Star Wars d100: Ashes of Dreams
ASHES OF DREAMS
The GALACTIC FEDERATION has fallen. Still recovering from the devastating Yuuzhan Vong War fifty years ago, its territories seceded and fleets deserted one by one in protest of its renewed campaigns against the FEL EMPIRE and the Mandalorians. Despite still claiming hegemony over the whole galaxy, the Federation now only exerts control over a handful of star systems in the Core.
Without the order of a central government, the galaxy has plunged into a new dark age. Gone are the apocalyptic wars between grand fleets and armies. Now, planetary governors squabble with their neighbors for local resources, deploying conscripts and mercenary warships to fight their battles. The balance of power remains in a state of flux, with the unscrupulous exploiting the chaos for profit.
However, war does not rule everywhere. Hunted to near extinction once again by the anti-Force policies enacted by the Federation in its dying days, the NEW JEDI ORDER and the SITH ORDER have come together to ratify the TREATY OF TYTHON. With this non-aggression pact in place, both orders look to rebuild their numbers and stabilize galactic affairs. But not everyone is willing to accept this pact; radical members of both orders look to the day they can finish their millennia-long conflict once and for all…
The Galactic Stage
This campaign is set in the old Star Wars Expanded Universe (referred to as the "Legends" canon now), 78 years after the Battle of Yavin (ABY) at the end of A New Hope. There is no longer a single central power dominating most of the galaxy. Instead, power rests in the hands of planetary or star system rulers, with a handful of alliances and small empires scattered across the galaxy, not unlike Europe after the fall of the Roman Empire. The collapse of Federation took with it galactic trade deals, so many industrial worlds have found themselves lacking nearby agri-worlds to grow food and refineries find themselves without mining colonies to provide them with ore for their smelters. Infrastructure-critical organizations — such as the Galactic Reserve Bank (which backs the Credit), the Bureau of Ships and Services, and the HoloNet — still remain functional in an official capacity, and more — such as the Sector Rangers — try to keep going unofficially, but the social turmoil and economic damage is crippling all the same. Some planets are starving, others have become ghost towns as inhabitants seek passage to anywhere with paying work.
The Jedi and Sith are in a tenuous peace. While they are far from allies, they have agreed to stop fighting each other and have compiled a list of neutral arbiters to settle any future disputes they may have to prevent even more thinning of their ranks, which are already dangerously sparse. The Federation began a coordinated purge of all Jedi in its space in 66 ABY, starting with an overwhelming military assault on the Jedi Academy on the planet of Ossus that turned into a Jedi rout and then a Jedi massacre. However, Federation military officer brought forth evidence of Sith manipulation of the Federation government in 77 ABY and the Federation responded by expanding the extermination order to not just the Sith but all known Force users in its borders.
Recognizing the situation had spiraled out of control, the Jedi and Sith came together to draft the Treaty of Tython to formalize reparations for thousands of years of bloodshed between them and give them each one less enemy to worry about. Factions on both sides, however, see the other Order as the true obstacle to galactic peace and the acceptance of the Treaty of Tython as treason of the highest order. These internal tensions have not reached boiling, but already the threat of a cold war prosecuted by fringe elements of both orders is looming.
Ideally, this new political scene allows for more character-focused narratives that don't have galaxy-shaping implications while still allowing players to decide the outcome of wars should they so choose.
This game will be run using a homebrewed port of the Star Wars d20 Saga Edition RPG published by Wizards of the Coast in 2009 to the d100 ruleset used by Fantasy Flight Games for their line of Warhammer 40,000 RPGs. Specifically, it uses the iteration of the rules from Dark Heresy 2nd Edition, but all the games in the line have content that is compatible with all iterations of the rules.
Star Wars d20 Saga Edition is the most content-rich Star Wars RPG produced, drawing on the entirety of the Legends canon up to the Clone Wars TV show and distilling it down to the highlights of 30 years of officially licensed fan fiction. It's probably the only way to experience Legends without concluding "The EU was a mistake." However, d20 is far from my favorite rule system and it really falls apart in a sci-fi setting. d20 Saga is rather notorious for bizarre difficulty curves and a nigh-unreconcilable power difference between Jedi and non-Jedi characters. Dark Heresy 2e fixes most of the problems I have with d20 and running a homebrew ruleset lets me rein in those power differences.