Type: Terrestrial forest
Atmosphere: Type I (breathable)
Terrain: Forest, plains, mountains, marshes
Length of Day: () standard hours
Length of Year: 38() local days
Sapient Species: Coynites (N)
Starport: 5 stellar class
Population: 8()0 million
Planet Function: Homeworld trade
Government: Feudal garrison-state
Tech Level: Space
Major Exports: Lumber, weaponry, mercenaries
Major Imports: Foodstuffs high tech metals
Star Name: Coynek (orange star)
|| Planet Type
|| searing rock
|| terrestrial forest
|| barren rock
|| gas giant
|| ice ball
Coyn ("land of conflict and blood") is a relatively flat,
temperate planet covered with large tracts of woodland. Coyn has
regular seasons, including a hot summer and a moist and cool winter.
The poles are cold, with moderate ice caps. The equatorial regions
are warm and humid.
| Coyn system, star: Coynek, orange star.
Five planets in system; second planet, Coyn, is inhabited. Coyn
is a major trade crossroads system in Elrood Sector.
From the Coyn Bureau of Tourism: You are approaching the planet
Coyn, Gate- way of Elrood Sector, and homeworld of the proud
and noble Coynite people.
Coyn is famous for its weaponry and is also home to the Mercenary
Guild of Coyn, which boasts the mightiest warriors of this world.
Our mercenary activities are famous through- out the galaxy.
As our guests, you are expected to honor and obey the En'Tra'Sol,
the King-Law. It is a legal system that has provided for our
needs for thousands of years, and it is the standard of conduct
by which all are judged.
As you approach our world, keep in mind the following things:
| ¥ We are a warrior culture and value
honor, valor, and loyalty. Cowardice and weakness are despised.
n Irn ml ,the used for a warrior Datafile
¥ Warriors who have shown bravery in combat bat are respected,
¥ Never touch a Coynite with your bare hands unless that
person has granted permission. This is a punishable crime. ¥
Hollow threats, failure to defend oneself, falsely preparing
one's weapon for combat, deception, thievery and dishonesty
are pun- punishable crimes. One who displays these traits or
acts in such a manner is branded af'harl, or "cowardly
deceiver." af'harl are "unseeable" in the eyes
of the Coynites, and have no legal rights. They may be enslaved,
beaten, murdered or dealt with in any way that a Coynite citizen
sees fit. af'harl who have been en- slaved are property of that
Coynite's estate and thus are protected by and answerable to
that Coynite. Coynites are responsible for the actions of their
¥ Allowing an opponent to surrender in combat bat is only
permissible if that opponent swears tracc'sorr, or fealty. Enjoy
Coyn is ruled by a militaristic sovereignty. The absolute ruler
is the En'Tra ("King-Master"), whose formal title is En'Tra'Sol'Tais'Tra
("King-Master of Law, Land and Cities".) The En'Tra, in
turn, parcels out land to various noble families, called En'Tra'Ag'Tra
Most of the nobility comes from families with a lasting martial
tradition the Coynites are a species of warriors and thus respect
and follow those who prove themselves formidable war- warriors.
This system has lasted for thousands of years. The capital is in
the city of En'Tra'Tal, or "King-City."
The world bustles with trade, as it is the first world that most
ships visit upon entering Elrood Sector. However, the rather brutal
warrior culture makes the world a dangerous place; experienced spacers
are normally very careful when dealing with the Coynites and their
unique perceptions of justice.
Coynek ("light of land of conflict and blood") is an orange
star that gives the skies of Coyn a pink and orange cast. D'Skar
("dagger"), the planet closest to the sun, is a small,
nightmarish planet with frequent earth tremors and volcanic activity.
Sat'Skar ("sword") is a "sister planet" to Coyn,
with a comparable mass. The world is extremely hot (due to increased
levels of forms are primitive fungi, bacteria and microbes.
Ba'Har ("battle blade") is a multi-colored gas giant with
five moons. Ba'Har has a small band of rings, the remains of a moon
torn apart by gravitational stresses thousands of years ago.
Tro'Har ("farthest blade' is the outermost planet in the system
and is an inhospitable ice ball. The Coynites have placed an automated
navigational beacon here to direct incoming traffic.
Gateway to Elrood Sector
Coyn is the crossroads of the E-D Run and the Coyn Route, the route
leading to other major trade routes in the galaxy. Since the occupation
of Derilyn, the Coyn Route has become the major passageway to other
sections of the galaxy, and thus Coyn is called the "Gateway
to Elrood Sector."
Coyn's starports, both orbiting and planetary, are popular stop-offs
for fueling and supplies prior to leaving the sector. Ships coming
into the sector often stop here because of the many cargo storage
facilities. Often, galactic freighters simply ply dump their cargoes
here. Then, regional cargo lines pick up the cargo and deliver it
to the other worlds along the E-D Run.
Of course, there is much more than trade going through Coyn. Elrood
's backwater status is an invitation to those who want to disappear
for a while. Accordingly, many bounty hunters (Grea included) and
Imperial officials, frequent Coyn. Violence is a major problem in
the spaceports, due largely to Coynites' system of law.
Coyn Starports To handle the great volume of traffic passing through
the system, Coyn has five stellar class starports. The prime starport
is Skraj'Tais. "Skyland." It is an orbiting space station
capable of hosting hundreds of ships at a time. It is similar in
design to Kwenn Space Station and is the major starport for those
who have no business on Coyn itself.
The other four stellar class starports are on the surface of the
planet. They are En'Tra'Tais ("Kingland"), Im'Tra'Tais
("Princeland"), Ah'Kra'Tais ("Common-craftersland"),
and Kroyn'Tais, "Warriorland." There is also a one standard
class starport, Kra'Tais "Craftersland"), which is a common
destination for those purchasing goods from Coyn. Each of these
starports is within major cities: En'Tra'Tal, Im'Tra'Tal, Ah'Kra,
Kroyn'Tal and Kra.
Characters may be sent to any of the starports. although if they
make it clear that they are just passing through, they will almost
certainly dock at Skraj'Tais. The main Imperial base on Coyn is
at Kroyn'Tais, although there is a minimal presence in the system.
The starports are similar in design, but En'Tra'Tais starport is
the largest. The city of Ah'Kra has excellent medical, repair and
resupply ply services. Im'Tra'Tais is the most luxurious starport.
Each starport has two Prosperity-class defense ships, purchased
Visiting ships are hailed by the Coyn'Skraj'Har ("Coyn-sky-blade,"
or Coyn's space fleet). The new arrival must declare what cargo
is carried, intended business and reduced length of stay. If the
ship is here to pick up a specific cargo, this will be verified.
Berthing fees are 50 credits a day, regardless of the starport.
One good thing about Coynite starports is that once a ship berths,
the Coynites take it upon themselves to be fully responsible for
the ship's security. Starport security patrols the pads, making
sure that no ship is broken into.
Starport Security Guards. Dexterity 3D, blaster: blaster pistol
5D, Knowledge ID, Mechanical ID, Perception 3D, Strength 3D, brawling
5D, Technical cal ID. Move: 12. Blaster rifle (5D), coyn'skar (STR+2D),
blast vest (+1D physical, +l energy).
The Coynites are a tall, heavily muscled species of bipeds. Their
bodies are covered with a fine golden, white or black to brown fur,
and their heads are crowned with a shaggy mane.
They are natural born warriors with a highly disciplined code of
warfare. A Coynite is rarely seen without armor and a weapon. These
proud warriors are ready to die at any time, and indeed would rather
die than be branded af'harl.
Coynites could conceivably live up to 250 standard years, but their
warrior culture results in an average life span of a mere 53 years.
Coynites reach Physical maturity in their early twenties. Coynite
children are born in var'sairk (capital- ized when referring to
noble families; means "birth-group" or litter) of two
to six children, and all children of a litter are of the same sex.
Coynite appearance and conduct are tied to a rigid social code.
the En'Tra'Sol. The length of a Coynite's mane is directly related
to social status The more respected and successful a warrior, the
longer the mane and the more intricate the braids of that mane.
The type of braid used is also an indication of the Coynite's family
and the Ag'Tra (ruling noble) that the Coynite swears loyalty to.
Attribute Dice: 13D
Special Skills: Mechanical skills: Beast riding. tns. All Coynites
raised in traditional Coynite society have this beast riding specialization.
Beginning Coynite player characters must allocate a minimum of I
D to this skill. Special Abilities: Sneak: Coynites get + ID when
using sneak. Claws.- Coynites have sharp claws that do STR+ ID+2
dam- age and add + I D to their brawling skill. Intimidation - Coynites
gain a + I D when using intimidation due to their fearsome presence.
Story actors: Honor To a Coynite, honor is life. The strict code
of the Coynite law, the En'Tra'Sol, must always be followed. Any
Coynite who fails to follow this law will be branded af'harl ("cowardly
deceiver") and loses all rights in Coynite society. Other Coynites
will feel obligated to maintain the honor of their species and will
hunt down this Coynite. Because an af'harl has no standing, he or
she may be murdered, enslaved or otherwise mistreated in any way
that other Coynites see fit. Ferocity. The Coynites have a deserved
reputation for ferocity (hence their bonus to intimidation). Move:
11/15 Size: 2.()-3.() meters tall
The Coynites have a militaristic, feudal society . Warfare and aggression
are considered essential to Coyn society.
The planet is ruled by King Im'Toral XV and Queen, Em'Tora VIII.
Below them are the 29 Ag'Tra ("Nobles"), heads of the
noble families of the world. Each noble family runs a Sarrh'Tais
("law- land"), so that the entire world is under control
of the Ag'Tra, who are loyal to the king.
Each Ag'Tra has at least 58 Kroyn, elite war- warriors of exceptional
honor and status. Each Ag'Tra sends one Kroyn to serve as the En'Tra's
body- guard for one year. Thus, the En'Tra always has 30 Kroyn as
a personal elite guard (one from each family or territory).
The vast majority of noble families were so appointed thousands
of years ago, although every few centuries, a new family will be
added to the noble bloodlines by the En'Tra's decree. It is possible
that a family may have its noble status stripped by decree of the
En'Tra, but this has never happened. This is probably due to the
likelihood that the dishonored family would at- tempt to unite disgruntled
factions and lead a revolution, very few En'tras have felt secure
enough in their power that they would risk a full- scale civil war.
Coynites value bravery, loyalty, honesty, and duty. Coynites save
displays of affection for their own families in private surroundings.
Curses in the Coynite language include zee'tah (fear), mora'ga (weakness),
kzah (poison), fa'tar (peace), and the worst of all: af'harl (cowardly
There are several greetings used in Coynite society, including "Sat'skars
Kabar'Rattar" ("Swords together, blunted in friendship"),
"Sat'skars Kabar'Ba" ("Swords together, joined in
battle"), a challenge to battle or a warning that animosity
exists and great care should be taken or a challenge to combat will
be made, "Sat'skars Fas'Tawws'Rattar ("Swords ended in
honor and friendship," which means all conflicts have been
satisfactorily resolved, thus we are friends) and "Sat'skars
Fas'Ba" ("Swords ended in battle," meaning that there
remain unresolved differ- differences that will not be forgotten).
Coynites value long hair, since in their culture long hair is a
sign of great combat ability and honor. Aliens with long hair or
shaggy coats (such as Wookiees) are treated with respect. Beings
who are bald (or hairless) are shunned as deformed beings. Jedi
Knights are a source of fascination to the Coynites. On one hand,
there is little doubt that the Jedi are formidable warriors with
a code. However, Jedi are not supposed to simply rush into fights
or provoke them; peaceful methods of resolving a conflict are preferred,
and violence is a last resort. This code mystifies the Coynites,
but they greatly respect their abilities and their adherence to
their own strict code.
Coynite names are more than "mere" words; they are stories.
By literally translating the mean- meaning of the phrases, it is
often possible to know the history of an item, or a person, or a
location. The longer a name, the more honored a being is or more
noble his family. However, Coynites seldom use their full names
except when first establishing who has higher standing, such as
upon first meeting. As a concession to off-world customs toms. Coynites
will allow aliens to use shortened the appropriate level of respect
upon the Coynite. To deride an object of great importance or be
disrespectful is an unforgivable offense.
When all syllables of a Coynite name are capitalized , it means
that the object, place or person is worthy of great respect. All
things associated with the En'Tra are always capitalized. Likewise,
proper names are capitalized. Some phrases or names are never capitalized;
this indicates a relationship with af'harl ("cowardly deceivers").
When creating gamemaster characters, these traditions should be
remembered. Many Coynite warriors of noble birth have very long
names, which might be translated as "Trel'tak, honor- able
warrior who defeated a noble of higher standing, of Clan Muls'rak,
leaders of the War of Unification. "
The En Tra Sol (King-Law)
Many thousands of years ago, the Coynites were divided into numerous
warring clans. This, combined with their rapid technological development,
resulted in a species that not only fought well, but excelled in
weapon design and manufacture. Eventually, one Coynite clan learned
how to manufacture biological weapons. Whether the action was accidental
or intentional is not known, but a dangerous toxin was eventually
released. The microbe spread across Coyn, uncontrolled. The toxin
was passed by physical contact- anything as simple as a touch of
hands could spread the deadly organism. The plague killed over half
of the planet's population.
Toral, chief of the strongest clan, realized that the Coynite species
was heading towards extinction . He began a series of reforms with
his allies and eventually succeeded in not only banishing biological
weapons, but also instituted a code of law for the warrior society.
Toral's leadership and wisdom united the warring clans under one
law (the En'Tra'Sol) and one leader. During this time, the Coynites
established the tradition of no personal contact without express
permission first. The effect of the biological toxin was so pronounced
that the ban on contact became part of the En'Tra'Sol.
Under this law, clan infighting was not eliminated , but the scale
of the conflict was greatly reduced. Toral's son, Arl'Toral managed
to bring peace to the planet. Arl'Toral channeled his people's natural
aggressiveness into a rigid code of conduct by revising the En'Tra'Sol.
Shortly thereafter, settlers from Elrood first discovered Coyn.
During these exchanges with the strangers from space, Arl'Toral
realized that the best way to ensure peace on Coyn was to channel
these aggressive energies to other pursuits suits. In short order,
the first Coynite mercenary
What follows is a summary of the En'Tra'Sol.
¥ A Coynite's sratt ("word" or "promise")
is his life. All speech, action and story are sratt; once given,
it is eternally binding. One who breaks sratt may be branded af'harl.
¥ Combat is the natural order of life. Conflicts and disagreements
must be settled openly in combat bat.
¥ An unsheathed or drawn weapon must be used. If a weapon is
drawn in anger, it must be used. To not respond to a challenge,
or to challenge or threaten idly is to be branded af'harl.
¥ It is forbidden to show mercy in combat. It eliminates the
honor of victory in combat and removes the honor of he who is shown
mercy, making them af'harl. Combat is to the death unless one swears
tracc'sorr ("submission and case they become part of that Coynite's
family. At the beginning and end of each combat, all survivors must
acknowledge and salute the opponent's honor.
¥ af'tah ("deception") or harl'tah ("cowardice")
are unforgivable sins. Use of kzah ("poison") is deception
and cowardice. Challenging the in- injured or weak to combat is
cowardice and is unforgivable. Those who deceive or show cow- cowardice
are branded af'harl.
¥ One must unquestioningly obey all to whom he has sworn tracc'sorr.
All superior clan members, Ag'Tra and En'Tra are to be obeyed without
reluctance or hesitation. Not to do this is to be branded af'harl.
¥ One may only break tracc'sorr by publicly declaring fas'tracc'sorr,
or "end of submission and blood-loyalty." Superior clan
members, nobles and, of course, the En'Tra, may challenge anyone
doing this to combat.
¥ Pain, sadness, guilt, regret, reluctance, or fear are emotions
of af'harl and may not be expressed without losing all honor. ¥
It is forbidden to touch another without first receiving permission.
The penalty for this is death.
¥ af'harl are no longer Coynites. af'harl have no rights, no
property, no meaning. They are to be murdered, enslaved, or dealt
with as any Coynites see fit. A Coynite may take responsibility
for af'harl, but all actions of that af'harl are that Coynite's
The Assembly of the Ag'Tra
There are 29 Ag'Tra (nobles) who answer directly to the En'Tra.
Of these 29, nine are sympathetic to the Empire, five are sympathetic
to the Rebellion, and the remaining 15 are neutral. While subterfuges
and behind the scenes skulking are not a permissible part of Coyn
life, nobles are permitted to indulge in a little political wrangling,
and some of this involves setting up unfavorable circumstances for
rival nobles, or even large battles with lopsided odds. Even so,
if any hard evidence of such behind the scenes planning comes to
light, the noble will be branded af'harl. In an extreme case, the
entire noble family may be branded af'harl, in which case a new
family from within that territory will be selected to be the new
Unique Coynite Items
These items are available to off-worlders. Ekkar Arms of Coyn is
the chief manufacturer and seller of these items. These weapons
are hand-crafted by individual weapons' masters, which explains
Model: Ekkar arms coyn'skar
Type: Coynite bladed pole
Skill: Melee combat
Difficulty: Moderate (blade), Very Difficult (disarm with hook)
Damage: STR+2D (blade), STR+2 (hook)
Capsule: The coyn'skar is a pole weapon with a lengthy, sharp blade
on one end and a hook at the base. The shaft is tooled in such a
way as to offer maximum grip. The hook can be used to trip or disarm
Model: Ekkar Arms sat'skar
Type: Coynite sword
Skill: Melee combat
Capsule: A Coynite sword, it must be used with both hands (if swung
one-handed, damage is only STR+ID and the difficulty increases to
Very Difficult cult). The blade has grooves in it that cause terrible
Model: Ekkar Arms d'skar
Type: Coynite dagger
Skill: Melee combat
Damage: STR+ I D+ I
Capsule: A Coynite dagger, this is the most common weapon among
Coynites. These weapons are known for their fine craftsmanship and
Coynite Battle Armor
Model: Ekkar Arms Coynite battle armor
Type: Coynite personal battle armor
Game Notes: Adds +2D protection from all physical and energy attacks.
All Dexterity skills are penalized -ID.
Capsule: This bulky yet functional suit includes a helmet and is
made from the stands of walt'sor plants, found only on Coyn. Despite
the suit's rather humble origins, it provides excellent protection
against physical and energy attacks.
Ekkar Arms: This is Coyn's chief manufacturer of arms and armor.
Whether it is Coynite native weaponry or blaster rifles, thermal
detonators and vibro-axes, Ekkar's products are of the highest quality.
As a result, all of Ekkar's merchandise costs 10 percent more than
aver- age prices. However, in return, weapons such as blasters are
easier to repair (one level of difficulty lower) and can withstand
more punish- ment (consider +1D over normal body).
Mercenary Guild of Coyn: This is the main Coynite mercenary organization,
and it is offi- cially affiliated with the En'Tra. Each noble family
is required to contribute a specific number of soldiers for mercenary
service, and individuals are allowed to join at their discretion.
The Merce- nary Guild of Con hires out its services to all legal
activities. In other words, the mercenary guild may hire out soldiers
to serve for the Em- pire, or to serve for a corporation, but the
guild will not hire out soldiers to the Rebel Alliance. As Coyn
is within the Empire, it will not risk a full invasion by the Empire;
a hopeless fight isn't honorable.
Warriors always have the option of rejecting mercenary missions,
but no warrior has ever used this option, since it would result
in lost honor. All warriors have sworn to defend Coyn and Coyn's
interests in the event of attack.
Guild entry fee is 100 credits and annual dues are 50 credits. The
Guild gets 15 percent of the mercenary's pay. Weapons and armor
can be purchased from the guild at a 10 percent discount .
The Mercenary Guild is a venerable, trustwor- thy operation with
a reputation above reproach. Mercenaries who violate their contracts,
flee from a battle, turn on their employer, or other- wise commit
treason or show cowardice are branded af'harl. In some cases, such
as deser- tion, the guild will send other mercs to hunt down and
execute the coward. The Mercenary Guild has offices on Elrood, Torina,
Derilyn, and Lanthrym.
Average Coynite Mercenary. Dexterity 3D+2, blaster 5D, brawling
parry 4D, melee combat 5D, Knowledge ID, suruival 4D, Mechanical
ID, Per- ception 2D, Strength 5D+ 1, brawling 6D+2, Techni- cal
1D. Move: 10. Character Points: 3. Blaster rifle (5D), Coynite battle
armor (+2D to all attacks), coyn'skar STR+2D (blade), STR+2 (hook).
Rols'Kus "Arena of the Games")
The Rols'Kus ("arena of the games") is a 250,000- seat
amphitheater located in the capital, En'Tra'Tal. It is the site
of the immensely popular kus'nar gladiatorial games of the Coynites.
Since Coynites view these combats as sport, they are not to the
death unless the loser is unwilling to submit to his opponent. Of
course, most com- bats do last until one of the recipients receives
a very serious injury, so most "cultured" beings view
these combats as barbaric.
There are games every night, and during holi- days, day-long contests
and championships are held. As a rule, off-worlders are not usually
featured in these combats. Coynites view participation in these
games as an honor, and many young warriors focus their dreams on
being named Tawws'Kroyn, "Most Honorable Champion Warrior."
Most of the contests are brawling or melee combats, though there
is a target shooting con- test for archaic guns, blasters, and bows.
Each game is played in a series of elimination rounds. The arena
itself is climate controlled and equipped with a holo projection
system so that each patron has a perfect view of the action.
Arquas'Tais "Land of Fallen Ones of Valor")
Located outside the capital, this is a vast cemetery. An honor guard
of four Coynites in full battle regalia always watches over the
field. Here are buried all Coynites who have fallen in battle. Additionally,
members of other species who have fought for Coyn or died in service
to the Mercenary Guild are buried here.
Creatures of Coyn
Type: Domesticated riding animal
Search: tracking 5D
Hooves. Do STR+ID damage
Teeth. Do STR+2D damage
Size: 2.0 meters tall at the shoulder, up to 3.5 meters long
Orneriness: 5D+I (1D for Coynite soulrider)
Capsule: The tris is a huge, dun-colored, muscular, six-legged steed
favored by the Coynites. From child- hood, each Coynite is taught
how to ride a single young tris, which becomes the Coynite's compan-
ion. The Coynite who rides the tris is called its kars'asruul ("soulrider").
From this point on, Coynite and tris are bonded spiritually. Most
tris have a mane, and it is grown and braided to match that of its
owner. Many Coynites also decorate their tris with painted runes
telling of the ...... except by its kars'asruul. Tris are carnivores,
as evidenced by their fangs. These huge teeth, coupled with the
shaggy manes and blood red pupil-less eyes, make for a very fear-
some appearance. Breaking a tris takes six months and is a Heroic
trouble is worth it, for the result is a loyal, bonded mount, more
friend and companion than pet or beast of burden.
Type: Carnivorous predator
Hide 6D, sneak 5D
STRENGTH 5D Brawling 7D, lifting 6D, stamina 7D
Claws: Do STR+3D damage
Teeth: Do STR+2D damage
Camouflage. Tangaks can effectively blend in with their surroundings.
Tangaks gain a +2D bonus to their sneak dice if the terrain has
buildings, trees and bushes, or large piles of rock to hide near.
Size: 3.0-3.5 meters tall
Capsule: Tangaks are huge, shaggy, bipedal predators. These crafty
carnivores are the worst enemy (and thus the favorite hunting sport)
of the Coynites. While lacking true intelligence, they are cunning
and dangerous; in fact, some tangaks use elaborate traps to capture
prey. Despite their huge bulk, these beasts can move very quietly
and surprise their prey. This, coupled with their camouflage ability,
makes them very dangerous to hunt.
The favored food of tangaks is tris. Considering that tris are fearsome
animals in their own right, a fight between a tris and a tangak
is a terrible thing to behold. Though tangaks shun cities as a rule,
some of the older and more confident tangaks will creep into cities
at night and stalk Coynite prey through the artificial canyons made
by the tall buildings.
-From "The Star Wars Planets Collection" by West End