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  Kurlnova Player’s Guide
  by Tim “Nealos” Salam
  email   :::   swsrc@starwars-rpg.net
  Kurlnova Sector Website   :::   http://starwars-rpg.net/kurlnova/
  Star Wars Supplement Resource Center   :::   http://starwars-rpg.net/swsrc/
  Chapter One: Welcome to Kurlnova___________________ 1
  Overview_______________________________________ 2
  Chapter Two: Kurlnovan Culture & Government_________ 3
  A Short History__________________________________ 3
  The Kurlnovans__________________________________ 5
  The Shekker Epidemic_____________________________ 5
  Social Hierarchy__________________________________ 6
  Government_____________________________________ 9
  Commoners:Traditions, Customs, Beliefs______________ 10
  Chapter Three: The Kurlnovan Economy_______________ 12
  The Economics of Raw Materials_____________________ 12
  The Transient Labor Class__________________________ 13
  Chapter Four: Opportunities for Characters____________ 14
  Disclaimer/Copyright_________________________________ 18
  Chapter One: Welcome to Kurlnova
  Kurlnova Sector is a region of intrigue and opportunity – a paradise of adventure.
  Hewn from a traditional society and the economic might of raw material, the sector
  has grown to be a considerable power in more ways than one.  The single, deadly
  secret that Kurlnova envelops may prove to be its key to total power, or the undoing
  force for a rich legacy of conspiracy and control.
  Though the question of who is in control and who isn’t may be unanswered, the
  ultimate result may very well rest with you.  Will you choose a side and fight your
  way to victory?  Or maybe you will remain neutral, in an attempt to reap the sector’s
  many opportunities and escape unscathed.  Whether or not you can resist Kurlnova’s
  unquestionable beckon to the adventuring spirit is perhaps the greatest question of
  all.
  
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  Overview
  Kurlnova Sector lies very distant from the Core, at the very edge where the Outer
  Rim meets the unknown frontier of Wildspace.  Initially, an indigenous species (now
  known as the Madaren) rose to reasonable development.  That is, until colonists from
  the inner part of the galaxy arrived.
  The priority for the newcomers was to control the system, diminish the opportunity
  for the indigenous race to have any real power, and isolate themselves from the
  galaxy proper. The colonists came to the sector carrying with them thousands of
  years in history and traditions.  Their notion of government and authority revolved
  around a set of deities, with certain families being blessed by these gods to
  represent them to the rest of the civilization.  The tradition also included a very
  ethno-centric point of view; as a result, the Madaren were subjugated and brought
  into pseudo-slavery under the colonists.  Until recent events, this system has
  survived intact.
  The sector is mired in nebula clouds, most of which are able to accommodate tens of
  systems.  Avoiding the swallowing effect of Kurlnova is a challenge that continues to
  this day.  What few hyperspace routes that Kurlnova has are heavily travelled, due
  to the impossibility of creating additional paths through the nebulae. Though most
  systems have been populated, there are still a handful of areas that are known to
  hold viable planets yet are difficult to reach (or simply contain nothing of commercial
  value).
  Commercial ships establish the great majority of the traffic since Kurlnova, in recent
  years, has become the end of a heavily productive trade route, the Liff-Qoapum
  Trade Run (or “the LQ”).  As the LQ’s distant terminus, Kurlnova serves as the
  master point for raw materials, travelling down mid-route to processing and
  manufacturing systems in the Outer and Mid Rim regions.  Soon after, the LQ
  marries with the Corellian Run Trade Route at the border of the Mid Rim and the
  Expansion Regions.  Goods flow into the Corellian Run toward the Core, only to
  bounce back credits and start the process all over again.
  Kurlnova holds over twelve systems.  Though numerically small, most hold incredible
  economic significance.  Hundreds of industries ply the lanes and skies of Kurlnova’s
  territory feeding off of one of the galaxy’s largest transient labor populations.
  Despite being so distant from major population centers, Kurlnova is a bustling
  region.  It’s primary resource to offer is the raw materials, but having so many
  services and industries available has made it a recent favorite for scouts and colony
  ventures heading outward.  Supplies and manpower, as well as other forms of
  support, feed those seeking new territories in an unceasing attempt to push the
  boundry ever further.
  Chapter Two: Kurlnovan Culture & Government
  
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  A Short History
  Many millenia ago, the region finally grew out of it’s tumultous transition from dust
  and debris to a partially recognizable system group.  Small clusters of planets begun
  to cling at the edges of vast nebula clouds, littering the corridors that wove among
  them.  For at least 25,000 years the nebula clouds have remained reasonably stable
  and predictable, according to astronomical measurements.
  The first sentient beings on the scene were the still-existing Madaren.  Their record
  of history falls back over an estimated half-million years ago, retained through
  stories and anecdotes, yet their presence in Kurlnova can only be verified at
  beginning around 20,000 years ago.  The Madaren will tell you their race rose from
  another dimension of similar proportions, escaping through a reed-like plant from a
  world “below.”  Xenoarcheologists contend that they are the remnants of a once
  great civilization that migrated from points unknown.  This is the standard scientific
  excuse for not being capable of explaining how a race has history dating back
  thousands of years before their verified first presence in a region.
  The Madaren continued their existence in one of the local systems for many
  centuries, never having achieved space travel.  That is, until colonists coming from
  the inner regions of the galaxy interrupted their entire civilization.
  Roughly 10,000 years ago, when the galaxy’s populations were involved in expansion
  outward from the Core, a society existed in the colony regions.  This society, whose
  records are now long lost from public record, was ravaged by a disease and
  subsequently overtaken by a neighboring power.  The disease was suspected to be a
  form of biological warfare, released upon them to drive them into destruction.
  The governing body, a group of royal families, formed a colonial armada and
  launched for territories beyond known space.  Their hope was to settle another
  region and rule it unfettered by others.  Their journey terminated in what is now
  Kurlnova Sector.
  Upon arrival, the Madaren and the colonists engaged in a struggle for power.  The
  colonists, being better armed and slightly more determined in nature, won the bid
  for control and settled several systems.  They relocated the Madaren to a seemingly
  useless system that lie at the edge of their newly-declared region of space.  Many
  were enslaved and retained as labor.
  Kurlnova was named after the society’s god of creation, and the region was chosen
  for it’s difficult access.  The colony leaders reasoned that being unavailable would
  discourage conqeurers.  A mild strain of the disease which decimated their
  homeworld populations followed them, despite intensive health safety attempts.  The
  new strain was thought to have carried over in foodstuffs; luckily it was a less
  virulent and destructive off-shoot, allowing the Kurlnovans to treat it with reasonable
  success.  The disease, which remains to this day, never had any affect on the
  Madaren.
  For thousands of years, their populations grew and spread across more systems to
  fill a reasonable amount of the sector.  Raw materials were mined from the nebula
  clouds and regional planets for use in constructing their small empire.  Enterprising
  royal families convinced the familial council to permit the beginnings of what became
  
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  a strong material export machine.  Trading with neighboring regions occurred, yet
  visitation to their sector was disallowed.
  The intent was to retain their power and privacy, as well as contain the disease in
  their sector (they realized this could rapidly become a point of contention between
  neighboring powers and themseves). The Kurlnovans were afforded this luxury by
  virtue of their protective nebulas, which produced only one viable hyperspace entry
  into the sector.
  As the general galactic population increased and continued expansion, the Outer Rim
  territories came to be better known, with Kurlnova Sector lying at the very edge and
  almost spilling into the Frontier.  Old Republic records can be recovered on the
  sector, but such a search would yield nothing but the fact that the Senate was aware
  of the sector and demanded taxation.  For lack of resources, the Senate could not
  justify enforcing taxation due to the difficulty and distance of Kurlnova.  The sector
  was permitted to drift into obscurity while the rest of the galaxy busied itself with
  more pressing matters closer to the Core.
  When the Empire rose to power, Palpatine ordered a search for all mineral-rich
  regions to fund his intensified militarization – Kurlnova came to the surface once
  again.  As with numerous Outer Rim regions, the Imperial Navy set out to bring each
  region they needed under control.  When they came to Kurlnova, they were met by
  seemingly inept bureaucracy and a sector prime for the picking.
  The Impeiral emissaries became aware of the disease found in the sector.  Knowing
  it affected humans and many other species, it first wanted assurances that the
  disease would not spread from Kurlnova.  Since there was already a quarantine
  system in effect, the Imperials felt it safe enough – they couldn’t care less about the
  affect on the cheap labor that entered the sector.
  In reality, Kurlnova had the ability to resist the Imperials at least for a decent
  amount of time; they weren’t as benign as they displayed themselves to be.
  However, they preferred peace and prosperity, and most important, maintaining the
  status quo for the royal families.  In a shrewd move, they negotiated full rights to
  their minerals in exhange for allowing their government to continue ruling the sector.
  They reasoned they could remain in power, and at the same time make a killing on
  shipping.
  Not interested in binding up yet another several garrisons and creating another
  possible hotspot in the bargain, the Empire agreed to leave behind a small
  detatchment of troops and a governor-aide of sorts that would report back to
  Coruscant and aid in the transactions for minerals.  Also figuring that there already
  existed an authoritarian hierarchy of similar function to the Empire, they decided to
  use that to their advantage.  The Imperials appointed one of the leading royal
  families, the Fahst house, to head the sector, naming Courgin Fahst the Moff of
  Kurlnova.  Until recently, Kurlnova settled itself into another age of silence and
  profit.
  The Kurlnovans
  Kurlnovan architecture is exceptionally curious and exotic.  Smooth lines and
  grandious curves dominate as an overall theme, with defining circular and oval
  
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  shapes.  Many believe their homeworld is the source of their inspiration, as the
  natural environment there is somewhat awestriking.  Kurlnovans will insist that they
  carried their distinct designs from their homeworld.
  Average Kurlnovan males stand 2.5 meters tall.  Their skins are a patchwork of thin
  pliable plating, each of a slightly different shade than it’s neighbors and measuring
  roughly four inches in diameter.  Kurlnovan skins range from black to heavily dark
  browns, reds, or greens.
  Their heads are a bowed fin-like shaft curving sideways from over one shoulder to
  another.  Two thin eyes occupy opposite sides.  An olfactory opening lies across the
  base of the front just where the neck begins, and their mouths rest where the neck
  meets their torso.
  Their top sections are rotund and large, seemingly uncomfortable at first site.  At the
  waist, the two legs fall behind them, meet a complicated joint, then arch with strong
  calves forward beneath them, ending in two wide triple-pronged hooves.  Their two
  arms fall from their shoulders, wide and strong, ending in six-digit graspers.  There
  are two opposing short digits, then four very long ones on each hand.
  Kurlnovans speak in deep, abrupt notes.  They are more than capable of pronouncing
  Basic.  In fact, Kurlnovans are noted for their oratory skills.  Their voices are
  typically ominous and they speak only when they have something of import to say –
  idle chatting is non-existent.  When they speak, it will be in one of two ways: either
  they will answer a question succinctly, or express an inner thought or conviction for
  several minutes.  It is expected of listeners to hear the speaker quietly, then
  consider their words carefully in silence for several moments.  The next person to
  speak must address what the first said; failing to do so is considered a serious
  affront to a Kurlnovan (especially royals – this is the fastest way to anger the leading
  class).
  Kurlnovan royals typcially wear elaborate, thick robing, piling layer after layer on in a
  myriad of ways.  Hoods cover their heads almost all the time, and they usually care
  not to touch anything directly – they will either have a grasper mechanism or direct
  someone to pick up something, etc.  Kurlnovan royals are only seen in public on rare
  special occasions or emergencies; otherwise, most commoners can live out their
  entire life without ever actually seeing one.
  The Shekker Epidemic
  The disease that followed the Kurlnovans is called Shekker Cardiopopulous –
  “shekker” for short.  Though it ravaged the Kurlnovan’s homeworld millenia ago, the
  form it takes in their sector currently is a very reduced and often benign virus.
  Despite it’s seeming mildness, it still is very dangerous to many other races and a
  large number of Kurlnovans with weak immune systems.
  Shekker has been admirably contained by the Kurlnovan government.  It has been
  successfully kept entirely off the Kurlnovan member-planets on the Liff-Qoapum
  Trade Run.  This was accomplished through strict quarantine and customs checks for
  the disease at all entry points.  When a ship arrives to an LQ Trade Run point, it goes
  through a standard customs procedure, which includes a careful search for signs of
  Shekker.  It can be detected using a modified bioscan device, specially tuned to
  
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  search for genetic variants of the virus.  Persons visiting systems within Kurlnova
  Sector that are off the LQ Trade Run are given booster shots to guard against
  infection, and are told to report to the nearest medical center possibly infected; they
  are not allowed back onto the LQ Trade Run until checked by an authorized customs
  physician, and quarantined for 24 standard hours.
  Not a great deal is known about Shekker, except that many laborers have contracted
  the disease throughout the sector.  Once that occurs, they are immediately
  quarantined, and not permitted to leave until either healed or dead.  Scuttlebutt
  abounds through the shipping industry with a million versions of what Shekker does
  to a being, but the facts themselves are plenty disturbing.
  The typical time from infection to death can be as little as 72 standard hours, or as
  much as two weeks.  Those infected first experience convulsions, then a brief
  comatose state, ending with violent outbursts as the mind and nerve center
  deteriorates – death soon follows.
  Apparently, there is a cure for the disease that is mostly successful, provided it’s
  administered by a professional and as soon as possible.  Antidote is kept under lock
  and key by select company health bureaus and at the medical centers on the capitol
  planet of Kurlnova.
  Social Hierarchy
  In Kurlnova, social place determines the path one’s entire life will travel, and without
  question.  The rigid structure that the colonizing families lived by survives to this
  day, with royals firmly entrenched in the priveledged class and all others in a mode
  of lifelong subservience.
  Kurlnovans have a deity-based government.  Gods govern every aspect of life, from
  the natural elements to emotions and character.  There are six gods, categorized by
  a combination of natural and sentient character elements, with one clan representing
  each god.  One of the six clans presides as the top ruling family, with rotation of this
  position handled by rituals and ceremonies.
  1. Soweur: This god includes the elements of water, movement, love, and
  sympathy.
  2. Fahst: This god includes the elements of fire, erosion, conniving, and paternal
  will.
  3. Lannua: This god includes the elements of wind, dust, learning, and personal
  introspection.
  4. Ridect: This god includes the elements of lightning, snow, agitation, and
  belligerence.
  5. Shibodol: This god includes the elements of clouds, night, understanding, and
  maternal will.
  6. Tivate: This god includes the elements of frost, ice, fear, and intimidation.
  First, and most important, the seperation between general populace and the clans
  (considered as royalty) is absolute and unquestionable.  It is unforgivable for
  commoners to associate with “persons of family” (clan members).  The families rule
  oppressively over the general populace, holding property and high rents over the
  
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  mostly tenant farmers.  Though the population is technologically enlightened, there
  seems to be little motivation for a populist revolt to overthrow the system. Women in
  the clan structure take a position of servitude in the royal family system, with the
  males becoming the center of power.  Females in lay society remained equals with
  the common men.
  When trading began with neighboring sectors, companies were permitted to enter
  and begin mineral extraction operations.  When these companies wanted to extend
  their industrial operations, they had to deal with the family in power.  That family
  allowed the companies to enter for hardly anything, knowing that with them would
  come cheap labor, which equalled cheap development, which in turn would provide
  the families with an even larger populace to rule (meaning far more power).  The
  families further pushed the general population away from them, seeing their ranks
  swell with the “great unwashed” of laborers and unskilled craftsmen. This system
  endured until the Empire arrived.
  When the Empire strolled into Kurlnova with several Star Destroyers, everyone
  thought this would mean the end of the royal families.  All the different family
  houses vied for power against each other, trying to work into the good graces of the
  Empire.  Conspiracies abounded and everyone was involved.  Many families knew the
  true tragedy would not be if they lost the power of the entire sector, but that they
  could be removed entirely from their positions of privelege.  The idea of being
  stripped of all status and wealth was terribly horrifying to them.
  The Empire, seeing that an oppressive power structure was already in place, decided
  to allow the family system to endure and installed one of the current leading clan
  members (of the Fahst clan) as the Moff of Kurlnova Sector, then went away after
  leaving behind a few garrisons and a reasonable customs detatchment to govern the
  shipping of the newly extended Liff-Qoapum Trade Run.
  In general, the families and the general population sighed in relief when this
  happened, glad their way of life was not removed from them.  Subjugation was not
  in their wishes, though curiously, the populace themselves was already under such
  oppression from the families.  Soon after the Imperial interjection into society and
  the penetration of the LQ Trade Run, visitation to the sector was slightly relaxed.
  Mostly, a massive transient labor class began to exist to fund the industrial and
  shipping concerns in the sector.
  The end result is a land filled with a “happy” peasant class, mixed with galactic
  interlopers from the trade run, transient laborers working limited stints with the
  industrials, and a moderate-income minority – past that, there are the families who
  hold themselves in the stratosphere of society, the god-clans.
  At this point, the mass population and the families only communicate through
  members of society called Advocates - those who are allowed to speak for both
  sides.  Visitors are assigned an advocate when they are entering the Kurlnova Center
  proper, to ensure that local customs and laws are observed.
  The Kurlnovan Advocates
  Between the lay society and the royal families rest a highly esteemed group called
  the Advocates.  To become an Advocate is a long process of education in general
  
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  knowledge, some sciences, and literature along with a heavy emphasis on the family
  system, communication skills, politics, law, and etiquette.
  First, a person may not elect to become an Advocate – they are chosen.  Only a
  combination of high intelligence and exceptional humility will grant a youngster an
  election into the Advocate program; either males or females may be Advocates.
  After following successfully through the education program (which lasts six years),
  they are officially inducted into the position.
  Advocates are not paid; conversely, they do not have to pay for anything.  It is
  considered an honor to feed, clothe, house, and otherwise entertain an Advocate.
  Wherever Advocates go, they are allowed to eat and drink free of charge.  They are
  treated with great respect.  This is not to say they are treated as the royalty are;
  instead, they lead their lives more like humble students of the art of communication
  and etiquette.  They do not participate in the consumption of improper substances,
  imodest living conditions, expensive tastes, or gluttony of any sort.
  Communication between the general populace and the family members is handled by
  the Advocates.  When a royal has something to discuss with a layperson, or vice
  versa, the interested party contacts an Advocate.  The Advocate arranges for the two
  parties to meet, almost always in the royal quarters of the family.  When the two
  parties meet, the Advocate first listens to the royal; if it is the commoner who
  brought an issue, the Advocate will first formulate a proper greeting on behalf of the
  commoner.  After that, the Advocate conveys royal’s reply to the commoner.
  Following that initial exchange, the “discussion” commences.  Each party says what
  they wish to say to the Advocate, who in turn conveys it to the other person.
  Despite the fact that the two discussing parties can hear each other quite plainly in a
  face-to-face fashion, this protocol is kept in strict order.  This is to allow the Avocate
  to restate things more politely to a royal should the commoner speaking happen to
  not understand how royalty is to be treated.
  Addressing a royal directly, especially in the case of an outburst, is terribly taboo and
  grounds for the immeadiate removal of the layperson and an end to that specific
  discussion; other punishments may occur that could last for a lifetime and affect the
  commoner’s entire family.  Also, for a royal to address a layperson directly is a thing
  of great shame and self-depreciation; familiy members doing so put their social place
  in the clan structure in danger of being taken from them.  It is felt by the families
  that any member of royalty who sees fit to speak directly with a commoner must
  assume they share the level of the common being.
  Visitors to Kurlnova Center (the sector capitol) are usually assigned an Advocate
  before they even disembark.  They will provide to the visitors any information they
  need, as well as directions and explanations of the more popular local social
  customs.  The Advocate will accompany the visitors wherever they go in Kurlnova
  Center, and are never to leave the visitor’s presence.  Visitors found without their
  Advocate are in peril, because this is considered a large infraction.  The locals feel
  that all visitors should be accompanied by an Advocate to protect them from any
  possible violence, coming either from the locals or the visitors themselves, for it is
  felt that to commit an act of violence in the presence of an Advocate is terribly
  demeaning and a level of disrespect unparalleled.
  
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  Visitors not used to Kurlnova Center, and the experience of being chaperoned by an
  Advocate, find it stifling and sometimes terribly annoying.  This will forever be a hard
  duty for the Advocates to endure, for they do their absolute best to represent
  Kurlnova in a polite, helpful and respectful light.  When visitors are harsh with their
  accompanying Advocate, they are not offended – they are humiliated among their
  own.  Mistreating one’s Advocate in public may bring severe shame to that Advocate,
  endangering their reputation (which for an Advocate, is simply the only thing they
  have in life).
  Government
  The ruling class guides Kurlnova with as strict a hand as they deal with the common
  population.  With the onset of the Empire, one may think their power was reasonably
  diminished – not so.  Being completely uninterested with matters outside their
  sector, Kurlnova busies itself with ruling their own sector as harsh as tradition
  dictates.
  Each clan has their own particular commercial and territorial concerns in the sector;
  all families reside on Kurlnova, the sector’s capitol system.  Each family has a “head
  of house,” being the eldest male.  Five of the six heads converge on a weekly basis
  to form the leading committee, called the House Senate.  This ruling body makes
  decisions, determines results, and discusses possible future needs.  In discussions,
  each family member represents the stance of the gods their families are “blessed”
  with.
  Presiding over the House Senate is the Grand House, namely the head of the
  currently ruling family.  Until recently, the Fahst House held this position for the
  previous sixty years.  The Grand House can overrule anything that occurs in the
  House Senate, and may initiate laws and edicts without their counsel or approval.
  Though this rarely happens, it is usually a move made by the ruling house to ensure
  they remain in power.  Naturally, these instances only serve to maintain the intense
  competition among the houses.
  The Fahst House, currently the Grand House, is primarily involved in land ownership
  and some shipping concerns.  Their holdings are of immense value, and have aided
  them in retaining power through sheer size.
  The Shibodol House, formerly the Grand House before Fahst, is heavily entrenched in
  little more than shipping.  Their shrewd business prowess and manipulative
  background maneuvers are credited to them snapping up much of the recent influx
  in shipping needs.  They are known to have the most control over what happens in
  Kurlnova’s neck of the Liff-Qoapum Trade Run.
  The Tivate House possesses incredible holdings in mineral shares.  So long as the
  systems can bear raw material, their wealth is certain.  Though it is unknown to the
  general populace exactly how many systems they own, it is said that they personally
  benefit from 45% of the region’s mineral transactions.
  The Ridect House used to be the leading ruler of manpower, before the Empire
  entered the scene.  Since, in the Imperial treaty, Ridect was forced to relinquish their
  monopoly on labor to a labor guild that wished to organize on behalf of the
  immigrant working class.  The Empire made this move to avoid trouble between
  
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  Kurlnova and the neighboring sectors (where the majority of labor comes in and out
  from).  This has been a point of contention for Ridect, who was left with little more
  than a few planets in land ownings and rights to a reasonable amount of minerals.
  Between their taxes and rents, they should barely be scraping by; however, for some
  unknown reason they are able to maintain vast riches (a point suspect by the other
  houses).
  The Lannua House holds wharehousing and local shipping contracts that provide
  them with comfort for the next millenia.  In no city or planetary orbit can one find a
  Lannua port wharehouse facility or shuttle service not present.  Other houses joke
  among themselves that Lannua “picks up the detritus credits” of Kurlnova’s
  enterprise, but the family shrugs it off easily as it counts it’s monies and live well.
  Finally, there is the Soweur House.  This family’s claim in the sector is quite simply
  energy.  The fuels required to keep the container ships flying and the industries
  grinding is massive in volume, and Soweur provides every last bit.  Their energy
  monopoly has raised many concerns in the House Senate many times, as all know
  that their ability to raise or lower prices have vast effects on the entire sector
  economy.  Though they appear to be fair in action, they always ensure the threat of
  a price increase looms in the background when they present their wishes to the
  senatorial body.
  The families marry among each other, with the daughter taking the name of the
  male’s family.  Upon marriage, a small portion of the daughter’s family holdings is
  granted to the male’s family.  This is seen as a political gesture, as well as the
  marriage itself.  During times of particularly hostile political battles, a flurry of
  marriages (or at least, proposals) occur.  It’s one of many ways the families see to
  each other, especially when a crucial senate vote or some other commodity is direly
  needed.  The average house size numbers in the hundreds, with the Fahst House and
  the Soweur House numbering just under fifteen hundred persons.
  Commoners: Traditions, Customs, and Beliefs
  Little is known of the family house’s inner-workings, but the common Kurlnovan
  population is rich in character.
  The vast majority of Kurlnovans are rather poor, and live in a communal
  environment.  Though their towns possess regular technologies found in the rest of
  the general galaxy, they are found sparingly.  Kurlnovans simply can’t afford to fill
  their territories with all the conveniences of modern life.  Most have minimal
  starports, if at all, and few services.  Travel is very uncommon and it is the rare
  Kurlnovan that owns a starship.
  Transit is popularly done by foot, as few leave their town.  Those that work the land
  around the town proper transport their goods into the community via pack animal
  (not too common) or mostly by a community shuttle of sorts.  Most towns own
  several repulsorlift transports of varying age and condition, and are used sparingly
  and by all in the community only when needed.
  The typcial Kurlnovan homestead assumes one of two flavors.  First is the
  “townman,” whose family keeps in a cloistered tenement and works for a local
  business.  Services are few, but still readily available if required.  The townman
  
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  works terribly hard, with the mother and children at home to work the hearth for
  warmth and food.  Housing amenities are rare, but can sometimes include central
  heating (at a rather high cost).
  The second typical Kurlnovan, and the most widespread variety, is the “countryman.”
  Countrymen have an allotment of land that can vary from a few diminished acres
  crawling up the side of a hill to a reasonably vast partition capable of producing 50 or
  more speedertruck loads of produce per year.  If a small plot of land, the family upon
  it usually lives within a terribly modest home (hopefully near a source of fresh
  water).  Other than farming implements, there is little of physical value.  If on a
  large plot of land, the home can be rather large yet drafty and old.  Outlying villagers
  may work the land for a share in the yield, or be hired on at a pre-determined
  annual price by the landowner.  This landowner is far from a “lord” of sorts; rather,
  that family will work the land as hard as possible.
  To all Kurlnovans, community is valued above all else.  Treating each other well, with
  respect and reason, is paramount.  There are no homeless or forgotten ones in
  Kurlnovan communities.  If a person is stranded, in financial trouble or a terrible
  state of health, neighbors take on the responsibility of nursing that individual back to
  a state of self-sustainability.
  Education is somewhat non-existant, as the commoner has no value for it.
  Literature is rare, but songs and stories are a popular pasttime (as explained more
  below).  Most children begin learning their father’s trade early in age, and assume
  his position (or a similar one) once of age.  Retired elders of the community enjoy a
  position of extra respect, as they assume the aura of “forefathers” – those that came
  before all.  They are listened to closely, because they possess the most and best
  stories.
  Stories are of great importance.  They are the main vehicle for passing on
  information, news, and learning.  Also, they are a prime source of information.  In
  the evenings, villagers often rotate among each other’s homesteads to gather about
  an elder and have a community chat.  Questions are answered, and stories are told.
  Adventure stories allow the children escape from drudgery, while informational tales
  grant the adults with a better understanding of their political surroundings.
  Kurlnovans are not heatedly bothered by the oppression of the royal families, but it
  is often a point of silent consternation.  Revolts and such are out of the question,
  because Kurlnovans believe they have it well compared to the rest of the galaxy – or
  so they’re told.  The House Senate sees to it that they hear rampant stories of
  anarchy and severe depression concerning the other territories of the galaxy.
  Though Kurlnovans do indeed lack many societal problems, the concept of true
  freedom is more alien to them than any species or technology that could arrive in the
  sector.  It’s easy for it to stay this way, because outsiders without specific business
  in the sector are disallowed, and even if they get through, they never go to any of
  the commoner’s communities – there’s simply nothing there for the average galactic
  citizen.
  Chapter Three: The Kurlnovan Economy
  
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  The Economics of Raw Materials
  In Kurlnova, there is nothing more bountiful or valuable as the minerals.  Whole
  systems drift in utter silence, filled with planets crammed to the crust with usable
  materials.  It is said that it will take millenia to use the sector up, then after that
  there are the nebula clouds.  Within these great galactic fogs, some rare gas
  operations have already begun, but are so little in number to be considered
  insignificant.  The Kurlnovan ruling classes always state that once the sector is used
  up, they will simply move on.  Commoners haven’t any idea of this plan…
  The list of minerals available are too many and varied to count.  It is conceivable to
  supply the manufacturing and processing plants of just about any product out of
  Kurlnova’s supply.  It may have a limit on volume, but not on what can be found.
  Even some rare elements abound here, while scarce in the rest of the galaxy.
  The economy of Kurlnova Sector is firmly based on raw material export.  It allows
  them the money to finance the importation of militaries and luxuries.  Luxury goods
  are a great favorite of Kurlnova’s upper crust, and any ship entering the sector
  bearing specialties and rarities from Coreward is sure to have a market upon landing
  at the capitol.
  Secondary to the raw materials is the need for shipping.  With quadrillions of tons of
  material leaving the sector annually, it’s all leaving on ships.  Shipping companies
  established within Kurlnova do very, very well.  Equally, many shipping points
  Coreward on the Liff-Qoapum Trade Run do nicely just receiving Kurlnova’s product.
  Being along the way of such a heavily used portion of the trade route is more than
  enough to sustain entire systems.
  Next to the materials and shipping is the energy required to keep the entire
  operation running.  Starships, industrial equipment, wharehousing facilities, labor
  housing, communications, inter-system shuttling, and administration all gather
  together to consume enough energy in one standard day to power an average sector
  for two or more months.  Despite Kurlnova actually being a very small system in
  comparison to most, it’s enterprises require the energy of sectors several times it’s
  size.  Delivery of that energy is crucial, as it is arguably most key to the economy.  If
  the economy is interrupted, then the families have plenty to say (and even more to
  do about it).
  Competition from neighboring sectors is almost non-existent, especially compared to
  Kurlnova’s volume capabilities.  Soon after they began exporting, they forced other
  concerns in the vicinity to go out of business, as their advantage of being directly on
  the Liff-Qoapum Tradr Run proved to be a backbreaker.  As the credits dried up in
  other sectors, it flowed to and from Kurlnova.  Those who had heard of Kurlnova’s
  increasing wealth set up shop on one of a hundred systems down the LQ line,
  reaping the benefits of transit flowing toward and away from the sector.  Before
  Kurlnova, the LQ was little more than an insignificant tributary; now, the sector’s
  gross exports account for 19% of the entire run’s economic flow.
  As the Galactic Civil War rages on, so do the men and machines that power the
  Kurlnovan raw material engine.  Production increased sharply with the rise of
  Palpatine.  Along the LQ run, tens of military contractors set up facilities to accept
  materials coming from Kurlnova (or processed product coming from just outside the
  sector).  Half-way between the Core and Kurlnova, this blossoming region of combat
  
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  equipment production has spawned rich hunting territory for supply-hungry pirates,
  privateers, and Rebel “procurement specialists.”
  All told, Kurlnova’s importance to the Imperial war machine is reasonable enough to
  begin warranting a closer administrative eye.  Losing raw material to the Alliance is
  not of great concern, since they admitedly lack manufacturing facilities to make use
  of the materials.  However, enough wealth is running around in Kurlnova that it
  could be an easy and tempting target to privateers and businessmen with an eye for
  credits and an affinity for disguise and deception.
  The Transient Labor Class
  Most labor-intensive areas command the attention of wandering, hirable hands –
  Kurlnova is not only no exception, but in fact a great study in the location/labor
  relationship.  The density of operations in the sector has created a absolutely
  constant staffing headache.  Droids are used when and where possible, but sentient
  power is required for several reasons.
  First, the cost of housing a sentient can be less than the cost of maintaining
  expensive, specialized droids – provided that housing is inadequate and
  unreasonable.  Also, due to the high price of energy, it is often more cost efficient to
  retain live labor than use automatons.
  For the laborer, Kurlnova is the place to be.  There are always more jobs than beings
  available.  The pay is steady, and will likely not run out.  Also, for Outer Rim
  workers, the area is already overseen by the Empire which means a measure of
  stability.  Otherwise, it could be an independent operation, enterprises which are
  often isolated and prone to failure on the fringe of the galaxy.
  The flow of workers is constant and intense.  Ships crammed from bulkhead to
  bulkhead with job seekers ply the entrance to the sector round the clock.  Most labor
  shipments travel ultimately to either the Kurlnova system or Keejer, a major
  commercial center for Kurlnova Sector.  Workers are hired, fired, and killed on the
  job every second of every day.  Labor scouts abound, especially in Keejer.
  A labor guild arose soon after the Empire introduced itself to Kurlnova.  The Kurlnova
  Labor Guild (KLG) ensures the workers aren’t tormented, unpaid, overworked, or
  abused in a myriad of other ways too much.  It’s success is dependant on it’s short-
  staffed by highly competent and caring offices.  Almost the entire labor class regards
  the KLG as a guardian waiting over their shoulder.
  The companies and the House Senate consider KLG a little differently; since the get-
  go, relations have been strained among the three, with the KLG usually getting the
  brunt of any mischief.  Though not organized and with clout enough to force many
  issues, the KLG realizes if they pick their battles carefully they stand a better
  chance; hence, the KLG doesn’t approach the governement of the companies unless
  they absolutely have to.  Otherwise, they work among the labor population to aid in
  transit, relocation, benefits, and security.
  Chapter Four: Opportunities for Characters
  The following is a brief overview of opportunities in Kurlnova for each character type,
  and covers most template types found in the game books.  This is intended to be a
  
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  guide for players to determine their possibilities in Kurlnova Sector; notes are
  provided, and possible adventure hooks are included where possible.  Due to the
  time period that Kurlnova Sector was prepared for, New Republic templates are
  ommitted.  The “Tough Native” is ommitted; I figure one could simply be one of the
  Madaren.  Last, the “Ewok” template is ommitted, because I can’t stand it.
  The templates discussed can be found in Star Wars: The Roleplaying Game 1st
  Edition, Star Wars: The Roleplaying Game 2nd Edition, and Star Wars: The
  Roleplaying Game 2nd Edition Revised & Updated.  The templates are listed in the
  order in which they appear as indicated above, book to book.  Where templates
  overlap through these books, they are only discussed once in this guide.  The list
  does not include specific character types found in Star Wars: The Roleplaying Game
  by Wizards of the Coast.
  ---------------------------------------------
  Alien Student of the Force
  Knowing that Jedi may be found in hiding among the far-flung pockets of the Outer
  Rim, you might venture here in search of a trainer.  Perhaps authorities caught on to
  your Force abilities; though fledgling, you realize you are in danger of being
  incarcerated and hop the first shuttle to escape.  You wind up getting on a labor ship
  bound for Kurlnova.
  Arrogant Noble
  For some reason, the Core has gone mad.  For the stars, you can’t understand why
  all this civil war is going on.  You’ve heard of a fine set of royals in Kurlnova, and a
  vacation sounds nice.  Though it’s rather distant from the fashionable society of the
  Core, some fresh air and a different monarchy may be just what you need to get
  away for a while.  Being of the landed class, you’re sure they’ll welcome you with
  open arms as a kindred spirit.
  Armchair Historian
  You may have heard about Kurlnova in an old military holovid, or possibly a
  documentary on commerce.  It sounds interesting enough, and might be a good
  place to lie low if needed/desired.  There are certainly interesting points in the
  sector, with a lot of uncovered information waiting for the curious to locate it.  You
  might want to be that person – after all, you still need fodder for that book you’d like
  to write (eventually).
  Bounty Hunter
  The recent unrest has caused criminal activity to increase.  Also, since the Empire
  stepped in, Kurlnova experienced a large increase in transient population which only
  means one of two things in your business: it’s a good place for organized crime and
  a great place to hide.  The bounties seem high there, and it’s worth the trip (just as
  any other target-rich environment).
  Brash Pilot
  Work has been drying up left and right, with the civil war putting the squeeze on
  commerce and shipping.  You’ve heard there’s plenty of work to go around in
  Kurlnova.  If you’re inclined to fly military missions, such a hotspot usually has
  positions available.  There’s always going to be pirates, privateers, and the
  occasional Rebel recruiter wandering the local cantina – might be a good place to
  find a paying cockpit.
  
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  Failed Jedi
  Kurlnova sounds like a nice place to get completely lost and still pull a meager
  paycheck for it.  The mines are always hiring, and you’ve got to get away.  You can’t
  stand staring at the success of others – it seems like everyone else is making it but
  you.  It’s possible you could make a mark there, even run into another Force
  sensitive.  But let’s face it, Kurlnova is probably your last, best chance at something.
  Gambler
  The gaming centers in the captiol system have been beckoning – if they’ll let a
  commoner like you in, that is.  After that trouble in Portmoak, you wouldn’t mind
  getting out of sight for a bit.  Besides, with all that shipping going on, there’s bound
  to be a dozen thousand bars to flex your skills in, and grunt laborers are always
  looking for a chance to hit it big.  All you see is easy targets…
  Kid
  Your parents may have sent you to a work camp to straighten out, or they may have
  been investigating jobs to support their family.  They may have even sent you to the
  mines to help support back home.  Maybe you wandered onto the wrong shuttle in
  Drev’starn and got off at Keejer.  Either way, Kurlnova seems dirty, scary, and very
  far from anything you’re familiar with.  Might be time to find some others in the
  same position and then figure out what to do next…
  Laconic Scout
  You’ve heard of Houldut, and Project Intrepid, the scouting outfit at the far end of
  Kurlnova.  Scouting off a base planted right at the border of the Frontier appeals to
  you, as does being independent.  You will certainly find others of your own kind,
  which might be nice.  Also, you know the Empire won’t bother that scouting outfit at
  all, because they’re too stretched to fiddle with “two-credit adventurers.”  Sounds
  like your kind of place to dig in, stretch out, and scout like you were meant to.
  Loyal Retainer
  Your Lord may be travelling to Kurlnova in search of a treaty between their region
  and yours – you’ll be expected to tag along as head of his entourage.  Also, a
  member of nobility that you serve may be on a wild bantha hunt, seeking out an
  escaped traitor who fled to Kurlnova.  Or, you may have been released from duty
  early in life upon the death or overthrow of the royal family you were indentured to;
  now, having only the skill of servitude, you seek out the families of Kurlnova in
  hopes of finding a niche in a royal atmosphere again.  Whether or not they’ll
  entertain your proposition has yet to be seen.
  The Merc
  The Moff is hiring, and you’re one of the best.  Also, Kurlnova being the hotspot that
  it is, that’s rich territory for any mercenary.  You may have heard that one of the
  companies is seeking security officers to chase down rogue employees trying to
  escape contracts.  Or, you might have Rebel sympathies, and heard from a Rebel
  you know that they’re trying to get foothold in Kurlnova – maybe you’ll head in there
  and see if they need a hand.  One thing’s for sure, with all that politicking and
  military buildup in such a wealthy region, there’s sure to be a paycheck just waiting
  for you.
  
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  Minor Jedi
  You are seeking what may be a myth, but worth investigation – Jedi in hiding.  You
  want to join them, train with them, and participate in rising again to their former
  glory.  You’re scared and could use others that can identify with you, and you’ve
  definetly heard the rumors about Kurlnova and Jedi.  It’s a great hiding place, which
  make you convinced that someone is there for you.  Now, how to find them…
  Mon Calamari
  You may have been sent by the Alliance, disguised as a worker, to assess the
  mineral wealth of Kurlnova.  Or, you might be investigating a certain company for
  the possibility of providing shipment information to privateers.  Your knowledge of
  shipbuilding might come in handy here, after having worked at the shipyards of your
  own homeworld – after all, few places have such a dense environment of shipping as
  Kurlnova.
  Old Senatorial
  To be rid of the old guard, Palpatine may have sent you on a fool’s errand to
  Kurlnova.  You are told to negotiate a commercial treaty with one of the families on
  behalf of an Imperial-affiliated arms manufacturer.  You realize what’s really going
  on here – you’re seen as washed up, and a liability in political circles.  You’ve heard
  the Alliance is easily found in the outer reaches of the galaxy, and you might give
  them a try.  Or perhaps the Kurlnovans could use one more bureaucrat in the ever-
  growing enterprise.
  The Outlaw
  Some crime lord is making a big scene in Kurlnova.  What was his name? Shuedok?
  Whatever.  All you know if you have skills that can draw a healthy paycheck from
  any scum circus, and you’re willing to go to the end of the trail to get the big bucks.
  Maybe you’re running from your last employer, who you crossed either intentionally
  or not.  Perhaps you’re tired of pulling petty jobs for bantha feed, and it’s time to get
  a slice of the pie.  Either way, you know the rumors are true – Kurlnova has a lively
  underground, and there’s credits awaiting your arrival.
  Pirate
  You’ve cashed out of your last crew, on to better things.  Time for a change of
  scenery.  Possibly your last venture washed out – too many Imperials and that last
  battle left more scars than bragging rights.  Perhaps you’ve had a disagreement with
  your last crew, and they voted you off (for the better, you figure).  Maybe you heard
  that the local crash-bang crew of the lanes up in Kurlnova, the Kurlnova Pirates, is
  looking for a few dark men.  Either that, or you’ve got a decent ship of your own –
  the Force only knows how easy pickings all that shipping swimming around would be.
  There’s plenty of credits in there, now you just need to figure out how to get into it
  all.
  Quixotic Jedi
  You’ve heard that Jedi may reside in Kurlnova.  It might be a good time to put up or
  shut up, as your friends tell you, and find out what you’re made of.  After all that
  Force talk you spread around, you are ready to take the leap and find out once and
  for all if you’ve got what it takes.  That is, if you can find anyone along those lines to
  help you.  Otherwise, you know Kurlnova is full of peasants – and where there are
  peasants, there’s injustice.  Time to flex your passion for the sentient cause and offer
  protection to those that need it.  After all, freedom is a luxury that too few have.
  
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  Retired Imperial Captain
  Ever since the Empire rose, you’ve enjoyed a distinguished career.  You were part of
  the detatchment that first arrived in Kurlnova, and since you were there, you’ve
  intended to live out your slower days there.  In love with the scenery maybe, or that
  wonderful combination of hustle and bustle with the peace and quiet that much
  distance from the Core can afford.   Being a former captain has it’s social privledges,
  and you seem to remember the Kurlnovans (the upper bit, anyway) tend to know a
  thing or two about respect and honor.
  Smuggler
  Well, it’s obvious by now: you’ve read the sector information and reminded yourself
  of all the rumors you’ve heard in every cantina from Nar Shadda to Tatooine –
  Kurlnova is hoping like mynocks on an electrified hull.  You understand there is a
  pretty tough pirate group, and you’ve heard unsubstantiated rumors of a recent up
  and coming privateer group.  No reason for them to get all the fun!  There’s plenty of
  industries and crime concerns Coreward of Kurlnova that would happily pay for
  unregistered shipments of solid ore good for weapons, munitions, and ship parts.
  You’ve got a few good ideas, a solid ship, and a vision of credits you can’t get out of
  your skull.  It might be time to see firsthand just how much wealth there is in
  Kurlnova.  Besides, you hear there’s a great shadowport out there – now how do you
  find it?
  Tongue-Tied Engineer
  Equipment, and more of it than you can get your hands on across the rest of the
  galaxy – that’s what you know about Kurlnova.  Some company is looking for people
  experienced with loadhandlers, and they’ve got two things you’d love to get your
  hands on: the best machines and lots of money.  So far, they sound interested in
  you.  With all that shipping and mining going on, you’ll probably never run out of
  stuff to tinker with.  Maybe you’re an Alliance engineer, sent to pick out some nice
  pieces of machinery that the privateers can come in and grab for the cause?  You’ve
  got an eye for mechanical devices, and there’s plenty of them there.  For whatever
  type of employment, Kurlnova is the tinkerer’s paradise.
  Young Senatorial
  The Kurlnovan government may be holding a seminar on monarchical oversight, and
  it has caught your interest.  Or, you may be fleeing your home planet, just taken
  over by the Empire; you figure you can hide away within Kurlnova and perhaps join
  their government with the senatorial knowledge you possess.  Perhaps you’ve heard
  of the labor guild in the sector, and wish to join them in their struggle for labor
  rights.  A company may hire you and send you to an administrative position in
  Kurlnova.  Also, the Alliance may have contacted you and asked to meet you here.
  Wookie
  You were indentured, and now free.  Labor is second nature to you by now, so you
  figure you could turn a good credit in Kurlnova.  Perhaps a company or even the
  labor guild has offered you a position as bodyguard, security, or something similar.
  Maybe a wharehouse was looking for a few solid arms, and has offered an incredible
  sum for those willing to break their backs.  Maybe you’re especially good at
  mechanical devices, and you’ve heard there’s a scout base at the far end of Kurlnova
  that might need some technical expertise.
  
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  Curious Explorer
  The scout base at Houldut sounds like paradise – right on the edge of known
  civilization.  They are always looking for those with plenty of curiosity and some
  knowhow of any sort.  Perhaps some companies are hiring for short-term scouting
  stints, and they want you to investigate some nearby nebula; could be interesting.
  Maybe they want to hire hunters and explorers to investigate and secure a massive
  tract of land on a jungle planet.
  Cyborged Pirate
  The local pirate fleet is experiencing high activity, or so you hear.  That can only
  mean one thing: positions always open.  You might be an exceptional border, and
  received an invitation to join either the pirates or privateers.  Perhaps you’re looking
  to get out of the business, at least most of the way – a company wants you to be a
  shipboard guard for valuable cargoes heading out of the system.
  Protocol Droid
  You may have been sold or traded to a company, the government, or the labor guild.
  Perhaps you were part of a gift package from one crime lord to Shuedok, the
  Kurlnovan criminal lord.  Maybe the home office of some large corporation sent you
  out with a bunch of other supplies to a regional office in the sector.  Perhaps your
  owner told you to meet him there – you sure hope he shows up…
  Sullustan Trader
  The Force knows, there’s enough shipping activity in and out of Kurlnova to keep you
  busy for ten lifetimes all at once.  Seeing as things are drying up where you are,
  maybe it’s time to sample what they have to offer.  Maybe the labor guild has hired
  you to ferry laborers in and out of the system; the money is steady, and you just
  might pick up a few good crew members from the whole batch.
  Disclaimer/Copyright______________________________________
  Author of this document: Tim “Nealos” Salam, unless otherwise noted.
  1) 
  Free distribution, reproduction, or display other than where it is presented is forbidden - permission granted upon
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  2) 
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  This document or any portion thereof found on other locations of the Internet or in print without
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  sale. It in no way can be deemed a contest of the rights and ownership of Lucasfilm Ltd., or licensees
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  "Kurlnova Sector & Player Guide" and all contents found within are not endorsed by Lucasfilms, Ltd., West
  End Games, or Wizards of the Coast - THIS IS AN UNOFFICAL WORK.
  
  ===starwars=================================================
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  19
  6) 
  Any logos, titles, and other iconography associated with Star Wars used are for identification purposes only, and are
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  7) 
  All material written by the author is presented under the auspices of the Fair Use law of the United States Copyright
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