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Adasca BioMechanical (Bounty Hunter)

The Adasca BioMechanical Corporation of Arkania--usually abbreviated to Adascorp--possesses a long and occasionally sordid history. The company has been continuously owned and operated for centuries by members of the Adasca royal family, and it is most famous for advancements in the fields of bioengineering and medical research. However, the company also maintains interests in markets as diverse as military droid hardware and financial services.

Adascorp's president three centuries past, Lord Arkoh Adasca, attempted to seize galactic power using gargantuan exogorths--more commonly known as "space slugs." This insane plan was foiled with Lord Adasca's death and the destruction of Adascorp headquarters. After many decades of legal reparations, the company quietly resumed operations.

Category: Organizations

XP Level: 40

FQN: cdx.​organizations.​open_world.​act_2.​adasca_biomechanical

Adasca BioMechanical (Bounty Hunter)
Imperial401.0.0

Alliance Intelligence Report: The Dust Vipers

Subject: Dust Viper Gang
Status: Dormant

For most of its existence, the Dust Viper gang was a minor criminal organization operating out of the Jundland Wastes on Tatooine. Their members primarily conducted raids on moisture farming settlements. Their most "successful" ambush outside Mos Pelgo resulted in the theft of a dozen astromech droids, most of them hours away from the scrap pile. The Dust Vipers were destined to be forgotten until noted criminal Bel Nerodia took command of the gang.

Under Nerodia's leadership, the Dust Vipers became a significant threat to the local population--and eventually the entire system. They established a new base near Anchorhead and struck major trade routes. Over several months, they established a small pirate squadron and attacked convoys across the Outer Rim. As the Dust Vipers gained wealth, more criminals flocked to their ranks. The amateur group had evolved into a significant criminal threat.

One question remains: how did the Dust Vipers--a dangerous but ultimately primitive organization--manage to successfully intercept a secret Alliance patrol and steal classified security data? Luck may be a factor, but their coordination suggests otherwise. Intelligence will continue to investigate.

Category: Organizations

XP Level: 1

FQN: cdx.​lore.​uprisings.​release01.​the_dust_vipers

Alliance Intelligence Report: The Dust Vipers
Both15.0.0

Alliance Intelligence Report: White Maw Uprising

Subject: White Maw Pirates
Status: Dormant

The recent White Maw resurgence on Hoth may benefit the Alliance. After defeating the pirates and liberating the civilian workers, we have established a legitimate claim to the Firefrost Lavaworks factory they used. Alliance crews are already modifying the factory for our specific purposes.

Further White Maw aggression in the area is unlikely, as Droub--the Firefrost overseer--seems to have solidified his position and eliminated any potential rivals in the region. His rise to power was impressive and unexpected: before this, he was little more than a mid-level White Maw thug, lacking the ambition and intelligence to set up such an extensive operation.

Interviews with the civilians pressed into service indicate Droub was a particularly cruel master. Because of this, a high percentage of the workers have vowed to stay on and keep the facility running on behalf of the Alliance as a sign of their gratitude.

Category: Organizations

XP Level: 1

FQN: cdx.​lore.​uprisings.​release01.​white_maw_uprising

Alliance Intelligence Report: White Maw Uprising
Both15.0.0

Anomid Technologists

The Anomid reputation for technological expertise is well founded and goes back thousands of years. In partnership with the Ithorians, the Anomids developed sophisticated agricultural machines to feed their people--technology they now readily share with worlds left barren by the Great War. They have also contributed greatly to medical and cybernetics research.

Many Anomids are devoted pacifists; their Central Council routinely refuses any official requests to work in Republic weapons development. However, individual Anomids and fringe groups sometimes offer their services to mercenary groups, pirates or Hutts, either wishing to test their skills or simply for credits. Anomid-modified weapons are, therefore, both impressive and extremely rare. One particular rifle recently sold on Nar Shaddaa's black market for a small fortune.

Category: Organizations

XP Level: 50

FQN: cdx.​organizations.​flashpoint.​illum.​anomid_technologies

Anomid Technologists
Both501.0.0

Children of the Emperor (Consular)

Despite the Jedi Council's best efforts, only a little is known of the so-called Children of the Emperor. Infants of all species taken before the Sith Emperor, the children are infused with the Emperor's strength, sharing some measure of his thoughts and power for the rest of their lives. They become the Emperor's eyes and ears, and--should the Emperor focus his presence upon them--his puppets. It is believed that the children have some way to hide their dark presence from Jedi senses, meaning they can exist undetected within the Republic.

The position of the Children of the Emperor within the Sith hierarchy is unclear. Few Sith appear to even know of their existence, and Sith who investigate rumors of the children have been known to disappear without a trace. Since the Emperor would not go to such elaborate lengths simply to create infiltrators in the Republic, the true purpose behind the children remains a mystery.

Category: Organizations

XP Level: 40

FQN: cdx.​organizations.​open_world.​act_2.​the_children_of_the_emperor

Children of the Emperor (Consular)
Republic401.0.0

Clan Varad

Considered aggressive even by Mandalorian standards, Clan Varad has carved out a reputation for violence over decades, raiding and plundering from various hidden bases throughout the Tamarin Sector. Its chieftain, Mavrix Varad, is known to be particularly bloodthirsty; Varad warriors who cannot pass his demanding combat trials are used for sparring and hunting practice by the younger members of the clan. Though life in Clan Varad is unremittingly harsh, those who survive quickly become accustomed to a steady flow of plunder, credits and weapons.

In recent times, the personality clashes between Mandalore and Mavrix Varad have grown impossible to ignore. Varad clansmen are no longer welcome on the Mandalorian stronghold of Geonosis, and Mandalore himself has privately described Mavrix Varad as "a rancor foaming at the mouth." Clan Varad's break with the Mandalorian leadership has surprised no one; its willingness to pick a fight with both the Empire and the Republic, however, suggests that even Mandalore may have underestimated the threat Mavrix Varad poses.

Category: Organizations

XP Level: 23

FQN: cdx.​achievements.​flashpoint.​mandalorian_raiders.​area_codex

Clan Varad
Both231.0.0

Galactic Solutions Industries

Galactic Solutions Industries is a fast-rising star in the personal weapons industry on Nar Shaddaa. The company was founded by genius inventor and tycoon Addalar Hyland shortly after the resumption of hostilities between the Republic and Empire. GSI's first production run of blaster pistols, the GSI-B4, was noted for packing impressive firepower into an easily-concealed holdout weapon.

According to both Republic and Imperial reports, Galactic Solutions Industries is willing to do business with both factions. The company's motto glibly promotes this fact: "We stay neutral, so you don't have to!" GSI has been known to approach high-profile combatants on both sides of the war and enlist their aid with research and resource-gathering.

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​global.​gsi

Galactic Solutions Industries
Both12.0.0

GenoHaradan

The GenoHaradan are a secret guild of assassins whose history stretches back before the foundation of the Galactic Republic. Originally serving as secret police in the empire of Xim the Despot, the GenoHaradan became their own masters after Xim's defeat, selling their deadly services to the highest bidder in the decades before the foundation of the Republic.

The leadership of the GenoHaradan recognized the potential for their own organization to thrive under the Republic's loose democracy, and chose to support the fledgling government from the shadows. Though only a select few are aware of them, GenoHaradan agents have continued to eliminate threats to the Republic throughout the Great War, and they remain one of the Republic's most effective allies--although their motivations remain anything but patriotic.

Category: Organizations

XP Level: 50

FQN: cdx.​qtr.​scum_and_villainy.​organizations.​genoharadan

GenoHaradan
Both502.0.0

Havoc Squad

The founding unit of the Republic Special Forces division, Havoc Squad was renowned as the army's elite fighting team. For a long time, Havoc enjoyed a reputation as a team of unstoppable commandos who always emerged successful against impossible odds. When Havoc fell from grace after a mass unrest in the ranks, a young lieutenant rebuilt the squad and led it to victory once again.

These days, opinions on Havoc Squad are mixed at best. After the disappearance of the officer who led Havoc to its greatest triumphs over the Sith Empire, the elite unit has seen little meaningful action. While many Republic citizens appreciate the squad's past efforts to keep their worlds safe, rumors persist that the commandos have abandoned their posts to fight an unsanctioned guerrilla war on Zakuul--one that threatens the fragile peace treaty with the Eternal Empire.

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​kotfe.​havoc_squad

Havoc Squad
Both14.1.0

Horizon Guard

As one of her first acts as empress, Vaylin violently purged the entire cadre of Zakuul knights charged with protecting her brother. She replaced them with an elite unit handpicked from the remaining ranks, and called her new regiment the "Horizon Guard."

Service in the Horizon Guard is simultaneously a blessing and a curse. While it is a great honor to be chosen for the Empress's personal detail, Horizon Guards are likely to suffer the violent outbursts of Vaylin's erratic temper.

Among the other knights, it is whispered that the unofficial motto of the Horizon Guard is, "I serve for life, but I don't serve for long."

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​kotet.​horizon_guard

Horizon Guard
Both15.0.0

Imperial Outreach Division

Established to facilitate indoctrinating the Empire's military forces, the Imperial Outreach Division identifies opportunities to minimize defection and improve morale. The division operates primarily among the lower ranks, focusing on ground troops almost entirely.

The division's efforts include organizing mandatory enrichment activities, such as motivational and educational speeches, tours of important historical sites, and approved off-duty events. Maintaining control over the lives of the enlisted permits the Empire to easily root out dissidents and thwart troublesome rumors or behaviors.

The division is well-liked by most soldiers--a testament to its successful fa├žade of caring about the well-being of the Empire's forces on an individual level.

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​global.​imperial_outreach_division

Imperial Outreach Division
Imperial15.10.3

Kuat Drive Yards

As Core Founders of the Galactic Republic, the people of Kuat aspired to provide a vital service to their newly formed government. To this end, they set out to build one of the galaxy's largest starship manufacturing companies. Kuat Drive Yards provides Republic-aligned planets with short-range shuttles, orbital stations and interplanetary transports. More crucially, they supply the Republic Navy with many of the components of its fleets, from the smallest single-person starfighters to capital warships.

Kuat Drive Yards quickly grew from a small series of shipyards, docks and warehouses in orbit over Kuat into an interconnected ring of manufacturing excellence. From the surface of the planet, the sight of the yards arcing across the sky brings the Kuati people a constant sense of duty and purpose by day; and of awe and comfort by night. Losing Kuat Drive Yards would not only send the planet's economy into a tailspin, but would also greatly hamper the Republic's ability to keep its member planets safe.

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​global.​kuat_drive_yards

Kuat Drive Yards
Both12.4.0

Republic News Network

Watched by billions of Republic citizens on a daily basis, the Republic News Network delivers timely reports on matters of concern to the Republic at large. It employs some of the best-known investigative reporters in the galaxy and, by all accounts, those reporters strive to stick to the network's motto: "Reliable. Relatable. Real."

The network has, however, come under fire recently for not holding the Republic accountable for missteps, and for appearing to avoid hard questions in interviews with powerful individuals. The network must walk a fine line to retain its access to the Republic's leaders while delivering the hard-hitting news its viewers have come to expect.

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​global.​republic_news_network

Republic News Network
Republic15.10.3

Task Force Nova

With the Jedi Order scattered in the aftermath of the war against Zakuul, the Republic faces a key disadvantage in their war against the Sith Empire, whose Force users are more focused and united than in past conflicts. Eager to regain their lost allies, the Republic has formed Task Force Nova, a united civilian/military/Jedi effort to rebuild and revitalize the Jedi.

Given the importance of its mission, Task Force Nova has been granted top priority status and accelerated access to any resources necessary to locate and unite the unknown number of Jedi still in hiding across the galaxy, as well as any training efforts needed to prepare the next generation of Jedi to defend the Republic from its longtime foes.

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​exp.​03.​task_force_nova

Task Force Nova
Republic16.0.0

The Alliance

Although the governing bodies of the Sith Empire and the Galactic Republic conceded to Arcann's control, not everyone was content with becoming a resource farm for Zakuul. Chief among these rebels were Lana Beniko and Theron Shan. While Theron used his contacts from SIS to amass specialists to aid their fight against Arcann, Lana teamed up with Koth Vortena to break out the legendary Outlander--the only person they believed capable of wrangling so many different parties together under one banner. Although relatively small compared to Zakuul's forces, the Alliance has the Gravestone and experts in multiple fields at their disposal. With proper leadership, this coalition could not only defeat Arcann, but change the galaxy forever.

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​kotfe.​alliance

The Alliance
Both14.0.0

The Emperor's Fallen Jedi (Knight)

The Sith Emperor has mastered the dark side's power to become the most dominating Force-user the galaxy has ever seen. His corrupting influence is so complete that none can stand in his presence without succumbing to fear, anger and hatred. The Emperor can wither and ruin even the strongest Jedi's connection to the light side.

Jedi Master Tol Braga's strike team was not the first group to succumb to the Sith leader's oppressive influence. Hundreds of years ago, the Jedi Revan and Malak discovered Dromund Kaas and confronted the Emperor. They fell to the dark side and returned to Republic space as Sith Lords. Since then, dozens more Jedi have followed the same path into evil.

Category: Organizations

XP Level: 50

FQN: cdx.​organizations.​open_world.​act_3.​the_emperors_fallen_jedi

The Emperor's Fallen Jedi (Knight)
Republic501.0.0

The Emperor's Hand (Warrior)

Few on the Dark Council are even aware that there is another layer of power between themselves and the Emperor: a mysterious group called the Emperor's Hand. These men and women work entirely behind the scenes to carry out the Emperor's most secret orders. They alone are in constant contact with their master and know his true purpose. Through the power of the dark side, the Emperor's thoughts are theirs, and their wills are his to command.

The Hand does not involve itself with the Empire's day to day workings. Its members are not pawns to be sacrificed or slaves to serve anything less than their master's grandest design. The Emperor's Hand only moves when it is time to strike a decisive blow.

Category: Organizations

XP Level: 50

FQN: cdx.​organizations.​open_world.​act_3.​the_emperors_hand

The Emperor's Hand (Warrior)
Imperial501.0.0

The Galactic Republic

An alliance of planets and mega-corporations that value democracy, justice and freedom, the Galactic Republic has stood for over twenty thousand years. Ruled by a Senate comprised of delegates from all its member worlds and overseen by a Senate-appointed Supreme Chancellor, the Republic struggles to restore its former greatness in the wake of the Sith Empire's invasion decades ago. Having emerged victorious in numerous conflicts in the past with the aid of its protectors in the Jedi Order, the Republic has no intention of allowing the Empire to consume the entire galaxy.

After its capital world of Coruscant was sacked by the Empire, the Republic was forced to sign a painful peace treaty, losing control of many outlying worlds. While the Empire consolidates its power, the Republic and the Jedi hurry to rebuild and prepare for the next conflict sure to come.

Category: Organizations

FQN: cdx.​organizations.​global.​republic

The Galactic Republic
Both1.0.0

The GenoHaradan (Bounty Hunter)

The secret guild of bounty hunters and assassins known as the GenoHaradan has existed for many millennia. The society was originally formed by Xim the Despot as his secret police force, but the GenoHaradan reorganized after Xim's death and became its own underground organization. Now, these highly trained killers attempt to control galactic events by assassinating high-level targets. How and why these targets are selected is known only to the GenoHaradan leadership.

Since the Empire's return to Republic space, the GenoHaradan have seemingly devoted all of their resources to assassinating Imperial officers and Sith Lords. The Empire is clearly viewed as a direct threat to the GenoHaradan plans for the galaxy's future.

Category: Organizations

XP Level: 50

FQN: cdx.​organizations.​open_world.​act_3.​the_genoharadan

The GenoHaradan (Bounty Hunter)
Imperial501.0.0

The Hand of the Empire

Reformed in the wake of the assault on the Meridian Complex shipyard, the Hand of the Empire is an elite organization operating outside the authority of the Dark Council. Agents of the Hand act with the full authority of the Imperial throne, granting them extraordinary leeway in carrying out their missions across the galaxy.

Although it maintains an air of mystery among the general public, the modern incarnation of the Hand is strictly pragmatic, focused only on securing victory for the Empire over its Republic enemies - unlike the original Hand, whose members were fanatical zealots so obsessed with serving their master that they were willing to sacrifice themselves and all other life in the galaxy to serve his apocalyptic agenda.

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​exp.​03.​hand_of_the_empire

The Hand of the Empire
Imperial16.0.0

The Modern Tion Hegemony

Twenty thousand years ago, three major powers existed in the galaxy: the newly founded Galactic Republic, the expansionist Hutt Empire, and the technologically advanced, isolated civilization known as the Tion Hegemony. After splintering into several states upon the death of its ancient tyrant, Xim the Despot, the Tion Hegemony attempted to conquer the Republic but was ultimately defeated. However, the noble House of Tion survived and administers the Tion Cluster to this day.

Republic elitists dismiss the Tion Hegemony as a rich backwater dreaming of its glory days, but the Tionese people are proud of their heritage and royal family. Several worlds in the Cluster still speak the Tionese language as well as Galactic Basic. Traces of Xim the Despot's rule remain: Tionese starship technology is descended from designs that Xim commissioned, and rumors say that Xim's secret police, the GenoHaradan, still exists in some form today.

Category: Organizations

XP Level: 50

FQN: cdx.​organizations.​rakghoul.​the_modern_tion_hedgemony

The Modern Tion Hegemony
Both501.0.0

The Reformed Dark Council

After her rise to the throne of the Sith Empire, Empress Acina streamlined the structure of the Dark Council, reducing its size from twelve seats to five. Each of these Dark Councillors now oversee two to three of the spheres of power controlled by the original council.
The new seats on the Dark Council and the spheres they oversee are structured as follows:

Sith Doctrine
--Ancient Knowledge
--Mysteries
--Philosophy

Military Command
--Defense of the Empire
--Military Offense
--Military Strategy

Scientific Advancement
--Technology
--Biotic Science

Civil Administration
--Production and Logistics
--Laws and Justice

Galactic Influence
--Sith Intelligence
--Expansion and Diplomacy

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​ossus.​reformed_dark_council

The Reformed Dark Council
Both15.10.0

The Republic Navy

From its humble beginnings twenty thousand years ago as a fleet of Duros scout ships and repurposed Coruscanti trade vessels, the Republic Navy has grown into one of the most formidable armed forces in the galaxy. Under the authority of the Senate, the Republic Navy has been involved in almost every major military action in the Republic's history. However, centuries of simple peacekeeping duties took their toll when the Empire began the Great War. The Republic Navy's losses--particularly over the Hoth system--have forced it to scale down patrols in the Outer Rim and outlying systems.

Today, the Republic Navy relies heavily on its Thranta-class corvettes, flexible and deadly warships that are usually deployed in small battle groups and stocked with squadrons of Republic fighters. But the greatest strength of the Republic Navy lies in its Valor-class cruisers, enormous capital ships capable of taking on an Imperial dreadnought. Due to the massive investment of resources and crewmen, Valor-class vessels are normally held back to the Core Worlds.

Category: Organizations

XP Level: 30

FQN: cdx.​organizations.​revan_arc.​the_republic_navy

The Republic Navy
Imperial301.0.0

The Rift Alliance (Consular)

The Rift Alliance is a group of powerful worlds united by their shared protests at Republic "incompetence" and their threat to secede. Losing any one of these planets would be a catastrophe for the Republic; losing all of them could cause the Republic's collapse.

Rift Alliance member Alauni represents Saleucami, the Republic's most powerful trade hub in the Outer Rim, while Aeten Two--Diab Duin's world--produces vital ores and crystals for Republic fleet construction. As tensions with the Empire rise, supplies of the healing fluid kolto from Manaan--Shuuru's world--have become indispensible. The planet Erigorm, represented by Augin Blaesus, has recorded and administrated the Republic's finances for centuries; its secession could destroy the Republic's financial markets.

Not all members of the Rift Alliance are hostile toward the Republic, however. Tai Cordan, a member of Balmorra's exiled government, claims to be seeking powerful allies to help his home. Senator Tobas Grell and his daughter Nadia, newcomers representing the planet Sarkhai, appear to have joined out of curiosity.

Category: Organizations

XP Level: 40

FQN: cdx.​organizations.​open_world.​act_2.​the_rift_alliance

The Rift Alliance (Consular)
Republic401.0.0

The Safecrackers (Trooper)

Although not as celebrated or famous as legendary Republic units like Dagger Wing and Havoc Squad, the bunker-storming commandos nicknamed "the Safecrackers" are tasked with some of the military's most dangerous work. These highly trained specialists break through the defenses of enemy bunkers and command posts, eliminate all hostiles within and either secure the locations for Republic use or destroy them so the Empire can't return.

"Killed in Action" rates for these missions frequently exceed thirty percent, and the Safecrackers maintain a memorial space at their barracks for members lost in the line of duty. Indeed, after every successful mission the men and women of the Safecrackers return to the memorial in squad formation and quietly salute their fallen comrades.

Category: Organizations

XP Level: 40

FQN: cdx.​organizations.​open_world.​act_2.​the_safecrackers

The Safecrackers (Trooper)
Republic401.0.0

The Sith Empire

The Sith Empire is a force of dominance, an authoritarian state forged from militarism, slavery and the dark side of the Force. United under a single Emperor and his Dark Council, ruled by the Force-sensitive members of the Sith Order and supported by countless loyal citizens, the Empire forsakes the freedoms offered by the Republic in favor of strength and order. Aiming to take revenge on the Republic for its exile centuries ago, the Sith Empire will stop at nothing to become the greatest power in the galaxy.

Although an uneasy truce has settled over the galaxy, the Empire does not sit idle. From its capital of Dromund Kaas, Imperial leadership exerts total control over the worlds it has conquered, rebuilding its forces to once again march on the Republic.

Category: Organizations

FQN: cdx.​organizations.​global.​empire

The Sith Empire
Both1.0.0

The Supreme Guard (Bounty Hunter)

The Supreme Guard fills its ranks from the best trained and most devoted members of the Republic's armed forces for one specific purpose: to protect the life of the Supreme Chancellor. Grandiose as their formal title sounds, most members of the Supreme Guard operate inconspicuously so as not to interfere with the chancellor's routine. But they are always watching, and a detail of fully armed and armored soldiers is never more than a room away from the leader of the Galactic Republic.

Candidates for admission into the Supreme Guard are rigorously tested for all manner of skills, but aptitude alone is not enough to be accepted. Before even being considered, a candidate must have proven his willingness to sacrifice his life for the life of another. Every Supreme Guard member has a story of sacrifice and selflessness--whether in the line of duty or elsewhere--and for many, that story defines them.

Category: Organizations

XP Level: 50

FQN: cdx.​organizations.​open_world.​act_3.​the_supreme_guard

The Supreme Guard (Bounty Hunter)
Imperial501.0.0

THORN

Whenever an outbreak of the rakghoul virus surfaces anywhere in the galaxy, one of the first distress calls is made to The Hyland Organization for Rakghoul Neutralization (THORN). With its vast resources and singular mission--the permanent eradication of the rakghoul threat--THORN is a planet's best chance of avoiding a global pandemic.

To most citizens of the galaxy, this philanthropic organization created by entrepreneur Addalar Hyland is a welcome force for good. Few, however, are aware of the reason for Hyland's support of THORN as opposed to any other charitable cause. While he would never discuss it in public, it is a matter of record that Hyland lost two of his children to an outbreak of the rakghoul plague on Tatooine. Ever since that fateful day, he has diverted a great deal of his wealth earned from Galactic Solutions Industries to personally finance THORN.

Category: Organizations

XP Level: 1

FQN: cdx.​event.​rakghoul.​thorn

THORN
Both12.5.0

Tonvarr Pirates

Composed of survivors and outcasts from dozens of defunct pirate groups from around the galaxy, the Tonvarr have banded together under a simple Weequay battle principle: "Enter with the best weapons, leave with the best spoils." Tonvarr raiding parties have struck weapon manufacturing centers, xenotechnology research labs, and even ancient dig sites, gathering the most impressive arsenal of advanced and exotic weapons technologies in the entire galactic underworld.

The group's intelligence gathering abilities are also far beyond the level of other pirate organizations; no one is entirely sure how the Tonvarr have the expertise to locate and make use of such a wide variety of complex technologies. It's possible that their broad knowledge is a side effect of the group's diverse membership: raiders from many different species have been spotted among the Tonvarr ranks.

Category: Organizations

XP Level: 50

FQN: cdx.​event.​gree.​tonvarr_pirates

Tonvarr Pirates
Both501.7.0

Voss-Gormak Alliance

After centuries of bitter conflict, the Voss and Gormak formed an uneasy truce to defend their homeworld against a new foe--the Eternal Empire. Their alliance has proven surprisingly effective, with the meditative reserve of the Voss complimenting the ferocious strength of the Gormak to form a formidable army. However, tension divides their ranks.

A particular point of dispute is the ratio of Gormak casualties, with most Gormak leaders claiming their own losses are far too low. Casualties among the two species are nearly equal even though the bulk of the frontline troops are Gormak.

This may be because Voss strategy is shaped by an ancient decree from the Mystics stating "the last Gormak must not die." But as one Gormak shaman complained, "Gormak fight. Gormak die. Gormak win. Voss stop Gormak dying, Voss stop Gormak winning."

Category: Organizations

XP Level: 1

FQN: cdx.​organizations.​kotet.​voss_gormak_alliance

Voss-Gormak Alliance
Both15.0.0

Balmorran Resistance

Since the Republic was forced to withdraw from Balmorra following the signing of the Treaty of Coruscant, the fight against the Empire has been carried out by a diverse group of native Balmorran resistance fighters. The resistance, led by many former members of the Balmorran army, has carried out repeated guerrilla strikes against Imperial forces, using their superior knowledge of the planet to harass the invaders.

Joined occasionally by mercenaries from sympathetic worlds and--according to popular rumor--supplied by the Republic, the resistance has single-handedly ensured that the Empire is unable to claim complete control of Balmorra, holding and fortifying such vital tactical locations as the Balmorran Arms Factory and Outpost Victory.

Category: Organizations

Planet: 16140903155296015570

XP Level: 16

FQN: cdx.​organizations.​balmorra_imp.​balmorran_resistance

Balmorran Resistance
Balmorra (Imp)Imperial161.0.0

Balmorran Resistance

Balmorra's resistance fighters are more than patriotic guerilla warriors. People from all walks of life, from farmers and teachers to poets and musicians, risk everything to keep the dream of Balmorran freedom alive. Part of the Empire's lack of success rooting out these rebels is due to an inability to detect such nondescript enemies until it is too late.

Over the years, thousands of ordinary people have made the ultimate sacrifice for Balmorra, learning to hoist a blaster, training in burnt-out factories and toxic wastelands, and willingly dying to strike a blow against the hated Empire. To much of the citizenry, the resistance is made up of heroes--friends and neighbors who refused to suffer in silence. Other Balmorrans, however, wish the resistance would fade away, and believe it is past time to peacefully accept Imperial governance.

Category: Organizations

Planet: 16140924047723196937

XP Level: 32

FQN: cdx.​organizations.​balmorra_rep.​balmorran_resistance

Balmorran Resistance
Balmorra (Rep)Republic321.0.0

Jedi Council

Those who walk the path of the Jedi are guided and overseen by the Jedi High Council. Sworn to protect and defend the Republic, the Council has existed in one form or another for millennia, comprised of the wisest Jedi Masters of every era.

After the destruction of the Jedi Temple and the signing of the Treaty of Coruscant, the modern council removed itself from the politics of the galactic capital and settled on Tython, the ancestral home of the Jedi. Led by Master Satele Shan, the Council now struggles to uphold its peaceful ideals in the face of the Sith threat. This paradox is reflected in the personalities and beliefs of various members of the Council--some, such as the scholarly Master Syo Bakarn, hope the Sith can be redeemed and turned to the light side; others, such as the militaristic Master Jaric Kaedan, believe peace can only be achieved when all those who serve the dark side are destroyed.

Category: Organizations

Planet: 16140933910212274443

XP Level: 1

FQN: cdx.​organizations.​global.​jedi_council

Jedi Council
TythonRepublic11.0.0

Twi'lek Pilgrims

Tython is home to a small settlement of Twi'lek Pilgrims united by their belief in a humble lifestyle and the authority of their Matriarchs. Although their numbers are few, the Pilgrim movement goes back almost two decades--and until their recent arrival on Tython, they had never possessed a permanent home, nor escaped persecution.

The founding Pilgrim Matriarch gained her followers while serving at a refugee settlement catering to escapees from Ryloth--the enslaved Twi'lek homeworld. The refugees listened to the Matriarch's stories about a set of ancient texts she had discovered on an alien world, which urged simplicity, devotion to family and faith in a spiritual mother. But while some Twi'leks gladly joined the Matriarch, others saw her as a cult leader taking advantage of the desperate.

The Pilgrims left the settlement and traveled to one Twi'lek settlement after another, gaining in numbers but always driven off. Fleeing into hyperspace after years of wandering, the Pilgrims at last arrived on Tython. The Jedi, only recently arrived themselves, were astonished that the Pilgrims could stumble upon the secret Jedi homeworld so easily; the Matriarch saw the Pilgrims' discovery of an inhabitable planet as destiny.

Since then, the Pilgrims have done everything possible to make a permanent home of Tython, building their community and creating new traditions. Whether the movement will survive in the face of the Flesh Raider danger is an open question.

Category: Organizations

Planet: 16140933910212274443

XP Level: 1

FQN: cdx.​organizations.​tython.​twilek_pilgrims

Twi'lek Pilgrims
TythonRepublic11.0.0

The Exchange

One of the galaxy's most prominent crime syndicates, the Exchange is the sleek, tech-savvy competitor to the Hutt Cartel. Where the Hutt Cartel has a clear, centralized authority in Hutt Space, the Exchange is a distributed network of gangs coordinated via the HoloNet; where the Hutt Cartel favors galactic neutrality, the Exchange sees the Empire as an untapped resource ready to bleed credits and the Republic as a living shield protecting its gangsters from Imperial retaliation.

Three centuries ago, the Exchange was arguably the most influential criminal organization in the Republic. However, an internal power struggle to claim the territory of the infamous Davik Kang after his death left the Exchange in disarray, allowing the Hutt Cartel to seize control over many of its operations. It took many decades before the "new breed" of Exchange criminals arose, and the current syndicate is a different animal than the old.

Active in slicing, extortion, spice dealing and weapons running, the Exchange is rapidly reclaiming lost territory, taking advantage of riots, gang wars and other acts of blatant violence to gain ground even on Hutt worlds like Nar Shaddaa. But the Empire is swiftly becoming a greater adversary than the Hutts--the Exchange wants to be the first crime syndicate to make solid inroads into Imperial space and is willing to kill whoever it takes to get there.

Category: Organizations

Planet: 16140948956820683845

XP Level: 20

FQN: cdx.​organizations.​global.​exchange

The Exchange
Nar ShaddaaImperial201.0.0

The Dark Council

While the undying Emperor serves as the unquestioned leader of the Empire, the twelve members of the Dark Council oversee the daily workings of their vast civilization and speak in the Emperor's name. Each is among the most powerful Sith in the galaxy; to hold a seat on the council is the highest honor and the greatest position of influence a Sith can attain.

The individual members of the Dark Council control their own spheres of influence and pyramids of subordinate Sith--overall Imperial military strategy falls in the hands of one Dark Council member, while study of ancient artifacts falls into the hands of another. These spheres occasionally overlap, leading to conflict. However, every Sith Lord and apprentice is ultimately answerable to the council member at the top of his or her pyramid. Similarly, non-Sith organizations are usually clearly answerable to one Dark Council member or another.

Meetings of the Dark Council are normally held in the Citadel on Dromund Kaas or in the Sith Academy on Korriban. It's rare for all members to gather at once--power plays among members are frequent, and several of the Dark Lords are virtual hermits. On the occasions when the Emperor summons them, however, all members of the Dark Council are expected to gather and obey.

Category: Organizations

Planet: 16140965352798472550

XP Level: 1

FQN: cdx.​organizations.​global.​the_dark_council

The Dark Council
KorribanImperial11.0.0

Tomb Raiders

The ancient Sith tombs of Korriban have long been a target of raiders and treasure seekers with dreams of valuable plunder. While many are the minions and hirelings of Sith Lords hoping to lay their hands on powerful relics, others are daring fortune hunters who come from offworld and risk conflict with the Sith.

Individual pirates and rogues occasionally arrive stowed away on ships, but a more organized group led by an eccentric underworld figure has infiltrated shipments of slaves sent to the red planet. Once on the surface, the "slaves" sneak into the tombs; few ever leave Korriban, but those who survive are paid handsomely for their trouble.

Category: Organizations

Planet: 16140965352798472550

XP Level: 1

FQN: cdx.​organizations.​korriban.​tomb_raiders

Tomb Raiders
KorribanImperial11.0.0

Grathan Forces

The rogue Sith Lord Grathan has declared himself the thirteenth Dark Council member, with his own power base and sphere of influence within the Sith hierarchy. Although his claim has not been widely recognized, he controls a substantial private army on Dromund Kaas. The Dark Council has authorized all-out warfare against Lord Grathan and anyone who supports him.

After being driven from the Citadel, Lord Grathan holed up in his estate outside Kaas City. His forces there are made up of apprentices, loyal Imperial troops and cybernetic supersoldiers he developed in his secret weapons labs. His cadre of elite scientists--some volunteers, others kidnapped and forced into service--manufactures a seemingly endless number of war droids, as well, reducing attrition in Grathan's army to near zero.

Category: Organizations

Planet: 16140969352659235187

XP Level: 15

FQN: cdx.​organizations.​dromund_kaas.​grathan_forces

Grathan Forces
Dromund KaasImperial151.0.0

Hadra Forces

The twelve members of the Dark Council preside over twelve pyramids, or spheres, of influence within the Empire. The Dark Council member who presides over Dromund Kaas, Darth Hadra, is currently embroiled in a conflict with the Dark Council member in charge of ancient Sith secrets and history, Darth Arctis.

Darth Hadra's forces discovered an ancient Sith shrine outside Kaas City and claimed it in her name. Darth Arctis quickly challenged her claim to the discovery, arguing that the contents of the shrine were his domain. While the conflict over the shrine has not yet come to all-out warfare between the two Dark Council members, Darth Hadra has positioned her forces in the area around the shrine, with orders to attack anyone who trespasses. The rest of the Dark Council is turning a blind eye toward any fighting with Hadra's forces while Hadra and Arctis "negotiate" for control of the shrine.

Category: Organizations

Planet: 16140969352659235187

XP Level: 12

FQN: cdx.​organizations.​dromund_kaas.​hadra_forces

Hadra Forces
Dromund KaasImperial121.0.0

Mandalorians

An interspecies warrior culture stretching back thousands of years, the Mandalorians live for one purpose: to challenge the greatest opponents in combat and claim victory, for honor and glory. The best are proud fighters driven by a noble code, while the worst are bloodthirsty killers always looking for the next battle.

While many act as independent mercenaries, the Mandalorians are divided into clans each answering to their own leader. From time to time in history, a single leader of all clans appears and is called "Mandalore." Each new leader of the Mandalorians takes the name and mask of Mandalore and determines whether the clans will scatter or unite against a great foe. Initiates can be born into Mandalorian society or inducted from outside; either way, new Mandalorians face harsh trials as they prove themselves worthy and learn the secrets of Mandalorian weapons and armor.

The Mandalorians have been loosely allied with the Sith Empire since the Empire's return to the galaxy and played an instrumental role in the Sacking of Coruscant. Though not Imperial subjects, the Mandalorians have an enclave in the Citadel on Dromund Kaas. Their relationship with the Empire is sometimes strained, but the alliance offers one undeniable advantage: ample opportunity to face the galaxy's greatest warriors, the Jedi.

Category: Organizations

Planet: 16140969352659235187

XP Level: 10

FQN: cdx.​organizations.​global.​mandalorian

Mandalorians
Dromund KaasImperial101.0.0

Rebelling Slaves

Brought from off-world by Lord Qet to build a massive monument to Qet's master, Darth Vowrawn, these slaves quickly rebelled, seizing industrial drills to destroy the unfinished statue and killing all who came to suppress their rebellion.

Many theories abound as to how the rebellion started, and its duration suggests that other, more powerful parties have become involved in secretly supporting the rebels. This is the largest slave rebellion in Dromund Kaas history, and second only to the rebellion led by Dakar Sol on Malachor Five in the history of the Empire.

Efforts have been made to contain the rebellion and keep it from spilling over into Kaas City, but the Dark Council has yet to act decisively on the matter, preferring to let the rebellion continue as a warning to overambitious Sith.

Category: Organizations

Planet: 16140969352659235187

XP Level: 11

FQN: cdx.​organizations.​dromund_kaas.​rebelling_slaves

Rebelling Slaves
Dromund KaasImperial111.0.0

Revanites

The secret society known as the Order of Revan is known only to its members and a few inquisitive outsiders. The society is believed to be several hundred strong, ranging from powerful and influential Sith Lords to military officers and alien slaves--low status is no barrier to entry, but personal power and fervor are everything. Some so-called Revanites devote their lives to the cult's teachings and exist outside of mainstream Imperial society; others study and meet in secret while maintaining ordinary lives.

The Order of Revan takes its name from an ancient Sith Lord--a fallen Jedi who used both the dark side and the light side of the Force during his lifetime. Revan drew strength from passion, as well as tranquility; took allies who were human and alien, weak and strong. Revanites seek to emulate Revan's ways, seeing him as the greatest of all teachers.

Category: Organizations

Planet: 16140969352659235187

XP Level: 15

FQN: cdx.​organizations.​dromund_kaas.​revanites

Revanites
Dromund KaasImperial151.0.0

The Ash'ad

"I convinced Luth to come with me. I showed him we could no longer follow Vizla. We are warriors, we should be taking our fight to Zakuul, not the worthless machines on Darvannis. Vizla may be Mandalore, but Zakuul left no other challengers. Maybe this is her way of thanking them.

I know there are others who feel the same, who will come with me too. There is a king who will let us hunt on his world. It is swarming with beasts the mightiest of us could only imagine. We can finally meet worthy prey again. The fool king wants tribute from our quarry, to slay offworld creatures and bring them to him from time to time. In return, he will leave us to hunt in peace. The di'kut doesn't understand that acquiring his "payment" will bring us the honor we crave.

When we leave, Vizla will say we are not Mando'ade, and those sheb'urcyin who have forgotten what that word means will agree with her. But if what she has made us is "Mando'ade," then I want no part of it. I will be ash'ad. I will be someone else."
--From the journal of Mirli Lok, leader of the Ash'ad

Category: Organizations

Planet: 16140981776572514752

XP Level: 1

FQN: cdx.​organizations.​exp.​03.​the_ash_ad

The Ash'ad
OnderonBoth16.0.0

The Untamed

Led by Akoru--who claims direct descent from the ancient Beast Riders of Onderon--the Untamed continue the tradition of occupying the planet's dangerous jungles, relying on their ability to tame the notoriously vicious creatures that inhabit them. This skill is passed down from generation to generation, along with fierce combat abilities and stories of how their ancestors were exiled to the wilderness when an outsider--the Sith Lord Freedon Nadd--conquered most of Onderon's population.

Unlike their predecessors, the Untamed adhere to strict isolationist beliefs, including a brutal disgust for offworlders and anyone who associates with them. A ritualistic people, the Untamed will at least entertain those who respect their ceremonies or can best them in combat--for a short time.

Category: Organizations

Planet: 16140981776572514752

XP Level: 1

FQN: cdx.​organizations.​exp.​03.​the_untamed

The Untamed
OnderonBoth16.0.0

The Sixth Line

"There is no contemplation, there is only duty."

It is a declaration more in line with a rank-and-file soldier than a Jedi, and yet it is a guiding principle of the squad known as the Sixth Line. Their commander, Master Surro, is said to have made the phrase her personal mantra as she waged war against the Empire on the front lines of Balmorra, where her unwavering resolve to accomplish whatever her commanding officers asked of her set her apart from other Jedi.

Details of the formation of the Sixth Line and how they came to work with SIS Agent Theron Shan are sparse. Scattered reports in recent years do suggest that a group of "Jedi commandos" have been involved in raids and strikes not officially sanctioned by the Republic, though the validity of such reportage is typically seen as unreliable.

Category: Organizations

Planet: 16140988326615547422

XP Level: 60

FQN: cdx.​organizations.​ziost.​the_sixth_line

The Sixth Line
ZiostBoth603.2.0

Sith Intelligence

Even before the collapse of Imperial Intelligence, the Dark Council yearned for an agency of their own design. With Sith Lord Lana Beniko taking a role equivalent to that of Minister of Intelligence, the council can better ensure that their interests are being met. Beniko's role in uprooting the Order of Revan's agents within the Empire further cements the sound logic of her appointment. Rumors have taken root that Beniko's authority is being shared to some extent with a former commander of Imperial Intelligence, but this has neither been confirmed nor denied.

The primary goals of Sith Intelligence do not appear to have appreciably changed from its predecessor: they exist to gather substantive data on past, present, and future persons and organizations of interest; to quietly develop a stable of varied and valuable assets throughout the galaxy; and, above all, to protect the Sith Empire from threats both without and within.

Category: Organizations

Planet: 16141006993103609455

XP Level: 58

FQN: cdx.​organizations.​yavin_4.​sith_intelligence

Sith Intelligence
Yavin 4Imperial583.0.0

Cathar Settlers

One of the key elements in the Republic effort to restore Taris to its former glory is the establishment of a small Cathar colony on the planet's surface. Coming from a homeworld ravaged by war, the Cathar species has come to symbolize the Republic's resilience and fortitude in the face of overwhelming odds... much like Taris itself.

Officially, the colony has the full support of the Galactic Senate--yet key infrastructure is still lacking, and the settlers always seem to be low on supplies. Recently, some have questioned whether the colonization efforts began too soon, pushed forward by self-serving politicians looking to exploit the brave Cathar settlers to further their own agendas.

Category: Organizations

Planet: 16141008063347613517

XP Level: 16

FQN: cdx.​organizations.​taris_rep.​cathar_settlers

Cathar Settlers
Taris (Rep)Republic161.0.0

Pirates and Scavengers

Valuable treasures lay buried in the ruins of Taris, attracting a wide range of individuals and groups willing to brave the dangers and claim a small piece of the fallen city's vast wealth. Most of these can be loosely categorized as either scavengers or pirates.

Scavengers tend to stake out a small section of the ruins and generally avoid military confrontation, although they frequently ambush civilians passing through areas they have "claimed" or pillage choice sectors after a Republic cleanup crew has sorted out the debris.

In contrast, pirates are far more aggressive. Traveling in armed bands, they typically attack on sight. Some of the larger pirate bands, like the Death's Claw, have been known to brutalize small settlements and armed patrols if they have superior numbers and position.

Category: Organizations

Planet: 16141008063347613517

XP Level: 16

FQN: cdx.​organizations.​taris_rep.​pirates_and_scavengers

Pirates and Scavengers
Taris (Rep)Republic161.0.0

Nathema Zealots

A secretive group of powerful Force-sensitives, the Nathema Zealots live in total isolation on the blighted world. Founded by Valkorion, the Nathema Zealots are among the only Force-sensitive beings able to withstand the horrors of the void through a regime of daily rituals and intense meditation. However, while their mental conditioning focuses their power, it simultaneously erodes their free will.

This was not accidental, as Valkorion sought to create an army of completely subservient yet incredibly powerful Force users. However, one unexpected side effect was that the Nathema Zealots grew dependent on the void for their existence, and became catatonic if they left Nathema's surface.

Hoping to extract some value from his failed experiment, Valkorion used the Nathema Zealots as wardens for the prisoners he sent to Nathema's Sanitarium. He also recruited the Anomid scientist Jarak to study their mental conditioning so he could use it to control his daughter Vaylin.

Category: Organizations

Planet: 16141048268796848625

XP Level: 1

FQN: cdx.​organizations.​kotet.​nathema_zealots

Nathema Zealots
Unknown (16141048268796848625)Both15.0.0

The Order of Zildrog

Formed by Vinn Atrius, the Order of Zildrog is highly secretive, militantly organized, and ruthlessly dedicated to a single purpose: the death of the Outlander who now commands the Eternal Alliance.

The group's membership is mostly made up of Zakuulan hardliners like Atrius who blame the Outlander for destroying the civilization that Valkorion built for them. Their numbers include Knights and soldiers from the Zakuulan military, cultists from fringe groups like the Heralds of Zildrog, and even a handful of individuals from the Core Worlds with personal vendettas of their own.

Unified by their singular hatred and the countless lives they've seen ruined in the Outlander's wake, the Order will stop at nothing to complete their mission of vengeance.

Category: Organizations

Planet: 16141048268796848625

XP Level: 1

FQN: cdx.​lore.​flashpoint.​nathema.​order_of_zildrog

The Order of Zildrog
Unknown (16141048268796848625)Both15.9.0

Zealots Without a Master

The few surviving Zealots who once served Valkorion in his Nathema stronghold now eke out a bleak existence in the planet's abandoned wilds, where they live in fragmented tribes.

Although each and every one of the Zealots felt Valkorion's death vividly through the Force, all of them refuse to believe that it has actually occurred. Wild and improbable theories about his current state of existence and how best to continue serving him have driven the Zealots into forming rival, warring groups who raid and kill one another interminably.

Ironically, all of the Zealots still alive owe their survival to their master's death and the subsequent blooming of life on the planet's once-barren surface; otherwise, they would all have starved long ago.

Category: Organizations

Planet: 16141048268796848625

XP Level: 1

FQN: cdx.​lore.​flashpoint.​nathema.​zealots_without_master

Zealots Without a Master
Unknown (16141048268796848625)Both15.9.0

Corellian Corporate Council (Bounty Hunter)

Corellia is dominated by galaxy-spanning corporate interests that earn trillions of credits, and the planet's government has always claimed a significant share of those profits. It was only natural that the corporations would demand influence commensurate to their contributions. The world's most important business leaders formed the Corellian Corporate Council, a political policymaking coalition with representatives to every government committee.

This group's stated goal is "to ensure the smooth flow of trade between Corellia and the rest of the galaxy." In reality, this means negotiating in back rooms to limit the government's commercial regulations and negotiate favorable tax breaks. It is no coincidence that every council chairman has been accused of fraud at least once in his career.

Category: Organizations

Planet: 16141060140100412063

XP Level: 48

FQN: cdx.​organizations.​bounty_hunter.​corellian_corporate_council

Corellian Corporate Council (Bounty Hunter)
CorelliaImperial481.0.0

Corellian Engineering Corporation

The Corellian Engineering Corporation claims to be the longest-operating business entity in galactic history. While some may dispute this assertion, no one argues with the quality of CEC's products. The Republic's smartest and most forward-thinking scientists and engineers flock to this company and create advanced new starships, droids and other technologies.

Before the Empire's invasion, Imperial Intelligence operatives quietly infiltrated the massive network of office buildings that makes up CEC's portion of the Incorporation Islands. The plan was to take control of the company's formidable defenses just prior to the Empire's arrival in case of corporate resistance. Something went wrong and none of the agents have been heard from since. Now, the CEC poses a major threat to Imperial ambitions on the planet.

Category: Organizations

Planet: 16141060140100412063

XP Level: 48

FQN: cdx.​organizations.​corellia.​corellian_engineering_corporation

Corellian Engineering Corporation
CorelliaImperial481.0.0

Corellian Security Force (CorSec)

The Corellian Security Force, commonly referred to as CorSec, is the planet's primary law enforcement agency. It employs officers in such diverse fields as computer science, diplomacy and armed tactical response. CorSec's famed Special Operations Unit enlists some of the galaxy's best infiltration specialists, tasking them with penetrating criminal organizations and dismantling them from within.

Despite CorSec's advanced training, it was unable to detect or stop the Empire's conspiracy with the Corellian council to seize control of the planet. When Darth Decimus's fleet arrived above Coronet City, CorSec leaders sent an immediate panic alert to all its officers and sent them underground. Many law enforcement operatives from CorSec now actively collaborate with the Republic military.

Category: Organizations

Planet: 16141060140100412063

XP Level: 48

FQN: cdx.​organizations.​corellia.​corellian_security

Corellian Security Force (CorSec)
CorelliaBoth481.0.0

The Corellian Rebellion

The resistance forces opposing the Imperial takeover of Corellia have been surprisingly successful, especially given their irregular and disorganized nature. These mostly civilian guerilla fighters are composed of freighter crews, unemployed mercenaries and patriotic citizens of all species who are all willing to fight for Corellian freedom. CorSec, the Corellian police force, has played a particularly vital role in coordinating and training the rebels.

During the invasion's first days, Corellian rebels successfully assassinated over a dozen high-ranking Imperial officers and bombed shipyards used as landing pads for the Empire's fleet. Leaders of the invasion force quickly learned to think twice before allowing "cooperative" Corellians access to Imperial bases.

Category: Organizations

Planet: 16141060140100412063

XP Level: 48

FQN: cdx.​organizations.​corellia.​the_corellian_rebellion

The Corellian Rebellion
CorelliaBoth481.0.0

The Green Jedi

Corellia's sworn protectors, the Green Jedi, comprise an elite and reclusive group with only loose ties to the main Jedi Order. Green Jedi place their allegiance to Corellia above the Republic, refusing to be drawn away from their homeworld and wearing green robes to symbolize their devotion to the ancient Corellian flag. For this reason, the Jedi Council considers the group unreliable and potentially suspect. Regardless, the Green Jedi are a formidable foe to the Empire.

Although few in number, the Green Jedi are working closely with their planet's CorSec defenders to disrupt Imperial war efforts. Led by Master Arfan Ramos, these warriors operate within a nigh-impenetrable enclave that has already survived multiple Imperial attacks. Some speculate that without the Green Jedi, Corellia would have fallen already.

Category: Organizations

Planet: 16141060140100412063

XP Level: 48

FQN: cdx.​organizations.​corellia.​the_green_jedi

The Green Jedi
CorelliaBoth481.0.0

The Outer Rim Jedi Forces (Knight)

As the war reaches new heights on Corellia, the Republic's brave Jedi protectors are among the hardest hit. The order has sustained its heaviest losses since the Sacking of Coruscant--many powerful Jedi have sacrificed their lives to give Corellia's defenders a fighting chance.

In desperation, Grand Master Satele Shan has recruited Jedi from remote Outer Rim systems. Some are still only Padawans, while others have defended their worlds for years. Although the Outer Rim Jedi fear leaving their homes unguarded, they know that if Corellia falls, the Empire will soon dominate the rest of the galaxy.

Category: Organizations

Planet: 16141060140100412063

XP Level: 48

FQN: cdx.​organizations.​knight.​the_outer_rim_jedi_forces

The Outer Rim Jedi Forces (Knight)
CorelliaRepublic481.0.0

Dar'manda (Mek-Sha Gang)

In Mandalorian society, a Dar'manda is an exile--someone who has broken the strictures of honor and duty so severely that they are deemed unworthy of their heritage. It is considered by most Mandalorians to be a punishment worse than death.

This designation is meant as a mark of shame, but Indigo's crew on Mek-Sha bears it proudly, even continuing to brazenly wear their Mandalorian armor in mockery. Though he started his gang with just a few other exiles and a modest supply of stolen weapons, Indigo and the Dar'manda curried favor on Mek-Sha quickly by supplying those weapons to help overthrow Hutt control of the asteroid.

The gang primarily deals in illicit weapons and takes on mercenary contracts. They've attracted dozens of other misfit outlaws over the years--many, but not all, true ex-Mandalorians like Indigo himself. The Dar'manda have such a notorious reputation that the mere presence of a few of their members is usually enough to deter attacks on their charges, due to both their skill in combat and their powerful arsenal of weapons.

Category: Organizations

Planet: 16141063520887741040

XP Level: 1

FQN: cdx.​organizations.​exp.​03.​dar_manda

Dar'manda (Mek-Sha Gang)
Mek-ShaBoth16.0.0

Harido Wald

"No good rebellion follows the rules." - Veek the Sneak to Gritha Dar

Founded by Veek the Sneak, Harido Wald started as a small smuggling ring with an extremely limited network of contacts. Operating mostly in oppressive Hutt territories meant Harido Wald barely eked out a profit; the group only survived thanks to Veek's genial method of making deals and the loyalty of Harido Wald's members. That loyalty was put to the test after Veek promised Gritha Dar, the leader of a slave rebellion against the Hutt rulers of Mek-Sha, the services of his organization.

With the Hutts gone and Gritha Dar (now known as Huttbreaker) ruling Mek-Sha, Veek saw a prime opportunity to put Harido Wald on the map. Mek-Sha's denizens were clamoring for goods they had been denied for years, so Veek relocated his base of operations to the newly liberated station.

Category: Organizations

Planet: 16141063520887741040

XP Level: 1

FQN: cdx.​organizations.​exp.​03.​harido_wald

Harido Wald
Mek-ShaBoth16.0.0

The Brothers

Mek-Sha's neon-lit alleyways and shadowy recesses are replete with suspect activity, but even among the thriving criminal element, none are more reviled than the gang known as The Brothers.

One of the most notorious of Mek-Sha's outlaw powers, these mysterious beings breed fear through their masked anonymity and ruthless acquisition of slaves. With seemingly unending reserves of wealth (most likely gained from their sale of misappropriated laborers to the Sith Empire), the Brothers haunt the territories of Mek-Sha like faceless apparitions with an almost zealotic fervor.

Given the perpetual influx of refugees and lost souls seeking new beginnings on this station, the slavers' targets are plentiful and easily plucked from the unwitting crowds. Those lucky enough to escape the lower docks or avoid the Brothers' notice altogether whisper of shared minds and unsettling philosophies, all of which only serves to strengthen the gang's enigmatic notoriety.

Category: Organizations

Planet: 16141063520887741040

XP Level: 1

FQN: cdx.​organizations.​exp.​03.​the_brothers

The Brothers
Mek-ShaBoth16.0.0

Infinite Army

Since its destruction, many have sought to own pieces of the fabled Star Forge--an automated Rakata shipyard capable of infinite manufacturing. A Selkath experimenting with cybernetic applications using Rakatan technology was one of those looking to harness the Star Forge's immeasurable power. With the shipyard's self-replicating properties, the Selkath theorized implementation of its parts could allow his test subjects to survive the grafting process, and to achieve virtual immortality. When the Order of Revan made a piece of the Star Forge available to him, the Selkath was able to prove his theories and the Infinite Army was born.

This is not the first time the notion of an Infinite Army was conceived. A tormented Jedi looking to destroy the Sith Emperor once appropriated a long-abandoned Rakata foundry built into an asteroid. However, his reputed plan to use the foundry to build an "infinite army" of extermination droids was ultimately prevented.

Category: Organizations

Planet: 16141064934392624126

XP Level: 55

FQN: cdx.​organizations.​flashpoint.​rakata_prime.​infinite_army

Infinite Army
Rakata PrimeBoth552.10.0

Rakata Tribes

In the face of near-extinction and the mysterious loss of Force sensitivity among most of their kind, the Rakata retreated to their homeworld, where they focused their cruel aggressions on one another, descending further into ruin. When the dust of global war settled, all that remained of the galactic tyrants was a collection of barbaric and ruthless Rakata tribes that has dominated the planet for more than twenty thousand years.

Some tribes reside in isolation, hidden deep within the jungle islands of Rakata Prime. Others are more aggressive, seeking to conquer and assimilate as many other tribes as possible, uniting the world under their rulership--an echo of their technologically advanced ancestors' attempt at galactic supremacy. Eventually, the dominating tribe's control becomes stretched too thin and the sub-tribes revolt, breaking free until the cycle inevitably repeats.

Category: Organizations

Planet: 16141064934392624126

XP Level: 55

FQN: cdx.​organizations.​flashpoint.​rakata_prime.​rakata_tribes

Rakata Tribes
Rakata PrimeBoth552.10.0

House Alde

Alderaan's oldest surviving noble house by far, House Alde is obsessed with antiquity and lineage. Its nobles studiously avoid polluting their bloodline with foreign influences, preserving the blood of King Alde, the first ruler of Alderaan.

These practices have left the family isolated and eccentric, but its scholarly grasp of history and Alderaanian lore is equal to none. Its obsessions are widely considered unusual, but not dangerous--Alde pride and pomposity rarely devolves into genuine arrogance. For over a century, Alde has stayed closely allied with House Organa, appreciating Organa's devotion to Alderaan's historical ties with the Republic.

Category: Organizations

Planet: 16141076066187801147

XP Level: 28

FQN: cdx.​organizations.​alderaan.​house_alde

House Alde
AlderaanBoth281.0.0

House Baliss (Smuggler)

A relatively minor noble family, House Baliss has amassed much of its influence currying favor with the larger houses. Many aristocrats joke that Baliss has served as vassal to every noble family of any significance. Baliss remained neutral when war broke out between the major houses, preferring to wait for a decisive victor to emerge before declaring any allegiances.

Recently, the Baliss estate was overrun with Killiks, forcing the nobles to abandon their home. Baliss sought refuge with another minor family, House Teraan; the head of House Baliss, Duke Yun, decided to capitalize on the chaos engulfing Alderaan and make the Teraan estate the new Baliss home.

Category: Organizations

Planet: 16141076066187801147

XP Level: 28

FQN: cdx.​organizations.​smuggler.​house_baliss

House Baliss (Smuggler)
AlderaanRepublic281.0.0

House Girard (Bounty Hunter)

Girard is a relatively minor noble house that remained independent in the grand scheme of Alderaanian politics until the recent civil war left it dangerously exposed. Since then, House Girard has pledged its resources and influence to House Thul (and Thul's Imperial backers) in exchange for protection.

The whole of House Girard's nobility now resides in a wing of the Thul estate. There, the Girard nobles await their inevitable victory and the reclamation of their imperiled lands--along with the receipt of new territories as reward for their loyal support.

Category: Organizations

Planet: 16141076066187801147

XP Level: 28

FQN: cdx.​organizations.​bounty_hunter.​house_girard

House Girard (Bounty Hunter)
AlderaanImperial281.0.0

House Organa

House Organa is perhaps the most respected noble house on Alderaan. Organa ancestors were among the first to settle the planet and were pivotal in the formation of the Galactic Republic. The Organas have remained vocal supporters of the Republic for millennia, believers in patient negotiation over aggression, and were outraged when Senator Gaul Panteer announced Alderaan's independence.

The current Duke Organa epitomizes what the house is known for. During the war, the duke was a fierce opponent of the Empire and the Sith who saw his family treated brutally during the Empire's short-lived invasion of Alderaan. This neither soured the duke and his house on peace, nor weakened their resolve to battle evil; when Alderaan's civil war began years later, Organa was among the last houses to take up arms... but the duke had privately trained a talented and honorable battalion for such an eventuality, and readily turned to the Republic for advice and assistance during the crisis. Today, Organa remains the Republic's fiercest ally on the planet.

Category: Organizations

Planet: 16141076066187801147

XP Level: 28

FQN: cdx.​organizations.​alderaan.​house_organa

House Organa
AlderaanBoth281.0.0

House Panteer

Arguably the most blue-blooded of the noble houses, House Panteer has put more kings and queens on the Alderaanian throne than all other families combined. Panteer rulers have been called both patriots and pragmatists--traditionally, they have been believers in the beauty of Alderaan and patrons of the arts who nonetheless accept that a lie, a betrayal or even a dagger can be a sad political necessity. The last uncontested ruler of Alderaan was a proud Panteer queen who had earned the respect--if not always the love--of both friends and adversaries.

When Bouris Ulgo declared himself king, House Panteer immediately challenged his rule. Ulgo responded by burning the Panteer estates to the ground and forcing the survivors into hiding, bringing the family low after millennia. While many nobles still see the Panteers as rightful heirs to the Alderaanian throne, and many others seek Panteer's blessing to legitimize their own claims to the crown, the Panteers remain suspicious--wondering about the circumstances behind their downfall, and hoping to reclaim lost glory.

Category: Organizations

Planet: 16141076066187801147

XP Level: 28

FQN: cdx.​organizations.​alderaan.​house_panteer

House Panteer
AlderaanBoth281.0.0

House Rist

Legendary assassins and spies, the members of House Rist trace their roots to an Exchange crime lord who provided illicit services to the Alderaanian nobility. After years of underhanded dealings, the crime lord was granted his own lands, and the Rists were legitimized as a minor noble house. Rather than abandon their criminal roots, however, the Rists continued to discreetly ply their murderous trade while enjoying the trappings of privilege, earning favor and leverage with the other nobles in the process.

Eventually House Ulgo sought and acquired House Rist's pledge as a vassal. The promotion was a controversial move, but a shrewd one, as the Ulgos now had sole claim to the Rists' vast underworld resources. The recent death of Gaul Panteer has cast suspicion on Rist and Ulgo alike, as many believe Rist assassins were responsible for the Senator's demise.

Category: Organizations

Planet: 16141076066187801147

XP Level: 28

FQN: cdx.​organizations.​alderaan.​house_rist

House Rist
AlderaanBoth281.0.0

House Teral (Consular)

Closely related to the royal House Panteer, House Teral enjoyed several generations of growth and prosperity through trade and its connections to the royal family. Unsurprisingly, House Teral's troubles began after House Ulgo usurped the throne and effectively obliterated House Panteer. Seeing that House Teral's trade fortune could allow its Panteer cousins to rebuild, House Ulgo began a campaign against Teral's holdings and property. King Bouris Ulgo used his influence to shatter House Teral's trading contacts and forced Teral--never a military house--to raise massive armies to face Ulgo attacks.

Today, harried and nearly bankrupt, House Teral is a shadow of its formerly prosperous self. The last straw was the recent death of its diplomatic delegate. Although officially judged an accident, no one is fooled; it is clear that House Ulgo will be satisfied with nothing less than Teral's utter destruction.

Category: Organizations

Planet: 16141076066187801147

XP Level: 28

FQN: cdx.​organizations.​consular.​house_teral

House Teral (Consular)
AlderaanRepublic281.0.0

House Thul

The members of House Thul are descended from a wealthy and ambitious merchant who bought his way into the nobility. The Thuls considered this a point of pride, specializing in brokering trade and acting as caretakers of Alderaan's economy--yet for generations, the relative youth of the Thul house carried a stigma.

Unable to marry a Thul into royalty, the house made a desperate bid for the throne--Thuls switched an Organa infant with a Thul baby and supported the changeling as a potential bride for the crown prince. A young Jedi exposed the treachery and stopped the wedding, creating a scandal that led to the disgraced Thul's exile from Alderaan.

Thul maintained its pride and its culture in exile, though the house became impoverished and isolated in its offworld estates. It was decades before Thul nobles were contacted by the Imperial Diplomatic Service; the Empire promised to restore Thul to its rightful glory, to train its soldiers and educate its children and one day help it return to Alderaan.

At last, in the aftermath of Alderaan's withdrawal from the Republic and the death of its queen, a generation of Thuls raised alongside the Empire came home--eager to restore the family name and take vengeance against Thul's enemies. Thul has already gained the allegiance of a number of lesser houses, and with Imperial support stands as a true contender for the throne.

Category: Organizations

Planet: 16141076066187801147

XP Level: 28

FQN: cdx.​organizations.​alderaan.​house_thul

House Thul
AlderaanBoth281.0.0

House Ulgo

The noble House Ulgo has a long history of military excellence. The family values discipline and duty above all else, and Ulgos pride themselves on forsaking the pampered, aristocratic lifestyles the other noble houses have gravitated toward. The Ulgo tradition of requiring every member to serve in the military has produced generations of distinguished officers.

In recent years, the Ulgos became increasingly frustrated with the political stalemate in the Alderaanian parliament. When the queen died and House Thul returned from exile with the support of the Empire, General Bouris Ulgo pleaded with the collected nobles to act quickly to push Thul back off the planet. When it became clear the nobles were too fractured to stop what he saw as a second Imperial invasion, Bouris Ulgo declared himself king and declared war on House Thul. Unfortunately, grabbing the crown forced the hand of the other noble houses and they declared war against Ulgo. House Ulgo now finds itself beset on all sides as it struggles to defend the crown and brutally reinstate order on Alderaan--no matter the cost in blood and resources.

Category: Organizations

Planet: 16141076066187801147

XP Level: 28

FQN: cdx.​organizations.​alderaan.​house_ulgo

House Ulgo
AlderaanBoth281.0.0

Carida Corsairs

At one time, the Corida Corsairs were the bane of the coreward end of the Perlemian Trade Route. Their brazen and ruthless tactics struck fear into dozens of Republic-aligned worlds for more than two hundred years. The Corsairs' hijackings, raids and ransom demands became the stuff of legend. The very utterance of their name would send ripples of dread throughout the political halls of Coruscant.

All that changed when the Corsairs' home base on Carida was discovered and raided by a Republic strike force. Without a center of operations, the remaining Corsairs were either picked off or scattered to the winds. Over time, the Carida Corsairs became something of a laughing stock, often depicted in popular fiction as ineffectual bunglers. But the remaining Carida Corsairs, often identified by their Kowakian Monkey-Lizard accomplices, have moved on to more remote parts of the galaxy, like Rishi. They have kept their name out of pride, hoping that one day they will be powerful enough to call Carida their home and strike fear into the Republic once again.

Category: Organizations

Planet: 16141088354346344157

XP Level: 55

FQN: cdx.​organizations.​rishi.​carida_corsairs

Carida Corsairs
RishiBoth553.0.0

Corellian Run Scoundrels

Few trade routes have become as precious to interstellar commerce as the hyperlane known as the Corellian Run. It should come as no surprise, then, that the Corellian Run is also highly attractive to criminals. But of all those who rob, ransack and hijack, only one crew dares to take its name after the route itself.

As one might expect from a gang of smugglers named the "Corellian Run Scoundrels", they typically scoff at honor and kindness while swaggering with naked arrogance. The legend persists that one of the Scoundrels' most notorious captains, Kai Zykken, once kidnapped the adult daughter of Denon corporate magnate Viril Shu--not for ransom, but to woo her so she'd marry him into Shu's fortune. Zykken was reportedly--and not at all surprisingly--unsuccessful in his plan.

Category: Organizations

Planet: 16141088354346344157

XP Level: 55

FQN: cdx.​organizations.​rishi.​corellian_run_scoundrels

Corellian Run Scoundrels
RishiBoth553.0.0

Eclipse Squad

[Excerpted from SpecForce psychological profiles.]

Working from a diverse range of personality types and competencies will help to further refine the grafting process. The following candidates have been put forth by Psych. Div.:

Sergeant Parisa, engineer
Demonstrates focus. Has a drive bordering on anger due to recent family trauma.

Lieutenant Mak'eef, heavy weapons
Anxious, self-assured. Signed up as an alternative to fretting over the war.

Sergeant Revai, sniper
Deliberate and distant. Highly intelligent. Tendency to fixate on dark thoughts.

Sergeant Noray, field medic
Good-humored. Capable under extreme pressure. Orphaned at birth.

Captain Udanara, linguistics
Charismatic. Morale builder. Extensive combat and leadership experience.

Major Corovani, strategic command
Responsible. Resolute. Pragmatic. Multiple-time SpecForce Honors recipient. Family man.

Candidate set: APPROVED

Category: Organizations

Planet: 16141088354346344157

XP Level: 55

FQN: cdx.​organizations.​trooper.​eclipse_squad

Eclipse Squad
RishiRepublic553.0.0

Nova Blades

Originally a loose conglomerate of independent pirate crews dedicated to resource sharing, the Nova Blades became a proper gang when the value of tactical collaboration started to outweigh the freedom of operational independence. Ever since, the galaxy's major hyperroutes have suffered from the Blades' legendary hijackings, raids and blockades. A line item known as "Blade Tax" is commonly used by corporate accountants as an expected cost of doing business.

The Nova Blades' fleets are nomadic, allowing them to take swift and nimble action virtually anywhere they choose, while also making them difficult to attack directly. More recently, some Nova Blades have established planetary bases of operations. Thus far, these permanent posts do not appear to have been targeted by corporations, governments or rival gangs.

Category: Organizations

Planet: 16141088354346344157

XP Level: 55

FQN: cdx.​organizations.​rishi.​nova_blades

Nova Blades
RishiBoth553.0.0

Ravagers

Carida Corsairs. Corellian Run Scoundrels. Nova Blades. Rishi certainly has its fill of interstellar gangs staking their claim on the tropical world. But none are as feared as the home-grown band of ruthless pirates known as the Ravagers.

The Ravagers began as a tight-knit group of intrepid youth who explored the planet's many untouched isles in search of adventure and long-lost treasures. When they found a rusty old hoverbarge tucked away inside a vast cove, they set their minds to restoring the ship to working order so they could take it out for joyrides. But by the time the barge was restored, the children were adults--adults who had placed every last credit into their dream. The dire need to recoup their investment led the group down a murky path that began with simple heists and eventually led to bloody sieges on transport freighters.

While these one-time innocents are now long dead, the dark legend they spawned lives on.

Category: Organizations

Planet: 16141088354346344157

XP Level: 60

FQN: cdx.​organizations.​operation.​rishi.​ravagers

Ravagers
RishiBoth603.0.0

The Slayers Three

Following a set of chronal intervals unrelated to any known calendar, Angol, Bez, and Derrus Martilla venture out from their home in the Spawn Nebula to revel in the spirit of the hunt. Calling themselves the "Slayers Three", these proud siblings make landfall on a world decreed by their shamans to track and kill that world's most formidable beasts in ceremonial fashion. The Slayers Three are said to be among the galaxy's most skilled big-game hunters, having yet to find a creature that could get the best of them.

Some have come to question the veracity of the Slayers' story, even calling the siblings delusional. Since no one can determine which world they're from--even with their peculiar accents--there is no sure way to verify who these "shamans" are or what specific purpose the Slayers' "ceremonial hunt" serves. But the reported growing cynicism of one of the siblings does lend some credence to their stories. Regardless of any debate about the truth, one fact endures: when the Slayers Three arrive to hunt, excitement is sure to follow.

Category: Organizations

Planet: 16141088354346344157

XP Level: 55

FQN: cdx.​organizations.​rishi.​the_slayers_three

The Slayers Three
RishiBoth553.0.0

Havoc Squad (Trooper)

The founding unit of the Republic Special Forces division, infantry squad 326--code-named "Havoc Squad"--is renowned as the army's most elite fighting team. Despite the total secrecy of Havoc's missions, the team has taken on an almost superhuman reputation on both sides of the war--unstoppable commandos who can strike anytime, anywhere, regardless of opposition.

Before Special Forces existed as a separate division of its own, Havoc Squad was attached to a standard infantry division throughout the Great War. It wasn't until the Battle of Alderaan that the squad rose to galactic fame, leading a small group of wounded and recovering men to victory against a massive Imperial invasion force.

The value of small elite units had been proven, and Havoc Squad was later chosen as the model for a full division of highly trained and agile infantry squads--the Republic Special Forces.

Category: Organizations

Planet: 16141091541170885060

XP Level: 1

FQN: cdx.​organizations.​trooper.​havok_squad

Havoc Squad (Trooper)
Ord MantellRepublic11.0.0

Republic Military Ranks

Like all military organizations, the Republic Army and Navy rely on ranking hierarchies to maintain a clear chain of command. These ranks are listed below, from highest responsibility to lowest. Unless otherwise noted, ranks are used across service branches.

Supreme Commander
General (Army), Admiral (Navy)
Colonel (Army), Commodore (Navy)
Major (Army), Group Captain (Navy)
Captain
Lieutenant
Ensign
Sergeant (Army), Petty Officer (Navy)
Corporal
Specialist
Private

The term "commander" may be used to describe anyone in a position of command and is not reserved for a specific rank.

Due to the great diversity of service personnel present in the Republic military, regulations specify that the honorific "sir" should be used when addressing any personnel of higher rank than oneself, regardless of the species, gender or position of the addressee.

Category: Organizations

Planet: 16141091541170885060

XP Level: 1

FQN: cdx.​organizations.​ord_mantell.​republic_military_ranks

Republic Military Ranks
Ord MantellRepublic11.0.0

Republic Special Forces (Trooper)

A unique operational group within the Republic Army, the Special Forces division was devised by General Garza and officially founded in the aftermath of the Sacking of Coruscant. Unlike most army divisions, Special Forces is composed almost entirely of small squads of elite, highly trained soldiers specializing in irregular warfare.

Relying on high mobility, extensive training and the latest military technologies, SpecForce squads exploit weaknesses that larger forces can't, giving the Republic military greater flexibility in addressing enemy threats. Standard assignments include reconnaissance, sabotage, asset recovery (enemy or friendly, personnel or materiel), search and destroy operations, and training and support for allied personnel.

Category: Organizations

Planet: 16141091541170885060

XP Level: 1

FQN: cdx.​organizations.​trooper.​republic_special_forces

Republic Special Forces (Trooper)
Ord MantellRepublic11.0.0

Separatist Movement

Shortly after the end of the war between the Galactic Republic and the Sith Empire, a series of scandals revealed corruption inside Ord Mantell's government. Both local journalists and an official Republic Senate investigation proved vital in removing the corrupt cabinet members, but at the same time, a small but vocal group of citizens decided they'd had enough.

The protesters declared that the Republic wasn't doing enough to stop Ord Mantell's criminal leaders from exploiting common citizens and that any official investigations were "half-measures." These separatists demanded the planet's independence. Unsurprisingly, neither the Republic nor Ord Mantell's leaders were prepared to answer the cries for secession.

No one realized how powerful and well-organized the separatists had become until a massive coordinated bombing attack destroyed every major spaceport across the planet. The destruction left the world in chaos, crippling its economy. As the government retaliated against the separatists, Ord Mantell descended into civil war.

The separatists' terms for peace are simple: resignation of Ord Mantell's entire government, trials and imprisonment of its criminal leaders and the immediate recognition by the Republic of the world's independence. With a seemingly inexhaustible supply of fresh recruits armed with military-grade weapons, the separatists show no signs of backing down from this fight.

Category: Organizations

Planet: 16141091541170885060

XP Level: 1

FQN: cdx.​organizations.​ord_mantell.​separatist_movement

Separatist Movement
Ord MantellRepublic11.0.0

Chiss Ascendancy

As the only true ally of the Sith Empire, the independent systems of the isolationist Chiss Ascendancy occupy a unique position within Imperial power structures. Mandalorians serve the Empire for wealth and conquered factions submit out of fear, but the Ascendancy aligned itself with the Empire for mutual benefit. The exact details of this agreement remain a mystery to all but the highest-level Imperials and Chiss, but it effectively renders the Ascendancy a vassal state--self-governed, but a source of resources and manpower for the Empire as a whole.

The Chiss Ascendancy's internal governance mystifies most Imperials. The web of hierarchies and political influence networks that links the Chiss Ruling Houses is complex at best and impenetrable at worst, with political, family and military ties all playing a part in determining a person's role in the Ascendancy. Internal power plays are common, but always occur within the accepted boundaries of Chiss society--even at their most vicious, the Chiss always maintain order.

Category: Organizations

Planet: 16141109882649941585

XP Level: 36

FQN: cdx.​organizations.​hoth.​chiss_acendancy

Chiss Ascendancy
HothBoth361.0.0

Chiss Expansionary Defense Force (Agent)

The Chiss Expansionary Defense Force is the main military power within the Chiss Ascendancy, charged with protecting the Ascendancy's borders, exploring space outside the Ascendancy proper and assisting with Imperial military operations. The Defense Force maintains ground, air and space-based divisions, but is not intended to operate on Chiss soil--internal security and homeworld ground defense are assigned elsewhere.

The Chiss believe that Defense Force personnel are the best-trained and most disciplined soldiers in the galaxy, and this claim holds some merit--Defense Force officers are held to an incredibly high standard of physical fitness and mental acuity. Imperial analysts point out, however, that these standards can only exist so long as the Chiss avoid the attrition inherent to protracted, large-scale conflicts.

Category: Organizations

Planet: 16141109882649941585

XP Level: 36

FQN: cdx.​organizations.​agent.​chiss_expansionary_defense_force

Chiss Expansionary Defense Force (Agent)
HothImperial361.0.0

Rift Alliance Coalition Forces (Consular)

When the pirates led by Captain Valon began raiding Rift Alliance-controlled shipping lanes, a request for help from the Republic military was answered with only a small number of soldiers due to the Republic's commitments elsewhere. Incensed, the Rift Alliance managed to call together supplementary forces from its own worlds to stop the pirates, claiming this as more proof that the Republic could no longer defend its own citizens.

While not as well-trained or equipped as standard Republic military troops, the coalition force has adapted surprisingly well to the harsh conditions on Hoth and quickly become a cohesive and flexible unit. Unfortunately, the pirates have the advantage of manpower and a detailed knowledge of the terrain. With their numbers dwindling, the coalition force has been gradually pushed back; to the beleaguered soldiers, victory has now become second to survival.

Category: Organizations

Planet: 16141109882649941585

XP Level: 36

FQN: cdx.​organizations.​consular.​rift_alliance_force_on_hoth

Rift Alliance Coalition Forces (Consular)
HothRepublic361.0.0

The Hailstorm Brotherhood

Republic forces first noted a radical subgroup of the White Maw pirates when scanners detected a massive ice spire rising above the Glacial Fissure sector. Scouts sent to investigate the sculpture reported encounters with half-naked warriors wearing wampa furs and screaming poetry as they charged into battle.

The Hailstorm Brotherhood represents an extreme version of "going native." Originally a murderous cult from a nameless ice planet, the brotherhood became a legend when its White Maw members relocated to Hoth, abandoning all pretenses of civilization and instead embracing the call of the wild. They are more than a tribe of survivalists, however. There is a strong spiritual aspect to the Hailstorm Brotherhood that makes them dangerously fanatical.

Category: Organizations

Planet: 16141109882649941585

XP Level: 36

FQN: cdx.​organizations.​hoth.​hailstorm_brotherhood

The Hailstorm Brotherhood
HothBoth361.0.0

The White Maw Pirates

The army of thugs, mercenaries and murderers operating beneath the White Maw banner is actually composed of many smaller pirate crews, joining forces to pillage one of the greatest "buried treasures" in the galaxy: Hoth's starship graveyard. As often happens in criminal confederacies built on greed and violence, members of the White Maw vie for power and settle old scores even as they battle Republic and Imperial forces.

The White Maw might have collapsed into anarchy years ago if not for its powerful leadership, a legendary group of cutthroats who rule their subordinates with a zero tolerance policy. While mutinies still occur, the risks often outweigh the rewards.

Category: Organizations

Planet: 16141109882649941585

XP Level: 36

FQN: cdx.​organizations.​hoth.​white_maw_pirates

The White Maw Pirates
HothBoth361.0.0

Heralds of Zildrog

Stories of the dragon Zildrog predate Izax's pantheon. In the earliest legends, Zildrog was a guiding mentor who tested the strength of a warrior's spirit. A fallen warrior would be consumed by the dragon, feeding its everlasting power. However, a victorious warrior was rewarded with the Breath of the Dragon. This boon imbued a soul with burning fire, lighting the way to a fortuitous future. During the height of the Old Ways, Zildrog was one of Izax's many forms--a terrible beast that brought only death. To most modern Zakuulans, the dragon is little more than a bedtime story about a mysterious creature in the swamps around the Spire. But a powerful syndicate of zealots in Breaktown who call themselves the Heralds of Zildrog wait for the creature's second coming. Led by the Exalted, the Heralds worship Zildrog as a god and maintain a shaky truce with Emperor Arcann. As long as the Heralds limit their criminal activities to the Old World, the Knights of Zakuul won't meddle in their affairs. However, both parties know this accord is temporary at best. Arcann isn't one to allow dissidence, and the Heralds believe Zildrog's rebirth to be imminent.

Category: Organizations

Planet: 16141110623579443940

XP Level: 1

FQN: cdx.​organizations.​kotfe.​heralds_of_zildrog

Heralds of Zildrog
Unknown (16141110623579443940)Both14.0.0

Knights of Zakuul

Before Zakuulans served the Immortal Emperor, they lived in nomadic tribes, each led by three Force sensitives: Matriarch, Champion and High Shaman. After Valkorion had united the tribes, he repurposed these roles to form the Knights of Zakuul. Officially considered protectors of the people, Knights hunt down corruption in the Eternal Empire. In actuality, they are enforcers of the Emperor's will and fanatical in their adoration for Valkorion and his family. Zakuul Knights don't limit themselves to studying one side of the Force, instead teaching balance and exploration. Knights have their own relationships with the Force, but are encouraged to share their findings with the rest of the order. No area is deemed "weak" or "a dangerous path"--they are all parts of a larger, limitless power. Ultimately, every action a Knight takes is to honor the Immortal Emperor. Sacrifices, whether material or a life, are essential to show one's commitment to the Emperor.

Category: Organizations

Planet: 16141110623579443940

XP Level: 1

FQN: cdx.​organizations.​kotfe.​knights_of_zakuul

Knights of Zakuul
Unknown (16141110623579443940)Both14.0.0

Scions of Zakuul

Scions are a subgroup of Zakuul Knights who can glimpse the future through the Force. Before Arcann's coronation, they were often paired with other Knights to form a team with both mental and physical prowess. Scions are infatuated with the idea of fate and consider their visions foolproof. Valkorion was content to use this obsession to his advantage, but Arcann detested the Scions, believing them narrow-minded fools. One of his first acts as Emperor was the mass slaughter of Scions, creating a schism in the Zakuul Knights. Some abandoned the order completely, and anyone who spoke out against the new Emperor was cut down by High Justice Vaylin. The surviving Scions, led by Heskal, fled to Asylum, where they waited for the Outlander prophesized to defeat Emperor Arcann.

Category: Organizations

Planet: 16141110623579443940

XP Level: 1

FQN: cdx.​organizations.​kotfe.​scions

Scions of Zakuul
Unknown (16141110623579443940)Both14.0.0

The Eternal Empire

The Eternal Empire of Zakuul is a totalitarian dictatorship under the Immortal Emperor. Citizens don't merely obey the Emperor--they view him as their timeless guide and protector. By trusting him with all political and military power, they can focus on higher learning and the finer aspects of civilized society. All citizens receive a monthly stipend of credits and resources such as food and fuel. Compared to the rest of the galaxy, the average Zakuulan would be a member of the upper class and want for nothing. They are an idealistic people--scientists, artists and philosophers--who look down on the Sith Empire and Republic, disgusted by their warmongering ways. Instilled with Valkorion's arrogance, they believe it is their burden to bring enlightenment to the rest of the galaxy.

Category: Organizations

Planet: 16141110623579443940

XP Level: 1

FQN: cdx.​organizations.​kotfe.​eternal_empire

The Eternal Empire
Unknown (16141110623579443940)Both14.0.0

Zakuulan Rebels

The reign of the Immortal Emperor Valkorion was Zakuul's golden age, unmarred by terrorism and rebellion. However, after Valkorion's heirs took the throne, cracks formed in the foundation of the Eternal Empire. Arcann's cull of the Scions created a rift among the previously loyal Knights of Zakuul, and a resistance group formed when Zakuulans began to doubt their new emperor. Now Vaylin's harsh regime has further divided her subjects. The rebels that rose under her brother's rule have grown in both numbers and resolve, threatening to tear down the Eternal Empire.

The rebels ultimately tried to assassinate Vaylin on the eve of her coronation as Empress of Zakuul. Hundreds of resistance cells carried out a careful plan over a number of years. But unknown to the rebels, Vaylin had monitored them since her days as High Justice. While she celebrated her ascension to the throne, her deadly Horizon Guards ambushed the traitors and thwarted their assassination plan. Many rebels died, but more were captured. They were interrogated and left to rot in servitude--until Vaylin found the perfect stage for their public execution.

Category: Organizations

Planet: 16141110623579443940

XP Level: 1

FQN: cdx.​organizations.​kotet.​zakuulan_rebels

Zakuulan Rebels
Unknown (16141110623579443940)Both15.0.0

The InterStellar Regulators

Ex-soldiers, police and spies from across the galaxy, the InterStellar Regulators are second only to certain Mandalorian clans as one of the most successful and best-equipped mercenary groups in business today. The Regulators, as they are more commonly known, have conducted successful military operations on dozens of neutral worlds. They accepted an exclusive contract ten years ago to provide planet-wide security services for Makeb.

The Hutt Cartel's leaders bribed several high-ranking Regulators to betray Makeb's rightful government and help the Hutts stage a coup. Many rank-and-file Regulators refused to accept the buyout offer, but were either shot by their corrupt comrades or forced to flee the planet. Once respected and trusted by Makeb's people, the Regulators are now regarded as thugs for hire.

Category: Organizations

Planet: 16141112529810539905

XP Level: 1

FQN: cdx.​chapter_4.​makeb.​organizations.​interstellar_regulators

The InterStellar Regulators
MakebBoth12.0.0

Gormak Shamans

All Gormak possess a natural affinity for technology, but those who are particularly adept often assume the role of shaman--a position of great respect and responsibility within each tribe. Like their kin, the shamans are fierce warriors driven by the desire to purge their homeworld of both the Voss and outsiders, and much of their knowledge and expertise is focused on devising better ways to kill the enemies of the tribe.

Other Gormak also look to these techno-priests for leadership and guidance--not just in matters of technology, but in their daily lives. In return, a shaman works tirelessly to maximize the value of any and all equipment collected by the tribe, transforming broken junk into tools and machinery to improve the quality of life for the entire group.

Category: Organizations

Planet: 16141116506689843478

XP Level: 44

FQN: cdx.​organizations.​voss.​gormak_shamans

Gormak Shamans
VossBoth441.0.0

Mystics

No Voss are more revered than the Force-sensitive Mystics. Individuals with extraordinary gifts of healing and prophecy, Mystics most often live in seclusion, using their talents to guide their people.

Mystic visionaries experience prophetic visions, which are carefully studied by interpreters at the Tower of Prophecy before being passed on to the ruling Three; it is said that no Mystic's vision has failed to come true, giving immense weight to any statement by a Mystic visionary. At the Shrine of Healing, Mystic healers use intense meditation and rituals to cure their patients, often of ailments that resist any other treatment.

Becoming a Mystic is a difficult path. After years of training, the most promising potential Mystics go on a pilgrimage across Voss, visiting holy sites in the dangerous Gormak lands and learning from their elders. Even then, not all potentials succeed. The very few who come into their full power as Mystics return triumphantly to Voss-Ka to be recognized by the Three.

Category: Organizations

Planet: 16141116506689843478

XP Level: 44

FQN: cdx.​organizations.​voss.​mystics

Mystics
VossBoth441.0.0

Voss Commandos

There is no real distinction between the Voss people and their armed forces. As the Voss are a small, isolated population surrounded by millions of belligerent Gormak, a term of military service as a Voss commando is mandatory for all adults. The commandos defend Voss-Ka and its people against the endless Gormak hordes and act as the city's arbiters for minor disputes. Some Voss commandos choose to continue their service once their terms are over, ascending to the rank of officer.

The simple fact of the Voss's survival in the face of overwhelming Gormak numbers and hostility speaks to the skill of the Voss commandos. They are expert hand-to-hand combatants and peerless scouts, and because every Voss serves, every Voss adult is trained in self-defense. Having seen the Gormak menace firsthand, all adult Voss also understand and accept the sacrifices necessary for their society to survive.

Category: Organizations

Planet: 16141116506689843478

XP Level: 44

FQN: cdx.​organizations.​voss.​voss_commandos

Voss Commandos
VossBoth441.0.0

Belsavis Prisoners

Prisoners are sentenced to Belsavis for two reasons: they are too dangerous or too difficult to imprison anywhere else. In the former category are some of the most treacherous beings in the galaxy--master assassins, hardened pirates, war criminals, slavers, Sith Lords and others.

The second category is broader--Belsavis contains escape artists, slicers and shapechangers whose crimes are relatively minor compared to the destructive madmen who dwell alongside them. Gang leaders and syndicate leaders can fall into this category as well, placed in Belsavis to isolate them from their web of criminal contacts.

The prison administration attempts to separate prisoners of like affiliation--members of a single gang, for example, are often divided among multiple cell blocks--but prisoners not in isolation quickly form their own alliances inside Belsavis. Murder and assault are common inside the prison, and for many, protection comes in numbers.

Category: Organizations

Planet: 16141121725666440689

XP Level: 40

FQN: cdx.​organizations.​belsavis.​belsavis_prisoners

Belsavis Prisoners
BelsavisBoth401.0.0

Dagger Wing (Trooper)

Dagger Wing was one of the most famous and celebrated Republic starfighter units of the Great War. Records of its missions were the stuff of legend, and all of its pilots were regarded as heroes. When High Command announced that Dagger Wing was missing in action, it was a harsh blow to morale.

Despite the hundreds of fellow soldiers who volunteered to brave enemy fire in search of the lost pilots, the Republic quietly closed the book on Dagger Wing. The truth was far more damaging than the lie that the heroes had been lost; Dagger Wing's war crime--the unauthorized bombing of thousands of Imperial civilians on Fest--would have destroyed Republic credibility and created a diplomatic crisis. Better to bury the truth, mourn and move on.

Dagger Wing would be imprisoned on Belsavis, and the subject would not be raised again.

Category: Organizations

Planet: 16141121725666440689

XP Level: 40

FQN: cdx.​organizations.​trooper.​dagger_wing

Dagger Wing (Trooper)
BelsavisRepublic401.0.0

New Men

The New Men began as a cyberneticist cult on the planet Metellos, where its founder, Teha Zero, advocated the merger of man and machine. The cult foresaw an era where scarcity and physical limitations ceased to exist, and all people lived in peace.

Teha's apprentice Bezar One, who assumed leadership after Teha's death, took the cult in a new direction. The New Men began a series of violent raids to procure equipment, murdering anyone who interfered, and began plans for a city-wide "electric ascension" that would have empowered the cyborgs and cost of millions of lives.

The plot was thwarted, and Bezar One and his lieutenants were imprisoned on Belsavis. Since then, the New Men have recruited new members, improvising cybernetic implants by stealing droid parts and performing surgery in secret. Amazingly, relatively few of the New Men's recruits die during their initiation--for all their madness, the cultists know what they're doing.

Category: Organizations

Planet: 16141121725666440689

XP Level: 40

FQN: cdx.​organizations.​belsavis.​new_men

New Men
BelsavisImperial401.0.0

The Circle (Inquisitor)

Cast into the Republic's secret prison on Belsavis for slicing into the Strategic Information Service's classified records, the slicer gang known as the Circle is a tight-knit clan of tech-obsessed Nikto, led by the manic and hyper-intelligent Bolan.

Whereas other Nikto see raw might as the key to dominance, the Circle sees technology as the only power in the galaxy to rival the Force, possessing the ability to transform lives, societies and cultures, and to determine the outcome of wars. Since the Belsavis prison break, the Circle members have applied their tireless ingenuity attempting to seize control of Belsavis's security systems and the strange technologies hidden in the deeper parts of the prison.

Category: Organizations

Planet: 16141121725666440689

XP Level: 40

FQN: cdx.​organizations.​inquisitor.​the_circle

The Circle (Inquisitor)
BelsavisImperial401.0.0

The Condemned

Righteous and ideological, the Condemned is a gang of prison inmates united by a common past--unlike their fellow inmates, none of the Condemned have ever been convicted of a crime. Instead, the Condemned are all descended from criminals and dissidents imprisoned on Belsavis. The Republic, fearing exposure, refused to grant amnesty to any prison-born offspring, effectively passing the parents' life sentences on to their children.

These "cell inheritors" were divided and directionless until a young and charismatic Kaleesh named Nyranos united them. Nyranos, whose father was convicted of destroying a Republic embassy on Kashyyyk, grew disillusioned with his imposed imprisonment and petitioned Warden Playt for parole. When his petition was denied, Nyranos rallied his fellow Condemned as they swore to take their freedom by force.

Category: Organizations

Planet: 16141121725666440689

XP Level: 40

FQN: cdx.​organizations.​belsavis.​the_condemned

The Condemned
BelsavisRepublic401.0.0

The Dread Masters

The Dread Masters are powerful Sith Lords who have served the Sith Emperor for centuries as prophets, generals and advisors. Their name was earned when they studied the power of the Phobis devices, artifacts that have driven even the most depraved Sith mad with terror. This power allowed the Dread Masters to destroy entire Republic fleets during the Great War, until they were captured and imprisoned on Belsavis.

The Dread Masters were known to spend years in secluded meditation on Dromund Kaas, emerging only to bring their wisdom to the Emperor or accept gifts from supplicants. Over the decades, they have become inseparable, their immense strength in the Force coming only from all six masters working in unison. Should the Empire ever succeed in freeing them from Belsavis, the galaxy will tremble before them again.

Category: Organizations

Planet: 16141121725666440689

XP Level: 40

FQN: cdx.​organizations.​belsavis.​the_dread_masters

The Dread Masters
BelsavisImperial401.0.0

The Followers of the Hallow Voice (Consular)

In the years before their imprisonment by the Infinite Empire, the Esh-kha had wiped out countless species and expanded onto their conquered worlds. With so much living space, the Esh-kha population exploded. Eventually, a new patriarch was born while the old one was still healthy, something never seen before. This new patriarch, Hallow Voice, also had peculiar new ideas of how the Esh-kha should cooperate with other species.

The Esh-kha realized their group had grown too large and needed to split. Hallow Voice's birth and his unfamiliar ideas were clearly intended to divide their society and keep it from collapsing. As Esh-kha warriors were born who declared themselves for Hallow Voice, the young patriarch agreed to take his followers away from the main group. They settled on a distant world and began reaching out to nearby cultures.

However, the Esh-kha had become known for violence and mass destruction. Only a few tentative alliances were achieved before the Infinite Empire imprisoned the Esh-kha on Belsavis. Still, Jedi historians now wonder if a particular legend of grey-skinned warriors told in the Outer Rim--once thought to concern the Taung--might be a faint memory of Hallow Voice's followers.

Category: Organizations

Planet: 16141121725666440689

XP Level: 40

FQN: cdx.​organizations.​consular.​the_followers_of_the_hallow_voice

The Followers of the Hallow Voice (Consular)
BelsavisRepublic401.0.0

The Imperial Guard

The ultimate non-Force sensitive fighters in the Empire serve the Emperor and the Emperor alone. Although most citizens know them as protectors of the Sith Academy on Korriban and the sanctum of the Citadel on Dromund Kaas, the guardsmen's mandate takes them wherever the Emperor requires. Even the Dark Council has neither control nor oversight of the guard's activities.

Clad in blood-red robes and armor, Imperial Guardsmen serve for life. Chosen for duty and initiated through deadly tests and traditions, those too old for active duty become instructors for the next generation until their skills deteriorate to the point where they are inevitably slain by a new recruit during training.

Fanatic in loyalty and unmatched in martial skill, even a lone Imperial Guard is a formidable opponent capable of standing toe-to-toe with a Jedi... or a Sith, should the occasion arise.

Category: Organizations

Planet: 16141121725666440689

XP Level: 40

FQN: cdx.​organizations.​belsavis.​the_imperial_guard

The Imperial Guard
BelsavisBoth401.0.0

The Scourge (Smuggler)

The Scourge is the largest, best organized and most violent prison gang on Belsavis. Its members are suspected not only of the deaths of multiple prisoners, but also of several Republic guards. It is rumored the Scourge gang controls all illicit trade within the prison. Anyone who wishes to survive on Belsavis must submit to the Scourge's authority.

The gang's vicious leader is Jaardu Raax, a Rodian crime lord and mass murderer. Jaardu killed over three hundred innocent citizens when he set off thermal detonators on a busy Coruscant market street while trying to escape Republic law enforcement. He was given a life sentence on Belsavis, but that has not stopped his violent ways.

Category: Organizations

Planet: 16141121725666440689

XP Level: 40

FQN: cdx.​organizations.​smuggler.​the_scourge

The Scourge (Smuggler)
BelsavisRepublic401.0.0

Deep-Miners

Deep-miner technology has been in development for over a decade. These exceptionally powerful drilling devices were originally conceived by the Imperial machinist Jelven Donn, who was investigating ways to keep mining worlds profitable. Able to drill down to previously unreachable depths, deep-miners would be able to reach resources long thought depleted--in theory. However, Jelven Donn was never able to solve the problem of the deep-miners' power consumption, and lost half a dozen units to overloaded batteries.

With the discovery of Ilum and its unique crystal deposits, Jelven Donn realized that the amplifying capabilities of Adegan crystals could make deep-miner power supplies a viable prospect at last. Deep-miners have since become a staple of Imperial mining efforts on Ilum. However, their deployment close to Ilum's core has concerned some Imperial scientists, who have picked up recent fluctuations in seismic activity.

Category: Organizations

Planet: 16141145871965102174

XP Level: 50

FQN: cdx.​organizations.​illum.​deep_miners

Deep-Miners
IlumBoth501.0.0

Kaleesh Mercenaries

The Kaleesh as a species are known for their strong warrior culture, grounded in a religious belief that great deeds in battle place one on the path to godhood after death. It is not typical, therefore, for Kaleesh to sell themselves as mercenaries, as doing so is often viewed as dishonorable.

With the outbreak of the latest war between the Republic and Empire, however, mercenary work has become too plentiful for the Kaleesh to ignore. Many clans of Kaleesh have formed armies-for-hire, throwing their lot in with the alien-friendly Republic--and charging a high price. Still, the Republic's way of waging war leaves little room for the valiant acts of heroism that form the backbone of Kaleesh religion, and it seems likely that should the Empire move beyond its alien prejudices, the Kaleesh might be persuaded to switch sides.

Category: Organizations

Planet: 16141145871965102174

XP Level: 50

FQN: cdx.​organizations.​illum.​kaleesh_mercenaries

Kaleesh Mercenaries
IlumImperial501.0.0

Black Sun

Black Sun is a powerful crime syndicate that rose to prominence on Coruscant in the latter days of the war. Taking advantage of the chaos and rioting in the city after the planet's sacking, several gangsters joined forces and began seizing control of lower-city neighborhoods. The origin of the syndicate's name is unclear, but a common phrase among despairing Coruscant citizens was "better a black sun than none." Alas, hopes that Black Sun would bring order instead of anarchy died quickly.

For Black Sun, the rioting and looting never really stopped. Although the gangsters have profitable spice- and weapons-trafficking operations, their members, almost to a man, have an extraordinary taste for violence. Civilians are extorted until they have nothing left to extort; afterwards, they're used for target practice. City blocks are incinerated for the pleasure of demolitionists.

Despite the efforts of the Justicars' Brigade, Black Sun has become a force to be reckoned with. The Republic Senate has begun to realize the threat Black Sun represents, but with the syndicate's influence already beginning to stretch beyond Coruscant, stopping it may be impossible.

Category: Organizations

Planet: 16141154995358231178

XP Level: 13

FQN: cdx.​organizations.​coruscant.​black_sun

Black Sun
CoruscantRepublic131.0.0

Coruscant Security

Republic member worlds are required to maintain civilian law enforcement organizations, overseen by their planetary governments instead of the Galactic Senate. Coruscant Security is one of the oldest planetary police forces in the Republic and has a reputation for effectiveness, diversity and (on the whole) positive relations with Coruscant's population.

The Sacking of Coruscant took a toll on Coruscant Security--both in lives lost and burnout as years of rebuilding, riot control and military intervention followed. The rise of major criminal syndicates on Coruscant has embittered many young recruits, and frustrated veterans who were trained to track and arrest individuals, not fight block by block to reclaim territory from gangs.

Some say that unless Coruscant Security is given quasi-military training and heavy equipment, it will eventually be overwhelmed by the planet's problems. Few security officers favor such extreme measures, however--they joined the force to keep the peace, not to fight a war in the streets of the planet they love.

Category: Organizations

Planet: 16141154995358231178

XP Level: 11

FQN: cdx.​organizations.​coruscant.​coruscant_security

Coruscant Security
CoruscantRepublic111.0.0

Migrant Merchants' Guild

On paper, the Migrant Merchants' Guild is a legitimate trade consortium that advocates for refugee rights and supports the Coruscant reconstruction effort. In reality, the Migrant Merchants' Guild is a highly organized crime syndicate that seized power during the riots at the old Galactic Market after the war.

Even before the war's end, the guild served as a front for money laundering and goods smuggling, but kept mostly to nonviolent crime. Its membership was primarily nonhuman, and represented a powerful economic force inside Coruscant's nonhuman immigrant population. When riots broke out, the guild saw an opportunity to claim real power; after security forces withdrew, it was the guild that re-established "order" with its armed goons and provided food and supplies... at a price.

Since then, the Migrant Merchants' Guild has expanded into bribery and extortion, with the old Galactic Market at the heart of its territory, all the while keeping a thin veneer of respectability. Republic security patrols often clash with members of the Migrant Merchants' Guild in an attempt to keep the peace, but recently the guild has been moving its influence from shaking down local businesses to Coruscant politics.

Category: Organizations

Planet: 16141154995358231178

XP Level: 11

FQN: cdx.​organizations.​coruscant.​migrant_merchants_guild

Migrant Merchants' Guild
CoruscantRepublic111.0.0

Strategic Information Service

The Strategic Information Service (SIS) is the Republic's premiere intelligence and espionage agency. Chartered and overseen by the Galactic Senate, the SIS is responsible for information gathering and covert operations both inside and out of Republic space, as well as for assisting the military, local law enforcement and the Jedi Order.

The SIS is the latest in a long line of Republic espionage agencies founded and disbanded over the centuries. Originally a monitoring and decryption arm of the Senate library, the SIS rapidly expanded during the war against the Empire. It remains smaller, more focused and comparatively underfunded in comparison to Imperial Intelligence, but has proven its effectiveness many times over.

Although by no means a secret organization, the SIS keeps a relatively low profile. SIS operations are rarely revealed, and its administrators almost never appear alongside Senators or other officials. This is a public relations gambit--the SIS believes that the Republic citizenry would be uncomfortable with the nature of its work, and so avoids attracting attention and unwanted questions.

Category: Organizations

Planet: 16141154995358231178

XP Level: 12

FQN: cdx.​organizations.​coruscant.​strategic_information_service

Strategic Information Service
CoruscantRepublic121.0.0

The Justicars

Formally known as the Justicars' Brigade, this militia was formed in the years after the Sacking of Coruscant, when a crime syndicate began seizing control of Coruscant's lower regions. The Republic Senate lacked the resources to challenge the syndicate--later called Black Sun--and withdrew its security forces.

Outraged at Black Sun's treatment of the local citizens, a group of ex-military individuals formed the Justicars, intending to retake their neighborhoods. However, eliminating Black Sun and regaining control proved more difficult than the Justicars had expected. They took extreme measures to restore order, beginning with a simple curfew and culminating in the imposition of martial law.

The Justicars have now instituted checkpoints and armed guards throughout their territory, acting with lethal force against anyone lacking "proper clearance." Their unshakeable belief that this is necessary to keep people safe only makes the Justicars more dangerous. Coruscant's government has declared the Justicars a threat to be dismantled, and the Justicars have cut off all communication with outsiders.

Category: Organizations

Planet: 16141154995358231178

XP Level: 13

FQN: cdx.​organizations.​coruscant.​the_justicar

The Justicars
CoruscantRepublic131.0.0

Bog People

Even on Hutta, even in communities built around theft and violence, there are outcasts. People who cross a line, committing acts so vile that their fellow criminals don't dare retain them; people who lose everything, and have nowhere to turn; people who outrage their Hutt overlords. These people are exiled to the swamps, and most die quickly... but not all.

Survivors learn what it takes to endure in the swamps--respirators to cut down on toxic gas inhalation, medicinal compounds to counteract absorbed chemicals, specially treated clothes to alter one's scent, and blasters, of course, for self-defense. But no one can escape the changes wrought by living submerged in poison, and survivors suffer from paranoia, delusions and hallucinations. They become, as locals say, "bog people."

For the most part, bog people aren't organized--but they form packs and adopt new exiles to teach them the ways of the world. They are invariably violent (and most always were, even before becoming pariahs), and target anyone of any species in hopes of obtaining supplies.

Category: Organizations

Planet: 16141158871960526176

XP Level: 1

FQN: cdx.​organizations.​hutta.​bog_people

Bog People
HuttaImperial11.0.0

Czerka Corporation

Originally founded as "Czerka Mining and Industrial," this centuries-old, galaxy-spanning corporation has diversified into businesses ranging from consumer food products to military weapons. It is one of the wealthiest and most successful economic enterprises in operation, conducting commerce on virtually every civilized planet and--as owner of multiple star systems and employer of several billion individuals--has representation in the Republic Senate.

Czerka is unique in being able to negotiate trade agreements with the Hutt Cartel and other independent worlds, crossing political borders with impunity to generate staggering profits. Despite the company's perceived lack of loyalty, no one can afford to stop doing business with Czerka. "Anytime, anywhere... we're there" is the corporation's slogan--a motto that unscrupulous opportunists eagerly endorse.

Category: Organizations

Planet: 16141158871960526176

XP Level: 1

FQN: cdx.​organizations.​global.​czerka_corp

Czerka Corporation
HuttaBoth11.0.0

Hutt Cartel

Officially, the Hutt Cartel is a business alliance between several different Hutt clans, working together towards the common goals of wealth and prosperity. Between its members, the Hutt Cartel controls vast resources, countless credits and many independent worlds--not least among them Hutta, their adopted homeworld, and Nar Shaddaa, the crown jewel of the underworld. Although the Hutts have no formal government, the Hutt Cartel acts as a loose governing body on these worlds and others.

Unofficially, the Hutt Cartel is a ruthless crime syndicate whose goals are not always so united. Turf wars and clan infighting have often left the Cartel in splintered uproar. Personal grudges and cutthroat competition can result in two rival clans warring in the streets one day and feasting together the next.

While historically the Hutt Cartel has remained neutral in galactic affairs, both the Republic and the Empire have made recent attempts to secure the Hutts' loyalty. It remains to be seen what the outcome of these attempts will be--and what effect the Hutt Cartel will have on the galaxy at large.

Category: Organizations

Planet: 16141158871960526176

XP Level: 1

FQN: cdx.​organizations.​global.​hutt_cartel

Hutt Cartel
HuttaBoth11.0.0

Renegade Evocii

Not all Evocii have accepted the Hutts' tyranny; many Evocii prefer to fight, rather than kneel, when they first taste the foreman's lash. These radicals are typically shunned by their tribesmen, who fear that associating with rebels will incur the Hutts' wrath.

Such outcasts often band together to form small, informal tribes that work together to overthrow the Hutts. While these renegade Evocii are rarely able to confront the Hutts directly, Cartel enforcers and foremen alike have learned to fear these bloodthirsty outlaws.

Category: Organizations

Planet: 16141158871960526176

XP Level: 1

FQN: cdx.​organizations.​hutta.​renegade_evocii

Renegade Evocii
HuttaImperial11.0.0

Morgukai

The Morgukai are a secretive cult of Nikto warriors united by their ritual combat techniques and strong suspicion of Force-users. Renowned as Jedi-killers, the Morgukai are often courted by the Empire--frequently unsuccessfully, as the cult has a strong sense of honor and is keenly aware that the Empire views Nikto as a lesser species. In truth, many Morgukai view Sith as unfavorably as they view Jedi.

Fighting with cortosis weapons built to survive the blow of any lightsaber, Morgukai rely on a master-student relationship to train new initiates. Beyond their incredible abilities in combat, however, the philosophical teachings of the Morgukai cult are a mystery--they do not speak of their beliefs to outsiders, even under threat of death.

Category: Organizations

Planet: 16141165292934571748

XP Level: 32

FQN: cdx.​organizations.​taris_imp.​morgukai

Morgukai
Taris (Imp)Imperial321.0.0

Pirates and Scavengers

The former wealth of Taris is well known throughout the Outer Rim, and the planet has no shortage of eager treasure hunters looking to stake a claim. While there are those content to scavenge the ruins and sell their findings offworld, others find it easier to simply take the valuable salvage at blaster-point.

Although once at odds with the pirate and scavenger gangs, the Republic recently brought a group of these dangerous thugs into line, dragging their operations into the realm of legality and enlisting them in the reconstruction effort. With the Empire's invasion, the gangs have had little choice but to flee the planet or become a brutal mercenary force--protecting their investment by slaughtering any Imperial troops they can trap, ambush or murder.

Category: Organizations

Planet: 16141165292934571748

XP Level: 32

FQN: cdx.​organizations.​taris_imp.​pirates_and_scavengers

Pirates and Scavengers
Taris (Imp)Imperial321.0.0

Tarisian Settlers

As the Republic began its reconstruction of Taris, the planet's hostile jungles and ruins became habitable for the first time. Offworld refugees from across the galaxy petitioned for the chance to be among Taris's first settlers. Republic politicians eagerly publicized the humanitarian resettlement and showered the lucky colonists with gifts of aid. Although there were severe difficulties early on, the refugees eventually took root and thrived.

But the flourishing recolonization was not to last. The shadows of an Imperial fleet soon blotted out the sky, and as the sunlight faded so too did any hope for the Tarisian settlers. Thousands fled into the Republic military's protective arms, while more pessimistic settlers abandoned Taris entirely. The Cathar and Nikto colonists, however, refused to move. Taris was their new home, and they are prepared to die defending it.

Category: Organizations

Planet: 16141165292934571748

XP Level: 32

FQN: cdx.​organizations.​taris_imp.​tarisian_settlers

Tarisian Settlers
Taris (Imp)Imperial321.0.0

The 75th Legion

As the personal legion of Lord Vago, the Seventy-Fifth carries out its master's will with unflinching devotion. Each soldier serves his or her lord with a cult-like fervor, proudly marching into the deadliest of conflicts in Vago's name. Their dedication is not undeserved; Vago has brilliantly led them into victory after victory, and treats his legionnaires as he would his own children.

Those who fail in their duty to the Seventy-Fifth and survive are removed from service. However, although many are adamant that these failures are only transferred into lesser companies, rarely are they actually seen again. Whatever punishment Vago delivers, he makes sure to keep it private and mysterious.

Category: Organizations

Planet: 16141165292934571748

XP Level: 32

FQN: cdx.​organizations.​taris_imp.​the_75th_legion

The 75th Legion
Taris (Imp)Imperial321.0.0

Imperial Reclamation Services

The greatest strength of the Empire comes not in the form of weapons or armies, but in the awesome power of the dark side. Understanding this, the Dark Council created the Imperial Reclamation Service to scour the galaxy in search of legendary Sith artifacts. Since its early days, the service has expanded its mission to include any ancient object, technological or religious, from any culture--so long as it empowers the Empire.

Technically a division of the military, the Reclamation Service is comprised of a mix of scholars and archaeologists working alongside experienced officers given a crash course in history. Although sometimes regarded with suspicion or derision by the rank-and-file soldiers, the Sith Lords and senior officials understand the Reclamation Service has the potential to single-handedly change the galactic struggle.

On Imperial-controlled worlds, the service has the resources and authority to oversee massive excavations if evidence suggests valuable artifacts may be unearthed. On neutral and Republic-aligned worlds, however, they must rely on covert methods to claim lost treasures before they fall into the hands of the enemy.

Category: Organizations

Planet: 16141178175742985098

XP Level: 24

FQN: cdx.​organizations.​tatooine.​imperial_reclamation_services

Imperial Reclamation Services
TatooineImperial241.0.0

The Ghost Cell (Agent)

The ghost cell is an urban legend in the intelligence community--an explanation or an excuse for disasters otherwise inexplicable. Rumors describe an organization on a remote planet somewhere in the galaxy devoted to the training and education of master killers--an organization that seeks out radicals and terrorists in order to further develop their abilities, to help assassins and saboteurs turn their talents into art. Once trained, ghost cell operatives are returned to the galaxy to wreak havoc, disguised as the men and women they kill and capable of bringing down planetary governments.

Neither Imperial Intelligence nor the Strategic Information Service has ever found proof of the ghost cell's existence. The only reason the legend has any credibility is its recurrence--different informants spread across known space have spoken of its existence. None of these informants survived long enough to be debriefed.

Category: Organizations

Planet: 16141178175742985098

XP Level: 24

FQN: cdx.​organizations.​agent.​the_ghost_cell

The Ghost Cell (Agent)
TatooineImperial241.0.0

Twin Suns

A loose affiliation of pirates, smugglers and thugs, the Twin Suns are found almost exclusively on the desert world of Tatooine. Those who join the Twin Suns typically fall into two categories: independents and exiles.

Independents are individuals or small gangs seeking protection from more established criminal organizations like the Exchange or the Hutt Cartel. Exiles are former members of these established syndicates that have been forced out for reasons ranging from suspected betrayal to mental instability to simply choosing the wrong side in a power struggle.

The Twin Suns rely on brinksmanship to offset their small numbers. Reacting to even the smallest perceived threat to their people or territory with a completely inappropriate level of violent response has convinced larger criminal organizations to mostly avoid them. Should the Twin Suns try to expand beyond Tatooine, however, they would quickly be crushed by their much stronger rivals.

Category: Organizations

Planet: 16141178175742985098

XP Level: 26

FQN: cdx.​organizations.​tatooine.​twin_suns

Twin Suns
TatooineBoth261.0.0