Planet Log: GAR 

Beyond the Blood Drift
Alien Races
Planetary Systems
Vehicles & Technology
GM Section
Tales of the Jedi
Rebel Alliance
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Bounty Hunters
Tapani Sector
Pirates & Scoundrels
Secret Societies

Creatures of Gar
The Dragon Guard





Planet GAR
Type Terrestrial
Terrain Forest, Mountain, Desert
Temperature Temperate
Hydosphere Moderate
Gravity Standard
Length of Day 30 hours
Length of Year 400 days
Sapient Species Human
Planet Function Homeworld
Tech Level Feudal
Population 100 Million
Spaceport Red City: Limited Services; Landing Field
Government Competing Kingdom Monarchy
Major Exports Mercenaries, foodstuffs
Major Imports Low Tech
System Gar
Star Gargantuan


The Good Well it's another one of those No Imperial zones, except for a little skirmish a few months back.  If you can handle the medieval lifestyle it's a not a bad place, beautiful scenery and all.
The Bad Okay the biggie, war!  The kingdoms of Gar are constantly fighting, so pick you home well, Kingdom of Lexgar is probably one of the safest.  You take your chances if you enter the Kingdom of Bloodaxe, and they're supposedly the good guys!
The Ugly If you're after a Shadowport try Hammer Haven to the North of Darkhammers land.   And if you're after a few medieval weapons try Castle Darkhammer itself.  
Torm's Planet Guide


Overview of Gar

The planet Gar is located just off the Blood Run, a hyper-lane running through the Blood Drift Sector.  The Blood Run is in effect an continuation of the Rimma Trade Route.  Gar is a large planet and from space appears as a multitude of bright colours reflecting the contrasting regions of the planet.  The planets tilt is minor and it has no satellites meaning there is little change in the seasons or tides.  Each pole is constantly capped with snow and ice.  

The primary continent to the north, known as the Barren Lands, is a barren red sand desert.  Crops can not grow on the surface, but subterranean plant life does exist, although any cave that has an abundance of these precious food sources is usually guarded by the troops of the Red King who owns the desert.  

As you go south away from the planets equator the temperature becomes more temperate with immense grasslands, forests and valleys dominating the countryside.  There are still mountainous areas dividing regions and kingdoms, these are often inhabited by bandits looking to raid the unsuspecting traveler who tries to cross the mountains.

Further south and the temperature drops and rain is almost constant turning the ground into mud with swamps and bogs common place.


Across the sea to the west of the Kingdoms lie the Amazon Lands.  Though the Amazons do trade with sea farers they do not permit outsiders beyond the confines of the sea ports.  The Amazons are a proud race of warrior women who are more than capable of defending their territory.

The Eastern Lands makes up the only other major continent.  The Eastern Lands are lawless wastelands.  Mostly mountains and dessert the Eastern Lands are populated by bandits and ferocious creatures but covers an area three times that of the Western continent.



Western Gar Politics

Gar is split into many small Kingdoms, each controlled by a Monarchy.  Each King or Queen rules in his or her own way.  The four largest Kingdoms are Lexgar, Darkhammer, Bloodaxe & the Land of the Red King, with all but the Land of the Red King are profiled here.  Land and Power are what drive everyday life on Gar.  The majority of the civilians are little more than peasants living in wooden shacks, while the Kings and nobles live in grand castles.  Each monarch will usually have their own army of loyal followers who they can call on at a moments notice to go to war.

Western Gar has the outward appearance of a medieval feudal society, so unwary warlords beware.  Despite most Knights and soldiers wielding swords and axe's on the battlefield they will often have a modern energy weapon concealed on their person.  This is doubly so for the monarchs and their personal retinue.  Gar is not as backward as off-worlders may think or as it first appears.

There are also rumors abound that the Sith or other dark societies once held a Kingdom on Gar, although there is no evidence of this being true.  What is true however is that many powered items, strong in the force, have appeared on Gar over the centuries.  The most sought after in recent months being the legendary Dark Hammer and the powerful Blood Axe.


The Warriors of Gar Alliance

Recently several Kingdoms of Gar have joined together to form an interim government in order to petition to be included in the Blood Council, the ruling body of the Blood Drift Sector.  The Red King, Ivan Darkhammer, Dargrim Lexgar, Tetris Bloodaxe and Peter the unready have formed the Warriors of Gar Alliance, even though they do hold personal grudges against one another.  The Alliance was however required as the Blood Council refused to acknowledge a single Kingdom of Gar.  A primary representative was also needed.  The Kingdoms held a Tournament and it was Queen Tetris Bloodaxe who was victorious and may now be known as the Queen of Gar.  Tetris Bloodaxe is now the Gar representative on the Blood Council, to the anger of The Red King.

Update: Queen Tetris Bloodaxe overthrew and killed the Blood Emperor.  Her reign as Blood Empress was short however, as the Draygons invaded the Blood Drift forcing the Queen of Gar to retreat to her homeworld.



D20 Prestige Class

Warrior of Gar

A time of legends.  A time of Hero's.  On the primitive backwater world of Gar the men are real men.  The women are real women.  And wearing of a bearskin is still considered a crime against fashion.  The Warriors of Gar the the strongest fighters from the planet Gar.  Some are men born to fight, others are born into to noble families, and quite a few take their sword and carve themselves a kingdom from the blood of their enemies.  Barbarian. fighters, Kings, Queens, Warriors. 


To qualify to become a Warrior of Gar a character must fulfill the following criteria: 

Race: Garbarian (the human race from the planet Gar)

Attack Bonus: +8

Skills: Ride 5 ranks

Game Information

Vitality: 1D10 + Constitution modifier

Class Skills: Command, Craft, Demolitions, Disable Device, Intimidate, Knowledge, Ride, Search, Spot, Sense Motive, Survival.

Skill Points at each level: 4 +Intelligence modifier

Class Features

Starting Feat: Weapon Proficiency (Simple Weapons), Weapon Proficiency (Primitive Weapons), Exotic Weapon Proficiency*

* Choose one Exotic Weapon.

Rage:  As Wookiee Rage, see RCR page 33

Deadly Strike: as Elite Soldier Class feature, see RCR page 272.

Gar Noble:  Gar nobles (Kings, Queens, Lords, etc.) gain a +2 bonus to Intimidate, Diplomacy and Command.

Level Base Attack Fort. save Ref. save Will save Special Defense bonus Reputation
1 +1 +2 +1 +1 Starting Feats +1 +0
2 +2 +3 +2 +2 Bonus Feat - Weapon Focus, Diplomatic Immunity (Gar)* +2 +1
3 +3 +3 +2 +2 Bonus Feat - Mounted Combat +2 +1
4 +4 +4 +2 +2 Leadership* +2 +2
5 +5 +4 +3 +3 Rage 1/day +3 +2
6 +6/+1 +5 +3 +3 Bonus Feat - Ride-By-Attack +3 +3
7 +7/+2 +5 +4 +4 Gar Noble* +4 +3
8 +8/+3 +6 +4 +4 Bonus Feat - any weapon or attack based feat +4 +4
9 +9/+4 +6 +4 +4 Deadly Strike +4 +4
10 +10/+5 +7 +5 +5 Bonus Feat - Heroic Surge +5 +5

*These Class Features are only gained by Gar nobles.  The Diplomatic Immunity class feature only gives immunity in friendly nations of Gar, so immunity would not be given to a Darkhammer in the Kingdom of Bloodaxe.


GM Notes:  If you want to run a medieval fantasy campaign I suggest playing Warhammer FRP or D&D.  That's not what Gar is about.  Gar is a useful setting for a PC's homeworld or a small encounter.



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