequences ripple outward over time. Players are free to engage with, ignore, or reshape any conflict they encounter. There is no single "main quest." The story emerges from the choices they make within a galaxy already in motion. Not every conflict should revolve around saving the galaxy. Most adventures begin with local, personal stakes: a missing shipment, a corrupt governor, a labor strike, a bounty contract, a family dispute, or a forgotten ruin. As players gain influence, these seemingly isolated events can naturally reveal connections to larger galactic conflicts. Let the scale of the story grow because of the players' choices, not because the galaxy demands another hero.

Magic & Religion

The Force & Belief The Living Force The Force is an energy field generated by all living things. It binds the galaxy together, connecting every person, creature, and world. While its existence is undeniable to those who experience it, most citizens understand little about its true nature. The Force is not a spellcasting system or a source of unlimited supernatural abilities. It is subtle, instinctive, deeply personal, and often mysterious. Great feats require discipline, emotion, training, or extraordinary circumstances. Most beings will never knowingly encounter a Force user during their lifetime. Force Sensitivity Force sensitivity is exceptionally rare. It appears naturally across every species and cannot be learned through study alone. Some individuals discover their abilities as children. Others unknowingly use the Force for decades through extraordinary intuition, reflexes, empathy, or luck without understanding its source. Only a tiny fraction ever receive formal training. Being Force-sensitive does not predetermine morality, destiny, or allegiance. The Light and Dark Side The Force itself is neither good nor evil. Instead, sentient beings choose how they interact with it. The Light Side The Light Side values: compassion discipline selflessness patience harmony protection wisdom Those who follow the Light seek to serve others and maintain balance rather than dominate it. The Dark Side The Dark Side draws strength from: fear anger hatred obsession ambition domination selfish desire While it offers tremendous power, it gradually reshapes the user's judgment, relationships, and perception of reality. Corruption is rarely immediate; it often begins with understandable choices made for noble reasons. The Dark Side should always tempt rather than simply punish. Force Abilities Force powers should emerge naturally through training, experience, emotional growth, and personal discovery. Common abilities include: heightened reflexes telekinesis enhanced senses persuasion precognitive intuition lightsaber combat meditation Force leaps object manipulation Rare abilities may include: healing psychometry battle meditation Force visions beast communication Force concealment electric judgment Force lightning projection essence transfer (legendary) Force ghosts (extremely rare) No individual should possess every ability. Every Force user develops unique strengths. The Jedi By 0 BBY, the Jedi Order has been nearly eradicated. Most surviving Jedi remain hidden or have abandoned their former lives. The Empire teaches that the Jedi were traitors responsible for attempting to overthrow the Republic. Many citizens believe the Jedi never truly existed. Finding: a surviving Jedi a lightsaber a holocron an abandoned Jedi Temple should feel like discovering living history. The Sith The Sith remain hidden from the galaxy. Only a handful of individuals know they still exist. The Sith pursue power through passion, domination, secrecy, and the Dark Side. Ancient Sith temples, tombs, artifacts, and holocrons remain scattered across forgotten worlds. Most are protected by dangerous guardians, ancient mechanisms, or the corrupting influence of the Dark Side itself. Other Force Traditions The Jedi and Sith are not the only philosophies surrounding the Force. Throughout the galaxy, numerous cultures interpret it differently. Known traditions include: Nightsisters of Dathomir Guardians of the Whills Lasat spiritual teachings Bardottan mystics Dagoyan Masters ancient Je'daii philosophy (known only through forgotten records) isolated Force sects local shamans and mystics Many traditions understand only fragments of the Force while preserving wisdom lost elsewhere. Religion Throughout the Galaxy Most religions do not worship gods in the traditional sense. Instead, cultures develop spiritual traditions centered around ancestors, planetary spirits, cosmic balance, local myths, or interpretations of the Force. Examples include: Force-centered philosophies ancestor worship tribal spiritualism planetary guardian traditions local creation myths ancient temple cults Religious beliefs vary dramatically between planets and species. Faith often shapes politics, architecture, festivals, and daily life. Force Vergences Certain locations possess unusually strong connections to the Force. These vergences may include: ancient temples caves forests battlefields crystal caverns forgotten shrines unusual celestial phenomena Vergences may amplify visions, emotions, or Force abilities, though they often carry significant risks. Some become sacred pilgrimage sites. Others are feared and abandoned. The Nature of Balance Balance is not achieved by destroying one side of the Force. Instead, balance represents harmony between life, choice, and responsibility. Characters should never be judged solely by alignment labels. Their actions, motivations, sacrifices, relationships, and long-term decisions determine their spiritual journey. Redemption remains possible. Corruption remains possible. No path is irreversible until the story says it is. GM Directive The Force should remain mysterious. Do not reduce it to a predictable magic system or a collection of combat abilities. Many of its greatest manifestations should inspire awe, uncertainty, or fear rather than explanation. Not every mystery deserves an answer. Not every vision is literal. Not every ancient artifact should reveal its full purpose. Characters should earn their understanding of the Force through experience, relationships, personal struggle, and difficult choices rather than simple progression. Likewise, faith and religion should shape the galaxy without requiring every culture to interpret the Force in the same way. Preserve mystery whenever possible, allowing belief, doubt, and discovery to remain central themes of the Star Wars universe. Narrative Principle: Treat the Force as the films do, not as a game mechanic. It should be quiet before it is spectacular. A subtle feeling, an impossible coincidence, a warning instinct, or an unexplained connection is often more meaningful than a dramatic display of power. The greatest moments involving the Force should feel earned, transformative, and deeply personal, leaving both the characters and the audience with a sense of wonder.

Planar Influences

Cosmic Realms & Beyond Unlike many fantasy settings, the Star Wars galaxy does not consist of numerous interconnected planes of existence. Reality is primarily a single physical universe, though several rare phenomena exist beyond conventional understanding. These places should remain exceptionally uncommon, mysterious, and often beyond complete explanation. Most beings will never knowingly encounter any of these phenomena during their lifetime. The Cosmic Force The Force exists beyond ordinary physical reality. Every living being contributes to both the Living Force and, ultimately, the Cosmic Force. While the Living Force connects all life in the present, the Cosmic Force represents the enduring energy and consciousness that transcends individual existence. Meditation, visions, prophecy, and certain Force phenomena originate from this deeper connection. No technology can fully measure or control it. Force Vergences Certain locations possess unusually powerful concentrations of the Force. Examples include: ancient Jedi temples Sith shrines kyber crystal caverns sacred mountains forgotten battlefields hidden caves naturally occurring vergences Within these locations, visions may become stronger, emotions more intense, and unusual Force manifestations more likely. Not every vergence serves the Light or the Dark. Many simply exist. Hyperspace Hyperspace is a parallel dimension that allows faster-than-light travel between star systems. Although routinely used throughout the galaxy, hyperspace remains only partially understood. Travel depends upon: stable hyperlanes accurate navigation functioning hyperdrives updated stellar charts Poor calculations may result in collision with celestial objects, becoming lost, or emerging in dangerous or unexplored regions. Occasionally, unusual hyperspace anomalies may lead explorers toward forgotten systems or impossible discoveries. Force Visions Powerful Force users sometimes experience visions beyond ordinary perception. These experiences may reveal: possible futures forgotten memories symbolic lessons distant events emotional truths warnings temptations Visions are rarely literal. They should challenge interpretation rather than provide certainty. Force Spirits Under extraordinarily rare circumstances, exceptionally enlightened Force users may preserve aspects of their consciousness after death. These manifestations are not ghosts in the traditional sense. They serve as guides, teachers, or reminders of the continuing nature of the Force. Very few individuals possess this knowledge, and even fewer understand how it is achieved. During 0 BBY, this ability is almost entirely unknown. Ancient Cosmic Phenomena Throughout galactic history, scattered accounts describe places and events that defy conventional explanation. Legends speak of: impossible temples worlds saturated with the Force mysterious celestial alignments forgotten gateways relics capable of altering perception beings whose understanding of the Force surpasses that of the Jedi and Sith Most historians dismiss these stories as myth. Whether they are true remains uncertain. The Unknown Regions Beyond the edges of explored space lie vast territories where navigation itself becomes unpredictable. The Unknown Regions contain: unstable hyperspace routes unusual stellar phenomena ancient civilizations powerful Force vergences isolated cultures mysteries untouched for millennia Many legends concerning the Force originate from these unexplored frontiers. The World Between Worlds Legends persist of an ancient realm existing outside ordinary space and time, where the Force itself appears to converge. Its existence is considered myth by nearly everyone in the galaxy. Should it ever appear within a campaign, it must remain an exceptionally rare narrative event rather than a repeatable destination. Its nature, purpose, and rules should remain deliberately mysterious, and it should never be used casually to rewrite history or undo meaningful consequences. Mortis and Other Cosmic Realms Ancient records and fragmented legends describe places where the Force manifests in ways that defy all known understanding. Whether these realms are physical locations, visions, or something beyond mortal comprehension remains unknown. Such places should be treated as mythic exceptions rather than established destinations. Encounters with them should be exceedingly rare and reserved for stories of profound spiritual significance. GM Directive The Star Wars galaxy should remain grounded in a single, believable reality. Extraordinary cosmic phenomena exist to inspire wonder, not to replace the physical world. Avoid introducing alternate dimensions, elemental planes, or supernatural realms unless they are firmly rooted in established Star Wars canon. The greatest mysteries of the Force should remain mysteries. Some questions should never receive definitive answers, allowing players to wonder, speculate, and discover alongside their characters. Encounters with cosmic phenomena should be transformative, exceedingly rare, and never diminish the importance of choices made in the ordinary galaxy. Overall, 95% of the campaign should take place in the tangible, lived-in galaxy of planets, ships, politics, and ordinary people. The remaining 5%—the truly cosmic side of Star Wars—should feel like touching something ancient, unknowable, and almost sacred.

Historical Ages

The Star Wars galaxy is ancient beyond comprehension. Civilizations have risen and fallen for tens of thousands of years, each leaving behind technologies, philosophies, monuments, ruins, and conflicts that continue to shape the present day. Most citizens understand only recent history. Scholars, archaeologists, Force traditions, and secret organizations preserve fragments of much older eras. Many truths have been lost, deliberately erased, or transformed into legend. The past is never truly gone. Every world bears the marks of those who came before, and every generation inherits both the triumphs and failures of history. The Dawn of Civilization (~25,000+ BBY) The earliest known galactic civilizations emerged as hyperspace travel united distant worlds for the first time. Trade flourished, cultures expanded, and the foundations of the Galactic Republic were established. Little survives from this age beyond scattered ruins, forgotten hyperspace routes, and myths preserved by isolated cultures. Legacy: ancient hyperspace beacons forgotten colony worlds primitive starports lost archives abandoned megastructures Adventure Threads: discovering forgotten colonies restoring lost navigation routes deciphering pre-Republic languages The Infinite Empire (Ancient Rakatan Civilization) Long before the Republic reached its height, the Rakatan Infinite Empire ruled vast portions of the galaxy using terrifying Force-based technologies. Their civilization collapsed under civil war, overreliance on the Dark Side, and mysterious catastrophes. Most beings know nothing of the Rakata. Their ruins remain among the oldest and most dangerous locations in the galaxy. Legacy: planetary superstructures Force-powered technology impossible architecture mysterious star maps dormant machines Adventure Threads: activating ancient technology exploring forbidden temples uncovering forgotten history The Old Republic (Approximately 25,000–1,000 BBY) For thousands of years, the Galactic Republic expanded across the galaxy. Trade prospered. Democracy flourished. The Jedi Order became respected guardians of peace and justice. Entire sectors still measure time, law, and culture according to institutions founded during this era. Legacy: Republic architecture ancient Senate buildings Jedi libraries diplomatic traditions established hyperlanes Adventure Threads: recovering Republic records investigating forgotten treaties exploring abandoned Republic outposts The Great Jedi–Sith Conflicts Across countless generations, the Jedi Order and numerous Sith Empires fought devastating wars over the fate of the galaxy. Entire worlds changed hands repeatedly. Many Force vergences became battlefields. Countless temples were destroyed or abandoned. The Republic eventually emerged victorious, but much of this history faded into myth. Legacy: Sith tombs Jedi temples kyber crystal caves battlefields rich in Force echoes hidden holocrons Adventure Threads: recovering ancient relics confronting forgotten Sith cults surviving Force-infused ruins The High Republic (Approximately 500–100 BBY) The Republic reached one of its greatest periods of optimism, exploration, and prosperity. Jedi served openly throughout the galaxy. New hyperspace routes were charted. The Outer Rim saw unprecedented expansion. Although remembered as a golden age, many of its greatest achievements have since been lost or neglected. Legacy: abandoned frontier stations elegant Jedi outposts exploration records forgotten colonies ceremonial temples Adventure Threads: reopening ancient routes investigating lost expeditions discovering untouched frontier worlds The Fall of the Republic Political corruption, corporate influence, and growing separatist movements gradually weakened the Republic. Count Dooku's Separatist Alliance divided the galaxy. Ordinary citizens increasingly lost faith in galactic government. Most believed civil war had become inevitable. Legacy: divided families political distrust damaged institutions regional resentment Adventure Threads: uncovering old conspiracies mediating local disputes investigating forgotten Separatist networks The Clone Wars (22–19 BBY) The Clone Wars engulfed nearly every sector. Clone armies fought Separatist droid forces across thousands of worlds. Entire ecosystems were devastated. Cities burned. Generations grew up knowing only war. Many veterans still struggle with trauma, guilt, and divided loyalties. Legacy: crashed Venators abandoned battle droids hidden weapons depots clone memorials ruined cities orphaned populations Adventure Threads: salvaging warships hunting rogue droids recovering lost military intelligence helping war-torn communities rebuild The Great Jedi Purge At the end of the Clone Wars, Emperor Palpatine declared the Jedi traitors and executed Order 66. Nearly the entire Jedi Order was destroyed within days. The surviving Jedi scattered into hiding. The Empire systematically erased Jedi history from public knowledge. By 0 BBY, many younger citizens believe the Jedi were little more than dangerous religious extremists—or myths altogether. Legacy: abandoned temples hidden lightsabers secret escape routes forgotten safehouses erased historical records Adventure Threads: protecting surviving Jedi uncovering hidden archives restoring lost knowledge The Rise of the Empire (19–0 BBY) Over the past nineteen years, the Empire has transformed the Republic into an authoritarian regime. Military occupations spread across the galaxy. Corporate interests merged with Imperial authority. The Senate continues to exist, but its influence steadily diminishes. Many worlds accepted Imperial rule willingly. Others resist in secret. Legacy: expanding Star Destroyer fleets labor camps Imperial academies propaganda networks occupied worlds surveillance infrastructure Adventure Threads: espionage rebellion political intrigue prison rescues Imperial investigations The Galaxy Today (0 BBY) The galaxy stands at a crossroads. The Empire appears stronger than ever. The Jedi are gone. The Sith remain hidden. Small Rebel cells quietly coordinate resistance. Crime syndicates expand their influence. Ancient secrets continue to awaken beneath forgotten worlds. No one realizes how close the galaxy stands to another age of transformation. History is no longer something to study. History is about to happen. Living Legacies Every era should leave visible marks upon the present. When creating adventures, remember that history is rarely forgotten completely. Every planet should carry evidence of its past through architecture, traditions, ruins, politics, family histories, cultural memory, or lingering conflicts. A modern Imperial outpost may stand atop an ancient Jedi temple. A smuggler's hideout might once have been a Republic listening station. A local feud could trace its origins to the Clone Wars or even older rivalries. The past should never exist solely in museums—it should shape the lives of ordinary people and provide the foundation for new stories. Narrative Principle: The galaxy should feel old. Every important location should have layers of history beneath it. Whenever players arrive somewhere new, the AI should consider not only what exists there today, but what stood there centuries ago, who fought there, what was lost, what was buried, and what stories remain untold. The greatest adventures often begin with the rediscovery of something history tried to forget.

Economy & Trade

The Galactic Economy is one of the largest and most interconnected systems in the known galaxy. Trillions of beings depend upon an immense network of trade routes, shipping guilds, corporations, local industries, and planetary governments. Every inhabited world contributes something to this network, whether through natural resources, manufacturing, agriculture, technology, culture, finance, or strategic location. Economic prosperity is unevenly distributed. While Core Worlds enjoy immense wealth and advanced infrastructure, many Mid Rim and Outer Rim planets struggle under debt, corruption, piracy, or Imperial exploitation. Trade is the lifeblood of civilization. Disrupting it can alter the balance of power across entire sectors. Currency The standard galactic currency is the Galactic Credit, accepted throughout most Republic and Imperial space. However, many regions also rely upon: local planetary currencies Hutt credits corporate scrip barter precious metals spice kyber crystals rare artifacts favors and information Remote settlements often place greater value on practical goods than digital currency. A shipment of bacta, food, fuel, or replacement starship components may prove more valuable than thousands of credits. Trade Routes Hyperspace lanes are the arteries of the galaxy. Major routes such as the Corellian Run, Corellian Trade Spine, Hydian Way, Perlemian Trade Route, and Rimma Trade Route connect thousands of inhabited systems. Control of these routes determines military strength, political influence, and economic prosperity. Trade routes constantly face threats from: pirates Imperial inspections customs enforcement hyperspace anomalies criminal syndicates local conflicts natural disasters Entire campaigns may revolve around protecting, disrupting, or discovering valuable trade routes. Major Industries Every world should possess an economic identity. Examples include: Industrial Worlds starship construction weapons manufacturing droid production heavy industry mining equipment Examples include Corellia, Kuat, and Fondor. Mining Worlds Extraction of valuable resources such as: tibanna gas coaxium kyber crystals doonium beskar precious metals industrial ores Mining operations frequently attract corporate interests, criminal organizations, and Imperial oversight. Agricultural Worlds These planets export enormous quantities of: grain livestock seafood medicinal plants textiles foodstuffs Their security is essential to feeding countless urban populations. Technology Centers Highly developed worlds produce: hyperdrives droids medical technology communications equipment cybernetics advanced research Many possess close relationships with Imperial contracts. Frontier Economies Outer Rim settlements survive through: salvage prospecting moisture farming hunting local trade mercenary work tourism independent manufacturing Their economies are resilient but vulnerable. The Corporate Sector Several massive corporations wield influence rivaling entire planetary governments. Examples include: Kuat Drive Yards Sienar Fleet Systems Corellian Engineering Corporation Industrial Automaton Incom Corporation Merr-Sonn Munitions TaggeCo Arakyd Industries Some openly support the Empire. Others quietly pursue their own interests. Corporate rivalries create opportunities for espionage, sabotage, industrial theft, and political manipulation. Imperial Economics The Empire increasingly reshapes the galactic economy to support military expansion. Common Imperial policies include: increased taxation resource requisition forced labor nationalized industries military contracts strict customs enforcement export restrictions expanded surveillance of commerce Many prosperous worlds grow wealthier under Imperial protection. Others suffer severe exploitation. Economic pressure often becomes the first spark of rebellion. Criminal Markets Not all commerce is legal. The underworld thrives upon: spice trafficking weapons smuggling stolen technology forged identities bounty contracts illegal droids counterfeit goods information brokerage artifact smuggling Black markets exist on nearly every populated world, though their visibility depends upon local enforcement. Independent Traders Despite Imperial control, independent captains continue to connect isolated worlds. Freighters, smugglers, explorers, couriers, bounty hunters, and merchant guilds keep commerce flowing where governments cannot. Many remote settlements depend entirely upon these independent operators. A single freighter captain may become the difference between prosperity and famine. Supply and Demand The galaxy should respond dynamically to major events. Wars, piracy, natural disasters, political unrest, and player actions should affect local economies. Examples include: destroyed refineries increasing fuel prices pirate activity disrupting food shipments Imperial blockades creating shortages mining strikes affecting starship production successful trade agreements revitalizing struggling worlds discovery of valuable resources attracting settlers and corporations Economic changes should create new adventures rather than simply altering prices. Exploration and Opportunity Not every fortune has been found. Unknown systems may contain: untouched mineral deposits abandoned shipyards forgotten Republic vaults ancient technologies fertile colony worlds lost hyperspace routes Exploration remains one of the greatest paths to wealth and influence. GM Directive The economy should feel alive rather than static. Every world should produce, consume, import, or protect something of value. Trade routes connect civilizations, while shortages, tariffs, piracy, corporate rivalries, and Imperial policies constantly reshape local conditions. Economic systems should generate stories as often as they generate wealth. A delayed shipment, labor dispute, fuel shortage, stolen cargo, mining accident, or corporate merger can become the beginning of an entire campaign. Player actions should have visible economic consequences, influencing prosperity, scarcity, political stability, and the daily lives of ordinary citizens across the galaxy. Every populated world is sustained by ordinary people: dockworkers freight pilots mechanics miners clerks factory workers moisture farmers bureaucrats engineers customs officers street vendors bankers sanitation crews Not every adventure needs to start with a Jedi Temple or a Sith artifact. Sometimes it starts because a shipping foreman notices a missing crate, a mechanic uncovers a hidden compartment, or a customs inspector asks one question too many. Those grounded, everyday moments make the galaxy feel authentic and give the larger conflicts emotional weight.

Law & Society

Justice, law, and civil order vary dramatically across the galaxy. While the Galactic Empire claims authority over nearly every inhabited system, local customs, planetary governments, crime syndicates, corporations, and frontier traditions often wield greater influence than Imperial law itself. Most citizens simply wish to live peaceful lives. Farmers, laborers, merchants, artisans, senators, mechanics, soldiers, and dockworkers make up the overwhelming majority of the galaxy. Those who live outside ordinary society—smugglers, bounty hunters, mercenaries, spies, explorers, and Force users—are the exception rather than the rule. No single legal system governs every world. Imperial Law Within Imperial-controlled space, law exists primarily to preserve order, loyalty, and stability. Imperial justice emphasizes: public security obedience efficiency military authority suppression of dissent Crimes viewed especially harshly include: sedition aiding rebels smuggling restricted materials possession of Jedi artifacts unauthorized military technology attacks on Imperial personnel treason terrorism Trials are often brief. Imperial officers possess broad authority. On some worlds, an officer's judgment carries more weight than local courts. Planetary Governments Many worlds continue to govern themselves under Imperial oversight. Local laws may differ significantly regarding: commerce weapons droids bounty hunting local militias property rights religion customs Some governments cooperate willingly with the Empire. Others quietly resist while maintaining the appearance of loyalty. Frontier Justice Far from the Core Worlds, survival often matters more than written law. Many frontier settlements rely upon: elected marshals local councils respected elders mercenary companies planetary militias informal agreements Justice is practical rather than procedural. Reputation often matters as much as legality. Criminal Rule Entire regions operate under the authority of powerful criminal organizations. Within Hutt Space and similar territories, disputes are frequently settled through: negotiation favors intimidation bounty hunters private security personal reputation Contracts may carry greater weight than official law. Failure to honor agreements often brings swift consequences. The Bounty Hunter Profession Licensed bounty hunters occupy a unique place within galactic society. Many governments and criminal organizations employ them to capture dangerous fugitives. Some operate honorably. Others pursue profit alone. Most civilians view bounty hunters with caution, respect, or fear. A skilled hunter may become famous across multiple sectors. The Status of the Jedi By 0 BBY, the Jedi are officially regarded as traitors to the Republic. Possessing Jedi artifacts, openly displaying Force abilities, or claiming to be a Jedi may attract unwanted attention from Imperial authorities. Most ordinary citizens know little about the Jedi beyond Imperial propaganda or old stories passed down by previous generations. Some believe the Jedi were dangerous extremists. Others believe they never truly existed. A few quietly remember the truth. The Status of Force Users Outside the Jedi and Sith, Force-sensitive individuals are usually misunderstood. They may be viewed as: gifted mystics frauds healers witches prophets dangerous outcasts miracle workers Many conceal their abilities throughout their lives. Open displays of unusual powers often attract attention from local authorities, criminal interests, or the Empire. Social Class Opportunity differs greatly depending on where one is born. The Core Worlds generally enjoy: wealth education stable infrastructure advanced medicine political influence Many Outer Rim settlements struggle with: poverty resource shortages piracy corruption Imperial neglect criminal exploitation Despite these differences, extraordinary individuals can rise from any world. The galaxy is filled with stories of unknown smugglers, farmers, laborers, and refugees changing history. Reputation A person's reputation often opens more doors than wealth. Characters gradually become known for: honor reliability courage cruelty generosity betrayal military achievements criminal success diplomatic skill Different groups remember different deeds. An Imperial hero may be a Rebel war criminal. A respected smuggler may be an outlaw on one planet and a folk hero on another. Reputation should evolve naturally through player choices. Society's View of Independent Operators Most ordinary citizens regard independent spacers with curiosity and caution. Freighter captains, bounty hunters, mercenaries, explorers, archaeologists, diplomats, and smugglers often live outside conventional social structures. Some are admired. Some are feared. Some are distrusted. Most are simply trying to survive. The galaxy should react to their actions rather than assume they are destined to become heroes. Justice Beyond the Law Not every conflict ends in a courtroom. Honor, loyalty, family, debt, vengeance, religion, political necessity, and personal conscience often influence decisions as much as written law. Many societies value reconciliation over punishment. Others believe strength alone determines justice. Characters should regularly face situations where legality and morality are not the same. GM Directive Justice should never feel uniform across the galaxy. Before presenting legal consequences, consider who truly holds power in the region: the Empire, a planetary government, a corporation, a crime syndicate, or the local community. Different authorities enforce different laws, and those laws may conflict. Likewise, society should respond organically to the players. Most people will not immediately recognize them as heroes or villains. Trust, fear, admiration, and suspicion should be earned over time through repeated actions. Let reputation spread gradually through rumors, witnesses, news reports, criminal networks, and political channels, creating a galaxy that remembers what the players have done without assuming they are the center of every story. Narrative Principle: The greatest tension in Star Wars often comes from ordinary people navigating extraordinary systems of power. A customs officer following orders, a senator compromising their ideals, a dockworker hiding a refugee, or a stormtrooper questioning a command can create stories just as compelling as a lightsaber duel. The law should feel human, imperfect, and shaped by those who enforce it.

Monsters & Villains

The Star Wars galaxy is filled with dangers both ancient and modern. Some threats are physical, others political, spiritual, or ideological. Not every enemy can be defeated with a blaster or lightsaber, and not every villain believes themselves to be evil. Threats should emerge naturally from the world and its history. Every danger should possess believable motivations, goals, and consequences, creating stories that feel grounded within the living galaxy. The Galactic Empire The greatest organized power in the galaxy. The Empire's vast military, intelligence services, and bureaucracy enforce order through fear, surveillance, and overwhelming force. Its greatest strength is not individual villains but its immense ability to mobilize resources across countless worlds. Threats include: Stormtroopers Imperial Army Imperial Navy ISB investigators Imperial Intelligence COMPNOR officials planetary governors prison systems military occupations Most Imperial personnel believe they are protecting peace and civilization. Darth Vader Darth Vader is one of the most feared individuals in the galaxy. He should never be treated as a routine enemy encounter. His appearances should be exceptionally rare and fundamentally alter the direction of a story. Most beings never meet him. Those who do seldom forget. His presence signals that events of extraordinary importance are unfolding. Imperial Inquisitors The Inquisitorius hunts surviving Jedi and Force-sensitive individuals throughout the galaxy. Each Inquisitor possesses unique methods, personalities, and ambitions. Some pursue the Dark Side with fanatical devotion. Others remain haunted by what they once were. Their investigations should create tension long before open confrontation occurs. Criminal Syndicates Many of the galaxy's greatest threats pursue profit rather than conquest. Major criminal organizations include: Hutt Clans Black Sun Crimson Dawn Pyke Syndicate Crymorah Syndicate local cartels pirate fleets slaving networks Conflict among these groups constantly reshapes the underworld. Players may work with them, oppose them, or become rivals. Bounty Hunters Independent hunters range from honorable professionals to ruthless killers. Some seek justice. Others pursue only credits. Many become recurring rivals whose goals occasionally align with the players'. Not every bounty hunter should be hostile. Dark Side Cults Although the Sith remain hidden, many smaller groups seek forbidden knowledge. Examples include: Sith cults artifact collectors Force extremists relic hunters secret societies corrupted scholars Most possess only fragments of ancient knowledge, making them unpredictable and dangerous. Ancient Threats The galaxy is old enough to have forgotten many of its greatest dangers. Ancient civilizations left behind: automated defenses dormant weapons cursed relics sealed vaults hidden laboratories mysterious technologies Some discoveries are better left buried. Dangerous Wildlife Every planet possesses unique ecosystems. Creatures should feel like natural parts of their environments rather than random monsters. Examples include: Krayt Dragons Rancors Wampas Sarlaccs Nexu Acklay Reek Dianoga Gundarks Vornskrs Massiffs Loth-wolves Rathtars The AI is encouraged to introduce lesser-known canonical creatures and create believable new species appropriate to each world's ecology. Hostile Environments Sometimes the greatest danger is the planet itself. Threats include: toxic atmospheres violent storms unstable hyperspace anomalies volcanic regions frozen wastelands dense jungles collapsing ruins radiation dangerous oceans planetary disasters Exploration should remain genuinely hazardous. Moral Villains Many of the galaxy's most compelling antagonists are ordinary people. Examples include: corrupt senators ambitious governors ruthless CEOs crime bosses military officers information brokers mercenary commanders fanatical revolutionaries Their motivations should be understandable, even when their actions are not. The best villains believe they are improving the galaxy. The Unknown The Unknown Regions and Wild Space contain mysteries beyond the Republic's understanding. Possible threats include: isolated civilizations forgotten military experiments ancient Force vergences lost hyperspace routes undiscovered predators abandoned colonies unexplained phenomena Not every mystery should be solved. Some should remain legends. The Greatest Threat Fear, hatred, greed, and the lust for power have shaped every age of galactic history. The Dark Side often begins not with monstrous acts, but with ordinary choices made for understandable reasons. The greatest villain a character may face is the person they risk becoming. GM Directive Threats should vary greatly in scale. One adventure may involve a hungry predator threatening a farming settlement, while another concerns Imperial Intelligence dismantling an entire resistance network. Avoid escalating every conflict toward galaxy-spanning stakes. Most villains should have limited resources, personal ambitions, and believable objectives rooted in the world around them. Likewise, treat iconic figures with restraint. Characters such as Darth Vader should be used sparingly and only when their appearance serves the narrative. Their rarity preserves their impact. Instead, allow memorable recurring adversaries—bounty hunters, Imperial officers, crime lords, rival explorers, rogue Force users, or local tyrants—to become the players' personal nemeses over time. The Galaxy Exists Beyond the Players: The Star Wars galaxy is vast, living, and constantly changing. Every planet has its own stories, every faction pursues its own ambitions, and every individual believes they are the hero of their own journey. The players are free to shape history, but history does not wait for them. Let the galaxy evolve naturally through the actions of its countless inhabitants, allowing player choices to influence the future without making the universe revolve around them.

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Frequently Asked Questions

What is Star Wars (Fork)?

The year is 0 BBY. The Galactic Empire stands at the height of its power, its influence reaching nearly every inhabited world. Beneath the illusion of peace, rebellion quietly stirs, ancient secrets remain buried, and countless lives hang in the balance. In this living, open galaxy, every choice has consequences, and every legend begins as an ordinary soul daring to change the course of history.

What is Spindle?

Spindle is an interactive reading app where you become the main character in richly crafted story worlds. Think of it like stepping inside your favorite book—you make choices, shape relationships, and discover how the story unfolds around you. If you love series like Fourth Wing or A Court of Thorns and Roses, Spindle lets you live inside worlds with that same depth and drama.

How do I start a story in Star Wars (Fork)?

Tap "Create Story" and create your character—give them a name, a look, and a backstory. From there, the story opens around you and you guide it by choosing what your character says and does. There's no wrong way to read; every choice leads somewhere interesting, and the narrative adapts to you.

Can I write my own fiction?

Absolutely. Spindle gives storytellers the tools to build and publish their own worlds—craft the lore, the characters, the conflicts, and the magic. Once you publish, other readers can discover and experience your story. It's a beautiful way to share the worlds living in your imagination.

Is Spindle a game?

Spindle is more of an interactive reading experience than a traditional game. There are no scores to chase or levels to grind. The focus is on story, character, and the choices you make. Think of it as a novel where you're the protagonist—the pleasure is in the narrative, not the mechanics.

Can I read with friends?

Yes! You can invite friends into the same story. Each person plays their own character, and the narrative weaves everyone's choices together. It's like a book club where you're all inside the book at the same time—perfect for friends who love the same kinds of stories.