Star Wars: Lords of Nal Hutta Review
The Lords of Nal Hutta sourcebook for Hutt Space just came out for Star Wars: Edge of the Empire RPG. I’ve been eagerly anticipating this release, as one of the groups I play Star Wars with has repeatedly crossed the Hutts from the Beginner Box and the extension of that called The Long Arm of the Hutt, as well as their most recent adventures on Cloud City in Jewel of Yavin. It only seems fitting that the campaign ends with taking the fight straight to the heart of Hutt space on Nar Shadaa, or maybe even a throne world.
The first thing I noticed about this book was it’s heft. It felt a lot heavier than the typical profession sourcebooks, and sure enough, it weighs in at 144 pages compared to 96 for the professions. The only other sector sourcebook is Suns of Fortune for the Corellian sector, which follows the exact same format. Four sections: History and background information, hyperspace maps and notable planets, new player options with new races and equipment, and finally modular encounters that the GM can drop in based on location. Some of the encounters are single scenes, others would be long enough for an entire session or two.
To this day, Suns of Fortune is the Edge book I’ve used the least. I think this is for a variety of reasons. The new races and player options were not all that compelling with Selonians, Dralls, and Corellian Humans. With Corellia and the surrounding worlds being squarely in the Core Worlds, it didn’t seem to match what I feel is the aesthetic of *EDGE* of the Empire. Granted, Edge doesn’t have to be geographical as much as being on the fringes of established society, but to me it seems more true to form scratching out shady living on the notorious gangster moon of Nar Shadaa than it does racing or gambling on Corellia.
Lords of Nal Hutta has likely benefited from years of development for the system. While it follows the exact same structure as Suns, both the player options and modular encounters are way more compelling.
First off, let’s take a look at new races: Sakiyans, Niktos, Ganks, and Hutts. Yes, you can play as a Hutt. Sakiyans are lithe, intelligent hunters and trackers, and their homeworld is the home of the Assassin’s Guild. Niktos come in five different flavors: Red (desert), Green (forest), Mountain (Bluish-grey), Pale (ocean), and Southern. All have different special abilities based on the area they are from. Reds start with a rank in Resilience, Greens with Coordination, Mountains with Survival, and so forth. Ganks start with cybernetic enhancements, and while wookiepedia doesn’t back me up, it seems like General Grievous is a Gank. Militaristic and warlike, they often collect trophies from their victims, more cybernetics means greater prestige, they are always clad head to toe in high-tech battle armor. Sound like anyone from the movies? All of these options are interesting in their own way. I don’t think I would choose to play a Hutt myself, but it’s interesting that it’s an option. Just the options presented here would make an awesome gang.
The modular encounters include a game of cat and mouse with Space Pirates, searching for spice-producing mushrooms on Toydaria, a marketplace shootout, a Hutt dinner turned gladiator match (of course), and finally a treasure hunt on a Hutt throne world. So much awesome adventure awaits!
This book is fantastic, filled with awesome history and backstory of Hutts, their clans and Kajidics, as well as great player options and adventure seeds. If you like the central themes of Edge of the Empire, this book will not disappoint!