Session 0 Notes:

 Teth’s lush jungles and ancient ruins provide a striking yet unforgiving setting for Mij Korsta’s predicament. Stranded in the ramshackle settlement of Sik Town, which clings to the outskirts of one of Teth’s many overgrown B’omarr ruins, Mij reflects on a heist gone wrong. His crew scattered after the job fell apart, leaving him with little more than his blaster, his gear, his wits, and a handful of credits—not nearly enough to secure passage off the planet.

J'ji''lipel Hu'nam, a hungover Bith musician, stumbles through Sik Town’s sweltering streets. Wallet missing, bandmates absent, and kicked out of the underground Jatz club where he gigged the night before, he’s in dire need of a drink, a gig, and a ride—likely in that order. What Hu’nam doesn’t remember is playing a few rounds of Sabacc with Mij that night, losing his last credits in the process. Mij remembers, though, and while he enjoyed the Bith’s music and found him amusing, he doubts Hu’nam would feel the same if the details came flooding back.

Overlooking Sik Town is Dulgo the Hutt’s palace, a foreboding structure converted from an ancient B’omarr monastery. Though Teth lies outside traditional Hutt space, Dulgo represents the Hutt Cartel’s interests on the planet. At 72 years old, the young Hutt lacks the clout of his elder counterparts, which limits his influence. So far, Mij has managed to fly under Dulgo’s radar, but he knows that in a place like Sik Town, anonymity never lasts long.

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