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Friday, June 19, 2026

Archive Thursday: How 1987 West End Games Saved My High School Star Wars Club

 

Archive Thursdays: 06018-2026



Running a high school Star Wars Society is all about capturing that raw, cinematic energy of a galaxy far, far away. But when our club had to adapt to physical classrooms with strict social-distancing guidelines, the old playbook went out the window. Sabacc decks were sidelined to prevent shared items, miniature games like Armada faced strict "no-touch" rules on components, and our traditional tabletop RPG sessions had to be widely spaced out across the room.

I needed a way to keep twenty teenagers completely engaged in half-hour increments without letting them cluster around a map. The answer didn't come from modern gaming—it came from October 1987, when West End Games (WEG) first released Star Wars: The Roleplaying Game.

By stripping away the heavy tactical grids of modern systems and leaning into the fast, cinematic D6 theater-of-the-mind philosophy, we transformed our discussion slots into a live, classroom-wide Star Wars LARP. The students didn't just debate Star Wars lore; they stepped directly into the boots of sector factions, shouting across the aisles of a galactic senate or a tense planetary customs terminal to protect their credits and their survival.

"The Republic gave you regulations; the Empire gives you tracking beacons. You cross the hypermarker ten minutes late under this new administration, and you aren't looking at a corporate fine—you're looking at a customs interdiction frigate locking onto your drive core." — Uncle Bill

When WEG launched the D6 system in late 1987, it instantly became a staple for after-school clubs. It didn't require complex grid maps, specific miniatures, or polyhedral dice pools—all a student needed was a handful of standard six-sided dice (d6) and a character sheet to fit a full narrative session onto a school desk during a club hour.

For high school clubs looking to experience or recreate the exact roots of tabletop Star Wars gaming, the original launch lineup provided the perfect toolkit:

  • "Rebel Breakout" (Core Rulebook): Included directly inside the 1987 First Edition Core Rulebook. This starter scenario was the definitive first session for a generation of players, using ready-to-play character templates (like the Brash Pilot or Quixotic Jedi) escaping an Imperial labor camp.

  • The Star Wars Sourcebook (1987): Released simultaneously with the rules, providing immediate specs for X-wings, stormtroopers, and lightsabers that clubs used as an encyclopedia to homebrew quick scenarios.

  • The 1988 Standalone Wave: As clubs looked for official adventures, modules like Tatooine Manhunt (rescuing a Clone Wars hero), Strike Force: Shantipole (defending the B-wing research lab), and Battle for the Golden Sun (dealing with energy-crystal manipulating aliens) expanded the sector.

To keep the momentum rolling across weeks without breaking our physical spacing rules, we took the core ethos of the 1987 D6 rules—fast archetype interaction—and applied it to a half-hour parliamentary debate structure.

Instead of playing a traditional tabletop game with maps, the classroom is verbally split into faction zones. The left side might represent the tightening bureaucracy of an Imperial Mining compliance board, the right side represents desperate independent freelancers, and the back row plays the local regional council.

  • The Hook (5 Minutes): Drop the prompt or crisis on the dry-erase board. For example: An Imperial Logistics Executive has just nationalized the local starport and is forcing all civilian transport crews to sign military conscription leases or face asset seizure.

  • The Clash (15 Minutes): Students speak from their desks, staying firmly in character based on their assigned faction. The freelancers argue the illegality of the corporate takeover, while the Imperial faction cites regional security and quota demands. It is live-action roleplaying driven entirely by rhetoric, bargaining skills, and wits.

  • The Cliffhanger (10 Minutes): Stop the session right at the peak of the debate. A student notes the current state of the argument in the club's master manifest, leaving the resolution hanging until the bell rings for the next session.

By using the theater-of-the-mind style that West End Games perfected decades ago, the club maintains its high-energy, nerdy atmosphere. The students get to argue philosophy, ethics, and sector economics across the room, completely safe, completely spaced out, and totally invested in the story.

Adapting a high school tabletop gaming club to rigid classroom physical guidelines doesn't mean sacrificing the fun. By throwing out the maps and stepping directly into a theater-of-the-mind narrative framework, you can keep the spirit of tabletop roleplaying alive. The legendary 1987 D6 system proved that you don't need expensive pieces or close-contact setups to build immersive stories—just a solid crisis, a clear role, and a room full of eager minds ready to play.


Official Project Production & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: All original campaign settings, sector modifications, map compositions, customized location lore, and original narrative expansions created for this setting. Any new additions to the Star Wars universe presented herein, including all new fan-based artwork by Artistry by Angela Head, are protected under this designation. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.


Star Wars Fan Content & OGL Disclaimer

This website is an unofficial fan site and is not endorsed by, sponsored by, or affiliated with Lucasfilm Ltd. or The Walt Disney Company. Star Wars, all associated names, characters, images, and logos are registered trademarks and copyrights of Lucasfilm Ltd. or their respective trademark and copyright holders. All original content is the intellectual property of The Adventures of Captain Hedges unless otherwise noted.


This report is a non-commercial fan work. We use West End Games Star Wars D6 as the foundation for all our games, utilizing the Open D6 system; mechanics referenced from the D6 System are used as Open Game Content under the Open Game License (OGL v1.0a). For official content, please visit the official Star Wars Website.

Wednesday, June 17, 2026

MID WEEK MUSINGS THIS WEEK 06-17-2026 EVENING DISPATCH

 

Midweek Musings: Exhaustion, Foundations, and a Blast from the Past

June 17, 2026 | Dispatch from the Shreveport Cabin

Introduction

The Hook: Sometimes, the most important part of the creative process isn't the writing—it's recognizing when your mind is running on pure fumes and learning when to step back.


The Problem: I’ll be completely honest with everyone in a personal note: I haven't been feeling the best lately. I have been absolutely exhausted at times, barely sleeping. When I do manage to catch some sleep, it's only for a few hours before I am right back up. I have no idea why. I don't know if it's me being anxious or just having so much on my mind with all the current gaming projects I’m juggling, but I’ve been working overtime to get things done. Between that and handling a lot of personal business behind the scenes, it’s been a heavy week.

The Solution/Promise: But those who are close to me know my struggles, and I know theirs. We support each other, and I am incredibly happy to have the gaming family I have. Today, after running out to the store with Uncle Bill, cooking up some hamburgers for lunch, and treating ourselves to some cheesecake, I finally laid down for a much-needed rest from 4:00 PM until 7:30 PM. It wasn’t a deep sleep—just a light one—but it was enough to reset the baseline. Tonight, I want to give you a quick status report and a massive teaser for what’s dropping tomorrow.

On the Horizon: The Reconstruction Gaming Years Archive

While the creative gears have been grinding hard, the blueprint for the next phase of the blog is fully locked in.



  • The Support System: Having a dedicated crew and gaming family means everything when you're navigating heavy workloads. It’s what keeps the Shreveport Cabin operating, even when the sleep schedule is completely thrown off.

  • The High School Files: Tomorrow, we are opening up the vault. I am bringing you a total blast from the past focusing straight on my high school years and the earliest foundations of my storytelling journey.

  • West End Games Nostalgia: We are diving deep into my old Star Wars West End Games D6 campaign materials, showing how those classic roots are being updated using the new Open D6 OGL framework for any fresh mechanics I come up with. I am rewriting out and prepping my OLD ELROOD SECTOR CAMPAIGN, pulling straight from the classic source material including Planets of the Galaxy Guide Volume 3 (released in 1993) and Operation: Elrood (released in 1996). I've verified the data and I am fully updating them to run seamlessly in the Second Edition Revised Core Rulebook.

Consider this your official teaser for tomorrow’s post. The archives are packed, the old sheets are ready, and the layout is going to be something special.



The Captain's Closing Thoughts

Wednesday is the exact midpoint of your week—the perfect time to pause and recharge your spiritual energy. By shifting your focus from the busyness of the tasks at hand to gratitude and intentional prayer, you can renew your strength to conquer the rest of your week with clarity and peace.

Here are a few ways to refresh your midweek prayers and recharge your energy:

  • Anchor in Gratitude: Take 60 seconds right now to thank God for three small things that brought you joy so far this week—even if it's just a hot meal or a quiet moment of rest.

  • Take a Prayer Walk: Step away from your desk or workspace. Simply talk to God, releasing the heavy burdens and anxieties of the week.

  • Meditate on Scripture: Use centering verses to push out midweek fatigue. When you feel weary, reflect on Psalm 118:24 or Matthew 11:28 to remind yourself of the rest and joy available to you right now.

A Simple Midweek Recharging Prayer ๐Ÿ™

“Dear God, as I reach the midpoint of the week, I come to You for a refreshing presence. Thank You for carrying me this far. Where I feel tired, please refresh my spirit. When my anxiety or energy runs low, give me the strength and focus to tackle the rest of my tasks. Guide my thoughts and actions so I can walk in Your grace. In Jesus’ name, Amen.”

Yours for now, Captain Hedges

Official Project Production & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: All original campaign settings, sector modifications, map compositions, customized location lore, and original narrative expansions created for this setting. Any new additions to the Star Wars universe presented herein, including all new fan-based artwork by Artistry by Angela Head, are protected under this designation. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

Star Wars Fan Content & OGL Disclaimer

This website is an unofficial fan site and is not endorsed by, sponsored by, or affiliated with Lucasfilm Ltd. or The Walt Disney Company. Star Wars, all associated names, characters, images, and logos are registered trademarks and copyrights of Lucasfilm Ltd. or their respective trademark and copyright holders. All original content is the intellectual property of The Adventures of Captain Hedges unless otherwise noted.

This report is a non-commercial fan work. We use West End Games Star Wars D6 as the foundation for all our games, utilizing the Open D6 system; mechanics referenced from the D6 System are used as Open Game Content under the Open Game License (OGL v1.0a). For official content, please visit the official Star Wars Website.

Midweek Musings: Mapping the Zosma-Zimrala Dual System

 

Midweek Musings: Mapping the Zosma-Zimrala Dual System

August 17, 2026 | Dispatch from the Shreveport Cabin

Introduction

The Hook: What happens when you take the real-world astronomical data of the Leo Galaxy and collide it directly with the classic 1976 Starfaring navigation charts? You get a dual-system layout where sci-fi grit meets deep-space magic.


The Problem: The rain is still hammering the cabin roof, the coffee is fresh, and I am completely deep in the creative trenches this morning. When I asked Ken St. Andre if he wanted me to draft a new adventure for his original 1976 ruleset, he gave me the green light to run with it. Now, I'm mapping out the exact coordinates where the planet Zimrala lays its head, completely combining it with the Zosma System (Delta Leonis). It’s heavy, meticulous work, and even though Uncle Bill is hovering around trying his best to break my focus, I'm keeping my eyes locked onto the stellar cartography display until this sector report is fully transmitted.


The Solution/Promise: Today, I'm giving you a direct look behind the GM screen at the newly finalized sector map. We are breaking down how real astrology, classic 1976 mechanics, and the lore of the Monsterary of Zimrala all weave together to create a massive, high-stakes frontier for your starships to explore.

Stellar Cartography: Breaking Down the Dual-System Layout

To make a campaign setting feel truly operational, you need points of friction. By aligning the real astronomy of Zosma (Delta Leonis) with the fantasy-laden coordinate tables in the back of the 1976 Starfaring book, we've unlocked a sector where high-tech faction hubs sit right next to primordial magic.

Here are the key tactical coordinates we are mapping out for this sector from the updated chart:

  • Zosma Quarta (Zimrala): The magical nexus of the system. Breathable, chaotic, and heavily tied to the Monsterary of Zimrala. This is where the planet lays its head, serving as the central anchor for the entire campaign.

  • Zimrala One Space Station & The Tine Curator Shipyards: The industrial tech hub of the sector, handling ship registries, refueling, and fleet deployments right on the edge of the magical boundary.

  • The Gristlegrim Smelter & Ore Refinery: A massive operation run by the Gristlegrim Space Dwarves, hammering out heavy alloy hulls and mining asteroids across the outer moon cluster.

The Engine of Exploration: 1976 Moon Crystal Logistics

Navigation in this sector isn't just about punching coordinates into a computer; it's about fuel and power. Using the original ruleset, starship crews have to prospect the outer moon cluster—specifically locations like Lumis (The Shattered Moon)—to harvest raw power crystals.

We are categorizing them strictly by their raw structural depth, which determines how much energy your ship can draw:

  1. Crust (Quartz): Easily accessible on the planetary surface. Provides basic operational power but burns out quickly under heavy strain.

  2. Mantle (Vibrant): Requires specialized deep-crust mining rigs. Offers highly stable, prolonged energy grids for long-range sensor arrays.

  3. Core (Legendary): The rarest fuel source in the Leo Galaxy. These are the crystals that actively power the multiverse portals managed by the Dwon & Ether Dragons, allowing ships to bypass standard hyperspace lanes entirely.

Factions of the Frontier: Managing the Galactic Balance

As a Galaxy Master running this sector, navigating the political friction between these major forces is where your campaign truly comes alive:

  • The Egyptos Empire: Dominating the local capital pyramid with heavy military deployments, they maintain absolute mastery of deep-space engineering and monuments.

  • The Tygerians: Bringing fierce tactical discipline, deploying starship commanders and ground troops to secure strategic alliances.

  • Dwon & Ether Dragons: Metaphysical, interdimensional guardians who closely protect the boundaries of the system's vital portal spires.

  • Gristlegrim Space Dwarves: Master craftsmen managing asteroid mining and stellar refinery logistics.

  • The Moonelves: The resident technomancers utilizing crystal configurations to reshape local ship dynamics.

Support the Vision: Kickstarter Update

While I am deep in the drafting phase for this new Starfaring module, our collective community push is still going strong. I am collaborating closely with Steven Crompton to make sure these major tabletop visions reach your hands with the highest quality production. To make this book a reality, we need the frontier scouts to keep rallying.

Call to Action (CTA) ๐Ÿšจ

We only have 13 days left on the campaign! If you haven't jumped in yet, go pledge today—there are a ton of fantastic new add-ons available now that you won't want to miss to upgrade your gaming table.




Tap the link below to view the live campaign, track our stretch goals, and lock in your support: ๐Ÿ‘‰ City State of the Immortal Goddesses RPG Campaign by Steven Crompton — Kickstarter


The Captain's Closing Thoughts

Wednesday is the exact midpoint of your week—the perfect time to pause and recharge your spiritual energy. By shifting your focus from the busyness of the tasks at hand to gratitude and intentional prayer, you can renew your strength to conquer the rest of your week with clarity and peace.

Here are a few ways to refresh your midweek prayers and recharge your energy:

  • Anchor in Gratitude: Take 60 seconds right now to thank God for three small things that brought you joy so far this week.

  • Take a Prayer Walk: Step away from your desk or workspace. As you take a short walk, simply talk to God as if you are walking with a friend, releasing the heavy burdens of the week.

  • Meditate on Scripture: Use centering verses to push out midweek fatigue. When you feel weary, reflect on Psalm 118:24 or Matthew 11:28 to remind yourself of the rest and joy available to you right now.

A Simple Midweek Recharging Prayer ๐Ÿ™

“Dear God, as I reach the midpoint of the week, I come to You for a refreshing presence. Thank You for carrying me this far. Where I feel tired, please refresh my spirit. When my energy runs low, give me the strength and focus to tackle the rest of my tasks. Guide my thoughts and actions so I can walk in Your grace. In Jesus’ name, Amen.”

Yours for now, Captain Hedges

Product Identity & Legal

Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The following items are designated Product Identity: The specific "Hedge Wizard of the Shreveport Cabin" persona, the "Royal Cartographer" archetype, the custom Zosma-Zimrala dual system configuration, the Gristlegrim Space Dwarves, and original campaign narrative designs. Map design layout by Angela Head. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

Trademarks & Rights of Ken St. Andre and Troll Godfather Press:

  • Starfaring and Monsters! Monsters! are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission.

  • The Monastery of Zimrala (MoZ) is the official campaign setting created by Ken St. Andre, with our humble contributions acknowledged in the annals of the work.

  • All rights to the original Starfaring (1976) rules and crystal mechanics are the sole property of Ken St. Andre.

  • City State of the Immortal Goddesses is a campaign project by Steven Crompton for the Monsters! Monsters! RPG system.



WHISPERING ISLANDS GRID IRON LEAUGE 2026 SEASON ANNNOUCEMENT COMING IN AUGUST 2026 PRESEASON TESER

 WHISPERING ISLANDS GRID IRON LEAUGE 2026 SEASON 



The Bew Official Map for 2026 unveiled at the tygerian reach with in the lions Maine of the Leo Galaxy using our new open d6 rule book updated here with all the teams represented here!


2026 Gridiron League Official Press Proclamation

The Preseason: Hall of Grim Iron Game

The preseason doesn't start with the usual suspects. Instead, the league converges on the Nocturnis City District to see which new recruits have the "Sanity Armor" to survive the coming season.

  • Date: Thursday, August 6, 2026.

  • Location: The Nocturnis Iron Coliseum.

  • The Main Event: The Nocturnis Nightstalkers vs. the Tygerian Prowlers.

  • The Ceremony: Enshrinement of the Class of 2026 into the Hall of Grim Iron. This honors the veterans who conquered the high-gravity pits of the Bluebonnet Volcanoes.

WHISPERING ISLES GIL TEAMS COMPETE FOR THE TRIDENT TROPHY 



NIOCTURNES CITY GIL TEAMS COMPETE FOR THE ?








Midweek Musings: Mapping the Stars and Refining the Elrooden Star Wars Outer Rim Sector

 

Midweek Musings: Mapping the Stars and Refining the Sector

June 17, 2026 | Dispatch from the Shreveport Cabin



Introduction

The Hook: Have you ever looked at a star map and realized the lines connecting the systems were missing the most important element? Not the hyperspace lanes, but the grit, the economy, and the localized friction that actually makes a sector feel alive?



The Problem: The rain is absolutely pouring down over the cabin this morning, creating the perfect stormy backdrop for some heavy sector mapping. The coffee is hot, the desk is stacked, and things are so frantic that Uncle Bill is hovering around trying his absolute best to get my attention—but I am completely locked in and not giving him the time of day until this report is filed! When you are running long-term campaigns for dedicated gaming groups, it is incredibly easy for a sector to feel like a collection of static points on a grid. Players arrive, pick up a generic bounty, leave, and the world resets.



The Solution/Promise: This week, I’ve taken a step back to completely redesign the structural layout of my current Star Wars D6 Elrood Sector campaign architecture. I'm spending my morning hours building a living, breathing sector economy from the ground up—and today, I want to share a look behind the screen at how focusing on specific faction hubs changes everything for your crew.

Redesigning the Frontier Logistics

When you sit down to overhaul a campaign setting, you have to start with who holds the purse strings. For this layout, I’ve been heavily focusing on building out the Elrood Sector, specifically separating the local authority defense lines from the heavy corporate operations.

  • The Local Safety Net: I’ve locked in a fixed, dependable flat rate of 8 Credits per day for local Star Port Security contracts. It gives player crews a reliable baseline—steady, legal government work—if they don't want to risk the volatile corporate runs.

  • The High-Risk Logistics: On the flip side, private mercenary, security specialist, and professional bodyguard contracts are strictly negotiated directly between the individual employer and the Guild, ensuring the players have to roleplay their way into higher hazard payouts.

Creating Interactive Campaign Threads



The biggest operational shift this week was moving away from static lore dumps and turning my campaign boards into active, functional gaming hubs. I just launched a dedicated thread titled "Looking for Work? Step Inside the Mercenary Guild of Coyn." Instead of me just handing the players a list of jobs, the players can now log in, drop their official crew registries, ship specs, and combat specialties, and actively vote on a permanent operational availability poll. It transforms the forum from a simple reading room into a bustling cantina desk where players dictate the direction of the narrative.



The Captain's Closing Thoughts

Campaign design isn't just about drawing pretty sector lines; it's about building the infrastructure that makes your players feel like they are truly earning every single credit in their cargo hold. Taking the time to map out these distinct corporate desks and recruitment hubs has completely re-energized my writing process for my gaming groups this week.



Final Takeaway: If your campaign feels a little stagnant, look at the logistics. Give your players a concrete financial baseline, a dangerous alternative, and a desk to argue over the contract terms.

Call to Action (CTA)

How do you handle job boards and corporate factions in your own sci-fi campaigns? Do your players prefer steady, flat-rate security details, or do they jump straight for high-risk corporate prospecting? Let me know in the comments below!

Meta Description

In this Midweek Musings, Captain Hedges breaks down his latest Star Wars D6 Elrood Sector campaign redesign, focusing on faction logistics and live forum job boards.

Star Wars Fan Content & OGL Disclaimer

This website is an unofficial fan site and is not endorsed by, sponsored by, or affiliated with Lucasfilm Ltd. or The Walt Disney Company. Star Wars, all associated names, characters, images, and logos are registered trademarks and copyrights of Lucasfilm Ltd. or their respective trademark and copyright holders. All original content is the intellectual property of The Adventures of Captain Hedges unless otherwise noted.

This report is a non-commercial fan work. We use West End Games Star Wars D6 as the foundation for all our games, utilizing the Open D6 system; mechanics referenced from the D6 System are used as Open Game Content under the Open Game License (OGL v1.0a). For official content, please visit the official Star Wars Website.

ELROODEN STAR PORT CITY STA WARS FAN GUIDE (BBY 23)

 

Welcome to the Elrood Sector

"Whether you're hauling raw ore for the corporations, looking for a discreet berth away from Imperial eyes, or trying to turn a quick credit in the Outer Rim, all hyper-lanes in this corner of the galaxy eventually lead to Elrood."


 Located deep within the Outer Rim Territories along the Elrood-Derilyn Run, the Elrood Sector is a region defined by its immense mineral wealth, vast corporate fiefdoms, and a fiercely independent frontier spirit. For decades, the sector has been dominated by the heavy hand of the Elrood Mining Corporation (RMC), a corporate titan that controls the flow of precious metals, gasses, and raw ores from the rich planetary crusts of the system directly to the core worlds.

Because of its strategic placement on the galactic fringe, the sector exists in a perpetual state of high-stakes friction. Corporate security forces keep a chokehold on the primary trade ports, while sector local defense fleets patrol the borders to guard massive cargo convoys against aggressive pirate syndicates and deep-space marauders. Yet, just beneath the rigid surface of corporate law lies a thriving underworld network. Smugglers, independent free-traders, and spice-runners frequently slip through the cracks of the shipping lanes, utilizing the sector's heavy traffic to mask their operations.

In this era of shifting galactic loyalties, the Elrood Sector stands as a vital crossroads—a place where immense corporate fortune meets the raw, unpredictable edge of the Outer Rim.




The Ultra-Tower Unbound (Main Communications Hub)

Rising directly from the center of the main landing platforms, the Ultra-Tower Unbound is the absolute nerve center of the entire starport city.

  • Subspace & Comms Arrays: This massive spire houses the high-powered, long-range subspace transceivers that link Elrood to the rest of the Mid Rim and Core worlds.

  • Traffic Control: The upper tiers of the tower monitor all inbound and outbound planetary freight, coordinating the complex logistics of corporate ore haulers, independent starfighters, and shipyard transports.

  • Security Sub-Stations: It serves as the primary data-relay for local automated systems, tracking ship registries and broadcast frequencies across the entire plaza below.

  • Integrated Landing Pads & Hangar Bays: Radiating directly out from the tower's base are the primary landing platforms. These pads feature heavy-duty magnetic mooring clamps controlled directly by the tower's central computer. Once a ship touches down, the automated system engages these clamps to lock the vessels completely down before lowering them into the high-security subsurface hangar bays for refueling, cargo unloading, or maintenance.


๐Ÿ›‚ Elrooden Star Port: Arrival Customs & Port Tariff
TO ALL ARRIVING VESSEL MASTERS:
By decree of the Elrood Sector Port Authority and the Trade Guild Oversight Committee, all incoming traffic dropping out of the hyperlanes must comply with local port regulations. Ensure your transponder codes are active and broadcasting to avoid orbital defense tracking.
1. Flight Manifest & Weapon Standby: Upon docking at Elrooden Star Port City, ship masters must present a valid cargo manifest and crew log to the Port Authority inspectors. Ship-mounted laser cannons and shields must be powered down to standby mode while berthed in the public docking bays.
2. Local Ordnance Restrictions: In accordance with local sector safety statutes, civilian open-carry of military-grade heavy repeating blasters, thermal explosives, or restricted combat armor is strictly prohibited inside the main starport concourses. Standard personal sidearms and sporting blasters are permitted but must remain holstered.
๐Ÿ’ณ Daily Port Fees & Maintenance Ledger
All fees are assessed per standard planetary day (24 hours) and must be settled with the Port Authority Purser prior to departure clearance.

Standard Docking Fee: 10 Credits / day
Includes: Basic landing pad clearance, standard refueling umbilical access, and terminal data-sync connection.
Secure Hangar Bay Storage: 25 Credits / day
Includes: Enclosed environmental bay, localized security sensor grid, and physical blast-door protection for high-value cargo or vessels.
Repair Bay & Equipment Rental: 50 Credits / day (Flat Equipment Use Fee)
Includes: Access to heavy hydro-spanners, diagnostic computer benches, fusion cutters, and heavy-lift repulsor cranes for ship self-repair.
Replacement Parts & Starport Stock: * In-Stock Components: Market Price + 10% Local Tariff.
Specialist Order: If a component is out of stock, a 50 Credit expedited freight fee is applied to haul it in from the Techno Union staging routes via KORAD!



Nexas Bazaar Sectors (The Commercial Core)

Color-coded in gold on the map, this sprawling, multi-level plaza wraps around the central landing bays, forming the open-air market and merchant heart of the city. To see exactly which businesses operate in each area, use the directional park guide below:

NORTH PARK SECTION (Top Left / Northwest)

This section covers the upper left quadrant of the starport city, bordered by the northern green space.

  • North Park: The upper left recreational buffer zone.

  • Mercenary Guild of Coyn (Main Headquarters): The large, fortified guild facility located right off the upper park area (Gold Zone).

  • Professional Actors Guild (Northern Facility): The corporate theater and union building sitting adjacent to the Mercenary Guild (Gold Zone).

  • Harzbury Batlo of Cure (Upper Medical Branch): The medical and emergency station servicing the northern tier (Gold Zone).

WEST PARK SECTION (Far Left / West)

This section covers the entertainment and transit hub running down the western loop of the monorail.

  • West Park Terminal: The primary monorail transit station on the west side of the city (Blue Zone).

  • Galactic Grog (The Lounge): The massive, multi-story purple-coded entertainment venue dominating the western edge (Purple Zone).

  • The Naughty List Lounge: The exclusive featured lounge located completely inside the main Galactic Grog complex (Purple Zone).

SOUTH PARK SECTION (Bottom / Industrial)

This section covers the entire heavy manufacturing, mining, and shipyard strip running along the lower track of the city.

  • South Park: The long green buffer zone shielding the civilian plaza from heavy industry.

  • Ringali and Granite Star Ship Yards: The massive, heavy-crane construction docks and docking slips located in the absolute bottom left corner of the map (Orange Zone).

  • Raddi Mining (Ore Processing Facility): The massive industrial manufacturing plant dominating the bottom center of the map layout (Brown Zone).

  • Granite Mining Ore Storage: The large processing and containment silos sitting directly adjacent to the Raddi Mining facility (Brown Zone).

  • Terra-Discount Electronics Inc.: The tech and component storefront tucked into the lower left corner of the marketplace loop, right on the border of South Park (Gold Zone).

  • Harzbury Batlo of Cure (Main Plaza Clinic): The primary medical clinic / roedical elinic located on the lower right side of the marketplace plaza, just above the south track (Gold Zone).

EAST PARK SECTION (Right / Northeast & Southeast Logistics)

This section covers the transport, corporate logistics, and secondary guild offices on the right side of the map.

  • East Park: The upper right green space flanking the main terminal.

  • Transector Terminal: The massive master transit station anchoring the northeast monorail loop (Blue Zone).

  • Monorail Position: The primary monitoring checkpoint for the elevated transit line (Blue Zone).

  • Underground Parking Lots: The heavy staging grounds for surface transports located completely beneath East Park.

  • West Park (Eastern District Label): The green space framing the eastern marketplace loop.

  • Agglled Meals (Food Court Area): Located right in the center of the bustling marketplace plaza loop (Gold Zone).



  • Mercenary Guild of Coyn (Eastern Office):
    The secondary tactical outpost located on the eastern edge near the right-side West Park space (Gold Zone).




  • Professional Actors Guild (Eastern Facility): The secondary corporate building located on the eastern loop right off the monorail track (Gold Zone).

  • Distant Yards of Chood, Inc.: A merchant and shipping office located on the lower right edge of the bazaar, near the eastern loop (Gold Zone).

  • Delta-Petroleum Electronics: A specialized industrial electronics facility located on the lower right side, just north of the permanent farming fields (Brown Zone).

  • Permanent Facilities (Farms): The dedicated agricultural production grids located on the far lower right corner of the map, south of the monorail loop (Green Zone).

Official Project Production & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: All original campaign settings, sector modifications, map compositions, customized location lore, and original narrative expansions created for this setting. Any new additions to the Star Wars universe presented herein, including all new fan-based artwork by Artistry by Angela Head, are protected under this designation. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.

Star Wars Fan Content & OGL Disclaimer

This website is an unofficial fan site and is not endorsed by, sponsored by, or affiliated with Lucasfilm Ltd. or The Walt Disney Company. Star Wars, all associated names, characters, images, and logos are registered trademarks and copyrights of Lucasfilm Ltd. or their respective trademark and copyright holders. All original content is the intellectual property of The Adventures of Captain Hedges unless otherwise noted.

This report is a non-commercial fan work. We use West End Games Star Wars D6 as the foundation for all our games, utilizing the Open D6 system; mechanics referenced from the D6 System are used as Open Game Content under the Open Game License (OGL v1.0a). For official content, please visit the official Star Wars Website.

Saturday, June 13, 2026

SUNDAY MORNING SUNRISE POST HEADED TO THE LEO GALAXY

SUNDAY MORNING SUNRISE POST



LOCATION: SHREVEPORT FRONT PORCH

THE SUNDAY SKIES:

  • SUNRISE: 6:08 AM

  • SUNSET: 8:26 PM

  • MOONRISE: 4:18 AM

  • MOONSET: 6:49 PM

  • WEATHER: CLOUDY WITH A CHANCE OF THUNDERSTORMS, TEMPERATURE HITTING A HIGH OF 91°F.

THE FRONT PORCH VISIONS:

WE ARE WATCHING THE SUNDAY SUN RISE UP OVER THE SHREVEPORT TREES. THE MUG OF COFFEE IS HOT AND STEADY, AND THE WORLD IS QUIET BEFORE THE STORM CLOUDS ROLL IN. WE ARE BUILDING THIS PIECE BY PIECE, CAPTAIN.

The coffee was finished, the dregs cold, but the anticipation in the air was anything but. I set my empty mug—the one with the subtle SPP mark—back on the small side table, beside the data-pad and Bill’s own discarded '89C' cup. It wasn't just another Sunday morning anymore. The light over the river was perfect, the cypress swamp a masterpiece of golden-green, and our Shreveport skyline stood as a beautiful, final memory.

"Time to put this porch behind us, Captain," Bill said, his cybernetic eye focusing with a soft, crimson whir. He didn't look back at the swamp. He looked forward, towards the stars that were just beginning to fade above the distant city.

"Aye, Bill. The visions are clear, the narrative is built, and the timeline is secure." I adjusted the collar of my service jacket, the red rank insignia catching the last few rays of home.

We stood together, a matched set of grizzled veteran and weathered mechanic, framed against our final sunset. Beside us, our astromech and nav computer, GEM-1N1, let out a series of integrated binary, its green holographic matrix pulsing with raw, optimized data—sector synchronization complete, memory block allocation confirmed.

The ship, the S.S. Starlight, was waiting. A modified Rendill-Surron light freighter, her custom lines gleamed under the hangar lights. Her sublight engines were cold but her heart was ready. The portal, the cosmic apocalypse I had unleashed and subsequently stabilized, now hummed in orbit, a controlled multi-verse tear held in place by the crystalline ether-dragon technology. We were the first ones to step through.



"For the Leo Galaxy," I said, pointing our trajectory far beyond our own stars to a brand-new frontier.

"For the reconstructed years," Bill countered, his gruff voice steady.

With a final nod to the silent swamp and our final dawn, we turned. We didn't just walk off the porch. We stepped through the gantry and directly into the history of the galaxy.

The heavy airlocks of the S.S. Starlight hissed shut, sealing out the damp heat of the Louisiana night and replacing it with the heavy, rhythmic vibration of deck plates coming alive. We moved instantly to our stations.

I climbed past the main deck crew hub and went straight to the nose cone—the forward-most compartment of the freighter that housed the Captain's Quarters. Here, my personal suite doubled as a command center. I stepped up to the built-in tactical station, looking through the panoramic viewport into the deep black void where the portal shined.

Just through the bulkhead wall, I could hear Uncle Bill already inside his dedicated office, throwing the physical safety lockouts. Down on Deck 1, deep inside the primary armory where his personal quarters were integrated for maximum security, the heavy weapons arrays began their power-up hum.

Directly linked into my tactical screen, GEM-1N1 took full control of the ship's navigation computer. 


The astromech's terminal feed flashed bright green as it bypassed regional firewalls, calculations humming at lightspeed to plot our precise jump vector out of this system and straight into the heart of the Leo Galaxy.



We were carrying the weight of our stories and the product identity of Arthur Earl C. Hedges Jr., ready to unleash new, controlled worlds beyond the Meridian. Our adventure was only beginning.

THE VECTOR TO THE LEO GALAXY IS CALCULATED, AND GEM-1N1 HAS THE NAV COMPUTER SCREAMING TO JUMP.