ASTROGATION


General Overview :: Explored Regions of the Evaritt Expanse :: Quick Location Finder


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NOTICE TO SPACERS

The following public datastream details the Planetary Systems, Navigational Hazards and Points of Interest in and around the Evaritt Imperial Exploration and Colonization Sector. This datafile is provided by the Spacer's Guild and is paid for in part by the annual fees and dues of its members. The Spacer's Guild has no affiliation with the Bureau of Ship Standards (BoSS) or the Imperial Security Bureau (ISB), but wholeheartedly support their efforts to provide security and order to the many trade-routes of the galaxy. Clear skies and safe landings!


GENERAL GALACTIC LOCATION OVERVIEW


Far out in the uncharted backwater of the unfashionable end of the Western Spiral arm of the galaxy lies a small unregarded yellow sun. Orbiting this at a distance of roughly ninety-eight million miles is an utterly insignificant little blue-green planet whose ape-descended life forms are so amazingly primitive that they still think digital watches are a pretty neat idea...

Past the Greater Javin and beyond the Ghambeezi Drift lie the last frail wisps of the galaxy that exist before the great black void. There, at the far end of the Corellian Trade Spine, sit the colonies and the unexplored worlds of the Evaritt Imperial Exploration and Colonization Sector--more commonly known among spacers as the Evaritt Expanse.

Exploration into this area of the galaxy is relatively recent, with major efforts occurring only in the last 1000 years. Thanks mainly to the scouting efforts of a certain Lord Figg, new hyperspace routes through the Twin Nebula have allowed unprecedented trade and commerce to reach this former galactic hinterland. Further explorations during the Clone Wars lead to the establishment of a ordinance and resupply depot on what was then the end of the Western branch of the Corellian Trade Spine. Never an area of tactical value, Ord Craade was largely ignored by Separatist forces during the conflict and the area eventually fell under nominal Imperial control.

Recent edicts from the Imperial Exploration Services have declared that the Expanse be opened up to individual exploration efforts in an attempt to help bring new species and resources into the greater Empire. However, since this area of the galaxy is largely unexplored, the extreme dangers of scouting new hyperspace routes should not be taken lightly. The Evaritt Expanse is far off the beaten path, making it a haven for pirates, smugglers, and other unsavory types. Scouts should register their flight plans with the local Spacer's Guild or Imperial outpost before setting out on any mission of discovery in this sector.



BASIC MAP OF THE GALAXY:

Map of the Galaxy by Dodge Kyle

This map is for reference purposes only, please consult your onboard navicomputer for more detailed maps and astrogation coordinates.

Map of the Greater Javin

The Evaritt Expanse lies just south-west (rimward and spinward) of a relatively backwater region of space known collectively as the Greater Javin. This sector of the galaxy has long been known as a haven for smugglers, pirates, and those looking to avoid any entanglements--Imperial or otherwise.

The Greater Javin boasts scores of exciting locations, is home to a number of sentient species, and offers worlds of every clime for the ready traveler. This is a region of space that runs the gamut from Echo Base's frozen corridors to Darlyn Boda's seedy alleys to glittering Isde Naha and beyond.

More information on this sector is available from your local Spacer's Guild public data-terminal: Galactic Gazetteer: The Greater Javin




CURRENTLY EXPLORED REGIONS OF THE EVARITT EXPANSE


At present, the Evaritt Expanse consists of a mere handful of explored worlds. While expeditions into the unknown set out monthly from the occupied Deltax system, the current average is seven expeditions lost for every successful new route established. Even then, the discoverers of these new routes are often not willing to part with their newfound knowledge. A secret path to an unknown new world can be very profitable indeed. Pirates, smugglers, and legitimate businesses alike all ply the spacelanes of this new frontier. The Imperial presence in this region all but ends at Ord Craade, with only limited Outpost stations on Lorax and Deltax to keep the peace. Security is often only what you bring with you, although some mercenary and corporate teams have begun hiring their services out to those with enough credits to afford them.

The Evaritt Expanse is an area ripe with possibilities. Fame, fortune, danger and death all lurk out there in the darkness--ready to reward the bold and punish the foolhardy. New worlds and new civilizations that are just waiting to be discovered hover tantalizingly close, just beyond the last faint lines on the map where only the brave dare to tread. So what are you waiting for? Power up the navicomputer and point your bow to the new horizon!


Map of the Evaritt Expanse

Download the Hi-Rez Version (1.9MB)



ALPHABETICAL QUICK LOCATION FINDER

A : B : C : D : E : F : G : H : I : J : K : L : M

N : O : P : Q : R : S : T : U : V : W : X : Y : Z




A:

  • Adeon

    Adeon is a prospector's dream--and a colonist's nightmare. With its thick hydrocarbon atmosphere and freezing methane seas, it bears little resemblance to the more habitable worlds of the Expanse. The major continents on this smoggy world are arid, icy deserts, where periodic storms of methane rain create transient rivers that wash sooty soil from icy highlands out to short-lived pools and lakes. The pools then dry up, sinking into a sandy soil of glass-like water ice or running off in flash-flood rivers into the oceans.

    The most advanced creature on the planet is the sub-sentient Sekiyubura. This life form, if you could call it that, bears more resemblance to the puddle under your speeder than any standard terrestrial animal. The Sekiyubura is an amoeba-like sludge made up of complex hydrocarbons and other trace elements. The largest specimen yet seen measured a meter to a side, but was unfortunately killed by trace heat leaking off the scientist's boots. No Sekiyubura has yet been captured "alive".

    Planet Type: Terrestrial
    Climate: Frozen
    Terrain: Methane oceans and hydrocarbon clouds
    Atmosphere: Type IV (environment suit required)
    Gravity: Heavy
    Length of Day: 23 standard hours
    Length of Year: 359 standard days
    Sentient Species: None
    Languages: Basic
    Population: 79,000
    Species Mix: 45% Ugnaut, 23% Human, 17% Nothoiin, 15% other
    Government: Corporate Controlled
    Native Tech Level: None
    Starports: Limited Service
    Major Exports: Fuel, blaster gas
    Major Imports: Foodstuffs, high-tech goods

    Adeon

    
    


    
    
    B:

    No Systems Listed

    
    


    
    
    C:

    No Systems Listed

    
    


    
    
    D:

  • Deltax

    Contact with Deltax was made 15 standard years ago by Imperial scouts striking out from the colony world of Lorax. The pre-hyperdrive Deltaxians had settled the Lorax colony by use of sleeper ships and were able to provide detailed information on their culture and homeworld. Due to this advanced information, the Empire was quickly able to seize control of the Deltax system. Thankfully, this will allow the Deltaxians to be assisted in a controlled transition as they make their entry into the greater galactic Empire.

    The planet Deltax itself is the shining jewel of the Evaritt Expanse, bearing much in common with Alderaan before her untimely demise. Clear oceans and seas are intermixed with eleven different continents, each of these boasting a variety of environments and life forms. The Deltaxian culture is an advanced space race on the verge of superluminal travel. The sale and transfer of hyperspace technology is severely restricted on this world by the Imperial Governor, who feels that the culture must first be primed before they enter the galaxy at large.

    The Deltaxian people are a tall, green-skinned race bearing more than a passing resemblance to the Duros peoples. Genetic testing has not been conclusive on a possible link between the two species, so calling the Deltaxians a Near-Duros species is to be considered preliminary at best. Nevertheless, their relatively advanced technology in an otherwise backwater region of space does point to possible colonization in the ancient past.

    As it currently stands, Deltax's future is bright. Deltaxian technology and people are very adaptable to Imperial standards, with several of their primitive magna-sail vessels now sporting sublight drives and weaponry for local pirate defense. Deltax has become the springboard for most expeditions further out into the Evaritt Expanse. New expeditions into the unknown set out monthly, the current average is seven expeditions lost for every successful new route established. Pirates, smugglers, and legitimate businesses alike all ply the spacelanes of this new frontier. The Imperial presence in this region all but ends at Ord Craade, with only limited Outpost stations on Lorax and Deltax to keep the peace. Security this far out on the Rim is often only what you bring with you.

    Planet Type: Terrestrial
    Climate: Mediterranean
    Terrain: Small, interlocking continents
    Atmosphere: Type I (breathable by humans)
    Gravity: Standard
    Length of Day: 24 standard hours
    Length of Year: 366 standard days
    Sentient Species: Deltaxian
    Languages: Basic, Deltaxian
    Population: 3,290,000,000
    Species Mix: 90% Deltaxian, 7% Human, 3% other
    Government: Imperial Governor
    Native Tech Level: Space
    Starports: Stellar Class
    Major Exports: Ship repairs and supplies
    Major Imports: Tourism, galactic culture

    Deltax

    
    


    
    
    E:

    No Systems Listed

    
    


    
    
    F:

    No Systems Listed

    
    


    
    
    G:

  • Ghambeezi Drift Station

    A detailed description and layout of this station is being compiled for posting on its own pages.
    Please check back soon citizen, for an updated link to these pages. Thank you for your patience.

     

    This section is still under construction.

     

    
    


    
    
    H:

  • Horsetail Nebula

    Horsetail Nebula Hundreds of light-years across, the Horsetail Nebula is the largest and most massive navigational hazard in the Evaritt Expanse. Since nebulae are traditionally very difficult to plot hyperspace routes through or near, the Horsetail Nebula acts as a giant wall between this region of space and the more settled Mid-Rim. Simply speaking, the Horsetail is the single main reason that this sector was so poorly mapped during the days of the Old Republic. However, now that new routes are beginning to be forged around this beautiful obstruction, it is believed that a flood of new exploration will soon engulf this galactic frontier.

    The Horsetail is a form of Emission nebulae, which are basically clouds of high-temperature gas that are usually sites of recent and ongoing star formation. The atoms in these clouds are energized by ultraviolet light from nearby stars and emit radiation as they fall back into lower energy states--much the same way a Coruscanti neon light works. These nebulae are usually red because the predominance of hydrogen, but other colors are often produced by other gasses if they are available. The Horsetail Nebula is rife with trace elements, making it one of the most colorful nebulae in the galaxy.

    
    


    
    
    I:

    No Systems Listed

    
    


    
    
    J:

    No Systems Listed

    
    


    
    
    K:

    • Kraag

      Kraag is a tectonically-active world known for its extensive rift systems, hundreds of active volcanoes, and nearly planet-hugging glacial deposits. Caught in the middle of a massive ice-age, the only places on the planet free of ice are the equatorial "tropics" and the lava floes themselves. The planet is riddled with glacial lagoons, hot springs, jagged mountain ranges and deep, cold fjords. Due to the large amount of volcanic activity, the atmosphere is considered lightly toxic to most humanoid life forms. A breath mask is recommended when traveling away from the domed starport at Eyrabakki.

      Native life forms consist mostly of hearty shellfish and thick-skinned aquatic mammals, but the food chain is dominated by the massive Levin worms. Tunneling through the ice and snow, the Levin have created an intricate series of artificial caves and burrows under the surface of the planet. Growing up to 30 meters in length, these gentle giants prefer keeping to themselves in the remoter parts of the planet. There is a large colony of Levin near the Thjorsa river valley on the equatorial continent of Reykjaineas. The pale worms often swim up the fjords that line the coast and have occasionally been known to trade foodstuffs with off-worlders. The Levin have a special taste for Bacta, and will barter aggressively when there is some to be had.

      Planet Type: Terrestrial
      Climate: Frozen
      Terrain: Glaciers and volcanic rifts
      Atmosphere: Type II (breath mask recommended)
      Gravity: Standard
      Length of Day: 25 standard hours
      Length of Year: 371 standard days
      Sentient Species: Levin
      Languages: Levinic, Basic
      Population: 500,000 (est)
      Species Mix: 80% Levin, 14% Human, 6% other
      Government: Clan Elders
      Native Tech Level: Primitive
      Starports: Standard Class
      Major Exports: Shellfish, Mineral Ores
      Major Imports: Foodstuffs

      Kraag

    
    


    
    
    L:

  • Latrocin

    The Latrocin a very young system, still dominated by its proto-planetary disk. The whole of the system is a chaotic asteroid belt filled with dust and gas. The fragments that make up the thickest region of the belt vary in size from tiny granules to immense planetoids with trace atmospheres. Given time, these planetoids will accumulate enough material to form real planets, sweeping the system clear of the majority of the stray debris. However, this will take at least another billion years to occur. In the meantime, the Latrocin system is a haven for pirates, smugglers, outlaw techs, and the occasional Rebel garrison. The entire system is periodically patrolled by the Imperial Fleet, which blasts anything they find to scrap. Unfortunately, it doesn't take long form the rats to return to their nests and continue business as usual.

    Planet Type: Asteroid Belt
    Climate: Space
    Terrain: Basalt asteroids, water-ice comets, dust
    Atmosphere: Type V (space suit required)
    Gravity: Micro
    Length of Day: Varies
    Length of Year: 4.6 standard years
    Sentient Species: None
    Languages: Basic
    Population: 10,000 (est)
    Species Mix: 60% Human, 22% Duros, 18% other
    Government: Feudal Hierarchy
    Native Tech Level: None
    Starports: Limited Service
    Major Exports: Minerals, starship repairs
    Major Imports: Luxuary items, starship parts

    Latrocin Main Asteroid Belt


  • Lorax

    The Lorax system was once a beautiful planet dominated by forested, rolling hills and extensive wetlands. It was first settled by Deltaxian sleeper ships hundreds of years ago. The Deltaxians took well to their new world, building cities and maintaining regular radio contact with the homeworld (albeit with a several-year delay). All this changed during the Clone Wars. Separatist forces, in an attempt to flank the Republic Garrison at Ord Craade, stumbled into the Lorax system. Confident in their secrecy, the Separatists took their time to regroup and rearm--going so far to establish several mining and production facilities on the planet. However, their preparations were cut short by the appearance of a new Victory-class Star Destroyer in orbit. The vessel pounded the droid armies into dust, and the Deltaxians hailed the ship's commander as their savior. The commander, wise to the political currents happening in the senate, quickly set himself up as liaison and governor to this new world--ostensibly to patrol for any return by Separatist forces, but mostly to continue the mining and harvesting operations. He must of done something right, as thirty years later Imperial Governor Onceler is still in command of this world.

    Lorax has changed in those years though, the environment is impossibly polluted, the forests are leeched washbasins, and massive mining droids are stripping the planet bare. The native sentient species, the Lorax, have gone completely extinct--with most of the other native species quickly following suit. The Truffula trees, main source for the highly profitable truffula silk, are becoming increasingly difficult to find. Experts predict that new sources of truffula may be completely tapped out within fifty years.

    Planet Type: Terrestrial
    Climate: Polluted Temperate
    Terrain: Forested rolling hills and extensive wetlands
    Atmosphere: Type II (breath mask recommended)
    Gravity: Standard
    Length of Day: 25 standard hours
    Length of Year: 363 standard days
    Sentient Species: Lorax (extinct)
    Languages: Basic, Ugnaut, Deltaxic
    Population: 10,000,000 (est)
    Species Mix: 50% Ugnaut, 25% Deltaxian, 21% Human, 4% other
    Government: Imperial Governor
    Native Tech Level: Pre-Industrial
    Starports: Stellar Class
    Major Exports: Truffula silk, other minerals
    Major Imports: Cheap labor, high-tech goods

    Lorax


    
    
    M:

    No Systems Listed

    
    


    
    
    N:

    No Systems Listed

    
    


    
    
    O:

  • Ord Craade

    Ord Craade was founded fifty years ago by the Republic Corps of Engineers as an advance military and scout base for use in the Clone Wars. It is one of several Ords -- Ordnance/Regional Depots -- from the Republic era. It was out of the way, was easy to defend from a ground assault, and was rich in minerals. Even better, the native Novalis root, when properly synthesized, could be used a poor substitute for Bacta. While it was much less potent, the Republic was desperate for any advantage they could get for their troops. Ord Craade soon became a way station for severely damaged units to recover and reorganize before heading back into the fray. While a tempting target if discovered, Ord Craade was far enough out on the Rim to escape the notice of the Separatists.

    The planet did not come without its problems, however. Most notably was the hostile native population. Considered primitive by galactic standards, the native Lychnine had established a simple clan-based industrial society before the arrival of the Republic. The hulking 2-meter tall wolf-men took exception to the invasion of their "Spirit Lands" and declared all out war against the Republic forces. Taken by surprise, the Lychnine managed to kill several hundred injured Clone troopers and destroy two hospitals before a combined force under Generals Skywalker and Odayaka'sai'Marrla drove them back into the swamps. Guerrilla actions have been continuing to this day, despite an greatly increased Imperial presence on the world. Ord Craade now boasts an Imperial Class starport on the surface, complete with an orbital Golan II battlestation and docking for this sector's only permanently-stationed Star Destroyer.

    Planet Type: Terrestrial
    Climate: Hot
    Terrain: Sharp, uplifted mountains and extensive swamps
    Atmosphere: Type I (breathable by humans)
    Gravity: Standard
    Length of Day: 20 standard hours
    Length of Year: 238 standard days
    Sentient Species: Lychnine
    Languages: Basic, Lycannic
    Population: 8,750,000
    Species Mix: 70% Lychnine, 25% Human, 5% other
    Government: Imperial Governor
    Native Tech Level: Industrial
    Starports: Imperial Class
    Major Exports: Novalis root, mercenaries
    Major Imports: Industrial goods, foodstuffs

    Ord Craade

    
    
    Star Destroyer

    
    


    
    
    P:

    No Systems Listed

    
    


    
    
    Q:

    No Systems Listed

    
    


    
    
    R:

    No Systems Listed

    
    


    
    
    S:

  • Shiningmoon

    Shiningmoon is a double planet system, consisting of the livable Shiningmoon Major and the large, airless Shiningmoon Minor. Shiningmoon Major is a standard sized terrestrial world with a slightly slower daily rotation. It is covered by small seas, various types of extensive forests, and miles of lowland quicksand flats. The planet is racked by near-constant earthquakes, thanks to the proximity of its large neighbor. There is evidence that several large civilizations once inhabited the planet, as their quake-riddled ruins dot the surface of the world. The architecture is mostly of stone, which seems to agree with the observed tech level of the native species. The Naufragi are a primitive near-human species that have thus far been content to hide in their jungle ruins and avoid contact.

    Shiningmoon Minor is the site of a massive mining operation being run by the Czerka Corporation. The local corporate offices are on Shiningmoon Major, as well as the housing for the prison population that they use for workers. Space-suited work crews are rotated onto the moon in 14 hour blocks via a flotilla of small and large transports and ore haulers. Bulk freighters and a Lancer frigate maintain orbit around the moon for ease of loading and general protection. Shiningmoon Minor is geosynchronously tide-locked to the larger planet such that the gaping pit mine on the moon is constantly hovering directly above the equatorial Czerka base on Shiningmoon Major. Pirate activity is rare, but increasing.

    Planet Type: Double Planet System
    Climate: Cool to humid
    Terrain: Deciduous and rain forests
    Atmosphere: Type I (breathable by humans)
    Gravity: Standard
    Length of Day: 28 standard hours
    Length of Year: 361 standard days
    Sentient Species: Naufragus (near-human)
    Languages: Basic, Naufragi
    Population: 2,800,000
    Species Mix: 63% Naufragus, 29% Human, 8% other
    Government: Corporate Controlled
    Native Tech Level: Pre-Industrial
    Starports: Standard Class
    Major Exports: Crystals and other minerals
    Major Imports: Prisoner labor, archaeologists

    Shiningmoon

    
    


    
    
    T:

    No Systems Listed

    
    


    
    
    U:

    No Systems Listed

    
    


    
    
    V:

    No Systems Listed

    
    


    
    
    W:

    No Systems Listed

    
    


    
    
    X:

    No Systems Listed

    
    


    
    
    Y:

    No Systems Listed

    
    


    
    
    Z:

    No Systems Listed

    
    

  • 
    
    


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    Last Updated: 6 September 2007