Ilum Landing Zone Before the war, what's now the largest space traffic hub on Ilum was only a barren field of snow, ice and crystal. With the Empire's return, Ilum became less of a remote temple world for Jedi pilgrims and more of a Jedi holdfast against the encroaching invaders. Ilum's unknown location and hard-to-navigate hyperspace lanes made it ideal for hiding important assets and launching sneak attacks, though its primary value was in providing lightsaber crystals for the suddenly militarized Jedi. As Ilum's military value increased, so did the size of its landing zones.
Now that the Empire has come to Ilum, the landing zone has become a fortified complex of considerable dimensions and a vital target for Imperial attacks. FQN: cdx.locations.illum.ilum_landing_zone Ilum Landing Zone | | | Both | | 1.0.0 |
[blowing_up_a_door] FQN: cdx.pvp.voidstar.imperial.blowing_up_a_door [blowing_up_a_door] | | | Both | | 1.0.0 |
[blowing_up_a_door] FQN: cdx.pvp.voidstar.republic.blowing_up_a_door [blowing_up_a_door] | | | Both | | 1.0.0 |
[defused_a_bomb] FQN: cdx.pvp.voidstar.republic.defused_a_bomb [defused_a_bomb] | | | Both | | 1.0.0 |
[defused_a_bomb] FQN: cdx.pvp.voidstar.imperial.defused_a_bomb [defused_a_bomb] | | | Both | | 1.0.0 |
[downloaded_the_datacore] FQN: cdx.pvp.voidstar.imperial.downloaded_the_datacore [downloaded_the_datacore] | | | Both | | 1.0.0 |
[downloaded_the_datacore] FQN: cdx.pvp.voidstar.republic.downloaded_the_datacore [downloaded_the_datacore] | | | Both | | 1.0.0 |
[kill_rare_vendor] FQN: cdx.pvp.tatooine.republic.kill_rare_vendor [kill_rare_vendor] | | | Both | | 1.0.0 |
[kill_rare_vendor] FQN: cdx.pvp.tatooine.imperial.kill_rare_vendor [kill_rare_vendor] | | | Both | | 1.0.0 |
[winning_a_match] FQN: cdx.pvp.voidstar.imperial.winning_a_match [winning_a_match] | | | Both | | 1.0.0 |
[winning_a_match] FQN: cdx.pvp.voidstar.republic.winning_a_match [winning_a_match] | | | Both | | 1.0.0 |
Colicoid Creation Nest The Colicoid Creation Nest is the nexus of Colicoid droid manufacturing, technological research and trade. Although the nest is often described as a corporation, the translation does not fit exactly--the nest's hierarchy resembles that of a Colicoid hive and its activities center on research rather than profit. Rivals like Czerka Corporation and Systech often hire specialists to help them understand the complex nature of the nest; many of these "specialists" have been devoured by the Colicoids as part of their standard business practices.
Despite its oddities, the Colicoid Creation Nest is considered one of the galaxy's technological and manufacturing powerhouses. Among its many other achievements, the nest is responsible for several pioneering droid models and an advanced ion cannon that has half the power consumption of Republic designs. Unfortunately, the Colicoids are well aware of the value of their technology, and they demand a heavy price for it--a price not always counted in credits.
Category: Locations XP Level: 40 FQN: cdx.achievements.flashpoint.colicoid_war_game.area_codex Colicoid Creation Nest | Locations | | Both | 40 | 1.0.0 |
Hammer Station Pressed by the Sith Empire during the war, the Republic Senate sank its meager resources into ever-more desperate measures to end the conflict. One of the resulting projects was Hammer Station, a prototype mobile facility built around a combined tractor beam and massive gravity cannon. The tractor beam captured nearby asteroids, and the cannon launched the asteroids at near-relativistic speeds at a chosen target. No shield could handle that magnitude of kinetic energy. When positioned over a planet, Hammer Station was capable of devastating entire cities in a single shot.
However, Hammer Station's attacks could not be tempered. The asteroids caused planet-wide dust clouds and groundquakes, rendering entire worlds nearly uninhabitable. After seeing the destruction, the Republic Senate could not authorize its use, even against the Empire, and ordered the project scrapped. The Hammer Station project files were classified and later destroyed in a Senate tower bombing after the Treaty of Coruscant was signed.
Category: Locations XP Level: 21 FQN: cdx.achievements.flashpoint.bringing_down_the_hammer.area_codex Hammer Station | Locations | | Both | 21 | 1.0.0 |
Maelstrom Prison Located along the Relgim Run, the vast Maelstrom Nebula has hampered navigators and explorers for centuries; the nebula's unpredictable electromagnetic radiation means the safe routes through the Maelstrom change every few minutes. When the Empire came into possession of an ancient Gree computer capable of calculating safe passage through the Maelstrom, however, Imperial strategists decided the nebula would be the perfect location to house high-risk prisoners.
The Maelstrom Prison is a massive space station that uses both modern and ancient methods of containment. Intelligence recovered by the Republic SIS suggests some chambers were built according to specifications provided by the Emperor himself. The exact number of prisoners held is unknown, but tentative projections put the number at less than thirty; this, in turn, suggests that freeing any of the inmates would be a significant blow to the Empire. Category: Locations XP Level: 30 FQN: cdx.locations.revan_arc.maelstrom_prison Maelstrom Prison | Locations | | Republic | 30 | 1.0.0 |
Port Nowhere (Smuggler) Originally an Azalus-class Hutt dreadnought, "Port Nowhere" was transformed into a mobile space station catering to less-than-legitimate business. It rapidly became a favorite destination for smugglers, black market merchants and other outlaws. Of all the galaxy's seedy spaceports, only Port Nowhere offered true freedom.
For years, Port Nowhere traveled between Hutt Space, the Outer Rim and the Core Worlds. It stopped in neutral sectors and broadcasted its coordinates on coded HoloNet frequencies. Criminals converged on the station and conducted business before it jumped back to hyperspace, always remaining one step ahead of the law.
Recently, however, Port Nowhere suffered a major hyperdrive malfunction that left it stranded. When or whether the station shall resume its former mobility remains a mystery. Category: Locations XP Level: 40 FQN: cdx.locations.open_world.act_2.port_nowhere Port Nowhere (Smuggler) | Locations | | Republic | 40 | 1.0.0 |
The Foundry Built into a massive asteroid in a long-forgotten star system, the Foundry is an engineering marvel. According to data obtained by Imperial Intelligence, the Foundry has at least twelve manufacturing levels capable of producing thousands of droids. Vast tunnels honeycombing the asteroid suggest automated mining droids were used to pick the interior clean of any useful ores. The Imperial Reclamation Service believes the Foundry now uses a network of tractor beams to capture and break apart nearby asteroids, providing raw materials for its endless mass production.
The Foundry appears to be at least twenty to thirty thousand years old, built by a long-forgotten alien species. Its specifications resemble those of three other space stations discovered by the Empire, each possessing vast power--one, the "Star Forge," constructed fleets of warships, while another was capable of xenoforming entire planets. The extent of the Foundry's production capabilities are as yet unknown, but if history is any guide, the station could change the galaxy. Category: Locations XP Level: 30 FQN: cdx.locations.revan_arc.the_foundry The Foundry | Locations | | Imperial | 30 | 1.0.0 |
Balmorran Arms Factory The Balmorran Arms corporation has been one of Balmorra's largest and most influential manufacturers of weapons, military equipment and droids for over a century. Its products cemented Balmorra's reputation as a producer of high-quality technology, and shortly before the Imperial invasion, the company built a new factory headquarters--at the time, declared the most state-of-the-art arms production and research facility in the galaxy.
When the Empire invaded, however, the Balmorran Arms Factory found a different purpose. The compound's massive walls and production facilities became the core of the Balmorran resistance effort, giving Republic troops and Balmorran soldiers an impenetrable fortress with a nearly endless supply of resources and weaponry. In the years since, the factory has been under constant siege, but has never fallen. Rumor has it that the resistance has even taken advantage of the factory's research facilities, developing devastating new technology to drive the Empire off Balmorra. Category: Locations Planet: 16140903155296015570 XP Level: 18 FQN: cdx.locations.balmorra_imp.balmorran_arms_factory Balmorran Arms Factory | Locations | Balmorra (Imp) | Imperial | 18 | 1.0.0 |
Bugtown Bugtown represents the deadly, shattered remnants of Balmorran technological pride--ground zero for the planet's Colicoid infestation. Known originally as Lab 352, the genetic research facility came to be known as Bugtown when the Empire invaded. One of the Empire's many acts of sabotage involved releasing the results of Lab 352's biological experiments: the vicious, mutated Colicoids. The insects quickly overran the area, killing the facility's staff.
Since the initial invasion, the Colicoids have gradually spread from the Bugtown ruins out across the planet. Why the Balmorrans were mutating Colicoids is unknown--everyone behind the experiments seemingly died when the creatures were set free. Still, if answers are to be found, they will be found in Bugtown's databanks. Category: Locations Planet: 16140903155296015570 XP Level: 19 FQN: cdx.locations.balmorra_imp.bugtown Bugtown | Locations | Balmorra (Imp) | Imperial | 19 | 1.0.0 |
Ghost Town One of many small, unnamed factory towns on Balmorra, the place now known as Ghost Town was the site of experimental industrial farming operations meant to produce man-made, dense, nutrient-rich plants capable of feeding hundreds with only a small quantity.
Ghost Town saw all its inhabitants massacred during the Imperial invasion. Since then, the resistance has crept into the area, using the abandoned buildings to launch guerrilla attacks on Imperial forces and a nearby cave system as a base for anti-aircraft assaults on Imperial squadrons. The small gardens have also been brought back into operation, supplying food for the resistance. Category: Locations Planet: 16140903155296015570 XP Level: 17 FQN: cdx.locations.balmorra_imp.ghost_town Ghost Town | Locations | Balmorra (Imp) | Imperial | 17 | 1.0.0 |
Hazard Vault 305 (Inquisitor) To protect their thriving industrial world, the Balmorran government commissioned a series of tightly sealed underground vaults for storage of the toxic waste produced by the planet's many factories. One of these, Hazard Vault 305, was built into a pre-existing cave to collect the waste from the Balmorran Arms Factory; the Balmorran government did not suspect that the cave had been used by the Sith Lord Tulak Hord to hide one of his artifacts.
During the Imperial invasion of Balmorra, missile barrages damaged the hazard vault, causing its contents to leak and providing a way inside for anyone capable of surviving the deadly waste. Category: Locations Planet: 16140903155296015570 XP Level: 18 FQN: cdx.locations.inquisitor.hazard_vault_305 Hazard Vault 305 (Inquisitor) | Locations | Balmorra (Imp) | Imperial | 18 | 1.0.0 |
Okara Droid Factory Prior to the Imperial invasion, Balmorra was one of the galaxy's foremost producers of military droids, due in no small part to the Okara Droid Company. When the Empire invaded, its technicians uploaded a virus to the company's manufacturing center--the massive, automated Okara Droid factory--in hopes of turning the factory against the Balmorrans.
The virus worked too well, and the factory's defense droids and systems took over entirely, resuming production operations and attacking any and all life that came near. The Empire is currently making efforts to bring the factory under control, but so far has had little success. Category: Locations Planet: 16140903155296015570 XP Level: 16 FQN: cdx.locations.balmorra_imp.okara_droid_factory Okara Droid Factory | Locations | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Outpost Traken-4 Named for the old Traken-4 ChemWorks, Outpost Traken-4 is now held by the Balmorran resistance. The ChemWorks were destroyed in the Imperial bombardment of Balmorra, and the entire area surrounding the outpost is covered in pools of deadly chemical waste.
The toxic pools have been a boon to resistance defenders at the outpost--the choke points leading around the pools are well defended, making a large-scale assault impossible. Resistance fighters stationed at the outpost must rotate to other locations on Balmorra frequently, however: the long-term effects of exposure to the chemical waste are unknown. Category: Locations Planet: 16140903155296015570 XP Level: 16 FQN: cdx.locations.balmorra_imp.outpost_traken_4 Outpost Traken-4 | Locations | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Outpost Victory Built into one of the craters created by the Imperial bombardment, Outpost Victory began as a small outpost of resistance fighters. Over the years, however, it has grown into one of the resistance's major outposts, guarded by enormous anti-aircraft guns and shields to defend against orbital strikes. Imperial prisoners captured by the resistance are often held in Outpost Victory, and lately there have been unconfirmed rumors of a Republic presence at the outpost. Category: Locations Planet: 16140903155296015570 XP Level: 16 FQN: cdx.locations.balmorra_imp.outpost_victory Outpost Victory | Locations | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Sobrik Sobrik was the original capital of Balmorra before the more advantageous location of Bin Prime was chosen to replace it three hundred years ago. Since then, the city of Sobrik has first shrunk, then been almost entirely obliterated by bombing runs and rebuilt by Imperial engineers.
Sobrik was one of the last cities to hold out during the Imperial invasion of the planet; because of this and its close proximity to the state-of-the-art Balmorran Arms and Okara Droid factories, the Empire has made Sobrik the headquarters of its occupation, maintaining tight control over the remaining civilian population. Category: Locations Planet: 16140903155296015570 XP Level: 16 FQN: cdx.locations.balmorra_imp.sobrik Sobrik | Locations | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Troida Military Workshop The Troida Military Workshop epitomizes the "new" Balmorra. Ostensibly an independent business, it nonetheless answers to the Empire and serves as a supply depot and weapons manufacturer for Imperial headquarters in Sobrik. Its overseers are expected to worry about Imperial edicts first, and profit last.
Not surprisingly, its workers have been known in the past to harbor resistance sympathies. Nevertheless, its production remains strategically vital to the Imperial war effort, and caravans between Sobrik and Troida have been subjected to frequent guerrilla attacks by the resistance in an attempt to cut off the lifeblood of the Empire on Balmorra. Category: Locations Planet: 16140903155296015570 XP Level: 16 FQN: cdx.locations.balmorra_imp.troida_military_workshop Troida Military Workshop | Locations | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Balmorran Arms Factory Built shortly before the Imperial invasion by the prestigious Balmorran Arms corporation, the Balmorran Arms factory is unrivaled in its weapons production and research capabilities. It was designed to construct military equipment ranging from personal arms and armor to droids and heavy vehicles, all with top-notch quality and efficiency.
Due to its tremendous manufacturing capacity, the fortress-like factory was one of the last holdouts of the resistance during the Imperial invasion, providing an almost inexhaustible supply of weapons and supplies to the besieged Balmorran people. Once the Empire finally gained control of the factory, however, the Imperial military wasted no time in putting the facilities to its own use. Category: Locations Planet: 16140924047723196937 XP Level: 32 FQN: cdx.locations.balmorra_rep.balmorran_arms_factory Balmorran Arms Factory | Locations | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Bugtown Once a genetic research facility called Lab 352, this complex became known as "Bugtown" after the Colicoids--mutated insectoids used as experimental bioweapons--were released from the facility by Imperial saboteurs. The Colicoids took over the area surrounding the laboratory and began to infest the rest of the planet.
Republic forces have managed to retake the old laboratory, clearing out the Colicoids and establishing a forward outpost. While much of the Colicoid infestation remains, the population has been contained by the Imperial and Republic fighting; for now, the Republic can keep its unorthodox base. Category: Locations Planet: 16140924047723196937 XP Level: 32 FQN: cdx.locations.balmorra_rep.bugtown Bugtown | Locations | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Camp Conquest The former site of the resistance's "Outpost Victory," this base was built into a crater formed during the Imperial bombardment of Balmorra. Losing the outpost was costly for the resistance, and the Empire renamed it to remind the Balmorran people of the consequences of defiance.
Camp Conquest now serves as a forward base and prison camp for the Empire, housing several command and control centers alongside holding cells for high-value prisoners. Well-guarded by turrets and shields and boasting a significant terrain advantage, the camp is a symbol of Imperial oppression and domination. Category: Locations Planet: 16140924047723196937 XP Level: 32 FQN: cdx.locations.balmorra_rep.camp_conquest Camp Conquest | Locations | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Camp Jacent Camp Jacent was established in the ruins of a Balmorran factory town, formerly used by the resistance to launch guerilla strikes against the Empire. Now, it is a strategically placed and defensible supply base for Imperial troops.
Before the Imperials set up camp, the area was occasionally referred to as Ghost Town, as every last inhabitant had been massacred during the Imperial invasion. Buildings were left abandoned and damage sustained to the town went unrepaired, leaving it a graveyard of scrap metal and scorched ground. Category: Locations Planet: 16140924047723196937 XP Level: 32 FQN: cdx.locations.balmorra_rep.camp_jacent Camp Jacent | Locations | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Okara Droid Factory Another victim of the Empire's many acts of sabotage during its initial invasion, the Okara Droid factory was one of the most productive droid manufacturers on Balmorra. Imperial technicians uploaded a virus into the automated factory's system, turning its military droids against the Balmorran population. But the virus was too successful--the droids fully secured the factory and continued production, forcing the Empire to take it back through military action.
Now, after several hard-fought battles, Imperial soldiers have moved into the factory and established a base of operations there. Technicians are hard at work reversing the damage they caused, and hope to resume production of military droids to supplement the occupation force. Category: Locations Planet: 16140924047723196937 XP Level: 32 FQN: cdx.locations.balmorra_rep.okara_droid_factory Okara Droid Factory | Locations | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Sobrik Sobrik was the original capital of Balmorra before the more advantageous location of Bin Prime was chosen to replace it three hundred years ago. Since then, the city of Sobrik has first shrunk, then been almost entirely obliterated by bombing runs and rebuilt by Imperial engineers.
Sobrik was one of the last cities to hold out during the Imperial invasion of the planet; because of this and its close proximity to the state-of-the-art Balmorran Arms and Okara Droid factories, the Empire has made Sobrik the headquarters of its occupation, maintaining tight control over the remaining civilian population. Category: Locations Planet: 16140924047723196937 XP Level: 32 FQN: cdx.locations.balmorra_rep.sobrik Sobrik | Locations | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Troida Military Workshop For most of the Imperial occupation, the Troida Military Workshop kept supplies and goods flowing into Imperial headquarters in Sobrik. Balmorran resistance members often staged raids on Troida convoys, denying the Empire resources while securing much-needed supplies for themselves. But Troida's workers--ordinary citizens forced to work under Imperial oppression--also harbored resistance leanings, resentful that their independent company answered only to the Empire's directives.
As the resistance on Balmorra crumbled, Troida became a rallying point for surviving resistance fighters. Imperial control was cast off, and now the workshop is the largest remaining base for the persistent Balmorran freedom fighters. Category: Locations Planet: 16140924047723196937 XP Level: 32 FQN: cdx.locations.balmorra_rep.troida_military_workshop Troida Military Workshop | Locations | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Jedi Temple Since the destruction of the original temple during the Sacking of Coruscant, the Jedi Temple on Tython has become the spiritual home and sanctuary of the Jedi Order. Housing meditation rooms, lecture theaters and the Jedi Archives, the temple's architecture was deliberately changed from the original on Coruscant, in line with the Jedi philosophy of non-attachment. The new design is intended to echo the style of Alderaan's famous castles and to evoke the Jedi virtues of humility, serenity and patience.
Construction began a year after the Jedi made a permanent settlement on Tython and took three years to complete using local Tythonian stone and timber. The temple's site, built upon the ruins of a much older temple, was chosen by the Jedi Council after a week of fasting and meditation. While the temple's formidable technological defenses are concealed and integrated into the architecture, it's the presence of the Council and the Jedi who train there who truly ensure its safety from invaders. Category: Locations Planet: 16140933910212274443 XP Level: 3 FQN: cdx.locations.tython.jedi_temple Jedi Temple | Locations | Tython | Republic | 3 | 1.0.0 |
Kalikori Village Named after an old Twi'lek word for "beginning," Kalikori village is a settlement in the Tythonian hills, founded by a group of Twi'lek Pilgrims fleeing persecution. The Pilgrims asked the Republic for permission to settle on Tython but were refused; defying the ruling, the Pilgrims founded a small camp that gradually grew into Kalikori village. The village Matriarch's home is built on the site of the original landing.
Kalikori is technically an illegal settlement, without protection under Republic law. As the village grew, boasting fertile fields and its own irrigation system, the Twi'lek Pilgrims realized they were expanding into Flesh Raider territory and have been fighting off the creatures ever since without outside help. Despite the anger of the villagers at the Jedi who have "abandoned" them, many Padawans travel to Kalikori village to seek the Matriarch's blessing or to learn about the Pilgrims' teachings. Category: Locations Planet: 16140933910212274443 XP Level: 4 FQN: cdx.locations.tython.kalikori_village Kalikori Village | Locations | Tython | Republic | 4 | 1.0.0 |
Ruins of Kaleth Crumbling walls and rubble are all that remain of the fortified city of Kaleth. Carvings at Kaleth suggest the site has been inhabited and abandoned more than once over the millennia--but always by Force users. This has given rise to dozens of theories about Kaleth from scholars at the Jedi Temple, not to mention interest from archaeologists seeking artifacts of the ancient Jedi. Unfortunately, exploration of Kaleth is hampered by ancient hostile droids that still roam the ruins.
The presence of these droids, the discovery of surviving computers and reports of strange lights at night prove Kaleth still has sections with functioning power despite being abandoned for centuries. Because of this, some members of the first expedition to Tython recommended restoring Kaleth and making it the new settlement of the Jedi Order. The Jedi Council decided against this, however, preferring to study Kaleth and its history from a distance. Category: Locations Planet: 16140933910212274443 XP Level: 5 FQN: cdx.locations.tython.ruins_of_kaleth Ruins of Kaleth | Locations | Tython | Republic | 5 | 1.0.0 |
The Chamber of Speech The Chamber of Speech is mentioned several times in surviving histories of Kaleth, though only in passing. The scrolls Jedi Knight Do Zonn obtained suggest the chamber was a repository of knowledge in some form, and reference a mysterious being who was master of the chamber's lore.
Attempts to fully examine the old machines in the Chamber of Speech have proved fruitless, as the battle droids that guard the ruin are particularly violent. There is evidence that the droids were programmed to return to the chamber if its other defenses failed. Whatever secrets the chamber hides, the ancients of Kaleth were careful to protect them. Category: Locations Planet: 16140933910212274443 XP Level: 9 FQN: cdx.locations.tython.chamber_of_speech The Chamber of Speech | Locations | Tython | Republic | 9 | 1.0.0 |
The Forge Since the rebuilding of the temple, the very best of the young Jedi have braved the paths through the mountains, hoping to make their first lightsabers at the monument known as the Forge--the ancient Tythonians' site for creating or mending weapons. When the Jedi returned to Tython, they had only scraps of information on the Forge's location; it took ten months before a small team finally discovered it, overgrown by vines and half-buried by a landslide.
Despite the Forge's power, many Jedi have sensed a strange darkness or corruption in the region surrounding the Forge. The local beasts are unusually vicious, and the weather often changes without warning. These phenomena mean only the most skilled and combat-ready Padawans are encouraged to seek out the Forge.
Category: Locations Planet: 16140933910212274443 XP Level: 9 FQN: cdx.locations.tython.the_forge The Forge | Locations | Tython | Republic | 9 | 1.0.0 |
The Gnarls "The Gnarls" is a name given to the wilds near the outpost and landing pads beneath the Masters' Retreat. It was nicknamed for the thick undergrowth that originally covered the region, which took several months to clear. The original explorers of Tython discovered and restored ruined stone paths and bridges leading through the Gnarls, suggesting these wilds were once used by the ancient Jedi.
Although still a proving ground for Jedi Padawans, in recent years the Gnarls has become increasingly dangerous. Wild animals have begun migrating closer to the Gnarls outpost, and there have been sightings of Tython's native Flesh Raiders in neighboring sectors. The Jedi Council is in discussions about moving the training grounds to a safer region, but many Masters feel that risk is necessary at a certain level of tutelage; the galaxy is dangerous, and Jedi can't be shielded forever if they're to be prepared.
Category: Locations Planet: 16140933910212274443 XP Level: 1 FQN: cdx.locations.tython.the_gnarls The Gnarls | Locations | Tython | Republic | 1 | 1.0.0 |
Tythos Ridge The primitive Flesh Raiders have turned the once-lush mountains of Tythos Ridge into a horrific camp from which to launch their raids on the other denizens of Tython. The ground is black and barren; the trees and foliage burned away. The air is thick with the stench of death, and piles of bones desecrate ancient Tythonian pillars, mute testament to the countless victims of the Flesh Raiders' appetites.
Tythos Ridge was never fully studied during the early stages of Tython's Jedi reoccupation; Master Bestros proposed its use as a meditation retreat, but since then, the increasing number of Flesh Raiders has made exploration impossible. It is unclear whether a small Flesh Raider village was the seed for this now-vast settlement, or whether the Flesh Raiders migrated to the ridge en masse--but either way, for Jedi Masters seeking to understand the creatures, further reconnaissance of the ridge is an absolute necessity. Category: Locations Planet: 16140933910212274443 XP Level: 5 FQN: cdx.locations.tython.flesh_raider_territory Tythos Ridge | Locations | Tython | Republic | 5 | 1.0.0 |
Club Vertica Casino On a world full of bright lights and glamorous casinos, Club Vertica was quick to establish itself as an exclusive experience. Run by a mysterious wealthy backer, Club Vertica strictly monitored admittance for its first several years. As a rule, only the wealthiest, best-dressed and most beautiful patrons were allowed entrance; exceptions were made only as they suited the fancy of Club Vertica's owner.
Recently, the restrictions were loosened, sparking rumors that Club Vertica had been sold. Still, much of its old reputation remains; if you want to seem important on Nar Shaddaa, you talk about going to Club Vertica. Category: Locations Planet: 16140948956820683845 XP Level: 20 FQN: cdx.locations.nar_shaddaa.club_vertica_casino Club Vertica Casino | Locations | Nar Shaddaa | Republic | 20 | 1.0.0 |
Corellian Sector Although individuals from many planets and species live in the Corellian Sector, it's humans of Corellian descent who made the area what it is today: a pro-Republic criminal's paradise. There is no cargo that can't be offloaded here and no job so dirty that someone won't take it. The families of migrant workers live alongside grizzled Republic veterans who settled on Nar Shaddaa to retire in style, happily turning a blind eye to the darker activities around them.
Over the past decade, the gangs and pirates of the Corellian Sector have become overshadowed by the presence of the Exchange. Once a group mentioned primarily in HoloNet information crime reports, the Exchange crime syndicate has found an army of able recruits on Nar Shaddaa willing to back its slicers and spice-refiners with muscle--much to the dismay of the Hutt Cartel. Category: Locations Planet: 16140948956820683845 XP Level: 21 FQN: cdx.locations.nar_shaddaa.corellian_sector Corellian Sector | Locations | Nar Shaddaa | Imperial | 21 | 1.0.0 |
Duros Sector The glitz and glamour of Nar Shaddaa hides an uglier side. One of the poorest sectors on Nar Shaddaa, the Duros Sector hosts men and women who've been exploited and left behind--refugees of war and casualties of the immense wealth hoarded by Nar Shaddaa's Hutt masters.
The peoples of the Duros Sector--the majority Duros, but with a mixed minority of Evocii and other alien species--have watched Nar Shaddaa's wealth grow and seen none of it for themselves. Some have lived in the sector for generations, while others are recent immigrants desperate for any work they can find. The residents' unrest has been stirred by charismatic leaders in the past, from Jedi Masters to would-be warlords. Category: Locations Planet: 16140948956820683845 XP Level: 22 FQN: cdx.locations.nar_shaddaa.duros_sector Duros Sector | Locations | Nar Shaddaa | Imperial | 22 | 1.0.0 |
Lower Industrial Sector Factories and corporate offices cover much of Nar Shaddaa's surface, and the Lower Industrial Sector houses some of the oldest industrial facilities and warehouses still in use--some dating back hundreds of years to the Evocii's construction of the city. But layers of rust haven't prevented new tenants from making use of these resources.
The Empire operates a series of front corporations out of Nar Shaddaa, concentrated in the lower levels. These companies are used to provide experimental weaponry and technologies to the Empire at a discount rate, facilitate the slave trade that fuels Imperial labor across the galaxy, and serve as a clearinghouse for cargo, credits and individuals being moved through non-Imperial space.
The Hutt Cartel also maintains an interest in the sector --buildings not leased to the Empire store spice, adrenals and implants. The warehouses are heavily guarded, and some are rumored to hide the special projects of individual Hutts from their rivals. Category: Locations Planet: 16140948956820683845 XP Level: 24 FQN: cdx.locations.nar_shaddaa.imperial_industrial_sector Lower Industrial Sector | Locations | Nar Shaddaa | Both | 24 | 1.0.0 |
Network Access As the technological heart of the galaxy, Nar Shaddaa is home to Network Access, a vital HoloNet hub that governs all HoloNet operations on Nar Shaddaa and much of Hutt Space. Billions of transactions and communications are processed each second by Network Access computer systems, ensuring the proper functioning of communications throughout the sector.
Boasting the galaxy's most state-of-the-art security protocols, Network Access is the ultimate challenge for enterprising slicers. The wealthy and powerful pay good money for information pirates to break into Network Access and recover data, redirect communications or simply "tweak" the truth. As one of the most heavily guarded places on Nar Shaddaa, anyone who manages to infiltrate Network Access's inner workings earns the status of legend. Category: Locations Planet: 16140948956820683845 XP Level: 23 FQN: cdx.locations.nar_shaddaa.network_access Network Access | Locations | Nar Shaddaa | Imperial | 23 | 1.0.0 |
Nikto Sector Nar Shaddaa has ever been an attractive world for Nikto enforcers seeking employment with the Hutt Cartel. The Nikto Sector, as it is now known, began as a place where Nikto warriors came to attract the attention of prospective employers, but the sector was formally bequeathed to the Nikto Horoth Gendi by his Hutt master when he saved the Hutt's life and business in an act of quick-thinking bloodshed.
Horoth Gendi used the opportunity to found his own gang and free himself from servitude to higher powers. Since that time, the Nikto Sector has fallen under the control of a succession of Nikto gangs seeking a bigger piece of Nar Shaddaa's underworld business--the latest of these gangs being the formidable Kintan Kings. Category: Locations Planet: 16140948956820683845 XP Level: 21 FQN: cdx.locations.nar_shaddaa.nikto_sector Nikto Sector | Locations | Nar Shaddaa | Republic | 21 | 1.0.0 |
Red Light Sector For this year's proven, high-quality implants and neuro-stim technology, visitors to Nar Shaddaa go to the Promenade. For next year's innovations, they go to the Red Light Sector. The bodily enhancements available in the Red Light Sector are almost uniformly illegal, untested, highly dangerous or all three.
Athletes looking for an undetectable edge, opportunistic gang members and adrenaline junkies alike all come in search of the new and death-defying. Some of the technologies sold in the Red Light shops eventually make it to market in legitimate form, while others become staples of the high-risk, high-reward underground implant scene.
Alongside the surgical and bioenhancement shops, other shady businesses preying on sentient appetites tend to bloom. In particular, slavers and spice dealers often offer products here, taking advantage of Red Light Sector customers' wealth, desperation or moral flexibility, as appropriate. Category: Locations Planet: 16140948956820683845 XP Level: 22 FQN: cdx.locations.nar_shaddaa.red_light_sector Red Light Sector | Locations | Nar Shaddaa | Republic | 22 | 1.0.0 |
Shadow Town At first glance, Shadow Town resembles an ordinary Nar Shaddaa slum. Its population makes it unique. Rather than housing underworld gangs or powerful Hutts, Shadow Town is home to imprisoned individuals who were once useful to the Empire and who may be useful still--scientists, assassins and genetic experiments too valuable to kill and too dangerous to release.
Cranial implants designed to explode upon leaving Shadow Town's borders are implanted in prisoners' heads. Secondary prisons manned by Imperial personnel store prisoners who must be kept docile. Many residents of Shadow Town make the best of their early, forced retirement, cooperating with Imperial authorities and living relatively "ordinary" lives... but nearly all would flee, given an opportunity.
The Empire pays the Hutt Cartel a considerable sum to keep Shadow Town running. For the Hutts, the risk of keeping prisoners even the Empire doesn't want inside its borders is offset by the considerable rewards. Category: Locations Planet: 16140948956820683845 XP Level: 23 FQN: cdx.locations.nar_shaddaa.shadow_town Shadow Town | Locations | Nar Shaddaa | Republic | 23 | 1.0.0 |
Star Cluster Casino The Star Cluster Casino certainly wasn't the first casino to be built on Nar Shaddaa, but every casino since has tried to match its sleek design, pulsing lights and various entertainment options. The Star Cluster was the first to debut live dancers, the first to feature sabacc and the first to hire scantily clad girls as waitresses.
Owned by a conglomerate of Nar Shaddaa industrialists (including Czerka Corporation executive Yem Leksende), the Star Cluster Casino is an attraction for tourists and weary working stiffs alike. Some have derided it as just another way in which the rich steal from the poor on Nar Shaddaa, but that hasn't stopped business from booming. Category: Locations Planet: 16140948956820683845 XP Level: 20 FQN: cdx.locations.nar_shaddaa.star_cluster_casino Star Cluster Casino | Locations | Nar Shaddaa | Imperial | 20 | 1.0.0 |
The Promenade The Promenade is Nar Shaddaa at its most lavish and inviting. Divided into upper and lower levels, the area is covered by the Hutts' strict no-fighting policy and offers a rare respite from the conflict that wracks the rest of the galaxy. Rivals and sworn enemies are expected to put aside their differences here--or else be brutally handled by Hutt Cartel enforcers.
Clubs, entertainment venues and high-end shopping line the arrival points from Nar Shaddaa's spaceports, and casual visitors can find everything they need at Promenade vendors. Speeders are available to many of Nar Shaddaa's districts, but by far the most popular routes lead to the Club Vertica and Star Cluster casinos. Category: Locations Planet: 16140948956820683845 XP Level: 20 FQN: cdx.locations.nar_shaddaa.the_promenade The Promenade | Locations | Nar Shaddaa | Both | 20 | 1.0.0 |
Upper Industrial Sector The Upper Industrial Sector is the center of manufacturing and industry for Republic corporations on Nar Shaddaa. Here, centuries-old droid construction facilities stand next to the cluttered offices of startup firms desperate for resources and space. The companies share a common need for heavy security and compete for similar clientele, ensuring that this sector remains a choice location--but are otherwise wholly independent.
For a corporation headquartered in Republic space, Nar Shaddaa is a convenient place to develop technologies restricted by Republic laws--or from which to deal with foreign parties. The Senate frowns on these activities, but just as often turns a blind eye when these same corporations bring their innovations back to Republic worlds. Category: Locations Planet: 16140948956820683845 XP Level: 24 FQN: cdx.locations.nar_shaddaa.republic_industrial_sector Upper Industrial Sector | Locations | Nar Shaddaa | Both | 24 | 1.0.0 |
Sith Academy Rising above the Valley of the Dark Lords, the Sith Academy is a monument to the power of the dark side and the might of the Sith Empire. Would-be students throughout Imperial space compete for the privilege of studying within the Academy halls, but only those strong in the Force are selected--and most of those perish in the struggle to become Sith.
Beyond the training rooms lay many secrets that remain hidden to all but the most powerful Sith Lords. Higher levels contain chambers for members of the Dark Council, where few living creatures are permitted. Whispered rumors suggest that the Emperor himself has a sanctum within the Academy, but no one has seen the Emperor on Korriban for many years.
Category: Locations Planet: 16140965352798472550 XP Level: 2 FQN: cdx.locations.korriban.sith_academy Sith Academy | Locations | Korriban | Imperial | 2 | 1.0.0 |
The Wilds Nowhere on Korriban is the planet's dark influence stronger than in the lower wilds. What begins as ringing ears and a cold unease can eventually cripple and dominate an unprepared Sith; weaker minds can be twisted and broken in a matter of hours, leaving soldiers weeping in the sand or slaves frothing, ready to kill.
The source of this corrupting power is unknown. Some believe it is the residual dark energy of the ancient Sith species, while others insist the canyon serves as a focal point for the combined hatred and strength of the entombed Dark Lords. Some even hope the madness is caused by an artifact buried beneath the sands, waiting for a Sith to claim its power Category: Locations Planet: 16140965352798472550 XP Level: 4 FQN: cdx.locations.korriban.the_wilds The Wilds | Locations | Korriban | Imperial | 4 | 1.0.0 |
Tomb of Ajunta Pall Before the Empire, before the Sith Order, Ajunta Pall was the very first Dark Lord. Once a Jedi Master, Ajunta Pall learned how to create and shape life itself through the Force--an art the Jedi feared and sought to end. In an act of defiance, he turned his newfound power against the Jedi Order and rebelled.
In the end, the Jedi banished Ajunta Pall and his followers, exiling them to the Outer Rim--where the exiles found Korriban and a Force-wielding native species called the Sith. Ajunta Pall impressed the Sith with his power and technology, and the Sith soon revered the exiles as gods. From his seat of power on Korriban, Ajunta Pall was named Dark Lord of the Sith and founded the Sith Empire.
Upon his death, Ajunta Pall's body was entombed in the Valley of the Dark Lords. After millennia of sandstorms, cave-ins and warfare, the tomb still stands as a testament to his lasting influence. Category: Locations Planet: 16140965352798472550 XP Level: 1 FQN: cdx.locations.korriban.tomb_of_ajunta_pal Tomb of Ajunta Pall | Locations | Korriban | Imperial | 1 | 1.0.0 |
Tomb of Marka Ragnos Strength, power and strategy marked the rule of Marka Ragnos. Descended from the original Sith inhabitants of Korriban and the Dark Jedi exiles who interbred with them, Marka Ragnos was destined for greatness. He conquered his competitors in a series of quick, ruthless campaigns and became Dark Lord of all Sith, a title he would hold for more than a century.
The reign of Marka Ragnos might have been short-lived had he not displayed great strategic discipline. Instead of clashing directly with Sith challengers who hungered for his power, he pitted his enemies against each other to weaken and destroy them. Similarly, he was one of few Sith of his era who knew of the existence of the Republic and the Jedi Order. He chose not to attack, and instead focused on strengthening the Sith Empire.
The golden age of the Sith would end shortly after his death, but the legacy and spirit of Marka Ragnos would live on within his tomb in the Valley of the Dark Lords. Category: Locations Planet: 16140965352798472550 XP Level: 4 FQN: cdx.locations.korriban.tomb_of_marka_ragnos Tomb of Marka Ragnos | Locations | Korriban | Imperial | 4 | 1.0.0 |
Tomb of Naga Sadow Naga Sadow was ruled by ambition: ambition for power, for dominance and for the expansion of the Sith Empire. Marka Ragnos's body was still warm when Naga Sadow clashed with Sith Lord Ludo Kressh over their late ruler's title. The spirit of Marka Ragnos interrupted their duel and told the two Sith Lords of a greater enemy: the Republic and its Jedi defenders. Naga Sadow saw opportunity in this revelation and launched an attack on Republic space, a move that would see Sadow named the Empire's ruler and spark the Great Hyperspace War.
Naga Sadow's ambition and overconfidence soon became his greatest weaknesses. Even with his mastery of Force illusions, the Republic outmatched the Sith. Sadow's invasion failed, and the Republic fleet pursued him back to Sith space. He fled Korriban with his warriors as the Sith Empire crumbled around him.
Sadow sought refuge on the remote moon Yavin Four, where he died after spending years trying to rebuild the Empire he had inadvertently helped to destroy. Naga Sadow's spirit, however, survived to pass on Sith teachings, planting the seed of corruption among his Jedi enemies. Category: Locations Planet: 16140965352798472550 XP Level: 7 FQN: cdx.locations.korriban.tomb_of_naga_sadow Tomb of Naga Sadow | Locations | Korriban | Imperial | 7 | 1.0.0 |
Tomb of Tulak Hord Lord of Hate, Master of the Gathering Darkness and Dark Lord of the Sith. These are but a few of the titles worn by the great Tulak Hord. His command of the dark side and mastery of lightsaber techniques won Hord many battles, and each victory earned him enemies abroad and within the Sith ranks. Of the many who challenged his might, none were successful.
Among Hord's greatest triumphs were the battles of Yn and Chabosh. With an army of dark side warriors and his faithful Dashade assassin at his side, he annihilated the rebels who defied the expansion of the Sith Empire and went on to conquer the Dromund system--setting the stage for Dromund Kaas to eventually become capital of the Empire. Imperial historians believe the worlds conquered by Hord number in the hundreds, but any records from his bygone era were lost in the Great Hyperspace War. Category: Locations Planet: 16140965352798472550 XP Level: 5 FQN: cdx.locations.korriban.tomb_of_tulak_hord Tomb of Tulak Hord | Locations | Korriban | Imperial | 5 | 1.0.0 |
Valley of the Dark Lords Since the dawn of the Empire, the Valley of the Dark Lords has been the final resting place for the galaxy's most legendary Sith. Carved into the rock walls and anointed with the blood of a thousand slaves, the valley's tombs are monuments to the influence and strength of their interred lords. A tomb's construction can require decades, construction beginning long before death claims its eventual occupant and ending long after.
With the defeat of the Sith Empire in the Great Hyperspace War, Korriban was abandoned with only ancient statues to guard over the valley. Grave robbers and cave-ins wore down the tombs for a thousand years until the Sith returned and restored Korriban to its former glory. Excavations into the rediscovered tombs are now underway, and already Sith wonder who will be the next great warrior to lie among the legends in the Valley of the Dark Lords. Category: Locations Planet: 16140965352798472550 XP Level: 1 FQN: cdx.locations.korriban.valley_of_the_dark_lords Valley of the Dark Lords | Locations | Korriban | Imperial | 1 | 1.0.0 |
Grathan Estate The estate of the rogue Sith Lord Grathan is a miniature fortress, reinforced by cutting-edge weapons technology and experimental shielding. Lord Grathan's cadre of scientists are constantly upgrading the defenses to ensure that air strikes fail to do harm--only ground-based attacks can do real damage. It's the perfect place for a rogue Sith Lord to make his stand.
Lord Grathan has been reinforcing his territory and adding sublevels to his manor for years, suggesting that his plan to declare himself the thirteenth Dark Council member has been in progress longer than many assume. Any number of traps and treasures may exist deep underground, guarded by Grathan's personal guards and automated war droids. Category: Locations Planet: 16140969352659235187 XP Level: 13 FQN: cdx.locations.dromund_kaas.grathan_estate Grathan Estate | Locations | Dromund Kaas | Imperial | 13 | 1.0.0 |
Imperial Intelligence Behind the Sith and the powerful Imperial military is the vast network of agents, information gatherers, deception specialists and strategists that makes up Imperial Intelligence. Part spy organization, part secret police, Imperial Intelligence handles all of the Empire's covert operations--guarding the Empire's secrets, acquiring valuable intel from the Republic, hunting down traitors and cleaning up messes created by unhinged Sith Lords.
Imperial Intelligence reports to the Minister of Intelligence, who in turn reports directly to the Dark Council. Not a military organization, Imperial Intelligence officers are nonetheless viewed with respect by military and civilian personnel--it's Intelligence that can judge a person as loyal or traitorous, arrange the advancement of a career or the blacklisting of a powerful leader.
A place in Imperial Intelligence is a coveted rank, reserved for some of the best of the Empire's non-Force sensitive subjects. In some cases, officers are "poached" by Sith Lords seeking to build their own specialized intelligence networks; for the most part, however, Intelligence personnel go unnoticed by anyone outside the organization. The best agents are the ones no one's ever heard of. Category: Locations Planet: 16140969352659235187 XP Level: 10 FQN: cdx.locations.dromund_kaas.imperial_intelligence Imperial Intelligence | Locations | Dromund Kaas | Imperial | 10 | 1.0.0 |
Kaas City The capital city of the Imperial homeworld of Dromund Kaas is one part massive skyscrapers and one part impenetrable fortress. It is host to the Citadel, where the Sith of the Dark Council (and those who aspire to the Dark Council) lord over their followers, and the headquarters of the Imperial military and Imperial Intelligence.
Kaas City was founded by the first Sith to arrive on Dromund Kaas, who saw the gorges and ravines of the jungle world as the perfect place to build their eternal sanctuary. Over the following centuries, its population grew into the millions--proud Imperials working toward the glory of the Sith and slaves submitting to Imperial will. Kaas City is also where the Emperor is believed to make his home, keeping a watchful eye on his Empire.
Category: Locations Planet: 16140969352659235187 XP Level: 10 FQN: cdx.locations.dromund_kaas.kaas_city Kaas City | Locations | Dromund Kaas | Imperial | 10 | 1.0.0 |
Revanite Compound Outsiders in Sith society, followers of the philosophies of the mysterious Darth Revan meet in a hidden enclave in the jungles of Dromund Kaas, submitting any who want to join them to rigorous tests to establish their loyalty and sincerity.
Originally, the Revanites met in Kaas City to study Revan's teachings, but as suspicions arose about the Revanites' loyalties to the Emperor and the Dark Council, they were forced to conceal their activities. At first, they took shelter in the compound of a prominent Sith Lord, but when that Sith was assassinated (presumably for supporting the Revanites), they were forced to relocate their sacred texts and relics and build their sanctuary in the jungle.
Revanites inside the Imperial military and the Sith have kept the compound from appearing on most scans of the area. Explorers who stumble upon the compound are rarely heard from again. Category: Locations Planet: 16140969352659235187 XP Level: 12 FQN: cdx.locations.dromund_kaas.revanite_compound Revanite Compound | Locations | Dromund Kaas | Imperial | 12 | 1.0.0 |
The Citadel The Citadel stands at the heart of Kaas City, a monument to the Sith Empire's strength and home to its most powerful Dark Lords. The Ministries of War, Intelligence and Logistics are all headquartered here, along with a Mandalorian enclave. The Emperor's Dark Council gathers to meet in the Citadel when not on the Sith holy world of Korriban.
The original Citadel mimicked the designs of Korriban's Sith Academy and the Great Citadel on Ziost, but it was destroyed four hundred years ago when two members of the Dark Council fought an ancient Sith duel, called the Kaggath, on its grounds. The duel was a draw, and both of the combatants were executed by the remaining Dark Council members, who oversaw the rebuilding of the Citadel in its current form. Category: Locations Planet: 16140969352659235187 XP Level: 10 FQN: cdx.locations.dromund_kaas.the_citadel The Citadel | Locations | Dromund Kaas | Imperial | 10 | 1.0.0 |
The Dark Temple Hundreds of years ago, the Sith Emperor ordered the construction of the Dark Temple as a burial place for his dead and defeated enemies, "to aid them in becoming one with the Force." Little is known of what rituals the Emperor performed there, but the Dark Temple has become a nexus of powerful dark side energy, and a place where ancient weapons and ancient secrets of the Sith lay sealed away in cavernous chambers.
Although the Dark Temple grounds have always been a dangerous place for the weak-willed (the expansion of the Kaas City power grid into tunnels beneath the temple drove a thousand slaves mad), the temple itself remained sealed until recently, when an expedition of power-hungry Sith Lords and their servants breached the gateway.
The Dark Council did not sanction this intrusion, nor did it punish the rogue Sith; no one returned from the expedition to punish. Violent electrical storms surrounded the temple for the first week after it was opened, and since then, additional expeditions have been sent by the council to determine the temple's status. Their reports have not been made public. Category: Locations Planet: 16140969352659235187 XP Level: 15 FQN: cdx.locations.dromund_kaas.dark_temple The Dark Temple | Locations | Dromund Kaas | Imperial | 15 | 1.0.0 |
The Mandalorian Enclave The most recent architectural addition to the Citadel, the Mandalorian enclave is reserved for the Empire's allies among the mercenary Mandalorian warrior clans. Although it may appear to be a simple embassy from the outside, the proceedings inside are anything but diplomatic. The enclave is a place where new warriors come to test themselves against the Mandalorians and compete in violent (and often deadly) tournaments, as well as where the best among the Mandalorians help plan the Empire's next strikes. Category: Locations Planet: 16140969352659235187 XP Level: 10 FQN: cdx.locations.dromund_kaas.the_mandalorian_enclave The Mandalorian Enclave | Locations | Dromund Kaas | Imperial | 10 | 1.0.0 |
The Sith Sanctum The Sith Sanctum is the heart of the Sith Order on Dromund Kaas, where lords gather and where the Dark Council meets when not on the Imperial burial world of Korriban. The Emperor himself is believed to have chambers in the sanctum's lower levels, though none save the council and the Imperial Guard are allowed into its depths.
The original Citadel, like the Sith Academy on Korriban, was off-limits to everyone but the Sith. After the Citadel was rebuilt, the headquarters of the three Imperial ministries were added; more recently, the Mandalorian enclave was given a wing within the sprawling building. As a result, chambers in the Sith Sanctum have become an increased source of conflict and backstabbing among aspiring Sith. A place in the Sith Sanctum signifies aspirations to the Dark Council, or a prominent role in the direct governing of Dromund Kaas. Category: Locations Planet: 16140969352659235187 XP Level: 10 FQN: cdx.locations.dromund_kaas.the_sith_consulate The Sith Sanctum | Locations | Dromund Kaas | Imperial | 10 | 1.0.0 |
The Unfinished Colossus A massive, unfinished statue towering over the jungles of Dromund Kaas, the colossus was the project of Dark Council member Darth Vowrawn's ambitious apprentice, Lord Qet. In a bid to advance in prestige within the Sith Order, Lord Qet commissioned the construction of the colossus--a statue of his master--in secret, bringing in offworld slaves to do the work. The slaves rebelled, and now the colossus stands unfinished while the slaves search for a way to destroy it and win their freedom through force. Lord Qet has been trying to end the rebellion and finish the colossus, but other Sith Lords have seen the chaos as an opportunity to advance their own reputations in the Empire. Category: Locations Planet: 16140969352659235187 XP Level: 11 FQN: cdx.locations.dromund_kaas.the_unfinished_colossus The Unfinished Colossus | Locations | Dromund Kaas | Imperial | 11 | 1.0.0 |
The Wilds When the Sith discovered Dromund Kaas, it was an untamed jungle world, uninhabited by any sentient species. Over centuries, gleaming and orderly Imperial cities have spread to cover most of the planet, but stretches of harsh, untamed wilderness remain. Populated by violent predators such as the gundark and jurgoran, the wilds separate Kaas City from its spaceport and are best navigated at a safe distance, by speeder, rather than on foot. Category: Locations Planet: 16140969352659235187 XP Level: 10 FQN: cdx.locations.dromund_kaas.the_wilds The Wilds | Locations | Dromund Kaas | Imperial | 10 | 1.0.0 |
Brejik's Run The remains of an old swoop track, Brejik's Run is named for Milos Brejik, a famous Tarisian swoop racer who turned scavenger after the destruction of Taris, using his swoop skills to quickly forage and deliver supplies to the few unfortunate survivors of the bombardment. Brejik's Run has had many occupants over the centuries, as its large overhangs make good shelter from the harsh elements, but it currently hosts a Republic settlement and outpost--one of the earliest attempts to tame and rebuild Taris. Category: Locations Planet: 16141008063347613517 XP Level: 20 FQN: cdx.locations.taris_rep.brejiks_run Brejik's Run | Locations | Taris (Rep) | Republic | 20 | 1.0.0 |
Brell Sediment The Brell Sediment refers to a large area of Tarisian ruins dominated by a massive acidic lake and a former chemical plant. It gets its name--somewhat ironically--from Ark Brell, a leading environmentalist on Taris in the days before its destruction. Before the bombardment, Ark Brell set up several water purification and waste disposal plants on Taris, with the aim of turning the waste from Taris's factories into alternative fuel sources and minimizing the waste produced by the massive city-world.
Legend has it that the collapse of one of his factories during the bombardment created the acid lake, although present rumor suggests that other, less well-intentioned groups on Taris may be the cause. Category: Locations Planet: 16141008063347613517 XP Level: 18 FQN: cdx.locations.taris_rep.brell_sediment Brell Sediment | Locations | Taris (Rep) | Republic | 18 | 1.0.0 |
Dynamet General Dynamet General was Taris's foremost research hospital and led the galaxy in the development of cures for rare neurological diseases such as Cathington's Disorder. Originally founded as Mercy General, the hospital was renamed a century before Taris's destruction after the Dynamet Corporation, which donated a large sum of credits for the construction of a wing devoted to developing a cure for the rakghoul virus. Rumor states that a cure was found, but Taris was bombed shortly after and the hospital destroyed. Category: Locations Planet: 16141008063347613517 XP Level: 17 FQN: cdx.locations.taris_rep.dynamet_general Dynamet General | Locations | Taris (Rep) | Republic | 17 | 1.0.0 |
Endar Spire The Republic cruiser Endar Spire was shot down over Taris during the Jedi Civil War in an attempt by Darth Malak to capture the young Jedi Bastila Shan. This event led directly to Taris's ultimate destruction, securing the ship's place in history.
Over the centuries, the Endar Spire's husk has become a shelter to many different groups on Taris, including surviving settlers, pirates and scavengers. Its internal systems are believed to contain a bounty of information and useful materials to anyone with the will and ability to recover them. Category: Locations Planet: 16141008063347613517 XP Level: 17 FQN: cdx.locations.taris_rep.endar_spire Endar Spire | Locations | Taris (Rep) | Republic | 17 | 1.0.0 |
Reclamation Base As part of its efforts to rebuild and restore ruined Taris, the Republic has set up a reclamation base that acts as the headquarters and point of arrival for all who come to help with the reconstruction effort. The base was first established shortly after the Treaty of Coruscant, when it became clear that the Republic needed to shore up morale and show it could still stand strong. The Taris reclamation effort has become symbolic of the Republic's will to restore life where the Empire brings only destruction. Category: Locations Planet: 16141008063347613517 XP Level: 16 FQN: cdx.locations.taris_rep.reclamation_base Reclamation Base | Locations | Taris (Rep) | Republic | 16 | 1.0.0 |
Sinking City The Sinking City is where the heart of old Taris collapsed into the world below during the bombardment. Taris's most lively business and cultural districts have become a morass of urban decay. The ruins of Dynamet General Hospital, as well as massive building plates that once supported towering skyscrapers, provide shelter for rakghouls, pirates and scavengers. But the Sinking City promises to rise again--several attempts have been made to begin new construction in the area, and the Republic is focusing its reconstruction efforts on returning Taris to its former glory. Category: Locations Planet: 16141008063347613517 XP Level: 17 FQN: cdx.locations.taris_rep.sinking_city Sinking City | Locations | Taris (Rep) | Republic | 17 | 1.0.0 |
Tularan Marsh Swampland has overtaken much of the area now called the Tularan Marsh. The origin of the name is unknown--before the bombardment, the Tularan Skyway was a major thoroughfare through the industrial zone surrounding one of Taris's primary power plants, but who or what it was named after is a piece of history lost in the rubble.
Now the area is infested with rakghouls and pirates, and only a few intrepid representatives of the Republic venture this far into the unknown, untamed wilds of Taris. Category: Locations Planet: 16141008063347613517 XP Level: 18 FQN: cdx.locations.taris_rep.tularan_marsh Tularan Marsh | Locations | Taris (Rep) | Republic | 18 | 1.0.0 |
Axial Park A major point of differentiation between Coronet City and other metropolises--like those of Nar Shaddaa and Coruscant--is the Corellian appreciation for nature. Amid Corellia's towering structures and high speed trams, one can always find a small tree-lined park or quiet reflection pool. Axial Park is the grandest expression of Corellia's desire to remain connected to the natural world.
At a cost of over seventy billion credits, Coronet City's civil engineers set aside valuable real estate for the creation of several museums and landmarks separated by beautiful parklands. For some, one of the greatest tragedies of the war is to see such beauty spoiled by bombardment and the park's grand museums converted into bunkers. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.axial_park Axial Park | Locations | Corellia | Both | 48 | 1.0.0 |
Beharen Droid Factory Droid manufacturing is one of Corellia's most successful industries, with almost ninety thousand droids produced every day in Labor Valley alone. The Beharen Droid Factory specializes in hazardous maintenance units designed specifically for disaster relief and recovery operations; these droid models are built to withstand high radiation, extreme temperatures and falling debris.
The founder of the Beharen Droid Factory recently perished during the Empire's attack on Corellia. The high-rise tower containing his residence was clipped by a damaged Imperial warship, collapsing several floors and nearly toppling the structure. The factory founder's body has not yet been recovered from the rubble. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.beharan_droid_factory Beharen Droid Factory | Locations | Corellia | Republic | 48 | 1.0.0 |
Blastfield Shipyards Corellia has numerous spaceports, but few as extensive as the Blastfield Shipyards. Before the Imperial invasion, thousands of ships were built or serviced here on a daily basis by hundreds of local businesses. Mercenaries flying in from the Outer Rim to have their ships' engines tuned by a legendary Corellian mechanic would land next to construction yards for enormous luxury yachts catering to the galaxy's wealthiest nobles. Dozens of cantinas and small-scale entertainment districts nearby served the needs of visitors and workers seeking a break from spaceflight or daily labor.
Now that war has come to Corellia, the Blastfield Shipyards are the main point of entry for Republic forces, from troop drop ships to battle cruisers in need of repair. The Empire has made numerous attack runs over the sector, leaving scorched starship wreckage and twisted scaffolding scattered through the streets, but the Republic military knows that losing the shipyards means losing Corellia. Every effort must be made to keep them secure. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.blastfield_shipyards Blastfield Shipyards | Locations | Corellia | Republic | 48 | 1.0.0 |
Coronet Shipping Trade goods from across the galaxy pass through Corellia every day, and Coronet Shipping has always been the busiest trade hub on the planet. Before the war, all manner of freighters visited its landing pads, bearing goods both legal and otherwise. Millions of credits worth of commerce occurred there every day.
When the Republic established its beachhead at the Blastfield Shipyards, the Empire was quick to secure Coronet Shipping for itself as a rapid-response staging area. The main ground approach to these landing pads was destroyed by Imperial forces, rendering the area inaccessible to infantry and walker units. Aerial patrols keep Republic assault shuttles at bay and protect the Empire's elite troops. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.coronet_shipping Coronet Shipping | Locations | Corellia | Republic | 48 | 1.0.0 |
Coronet Zoo The fabled Coronet Zoo is renowned across the galaxy for its amazing animal exhibits. Every year, nearly extinct species are rescued from forgotten worlds and preserved in multimillion credit wildlife enclosures; the greatest xenozoologists in the Republic vie for a few coveted positions as curators.
The Empire's assault on Corellia shattered several enclosure walls and sent alien wildlife running free in the city streets. This has resulted in scenes of great beauty--like the sight of a herd of kybucks proudly galloping down a major promenade--but it has also unleashed terrible predators that now stalk humanoid prey in the steel canyons. Unconfirmed reports of a rancor on the loose remain a hot topic on the comm channels. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.coronet_zoo Coronet Zoo | Locations | Corellia | Both | 48 | 1.0.0 |
Decimus's Rise Darth Decimus, mastermind of the Corellian invasion and leader of the Empire's planetary forces, has established his central command in the former offices of the planet's Trade Tariff Service. Moff Tarandon recommended the building's use on the grounds that its function was now obsolete, and that enemy forces would likely ignore it in favor of attacking the Legislature Building.
Darth Decimus wasted no time transforming the former government office into an Imperial fortress. The structure's main entrance is under heavy guard and the only access to Decimus himself is via a single secure turbolift. The few Corellian bureaucrats in the building when Imperial forces arrived either pledged themselves to the planet's new government, or fled their offices via any route possible. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.decimuss_rise Decimus's Rise | Locations | Corellia | Imperial | 48 | 1.0.0 |
Government District The fighting on Corellia has reached its apex at the planet's seat of political power: the Government District. Republic and Imperial forces wage fierce battles around the heavily-guarded legislature and the famous Drall Library--now a makeshift bunker. Dozens of politicians huddle in their private estates to wait out the fighting even as the fabled Green Jedi mount a desperate defense against Imperial units bent on the rebels' annihilation.
Before the war, the Government District was the grandest part of Corellia--a bright testament to its wealth and freedom. Few suspected the influence of the Empire was taking root within a place of such prosperity, and no one--Imperial or Republic--knows what will become of the district after the war. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.capitol_square Government District | Locations | Corellia | Both | 48 | 1.0.0 |
Green Jedi Enclave The Green Jedi Enclave has been the Empire's top target since invading Corellia, but initial attempts to destroy it failed utterly. The enclave's inhabitants appear to have learned from what happened to the Jedi Temple on Coruscant and taken steps to avoid a similar fate.
Powerful shields fueled by internal reactors protected the structure from the first assault, giving the Jedi time to erect offensive cannons. An Imperial warship sent to attack the structure was shot to pieces over the sector, and although a large chunk of the vessel crashed into the enclave, it did not inflict heavy casualties or substantially weaken the structure. The Green Jedi Enclave remains a dark blot on the Empire's otherwise nearly flawless invasion. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.green_jedi_enclave Green Jedi Enclave | Locations | Corellia | Imperial | 48 | 1.0.0 |
Incorporation Islands Corellia's economy is built on free trade, and the major corporate entities established on the planet post trillions of credits in profits each year. The business transactions occurring on Corellia affect every other corner of the galaxy--including the Empire. In retrospect, Imperial invasion of Corellia was not merely inevitable--it was a necessary step toward the Republic's defeat.
The largest and most prosperous business entities occupy a series of massive towers nicknamed the "Incorporation Islands." Most of the sector is wholly owned and controlled by different galaxy-spanning enterprises, and many have responded with hostility to the Imperial takeover. Some of the fiercest fighting on Corellia has been against highly-paid corporate security forces and their armies of droids. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.incorporation_islands Incorporation Islands | Locations | Corellia | Imperial | 48 | 1.0.0 |
Labor Valley Corellian-manufactured high-tech goods--particularly starships and starship parts--are considered some of the finest in the galaxy. The planet's Labor Valley sector is home to dozens of interconnected industrial factories producing everything from raw durasteel to hyperdrives and thermal detonators. Millions of middle-class Corellians found their livelihoods in Labor Valley before war devastated the area.
Republic and Imperial forces are battling for control of key factories and destroying anything they can't hold for themselves. Vital plants lay in ruins and a massive fire rages out of control at a major fuel refinery. What was once an industrial paradise has become an apocalyptic inferno. Corellia's citizens can only look on in horror as everything they've built is methodically obliterated. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.labor_valley Labor Valley | Locations | Corellia | Both | 48 | 1.0.0 |
Museum of Corellian Industry (Inquisitor) During a protracted period of economic depression two hundred years ago, the Corellian government commissioned a morale-building museum to celebrate the planet's greatest technological and industrial achievements. Twenty years and hundreds of millions of credits later, the Museum of Corellian Industry finally opened to tepid public response.
When Republic forces regrouped in Axial Park, they quickly secured this remote and mostly-abandoned museum as a staging area. Darth Thanaton, sensing opportunity, personally eradicated the Republic forces occupying the sturdily built structure. Rather than reporting this victory to Imperial leaders, he instead made the museum his own private bunker. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.inquisitor.museum_of_corellian_industry Museum of Corellian Industry (Inquisitor) | Locations | Corellia | Imperial | 48 | 1.0.0 |
Museum Republica Whereas the Republic Foundation Museum in the Government District is considered a scholarly resource of priceless antiquities, Axial Park's Museum Republica was designed with tourists in mind. Combining the refined presentation of more traditional museums with display exhibits best described as carnival-like, the Museum Republica tries to offer something for everyone.
Before the Imperial Guard raided the museum and transformed it into a base of operations, the museum displayed many items of disputed provenance: a cybernetic lower jaw allegedly belonging to Darth Malak, a pair of boots worn by the fabled Jedi Cay Qel-Droma and a deactivated G0-T0 infrastructure planning droid said to have been recovered from the Malachor Five asteroid field. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.museum_republica Museum Republica | Locations | Corellia | Republic | 48 | 1.0.0 |
Republic Foundation Museum One of the largest archival resources on Corellia is the Republic Foundation Museum, a monument to the multi-millennial history of the Empire's greatest enemy. Priceless antiquities and invaluable records rest within the museum's vault-like walls, protected by high-security energy shields--now augmented to withstand Imperial bombardments. Morale is high among the rebel forces clustered inside, despite a life under siege; many of the soldiers and Jedi find the surroundings inspirational.
Once the Empire has crushed all resistance on Corellia, its first order of business will be to storm the Republic Foundation Museum and remove all of its wonders. Moff Tarandon has proposed that the museum be converted to a celebration of Imperial culture, while Diplomatic Service officials hope the museum can be used to teach Republic history from a more honest perspective. Other proposals include setting fire to the museum's contents in a public square and broadcasting the destruction across the Empire. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.republic_foundation_museum Republic Foundation Museum | Locations | Corellia | Imperial | 48 | 1.0.0 |
Tears of Taris One of the most storied Imperial vessels orbiting Corellia is the legendary "Tears of Taris," a modified dreadnought built, in part, from the remains of a Centurion-class battle cruiser from the time of Darth Malak. The Centurion was part of the fleet that bombarded the Republic world of Taris over three hundred years ago; it changed hands many times over the centuries that followed, but it has always served the Sith in one form or another.
When Darth Charnus became aware of the Centurion, he ordered it disassembled and its key elements integrated into his new dreadnought--an act to honor the vessel that had survived for so long. Now, it is a formidable ship built to besiege planets and deploy troops. Corellia is its greatest challenge yet. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.corellia.tears_of_taris Tears of Taris | Locations | Corellia | Imperial | 48 | 1.0.0 |
The Bastion (Trooper) A fortress without equal, the Bastion has stood as a center of Republic military planning and analysis for centuries. Massive subterranean databanks contain information on every strategic asset at the Republic's disposal (official or otherwise) as well as extensive data on every species, government and organization in the known galaxy.
Before the onset of the Great War, the Bastion's databanks were used to support elaborate simulated war games, with the military's top officers attempting to use the documented resources in unexpected ways to better prepare the Republic for any threat that might appear. Unfortunately, none of these scenarios even approximated the savagery and brilliance of the Sith Emperor's grand invasion plan. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.trooper.the_bastion The Bastion (Trooper) | Locations | Corellia | Republic | 48 | 1.0.0 |
The Guardian Holds (Jedi Consular) In warfare, capturing an objective is theoretically simple; holding it is not. This principle was applied to the defense of Corellia's Coronet City with the creation of the Guardian Holds.
Key sites were carefully chosen--manufacturing centers, easily fortified buildings, hospitals and underground bunkers. These sites were then furnished with heavy defenses, armaments and elite Republic troops. In the event that Coronet City was sacked or captured, these impenetrable Guardian Holds would become fortresses from which the Republic could retake the city. The number and locations of the Guardian Holds is a closely-guarded secret held by the Republic's military leaders and the Jedi Council.
Some have questioned why so much expense has been invested specifically in protecting Corellia. The fact is that Corellia has strategic, economic and symbolic value to the Republic; the effort involved in the creation of the Guardian Holds only serves as evidence of the planet's importance. Category: Locations Planet: 16141060140100412063 XP Level: 48 FQN: cdx.locations.consular.the_guardian_holds The Guardian Holds (Jedi Consular) | Locations | Corellia | Republic | 48 | 1.0.0 |
Kaamos Territory The Kaamos Territory is the ancestral homeland of House Thul, one of the major houses of Alderaan and a contender for the throne. After Thul returned from exile with its Imperial allies, the nobles set about rebuilding on the grounds of the ancient Thul palace--abandoned long ago but not entirely destroyed, ready to be returned to glory. Thul's grip on the territory is still tenuous, as the house faces incursions from both the native Killiks and enemy houses.
The Lerantha Dam is also located in the Kaamos Territory--a long-standing landmark and generator plant built at the edge of the Lerantha Lake. Currently, House Ulgo controls the dam, threatening the edges of House Thul's territory. Category: Locations Planet: 16141076066187801147 XP Level: 28 FQN: cdx.locations.alderaan.kaamos_territory Kaamos Territory | Locations | Alderaan | Both | 28 | 1.0.0 |
King's Pass Thousands of years ago, before the noble houses had united to form the Alderaanian parliament, the warring families gathered for a decisive battle at the ravine now known as King's Pass. Before the fighting could commence, Darrus Alde, the head of House Alde, parleyed with the other noble families and convinced them to abandon their centuries-old rivalries. His decisive leadership ended generations of strife and led to the construction of the Elysium, where Darrus was elected and anointed as the first king of Alderaan.
In recent years, the native Killiks have repopulated the area, provoking increasingly violent skirmishes with the neighboring Alderaanians. The ravine's strategic location has also made it a hotbed of violence between the major noble houses as they struggle for control. Category: Locations Planet: 16141076066187801147 XP Level: 30 FQN: cdx.locations.alderaan.kings_pass King's Pass | Locations | Alderaan | Both | 30 | 1.0.0 |
The Apalis Coast South of the Juran Mountains, the Apalis Coast is a rich green flatland separated from the sea by a sheer cliff face. The ancestral home of House Organa, it has been a reliable source of wealth for generations, as the noble family has made the coast into productive farmland.
Unfortunately, this fruitful land has now been marred by invaders from House Thul. After a failed assault on House Organa itself, Thul forces have dug up Organa's fertile farms and turned the area into a massive army camp. Thul forces are there to stay, a constant challenger in the face of their rivals. Category: Locations Planet: 16141076066187801147 XP Level: 28 FQN: cdx.locations.alderaan.the_apalis_coast The Apalis Coast | Locations | Alderaan | Both | 28 | 1.0.0 |
The Elysium For millennia, the Elysium has served as the symbolic center of Alderaanian politics. Years before the capital city was founded, the various noble houses met in the Elysium to elect and anoint their first king. Until recently, every dispute over succession in Alderaan's history had been peacefully resolved within its stone walls, and the houses' greatest treasures were placed in Elysium vaults as a symbol of trust.
When Gaul Panteer was assassinated and Alderaan's ailing queen passed on in a mysterious transport crash, the parliament assembled in the Elysium to elect a new sovereign. It was then that House Thul made its move, returning to Alderaan after decades of exile. Violence and accusations erupted almost immediately, and since then, the Elysium has remained an empty, forgotten symbol of Alderaanian unity--its ancient halls cracking as distant bombs fall, and its beauty quickly fading. Category: Locations Planet: 16141076066187801147 XP Level: 31 FQN: cdx.locations.alderaan.the_elysium The Elysium | Locations | Alderaan | Imperial | 31 | 1.0.0 |
The Glarus Valley Glarus Valley has long been the ancestral home of House Panteer, the royal family of Alderaan, and the site of the Elysium and Castle Panteer itself. The valley was once the seat of culture and democracy on Alderaan, a place where squabbling nobles could resolve their disputes peacefully.
Like so much of Alderaan, the land is now ravaged by war. Castle Panteer has fallen to House Ulgo, and the Elysium is all but abandoned. Although House Thul and House Organa maintain a small presence in the area, the disciplined soldiers of House Ulgo tighten their hold every day. There are rumors that the royal family is still in hiding somewhere in the valley, but even Ulgo has been unable to find them. Category: Locations Planet: 16141076066187801147 XP Level: 29 FQN: cdx.locations.alderaan.the_glarus_valley The Glarus Valley | Locations | Alderaan | Both | 29 | 1.0.0 |
The Juran Mountains The majestic Juran Mountains have been the site of many conflicts in recent years. During the Battle of Alderaan, Republic resistance fighters sought refuge in the mountains, using the natural cover to hide from the invading Imperial forces. It was here that Captain Jace Malcom led Havoc Squad in an ambush against Darth Malgus; with the help of Satele Shan, the Republic troopers were able to triumph over the powerful Sith Lord.
After a few short years of peace, violence has once again erupted in the area. House Ulgo, backed by its vassals in House Rist, has occupied the region and is locked in a brutal conflict with the forces of House Thul and House Organa. Category: Locations Planet: 16141076066187801147 XP Level: 29 FQN: cdx.locations.alderaan.the_juran_mountains The Juran Mountains | Locations | Alderaan | Both | 29 | 1.0.0 |
Drelliad Village What is now called Drelliad village was established decades ago as the private retreat of Ord Mantell's most celebrated smuggler, the voluptuous and quick-witted Ulla Drelliad. In the years after Ulla's death, her hideaway was transformed into a thriving trading post. Now, Drelliad village is hotly contested territory where separatist and Republic forces battle in the streets, and the handful of civilians who haven't already fled hide in basements and behind locked doors.
Although small, Drelliad village occupies a critical point between separatist-controlled territory and areas still loyal to the Republic. More importantly, what used to be Ulla's personal docking bay is now one of the only starship landing pads outside of local Republic headquarters. If Drelliad village falls entirely to the separatists, it will bring the enemy one step closer to securing the entire island.
Category: Locations Planet: 16141091541170885060 XP Level: 1 FQN: cdx.locations.ord_mantell.drelliad_village Drelliad Village | Locations | Ord Mantell | Republic | 1 | 1.0.0 |
Fort Garnik The area now called Fort Garnik began as a series of makeshift landing pads built on the island of Avilatan for spacers who were too disreputable for the mainland. Avilatan was a haven for gangsters, smugglers and pirates, but was also one of the largest and most thriving economies on Ord Mantell. Settlements formed, and over decades, Avilatan became respected as a major commerce center.
When separatist bombings destroyed Ord Mantell's other spaceports, Avilatan became the Republic military's primary staging area, and its now-substantial landing zone took on strategic importance. Renaming the Avilatan spaceport to "Fort Garnik" in honor of a Republic war hero from Ord Mantell, the military established a fortified garrison there. Since then, Avilatan Island and Fort Garnik have become major targets of the separatist forces. Category: Locations Planet: 16141091541170885060 XP Level: 2 FQN: cdx.locations.ord_mantell.fort_garnik Fort Garnik | Locations | Ord Mantell | Republic | 2 | 1.0.0 |
Imperial Listening Post (Knight) Republic intelligence operatives traced a coded Imperial transmission to a hidden outpost on Ord Mantell. It appears the Empire has been operating this spy base for years, taking advantage of the planet's civil war to mask its presence.
The listening post is buried underneath a small islet a short distance from Fort Garnik, virtually on the Republic's doorstep. SIS tacticians are now re-evaluating military strategy on Ord Mantell in light of this discovery. If the Empire has been observing Republic troop movements in the area, there's no telling what they may have told the Mantellian separatists. Category: Locations Planet: 16141091541170885060 XP Level: 10 FQN: cdx.locations.knight.imperial_listening_post Imperial Listening Post (Knight) | Locations | Ord Mantell | Republic | 10 | 1.0.0 |
Mannett Point Mannett Point was originally founded by Ord Mantellian pirates as an underground vault for their ill-gotten gains. As their criminal haven became respectable, the pirates were eventually replaced by "businessmen" who converted the subterranean warehouses into a freight shipping center. Goods that landed at Fort Garnik were sorted at Mannett Point and then distributed across Ord Mantell.
After the establishment of Fort Garnik, the Republic military continued using Mannett Point to store munitions and war materiel. This would prove to be a fatal mistake. Separatists staged a daring midnight raid that destroyed the bridge between Mannett Point and Fort Garnik, cutting off reinforcements.
Separatist commandos swarmed Mannett Point under cover of darkness, using the chaos from the bridge's destruction to infiltrate the warehouses. The separatists quickly slaughtered the Republic defenders to a man. By dawn, Mannett Point was a separatist stronghold--giving the Republic's enemy a major storehouse of weapons and supplies to continue besieging Fort Garnik. Category: Locations Planet: 16141091541170885060 XP Level: 5 FQN: cdx.locations.ord_mantell.mannett_point Mannett Point | Locations | Ord Mantell | Republic | 5 | 1.0.0 |
Oradam Village In contrast to the working-class origins of Talloran village, Oradam was a beachfront paradise for wealthy trader-barons and their families. These men and women spent their profits constructing elaborate homes and relaxing by the sea. Their freely flowing credits attracted numerous merchants and artisans to Oradam, many of whom remained long after their wealthy patrons fled.
Oradam is the last uncontested Republic village on the island of Avilatan, partially because it holds very little strategic significance. Its importance to the separatists is mostly symbolic. Republic strategists theorize that if the encroaching separatists were to successfully invade Oradam, the enemy would most likely burn the village to the ground as a way of spiting the corrupt upper class.
Category: Locations Planet: 16141091541170885060 XP Level: 7 FQN: cdx.locations.ord_mantell.oradam_village Oradam Village | Locations | Ord Mantell | Republic | 7 | 1.0.0 |
Savrip Island The thin sliver of beach colloquially referred to as "Savrip Island" derives its name from the hulking brutish creatures infesting it. For whatever reason, the savrips inhabiting the islet rarely stray from its borders--but on the other hand, they do not appreciate uninvited guests. Beachcombers have disappeared in this deadly region for decades.
Local legends tell of a clever crime lord named "Frang the Toothless" who negotiated a deal with the savrips. In return for Frang being allowed to dump his enemies on Savrip Island, the gangster promised to provide the natives with a steady food supply. It is said both sides benefited tremendously from this arrangement. Category: Locations Planet: 16141091541170885060 XP Level: 8 FQN: cdx.locations.ord_mantell.savrip_island Savrip Island | Locations | Ord Mantell | Republic | 8 | 1.0.0 |
Separatist Stronghold The separatist command center closest to Fort Garnik was originally thought to be Mannett Point, but Republic intelligence operatives recently discovered that the main separatist force occupies the island's still-active volcano. This position gives the separatists multiple access points to the island's settlements, as well as a predator's eye view of Fort Garnik itself.
Sources indicate the volcano base originally belonged to a notorious gangster known only as "the Corellian" who disappeared in the civil war's early years. Whether the Corellian joined the separatists or gave them his volcano base under duress is anyone's guess. Regardless, taking out the separatist stronghold has proven almost impossible. Any attack on foot exposes the invading force to withering counterattacks and heavy casualties, but artillery strikes on the volcano risk flooding the entire island with lava. Category: Locations Planet: 16141091541170885060 XP Level: 9 FQN: cdx.locations.ord_mantell.separatist_stronghold Separatist Stronghold | Locations | Ord Mantell | Republic | 9 | 1.0.0 |
Talloran Village One of the few settlements around Fort Garnik not originally founded by criminals, Talloran village began as home to the laborers and their families who toiled in the island's starship ports and shipping warehouses. The people of Talloran were hardworking, mostly poor and easily exploited by the corrupt businessmen in charge of Ord Mantell's government.
When the separatists came to the island, Talloran was the first village they infiltrated. The people, long oppressed by the existing power structure, were ready to side with anyone who offered them a way out. Ironically, siding with the separatists only got the workers trapped inside their village as the Republic laid siege to the enemy occupation. Category: Locations Planet: 16141091541170885060 XP Level: 2 FQN: cdx.locations.ord_mantell.talloran_village Talloran Village | Locations | Ord Mantell | Republic | 2 | 1.0.0 |
Chilling Death Spire The Hailstorm Brotherhood is a fringe group of White Maw pirates who abandoned the starship graveyard's plunder to form a permanent settlement on Hoth. These men and women are more than mere survivalists, however. They are artisans and warrior-poets shaping Hoth's natural landscape according to their own designs.
The massive ice spire towering above the Glacial Fissure sector was painstakingly carved from an ancient mountain by the Hailstorm Brotherhood. No one knows how many of the group's members perished making the spire a reality, but the achievement stands as a testament to these warriors' iron wills--and a warning to all who might oppose them.
Category: Locations Planet: 16141109882649941585 XP Level: 38 FQN: cdx.locations.hoth.chilling_death_spire Chilling Death Spire | Locations | Hoth | Both | 38 | 1.0.0 |
Clabburn Tundra The Clabburn Tundra sector has become a key battleground in the three-way war for Hoth. The rolling snow dunes of the drift hills and the spectacular frozen geysers of the jagged plains were initially claimed by the Republic military, which saw the region as an excellent artillery staging area. However, strategic mismanagement allowed both White Maw and Imperial forces to invade and establish their own camps.
Recent reports indicate some of Hoth's most hostile wildlife calls the Clabburn Tundra home, and these beasts are not happy to see their habitat invaded. Whitefangs, wampas and even the occasional tribe of attacking skels prey upon whole squads of soldiers.
Category: Locations Planet: 16141109882649941585 XP Level: 37 FQN: cdx.locations.hoth.clabburn_tundra Clabburn Tundra | Locations | Hoth | Both | 37 | 1.0.0 |
Crescent Canyon Facility The Crescent Canyon Facility was established decades ago by the Czerka Corporation to explore mining opportunities beneath Hoth's frozen tundra. The operation was eventually deemed too costly to pursue and Czerka personnel abandoned the sprawling base. Later, Ortolan explorers seeking to establish a permanent settlement on Hoth moved in and took over the structures.
The current conflict between Republic, Empire and White Maw has turned the facility into a battle zone. Reports indicate the Empire has invaded and enslaved the helpless Ortolans living there. Because of the facility's proximity to the Republic's Aurek Base, an immediate and strong military response is required.
Category: Locations Planet: 16141109882649941585 XP Level: 36 FQN: cdx.locations.hoth.crescent_canyon_facility Crescent Canyon Facility | Locations | Hoth | Both | 36 | 1.0.0 |
Glacial Fissure The sector designated as the Glacial Fissure is almost entirely White Maw territory. The deep ice canyons and extensive underground cave networks provide shelter and staging areas for the vicious pirate forces. When the White Maw's leaders saw the Republic and Imperial militaries arriving on Hoth, they immediately established well-defended camps and supply routes throughout the area.
Traveling through the Glacial Fissure is suicide for all but the most well-armed and highly trained operatives. The White Maw pirates do not fight conventionally, preferring to set ambushes and traps for their victims. Both the Republic and Imperial militaries have sustained heavy losses here, demonstrating the extraordinary threat the pirates represent.
Category: Locations Planet: 16141109882649941585 XP Level: 38 FQN: cdx.locations.hoth.glacial_fissure Glacial Fissure | Locations | Hoth | Both | 38 | 1.0.0 |
Highmount Ridge Initially home to Ortolan settlers, the Highmount Ridge sector is now contested territory where both Republic and Imperial military units contend with the White Maw pirate army. These deadly cutthroats have seized control of an extensive geothermal plant, giving them a well-defended staging area from which to conduct their assaults.
Fierce battles rage on the ridge's open areas, making the sector especially dangerous for travel. White Maw ambushes are common, but Republic and Imperial forces are managing to hold their own and establish footholds in the territory. Whether or not they can keep these positions is another matter.
Category: Locations Planet: 16141109882649941585 XP Level: 37 FQN: cdx.locations.hoth.highmount_ridge Highmount Ridge | Locations | Hoth | Both | 37 | 1.0.0 |
Icefall Plains When the Empire's forces scouted Hoth for a landing site, both Imperial and Chiss tacticians agreed that the Icefall Plains sector was the best location for a military staging ground. The easy but defensible access to White Maw pirate territory rendered it ideal for both offensive sorties and a defensive fallback. More importantly, once the Republic committed to Hoth and the salvage operation in the starship graveyard, it would become the perfect place from which to launch assaults and drag out the conflict forever.
Dorn Base, the heavily defended main Imperial complex, is protected by powerful shield generators and turrets. A series of smaller forward bases stand ready to alert commanders of any impending assault. Nonetheless, Republic commandos have made extensive inroads into the sector and now threaten to isolate the Icefall Plains from resupply and reinforcements.
Category: Locations Planet: 16141109882649941585 XP Level: 36 FQN: cdx.locations.hoth.icefall_plains Icefall Plains | Locations | Hoth | Both | 36 | 1.0.0 |
Star of Coruscant The greatest prize in Hoth's starship graveyard is a behemoth of a vessel called the Star of Coruscant. At the time of its crash, this superdreadnought was the most advanced ship in the Republic fleet--a project years in the making, shepherded along by one Colonel Omas. Its experimental weapons and breakthrough technology could have turned the war's tide, had the Empire not devoted every resource to trapping and destroying it.
Not even the long fall from orbit to Hoth's hard-packed ice plains could shatter the Star of Coruscant's hull. The ship remains intact, and White Maw pirates have spent considerable effort reactivating its internal power systems and shields. Indeed, the ship is now a veritable fortress on the planet's surface.
Category: Locations Planet: 16141109882649941585 XP Level: 39 FQN: cdx.locations.hoth.star_of_coruscant Star of Coruscant | Locations | Hoth | Both | 39 | 1.0.0 |
Starship Graveyard Decades ago, Imperial starships led the Republic fleet into a deadly trap above the remote ice planet of Hoth. The Republic's fabled prototype superdreadnought, the Star of Coruscant, was the Empire's primary target, but many other warships suffered the same terrible fate. The remains of these vessels fell to the planet's surface in a tightly-packed radius, creating an awe-inspiring graveyard of derelict ships.
Republic vessels were not the only victims of this devastating space battle, however. Several noteworthy Imperial ships were also destroyed, their cracked hulls raining down among the enemy's remains. Years of heavy snowfall and shifting ice have obscured the many wrecks to the point that sorting Republic from Imperial ships is often an impossible task.
Category: Locations Planet: 16141109882649941585 XP Level: 39 FQN: cdx.locations.hoth.starship_graveyard Starship Graveyard | Locations | Hoth | Both | 39 | 1.0.0 |
The Ambria's Fury Crash Among the Empire's losses in Hoth's fabled space battle was a sleek, fast warship designated the Ambria's Fury. Until recently, the ship's manifest had remained a mystery to all but the highest Imperial echelons. The only certainty was that the Imperial Moffs were most distressed at the ship's loss.
The wreck of the Ambria's Fury was recently discovered by Imperial and Republic forces, prompting a rush to secure the crash site and recover whatever secrets the ship has kept for so many years.... Category: Locations Planet: 16141109882649941585 XP Level: 38 FQN: cdx.locations.hoth.the_fatality_crash The Ambria's Fury Crash | Locations | Hoth | Both | 38 | 1.0.0 |
Tromper Crags Geothermal Plant The Ortolan settlers on Hoth needed a renewable energy source to power their habitat in the Crescent Canyon Facility and help them expand their territory, so Ortolan engineers constructed a massive geothermal plant tapping directly into Hoth's underground volcano network. The Tromper Crags plant provided more than adequate power and heat to keep the Ortolans in relative comfort... until the White Maw came.
The pirate army's leaders understood the value of controlling the most abundant power resource on Hoth and quickly stormed the geothermal plant. Any Ortolans who did not immediately submit to White Maw authority were summarily executed. Now that the Republic and Empire have come to Hoth, the Tromper Crags facility has become hotly contested territory.
Category: Locations Planet: 16141109882649941585 XP Level: 37 FQN: cdx.locations.hoth.tromper_crags_geothermal_plant Tromper Crags Geothermal Plant | Locations | Hoth | Both | 37 | 1.0.0 |
Whiterock Wastes The Republic established its primary military lodgment, Aurek Base, in the Whiterock Wastes sector with cooperation from the nearby Ortolan settlement in Crescent Canyon. The Ortolans aided the Republic military's engineers and helped construct their mountain fortress in return for protection from the White Maw pirates.
Had Republic military strategists foreseen the Empire's real plan--not to claim technology from the starship graveyard, but to draw Republic forces into an unwinnable fight--they might have reconsidered establishing anything in the Whiterock Wastes. The vast snowy plains stretching out from the mountain base provide unimpeded access to enemy forces. In retrospect, the Empire's violent invasion of the Whiterock Wastes was inevitable.
Category: Locations Planet: 16141109882649941585 XP Level: 36 FQN: cdx.locations.hoth.whiterock_wastes Whiterock Wastes | Locations | Hoth | Both | 36 | 1.0.0 |
Alien Enclave To the Voss, all outsiders--Imperial and Republic, diplomat and pilgrim--are ranked equally. As such, offworld visitors are all grouped together in the Alien Enclaves, specially-designated areas of Voss-Ka where outsiders can do business. This also allows the Voss to keep an eye on their visitors and control their movements within the city.
With Voss commandos constantly on guard, tensions in the Alien Enclaves run high. Nearly everyone there has the same goal--gaining the favor of the Voss--but they are also conscious that the Voss can order them offworld if they cause an incident. Ambassadors from the Empire and the Republic are icily polite; independent traders and captains carefully compete to sell their wares; Jedi and Sith walk large circles around one another. In the chaos of war, the Alien Enclaves represent islands of peaceful cooperation, albeit socially awkward ones. Category: Locations Planet: 16141116506689843478 XP Level: 44 FQN: cdx.locations.voss.alien_enclave Alien Enclave | Locations | Voss | Both | 44 | 1.0.0 |
Gorma-Koss The Gormak are normally a tribal people, their population spread across numerous nomadic clans numbering a hundred individuals each. However, deep in the Gormak lands lies Gorma-Koss, a massive settlement of tens of thousands of Gormak who have united their tribes in a sprawling expanse of huts, tents, high-tech defenses and amazing technological devices at the base of an unnamed mountain.
Gorma-Koss--literally "the Gormak kingdom" in the old Voss language--is rumored to be ruled over by a single powerful leader, and the Gormak who dwell in the makeshift city seem to be organized for some greater purpose. Instead of scavenging random cast-off pieces of technology, they seem to be searching for very specific items and components, as if gathering material for a massive, unknown project. Category: Locations Planet: 16141116506689843478 XP Level: 44 FQN: cdx.locations.voss.gorma_koss Gorma-Koss | Locations | Voss | Both | 44 | 1.0.0 |
Gormegan-1 Despite their incredible affinity for technology, the Gormak are still a backward species in many ways. Although they are capable of repairing, modifying and improving tech created by more advanced cultures, they are mired in a pre-spaceflight culture and confined to their homeworld.
Now, under the guidance of Jokull--a visionary warrior who has risen up to lead his people--the Gormak are approaching the dawn of a new age. Hidden away inside Gorma-Koss, dozens of tribes have united to build a starship capable of interstellar flight. Using pieces and equipment salvaged from the Empire, the Republic and even the Voss, they have made slow but steady progress, marching towards the future.
Should the Gormak successfully complete the vessel, it will forever alter the destiny of their people by making them a force within greater galactic culture. The long-term consequences of such a radical breakthrough are difficult to predict, but the Gormak firmly believe their first starship is the key to their ultimate survival. Category: Locations Planet: 16141116506689843478 XP Level: 44 FQN: cdx.locations.voss.gormegan_1 Gormegan-1 | Locations | Voss | Both | 44 | 1.0.0 |
Nightmare Lands Said by Voss and outsiders alike to cause insanity in those foolish enough to venture there, the Nightmare Lands are a dangerous region far from Voss-Ka, overgrown with twisted forests. The weather there is unpredictable, and strange sounds and lights have been reported by distant observers. No one knows what caused the corruption of these lands, but many Jedi and Sith claim to sense a powerful dark presence within.
Despite the dangers--and numerous warnings from the Voss--some outsiders still brave the Nightmare Lands to loot the ruins or investigate secrets. A few daring Mystics have also made pilgrimages there in an attempt to heal whatever plagues the land. Most of these explorers are simply never seen again; the rest are left to wander the forests, broken and mad. The Nightmare Lands are a blight on Voss; unfortunately, they are a blight nobody seems able to cure. Category: Locations Planet: 16141116506689843478 XP Level: 46 FQN: cdx.locations.voss.nightmare_lands Nightmare Lands | Locations | Voss | Both | 46 | 1.0.0 |
Shrine of Healing While many visitors to Voss seek guidance from the Mystic visionaries, a few desperate pilgrims come to risk the treacherous road to the Shrine of Healing. Imposing and ancient, the shrine houses the Mystic healers, whose incredible curative abilities are said to knit bones, purge disease and mend the mind and spirit.
The Shrine of Healing is not a simple hospice, but a monastery and retreat for Mystics. One of the few Voss buildings outside Voss-Ka to have survived the ages, it has rooms--even entire floors--whose purpose is known only to the healers. The shrine is protected by its own cadre of Voss commandos, who patrol the nearby hills vigilant for any Gormak.
The upper floors of the Shrine of Healing are reserved for the Trials, tests of faith and duty for Mystics and the most dedicated outsiders. Those foreigners who succeed at the Trials are highly regarded by the Voss, but these successes are rare. Category: Locations Planet: 16141116506689843478 XP Level: 44 FQN: cdx.locations.voss.shrine_of_healing Shrine of Healing | Locations | Voss | Both | 44 | 1.0.0 |
The Dark Heart The ruin the Voss call the Dark Heart lies deep in the twisted Nightmare Lands. The few surviving texts on the Dark Heart describe the complex as a maze of chambers--some sealed, others seemingly broken open from within--and vast underground corridors. It is said to be a place of corrupted monsters and ancient secrets, and based on orbital reconnaissance scans may be the oldest structure on the planet.
The Sith Lord Nerrethel spent two years researching texts concerning the Dark Heart and formulated several theories. He claimed its architecture resembled that of the ancient Sith on Korriban, and made a detailed study of the Dark Heart's orientation relative to Voss's constellations. After attempting to visit the Dark Heart in person, however, Lord Nerrethel was found dead on the border of the Nightmare Lands. His notes from the expedition contained only the words "it sees." Category: Locations Planet: 16141116506689843478 XP Level: 47 FQN: cdx.locations.voss.dark_heart The Dark Heart | Locations | Voss | Both | 47 | 1.0.0 |
The Gormak Cannon The Gormak hatred of the Voss is difficult to comprehend for outsiders. More than a simple cultural conflict, the Gormak view the Voss as a blight that must be completely wiped from the face of their world. To this end, the Gormak have begun construction of a massive weapon: a cannon aimed directly at the city of Voss-Ka.
The logistics of creating a weapon capable of launching devastating attacks on a city perched atop a mountain are difficult to imagine, but the resourcefulness of the Gormak should not be underestimated. Leveraging scavenged technology and using only primitive mining techniques, the deadly project is rapidly approaching completion and the Gormak's long-awaited day of reckoning is fast approaching. Category: Locations Planet: 16141116506689843478 XP Level: 44 FQN: cdx.locations.voss.the_gormak_cannon The Gormak Cannon | Locations | Voss | Both | 44 | 1.0.0 |
The Ruined City Far below Voss-Ka, at the base of the mountain atop which the city was built, are the remains of an ancient metropolis. The architectural style of the mysterious ruin is far removed from that of the Voss, and far beyond anything the primitive Gormak could create, leaving scholars to wonder who built it.
Despite the archeological evidence to the contrary, local legends hold that the ruins were indeed built by the Voss. When pressed as to why they would abandon the location for Voss-Ka, the Voss can provide no further details. It is clear that the ruins are shunned; culturally it is a place synonymous with mistakes, failure and regret, though not even the Mystics seem to recall how that reputation was forged. Category: Locations Planet: 16141116506689843478 XP Level: 44 FQN: cdx.locations.voss.the_ruined_city The Ruined City | Locations | Voss | Both | 44 | 1.0.0 |
The Step of Harmony Many offworld visitors have commented on the lovely view from a certain long platform in Voss-Ka that stretches out over the mountain. Few realize that this platform, the Step of Harmony, is the Voss's method of handling individuals unable to abide by Voss's simple laws--the violently deranged or the truly heretical. Those who commit particularly grievous offenses "take the Step of Harmony" by being cast over the edge of the mountain.
Despite its grim purpose, the Voss do not view the Step of Harmony as a place of execution. To the Voss, deviant behavior is a result of being "wrong-minded"; removing such people from the city is a positive act that restores order. The Step of Harmony also serves as a powerful symbol, emphasizing that, to the Voss, there is no greater punishment than being permanently expelled from Voss-Ka... whatever route the offender takes. Category: Locations Planet: 16141116506689843478 XP Level: 44 FQN: cdx.locations.voss.the_step_of_harmony The Step of Harmony | Locations | Voss | Both | 44 | 1.0.0 |
Voss-Ka Atop a sacred mountain stands Voss-Ka. The only true Voss settlement on a planet overrun by the tribal Gormak, the city is spread across several peaks, accessed by bridges spanning the vast gorges below. Notable landmarks include the Tower of Prophecy, the Alien Enclaves and the buildings assigned as impromptu embassies for Republic and Imperial ambassadors.
Under the administration of the Three, life in Voss-Ka is tranquil and orderly. Most Voss live peacefully there, caring for their families, cultivating the plants growing wild on the mountain and maintaining equipment for the Voss commandos in the war against the Gormak.
There is no dissent in Voss-Ka, and little crime. Many Exchange and mercenary visitors have tried to take advantage of the city's lack of regulation and serene attitude to law enforcement; however, persistent breaches of the peace in Voss-Ka are punished decisively, with dangerous offenders taking the "Step of Harmony" off the mountain. Category: Locations Planet: 16141116506689843478 XP Level: 44 FQN: cdx.locations.voss.voss_ka Voss-Ka | Locations | Voss | Both | 44 | 1.0.0 |
High Security Section The High Security Section of Belsavis prison contains cell blocks along with the medical, scientific and engineering centers for the facility. Necessities ranging from fresh water to electricity are produced here, and the science and medical teams work to better contain and better subdue the prison's more unusual residents.
The cell blocks in the High Security Section are designed to hold small communities of nonhuman prisoners with similar cultural or physiological needs. Although many species can and do survive among near-humans, official policy states that prisoners kept in species-tailored conditions (with select food, atmospheric mixtures, and so on) are often more tranquil.
The High Security Section has a dark reputation among Belsavis's inmates. Prisoners sent to the medical centers often don't return, the rumors say, and the Republic's scientists experiment with dangerous technologies drawn from Belsavis's ancient vaults. Whether any of these rumors are true, even the guards can't say; information, like everything else on Belsavis, is tightly restricted. Category: Locations Planet: 16141121725666440689 XP Level: 41 FQN: cdx.locations.belsavis.high_security_section High Security Section | Locations | Belsavis | Both | 41 | 1.0.0 |
Maximum Security Section The Maximum Security Section hosts prisoners too dangerous, too uncooperative or too unusual to be permitted to gather in any number. Many Maximum Security inmates are kept in near-permanent solitary confinement, and the Maximum Security cells are customized for each occupant so that shapechangers, cyborgs, Force-sensitives and other powerful beings can be effectively restrained.
The Maximum Security Section also contains the entrance to the deep levels of the prison--known as "the Tomb"--built by ancient aliens who used Belsavis as their own prison long ago. The Republic has explored only portions of the deep prison, studying the primeval droids that patrol the old, sealed cells. Nowadays, the ancient droids have grown used to the Republic, willingly accepting modern prisoners transferred into their care and depositing them in vaults far below the surface. Category: Locations Planet: 16141121725666440689 XP Level: 42 FQN: cdx.locations.belsavis.maximum_security_section Maximum Security Section | Locations | Belsavis | Both | 42 | 1.0.0 |
Minimum Security Section By the standards of any other prison, Belsavis's Minimum Security Section would be considered escape-proof--a tightly controlled, heavily monitored maze of cell blocks, guard towers and work yards. By Belsavis standards, the Minimum Security Section is just what the name implies--the absolute minimum level of security acceptable for holding the worst criminals in the galaxy.
The inmates in the Minimum Security Section consist mainly of murderers, pirates, gangsters and other violent criminals who possess a humanoid physiology and a willingness to communicate (if not cooperate) with prison authorities. Prisoners who require specialized holding facilities are shipped to higher-security areas, but here, inmates are permitted to gather and to work, albeit under strict supervision.
When the Empire inserted its forces onto the planet, it converted the remains of a camp used by early Republic explorers into a fortified lodgment. From there, Imperial forces have made surgical strikes to breach cell blocks and obliterate dividing walls. The Republic has since pulled many of the Belsavis guards and their families to relative safety in the prison's security and administrative centers. Category: Locations Planet: 16141121725666440689 XP Level: 40 FQN: cdx.locations.belsavis.minimum_security_section Minimum Security Section | Locations | Belsavis | Both | 40 | 1.0.0 |
The Tomb Thousands of years before the Republic conceived of the notion, a species known as the Rakata turned Belsavis into a prison planet. From what little scientists have learned by studying ancient writings and from the decaying memory banks of Rakata warden droids, Belsavis was built to hold monsters, warlords and so-called "lords of the infinite"--anything the primeval and incredibly powerful Rakata feared.
The Belsavis prison administration calls the Rakata section of Belsavis "the Tomb." Here, prisoners are held in eternal stasis, frozen in place and denied movement and thought by ancient technologies. Not all the inmates are ancient, however--many were given by the Republic to the warden droids for safekeeping, when no other cell could hold them.
Through the use of droids, remote-controlled probes and rare exploratory teams, the Republic has set up a series of monitoring and communication stations throughout the Tomb. Despite this, only a tiny portion of the Tomb has been explored; this is the domain of the ancients. Category: Locations Planet: 16141121725666440689 XP Level: 43 FQN: cdx.locations.belsavis.the_tomb The Tomb | Locations | Belsavis | Both | 43 | 1.0.0 |
Fort Salvo Nicknamed by the soldiers who first erected the base, Fort Salvo is the Republic's main artillery and munitions outpost on Ilum. Fort Salvo's gunners are some of the best in the galaxy, and have claimed dozens of Imperial troop carriers; they train by shooting down stray meteorites. The installation of a protective ray shield offended Fort Salvo's more maverick gunners, who saw it as impugning their ability to handle incoming hostiles.
As the Empire presses the Republic forces harder on Ilum, Fort Salvo has become an increasingly important position. Members of the Republic's alien coalition have begun transferring forces there in earnest; this also allows them to claim their share of munitions before anyone else. Category: Locations Planet: 16141145871965102174 XP Level: 50 FQN: cdx.locations.illum.fort_salvo Fort Salvo | Locations | Ilum | Both | 50 | 1.0.0 |
The Ilum Temple In the distant past, when the Jedi Order was first venturing into the galaxy, the order sought to establish a new home and training grounds on the planet Ilum. These ancient Jedi built a new Jedi Temple above Ilum's network of crystal caverns, and while the planet's climate was far from idyllic, its isolation and supply of lightsaber crystals made it an ideal place for schooling Padawans.
Careful to protect Ilum against the darkness that had threatened them on Tython, the ancient Jedi kept the hyperspace routes to Ilum secret from the rest of the Republic. The preferred means of learning the route required Force sensitivity and became the first trial of many an aspiring Jedi. But warfare with the Sith under the fallen Jedi Exar Kun led to the destruction of the training grounds, and in the centuries since, Ilum has been home to only a select few.
The temple became a place for young Jedi to travel and build their lightsabers, and where they might meditate in silence. It was a place of beauty and tranquility and crystalline perfection.
Until today. Category: Locations Planet: 16141145871965102174 XP Level: 50 FQN: cdx.locations.illum.the_jedi_temple The Ilum Temple | Locations | Ilum | Both | 50 | 1.0.0 |
Jedi Temple Ruins Although the Jedi Temple was destroyed by the Empire during the Sacking of Coruscant, its ruins still speak of its former glory. After the temple was bombed in the initial attack, the upper floors were deliberately collapsed on Darth Malgus's orders. The Jedi Temple's tower, once a Coruscant landmark, broke free during the bombing and fell to the city's lower levels. The old Jedi Council chamber is the only room left largely intact, but it is still considered dangerous and prone to collapse.
The temple ruins have continued to see strife even after the Sacking of Coruscant. They were the site of a duel between Darth Malgus and the Jedi empath Aryn Leneer before Imperial forces were withdrawn from the planet. Exceptionally brave and lucky looters have also disturbed the ruins, hunting--and often finding--valuable Jedi artifacts. Category: Locations Planet: 16141154995358231178 XP Level: 15 FQN: cdx.locations.coruscant.jedi_temple_ruins Jedi Temple Ruins | Locations | Coruscant | Republic | 15 | 1.0.0 |
Old Galactic Market Twenty years ago, the old Galactic Market was a bustling center of commerce where the goods and wealth of the galaxy flowed freely. Since the Treaty of Coruscant, however, the market has become a shadow of its former self.
The old Galactic Market was the site of extraordinary scenes after the war. Thousands of homes in the lower reaches of Coruscant--most belonging to poor families--were destroyed during the Imperial invasion. The homeless families squatted in the marketplace; when ordered to leave by Republic military forces, the squatters rioted in protest.
The market has never been truly safe since, and the criminal Migrant Merchants' Guild has gradually established its own control over the area. While careful and well-armed visitors can still find useful technology or rare weapons there, most are advised to stay away. Category: Locations Planet: 16141154995358231178 XP Level: 10 FQN: cdx.locations.coruscant.old_galactic_market Old Galactic Market | Locations | Coruscant | Republic | 10 | 1.0.0 |
Senate Tower No visitor to Coruscant can fail to be awed by the majestic Senate tower. Built to house the thousands-strong Galactic Senate, it is also home to the offices of the Supreme Chancellor, numerous embassies and the headquarters of Republic Special Forces.
The interior of the Senate tower is open to the public, though Coruscant Security and the Republic military patrol the corridors. While it survived the Sacking of Coruscant, the Senate tower was later damaged when a number of Senators, supporters of the Treaty of Coruscant, were targeted by a bomb.
Entrance to the Senate tower is via the Avenue of the Core Founders, a famous concourse flanked by the statues of the Core Founders themselves. Inside, visitors to the Senate tower are encouraged to enjoy the guided tours or peruse the holographic statues of famous Senators. Category: Locations Planet: 16141154995358231178 XP Level: 10 FQN: cdx.locations.coruscant.senate_tower Senate Tower | Locations | Coruscant | Republic | 10 | 1.0.0 |
The Works Impressive as Coruscant's shining towers are, they could not exist without the less-glamorous Works, the heavy industrial complex deep below in the lower levels. The Works is home to Coruscant's hydrosupply stations, pollution-processing plants and electrical generators, staffed by droids who can survive accidents in the Works' dangerous machinery.
Some of Coruscant's more desperate homeless hide in the Works, tapping the pipes for water and sleeping under the power conduits to keep warm. Occasionally they will break a major pipeline, causing blackouts and water shortages on the levels above. One Senator, while demanding harsher penalties for vagrancy, found his water supply mysteriously cut off forty times in a month. Category: Locations Planet: 16141154995358231178 XP Level: 14 FQN: cdx.locations.coruscant.the_works The Works | Locations | Coruscant | Republic | 14 | 1.0.0 |
Fa'athra's Palace Like the palace of Nem'ro, Fa'athra's palace is modeled after the capitol building in the Hutta city of Bilbousa. Unlike the palace of Nem'ro, Fa'athra's home is a veritable deathtrap--built with warfare and defense as its primary purpose, rather than business and luxury.
Fa'athra employs several different mercenary groups to patrol the palace grounds and corridors. Each mercenary organization is given information only about its own territory and has no information about the rest of the palace's defenses. Fa'athra's paranoia guarantees that no single betrayal can cause his downfall, but it may also be his greatest weakness. Category: Locations Planet: 16141158871960526176 XP Level: 8 FQN: cdx.locations.hutta.faathras_palace Fa'athra's Palace | Locations | Hutta | Imperial | 8 | 1.0.0 |
Hutta Swamps Outside the settled and industrialized sectors of Hutta are the swamps--land occupied only by the desperate and foolhardy. Mutated animal life and crazed bog people are a threat to all ground transport; the Hutts normally travel by air, leaving their humanoid servants to move by foot or landspeeder.
Swampland covers nearly half of Hutta's surface, uninhabitable by galactic standard due to the level of pollutants in the water and air. This wasn't always the case--before the Hutts migrated to the planet, most of what is now swampland was jungle and ocean. Over centuries of intentional planetary engineering and simple neglect, however, the jungles died and the oceans were drained and chemically converted. Category: Locations Planet: 16141158871960526176 XP Level: 3 FQN: cdx.locations.hutta.hutta_swamps Hutta Swamps | Locations | Hutta | Imperial | 3 | 1.0.0 |
Jiguuna Hutts are notoriously territorial creatures, and their settlements reflect this. Enormous urban centers inhabited by thousands of Hutts are few on Hutta; instead, the planet's industrial towns are scattered across the globe, ruled like city-states by whichever Hutt rises to the top.
Jiguuna is one such industrial town, serving as an operational hub for nearby factories, mines and processing centers. Booming and influential two centuries ago, Jiguuna fell into anarchy when its founder, Bakuush the Hutt, died in a mechanical accident. Afterward, Jiguuna's population of humanoid enforcers, workers and slaves fought for scraps under a succession of would-be ganglords.
Eventually, a Hutt called Nem'ro eliminated his competitors and declared himself Jiguuna's new ruler. Since then, Jiguuna has been on an upswing, facilitating the distribution of shvash gas, spice and weapons. Competition with neighboring Hutts has brought gang warfare back to town, but business goes on, and Nem'ro controls the locals with bribes and brute force. Category: Locations Planet: 16141158871960526176 XP Level: 1 FQN: cdx.locations.hutta.jiguuna Jiguuna | Locations | Hutta | Imperial | 1 | 1.0.0 |
Nem'ro's Palace The palace of Nem'ro the Hutt is half-fortress, half-monument-to-hedonism. Anyone who does business in Jiguuna is expected to come to the palace and pay his or her dues, but Nem'ro himself stays hidden behind multiple layers of security; most visitors are lucky to speak to one of his lieutenants.
Still, a visit to the palace has its privileges. In addition to the fully stocked cantina and the right to socialize with traveling traders, pirates and businesspeople from across the galaxy, the pleasures of the fighting pit and the private suites await those of a particular temperament.
Murder and theft aren't unknown in the palace, either--but acts performed without Nem'ro's blessing can have gruesome repercussions.
Category: Locations Planet: 16141158871960526176 XP Level: 2 FQN: cdx.locations.hutta.nemros_palace Nem'ro's Palace | Locations | Hutta | Imperial | 2 | 1.0.0 |
Rust Yards The Rust Yards, according to common wisdom, are where old industrial facilities go to die. Over the decades, many factories have been constructed, operated and run into the ground here--only to be rebuilt and repurposed. Ore refineries become droid recycling plants when the ore supply runs dry; weapons assembly lines become toxic chemical storage bays when the arms dealing business is slow.
Nem'ro the Hutt has traditionally controlled the businesses in the Rust Yards--never by official contract, but by virtue of having the largest armed force in the area and by coaxing plant foremen into cooperating. Recent brutal attacks have shifted control of the Rust Yards to Nem'ro's rival, Fa'athra, who keeps the area locked down with his own mercenaries and security droids. The local workforce has little choice but to cooperate. Category: Locations Planet: 16141158871960526176 XP Level: 6 FQN: cdx.locations.hutta.rust_yards Rust Yards | Locations | Hutta | Imperial | 6 | 1.0.0 |
The Old Muckworks The facilities at the Old Muckworks process the enormous quantities of chemicals and liquid pollutants in the waters of Hutta. Unfortunately, this "processing" doesn't necessarily clean the water. Although the facilities do prevent the planet from becoming entirely lethal to non-Hutt life, their primary job is to filter any valuable compounds from waste dumped into the swamps. These compounds are drained into enormous factory vats. Whatever useless chemicals remain afterward go right back into the swamp water.
The original Jiguuna Muckworks was replaced by new Muckworks--built some distance west of town--several decades ago, but the successor facility went into critical failure shortly after its installation. The "Old Muckworks" returned to use, and the name stuck. Category: Locations Planet: 16141158871960526176 XP Level: 7 FQN: cdx.locations.hutta.old_muckworks The Old Muckworks | Locations | Hutta | Imperial | 7 | 1.0.0 |
Brejik's Run The remains of an old swoop track, Brejik's Run is named for Milos Brejik, a famous Tarisian swoop racer who turned scavenger after the destruction of Taris, using his swoop skills to quickly forage and deliver supplies to the few unfortunate survivors of the bombardment. Brejik's Run has had many occupants over the centuries, as its large overhangs make good shelter from the harsh elements, but it currently hosts a Republic settlement and outpost--one of the earliest attempts to tame and rebuild Taris. Category: Locations Planet: 16141165292934571748 XP Level: 35 FQN: cdx.locations.taris_imp.brejiks_run Brejik's Run | Locations | Taris (Imp) | Imperial | 35 | 1.0.0 |
Brell Sediment The Brell Sediment refers to a large area of Tarisian ruins dominated by a massive acidic lake and a former chemical plant. It gets its name--somewhat ironically--from Ark Brell, a leading environmentalist on Taris in the days before its destruction. Before the bombardment, Ark Brell set up several water purification and waste disposal plants on Taris, with the aim of turning the waste from Taris's factories into alternative fuel sources and minimizing the waste produced by the massive city-world.
Legend has it that the collapse of one of his factories during the bombardment created the acid lake, although present rumor suggests that other, less well-intentioned groups on Taris may be the cause. Category: Locations Planet: 16141165292934571748 XP Level: 32 FQN: cdx.locations.taris_imp.brell_sediment Brell Sediment | Locations | Taris (Imp) | Imperial | 32 | 1.0.0 |
Endar Spire The Republic cruiser Endar Spire was shot down over Taris during the Jedi Civil War in an attempt by Darth Malak to capture the young Jedi Bastila Shan. This event led directly to Taris's ultimate destruction, securing the ship's place in history.
Over the centuries, the Endar Spire's husk has become a shelter to many different groups on Taris, including surviving settlers, pirates and scavengers. Its internal systems are believed to contain a bounty of information and useful materials to anyone with the will and ability to recover them. Category: Locations Planet: 16141165292934571748 XP Level: 34 FQN: cdx.locations.taris_imp.endar_spire Endar Spire | Locations | Taris (Imp) | Imperial | 34 | 1.0.0 |
Republic Resettlement Zone After the Treaty of Coruscant, the Republic set out to rebuild the demolished planet Taris and forge a symbol of renewed strength. As the operation grew, the Olaris Reclamation Base rose from the ashes and Republic forces tamed the surrounding jungle. But progress stalled after repeated setbacks in Taris's hostile wilds.
It wasn't until the arrival of Governor Saresh that Republic reconstruction finally took hold. Through sheer will and ambition, Saresh turned the reclamation around and established the Republic Resettlement Zone. As the heart of the reconstruction, this zone houses the tens of thousands of machines, administrators and soldiers that make the reclamation possible. Although Governor Saresh has since relinquished her post on Taris, the Republic Resettlement Zone still stands as a haven for the Republic and a sign of the rebirth to come.
Category: Locations Planet: 16141165292934571748 XP Level: 33 FQN: cdx.locations.taris_imp.republic_resettlement_zone Republic Resettlement Zone | Locations | Taris (Imp) | Imperial | 33 | 1.0.0 |
Sinking City The Sinking City is where the heart of old Taris collapsed into the world below during the bombardment. Taris's most lively business and cultural districts have become a morass of urban decay. The ruins of Dynamet General Hospital, as well as massive building plates that once supported towering skyscrapers, provide shelter for rakghouls, pirates and scavengers. But the Sinking City promises to rise again--several attempts have been made to begin new construction in the area, and the Republic is focusing its reconstruction efforts on returning Taris to its former glory. Category: Locations Planet: 16141165292934571748 XP Level: 33 FQN: cdx.locations.taris_imp.sinking_city Sinking City | Locations | Taris (Imp) | Imperial | 33 | 1.0.0 |
Transport Station Five Before the planet's destruction, billions of citizens visited Taris's transport stations daily to quickly travel across the massive city world. Speeders ran on schedule and trams hauled freight and passengers safely to their destinations. As Taris's alien population took to the Lower City, Transport Station Five was built to serve their expanding needs.
When the planet was bombarded in the Jedi Civil War, transport stations on the upper levels of Taris were incinerated and turned to rubble. Now only the ruins of Transport Station Five remain intact, a ghostly reminder of a planet once teeming with life.
Category: Locations Planet: 16141165292934571748 XP Level: 34 FQN: cdx.locations.taris_imp.transport_station_five Transport Station Five | Locations | Taris (Imp) | Imperial | 34 | 1.0.0 |
Tularan Marsh Swampland has overtaken much of the area now called the Tularan Marsh. The origin of the name is unknown--before the bombardment, the Tularan Skyway was a major thoroughfare through the industrial zone surrounding one of Taris's primary power plants, but who or what it was named after is a piece of history lost in the rubble.
Now the area is infested with rakghouls and pirates, and only a few intrepid representatives of the Republic venture this far into the unknown, untamed wilds of Taris. Category: Locations Planet: 16141165292934571748 XP Level: 34 FQN: cdx.locations.taris_imp.tularan_marsh Tularan Marsh | Locations | Taris (Imp) | Imperial | 34 | 1.0.0 |
Adrenal Synthesis Factory The source of the Three Families' wealth is their adrenal synthesis factories, which convert the Republic's processed Quesh venom into precious adrenals. The length of the process depends on the quality of the adrenals required; military grade adrenals take a week or so to produce, while cheaper ones can be created in days.
The Three Families guard the secret of adrenal creation very closely, meaning access to the factories is strictly regulated. All Republic personnel working there have to be carefully vetted and vouched for, and are subject to search without warning by Three Families enforcers. To keep its partnership with the Three Families harmonious, the Republic employs harsh punishments for theft; it is not uncommon for thieves of a single adrenal canister to be jailed and fined the cost of an entire vat.
Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.adrenal_synthesis_factory Adrenal Synthesis Factory | Locations | Quesh | Imperial | 36 | 1.0.0 |
Broga's Palace As head of the Three Families, Broga the Hutt considered it his right to have his own private home and base of operations separate from the Three Families Palace. Stocked with well-trained slaves and imported luxuries from Nar Shaddaa, Broga's Palace gradually became a power center in its own right, which made the Empire's siege and capture of the palace all the more humiliating.
Now held by the Imperial Moff Dracen, the defenses and strategic position of Broga's Palace have been turned against the Republic. With the Republic military focused on defending Quesh's miners and the Three Families protecting their mines, Broga has discussed hiring offworld mercenaries to retake his home... or to at least to reclaim his beloved wine cellar from Imperial hands.
Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.brogas_palace Broga's Palace | Locations | Quesh | Republic | 36 | 1.0.0 |
Chem-Basin Mine The Chem-Basin Mine has only been open for four years, but it has already earned a reputation for accidents and mismanagement. The original survey team was almost suffocated when the members accidentally released a pocket of evaporated Quesh venom, and substandard materials meant the initial tunnels had to be re-propped and re-dug after a major collapse. Ever since, problems have dogged the site and slowed venom production.
Strangely, the miners who work at Chem-Basin exhibit a degree of pride in their mine. They claim any fool can work at the Grancha Lakand site and get results, but Chem-Basin calls for a degree of finesse that is scarce on Quesh. The subject is guaranteed to come up whenever Grancha Lakand and Chem-Basin miners are drinking together.
Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.chem_basin_mine Chem-Basin Mine | Locations | Quesh | Republic | 36 | 1.0.0 |
Grancha Lakand Venom Mine Grancha Lakand is the largest and oldest venom mine on Quesh. Built through a fissure created by the Quake, the mine is named for its first explorer, who was trapped by a rockfall during his initial survey. By the time he was rescued, Grancha Lakand's adrenal countermeasures had worn off and he had been breathing Quesh venom fumes for some time.
Lakand excitedly told his rescuers that he had had an epiphany while trapped. The biggest supply of Quesh venom on the planet lay beneath the fissure somewhere, and Lakand knew exactly where to find it. He was dismissed as a venom-intoxicated madman, but when Lakand recovered, he returned to the fissure and, after weeks of surveying, located a huge reservoir of Quesh venom. While not necessarily the largest on the planet, the reservoir has supplied the Grancha Lakand mine for several years without the venom running dry.
Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.grancha_lakand_venom_mine Grancha Lakand Venom Mine | Locations | Quesh | Republic | 36 | 1.0.0 |
Imperial Garrison When the Empire arrived on Quesh, its tacticians believed one swift strike would devastate the sparsely populated world. Instead, the Imperial forces managed to capture only a few mines and one processing station before they found themselves pushed back by the Republic. The captured processing station and its warehouses were soon converted into a garrison which remains the Empire's base of operations on Quesh today.
The headquarters of Moff Dracen and his commanders was once a storage warehouse for the processing station's chemicals. It has been thoroughly cleaned and furnished to the standards demanded by Imperial officers, though the lingering smell has never been fully removed.
Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.imperial_garrison Imperial Garrison | Locations | Quesh | Imperial | 36 | 1.0.0 |
Quesh Imperial Outpost Originally intended to be the Empire's base of venom research on Quesh, a variety of setbacks and concerted attacks by the Republic hampered the Empire's scientific studies at this outpost. Hutt Cartel forces have since been stationed here at the Empire's request, guarding the scientists and using the outpost as a staging point and repair center for their battle droids.
Although the Empire's research is now considered safe from the Republic, the strong cartel presence has made some of the Imperial scientists uneasy. The cartel has repeatedly offered to help the Empire with its study of Quesh venom, but Imperial commanders are concerned that the outpost half-belongs to the cartel already.
Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.imperial_outpost Quesh Imperial Outpost | Locations | Quesh | Republic | 36 | 1.0.0 |
Quesh Venom Refinery As the Republic's main source of processed Quesh venom, the Quesh Venom Refinery is one of the most secure locations on the planet. Cut by droids from a ravine created by the Quake thousands of years ago, the stone quarried was used to build the high walls around the refinery. The main courtyard is under constant guard, and access is restricted to dignitaries and scientific experts.
This refinery is actually the second that the Republic built on Quesh. The first was destroyed when contaminants polluted the refining process, causing the processed Quesh venom to eat through the vats and then the lower refinery floor. The high walls around the current refinery are not only for defensive purposes, but to contain any future accidents or acts of sabotage.
Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.quesh_venom_refinery Quesh Venom Refinery | Locations | Quesh | Imperial | 36 | 1.0.0 |
Republic Operational Headquarters The Republic's center of operations on Quesh was established roughly ten years ago. Initially housing civilian miners, medical professionals and scientists, these workers gradually moved on to smaller camps elsewhere. When the Empire attacked Quesh, the old miners' quarters were quickly converted into a barracks and the entire site was turned over to the Republic military.
Many newly arrived soldiers remark upon the Operational Headquarters' light defenses, especially considering the high-level personnel stationed there. In fact, the headquarters' best protection is the large Quesh venom pipelines nearby. In a dire emergency, the pipelines can be vented, causing a massive biohazard to slow any aggressors while personnel are evacuated. Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.republic_operational_headquarters Republic Operational Headquarters | Locations | Quesh | Republic | 36 | 1.0.0 |
Three Families Palace Freed from the Hutt Cartel's watchful eye, the Three Families have grown immensely wealthy on Quesh--and as their influence grows, the Three Families have begun solidifying their power base. A large portion of their profits from the adrenal refineries was spent building a lavish palace, complete with all modern conveniences and an impressive security network. Much more than a simple defensive position or status symbol, the Three Families Palace is intended to be a clear statement that the Three Families are wholly committed to defending Quesh.
The Palace has generally been kept off-limits to Republic personnel, especially the local military officials. This is partly for security reasons, as the Three Families keep their sensitive files close at hand. Portho the Hutt's indulgence in adrenals has also become something of an embarrassment in recent years. After several inappropriate comments from Portho to the Republic commanders, the Three Families prefer to simply keep him out of sight.
Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.three_families_palace Three Families Palace | Locations | Quesh | Imperial | 36 | 1.0.0 |
Three Families War Camp When the Empire attacked Quesh, the Three Families initially coordinated the defense from their palace, but quickly realized they needed a more efficient operational post. They poured money into establishing a defensive point between their headquarters and the Republic base, and in a matter of days, the war camp was set up, supplied and staffed--an object lesson in how Hutts react when their credits are at stake.
Broga, the head of the Three Families, spends much of his time at the war camp since his private palace was captured by the Empire. His role is twofold: firstly, overseeing his forces as they coordinate with the Republic military, and secondly, ensuring that Republic forces are not passing on any of the Three Families' secrets concerning the handling of Quesh venom.
Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.three_families_war_camp Three Families War Camp | Locations | Quesh | Republic | 36 | 1.0.0 |
Yuna Bore Venom Mine The Yuna Bore mine was once known for two strange treasures: Quesh venom and bones. The first miners found a fossil bed containing remains of Quesh's prehistoric creatures, preserved by rising silt and venom deposits after the big Quake. Since the Republic was only interested in the Quesh venom, the miners were free to recover the bones, ship them offworld and sell them to collectors and paleontologists on Coruscant.
This turned out to be immensely profitable. Many miners were able to buy out their contracts on profits from the fossils alone. Even today, with the fossil bed cleared, the Yuna Bore remains productive, as the miners' attempts to discover more bones have driven the tunnels on well ahead of schedule.
Category: Locations Planet: 16141165625065288506 XP Level: 36 FQN: cdx.locations.quesh.yuna_bore_venom_mine Yuna Bore Venom Mine | Locations | Quesh | Imperial | 36 | 1.0.0 |
Anchorhead One of the first outsider settlements built on Tatooine, Anchorhead started as a desperate mining colony and has, over the centuries, grown into one of the largest spaceports on the planet. Anchorhead plays host to pirates and smugglers looking for a place to lie low, merchants and businessmen integral to the survival of the city's outlying moisture farms, and permanent residents who eke out a living running cantinas, fixing machines and otherwise maintaining the cultural infrastructure.
The mining industry has faded away altogether in and around Anchorhead. It was Czerka Corporation that was most resolved to unearth valuable metals several centuries ago, and even after it became clear that no profit was forthcoming, Czerka maintained offices in Anchorhead on and off for centuries--committed not to write the planet off as a total loss. Category: Locations Planet: 16141178175742985098 XP Level: 24 FQN: cdx.locations.tatooine.anchorhead Anchorhead | Locations | Tatooine | Republic | 24 | 1.0.0 |
Jundland Stretches of sand pockmarked by canyons and rocky outcroppings, the Jundland Wastes mark the border between the great Dune Sea and the spaceports of Anchorhead and Mos Ila. Home to a scattered few outposts and moisture farms along with Sand People, wild beasts and the kind of criminal scum unwelcome even in Tatooine's most disreputable settlements, the intense heat is far from the only danger.
Jundland's cliffs are festooned with cave systems extending kilometers below ground, but mechanical problems related to the pervasive heat and sand mean they have never been properly mapped. Every once in a while, a brave individual builds a permanent shelter inside one of these caves. There's rarely anything left after a month, thanks to the predators of Jundland. Category: Locations Planet: 16141178175742985098 XP Level: 25 FQN: cdx.locations.tatooine.jundland Jundland | Locations | Tatooine | Both | 25 | 1.0.0 |
Lightspring (Smuggler) Deep in Tatooine's most desolate reaches, where neither travelers nor hunters dare to go, lies a natural site of incredible beauty and serenity. The Lightspring is a huge underground cavern containing a massive pool of water lit from beneath by a strange glow, casting rippling shadows and reflections on the walls. It's considered a holy site by the native Sand People, never to be disturbed or contaminated.
Now, the sanctity of the Lightspring has been desecrated by the crime lord Diago Hixan, who has claimed it as the seat of his criminal empire. He's filled the cavern with his vain collection of trinkets and baubles, turning the once-pristine landmark into his personal junkyard. Category: Locations Planet: 16141178175742985098 XP Level: 24 FQN: cdx.locations.smuggler.lightspring Lightspring (Smuggler) | Locations | Tatooine | Republic | 24 | 1.0.0 |
Mos Ila Before the Empire converted the city into a garrison, Mos Ila was a settlement largely overrun by Exchange outlaws and smugglers. The local farmers and traders who made up the bulk of the population were at the mercy of the crime syndicate, which found Tatooine to be a perfect base of operations. When Imperial troops landed unannounced and swept all opposition out of the city, the residents reacted with mixed emotion--glad to see the Exchange gone, less certain of their new Imperial masters.
This is not the first time Mos Ila's local authority has been deposed. The settlement was originally built as a trading post with the assistance of local Jawas and was governed by a Jawa council. The non-Jawa population had no problem with this arrangement, despite the unpredictability of the Jawa-built machines; rather, it was the arrival of the Exchange that forced the Jawas out and soured outsider-Jawa relations in the region. Category: Locations Planet: 16141178175742985098 XP Level: 24 FQN: cdx.locations.tatooine.mos_ila Mos Ila | Locations | Tatooine | Imperial | 24 | 1.0.0 |
Outlaw's Den Of all the wretched and lawless regions that dot the sun-bleached surface of Tatooine, there's one forsaken strip of desert that even the most hardened wanderers avoid: the Outlaw's Den. A ghost town whose sad history consists only of conquest, desperation and despair. Dozens of gangs, pirate crews and even native raiders have claimed the blighted region over the years, but never for long as the place seems to attract the criminal element like a lure. Some say the land is cursed, others say it's the ghosts of the murdered settlers who drive trespassers to violence, all that's really known is that no one is ever truly safe in the Outlaw's Den. Category: Locations Planet: 16141178175742985098 XP Level: 24 FQN: cdx.locations.tatooine.outlaws_den Outlaw's Den | Locations | Tatooine | Both | 24 | 1.0.0 |
The Dune Sea A vast ocean of sand stretching endlessly into the horizon, the Dune Sea is the image that springs to mind when most think of Tatooine--even those who've settled on the planet. Few dare to wander too far into the wasteland, fearful of Sand People, hideous monsters and worst of all: the utterly unknown.
Particularly brave Jawas have retrieved salvage during journeys into the Dune Sea, returning with puzzling devices and broken gadgets. No one is entirely sure how these scraps ended up in the wastes, but the occasional piece bears the worn, faded emblem of Czerka Corporation. Category: Locations Planet: 16141178175742985098 XP Level: 26 FQN: cdx.locations.tatooine.the_dune_sea The Dune Sea | Locations | Tatooine | Both | 26 | 1.0.0 |
The Wound In the middle of the Jundland Wastes, the land is split by a deep chasm known only as the Wound. The bottom is impossible to see from the upper ridge, and the rim of the Wound is dotted with the camps of Sand People. The Sand People seem to revere the Wound and are occasionally seen casting the dead into its depths.
Most people consider the Wound a natural formation, but some fringe geologists believe otherwise. They speculate the Wound was created during a violent orbital bombardment in ancient times. Their evidence is thin, however, and many wonder why anyone would bombard such a remote and desolate world. Category: Locations Planet: 16141178175742985098 XP Level: 26 FQN: cdx.locations.tatooine.the_wound The Wound | Locations | Tatooine | Both | 26 | 1.0.0 |
Anomid Anomids are perhaps most easily recognized for the vocalizer masks they wear over their mouths. These units, while not necessary for breathing, are necessary for Anomid speech, as Anomids do not possess vocal chords and typically communicate with each other using a six-fingered sign language.
Wealthy and adept at technological innovation, Anomids can be found far from their homeworld of Yablari serving as merchants, scientists and engineers. As a species, Anomids have traditionally allied themselves with the Republic, but individual Anomids can be found embedded with any number of cultures and organizations--including the Hutt Cartel.
Category: Species XP Level: 36 FQN: cdx.species.anomid Anomid | Species | | Both | 36 | 1.0.0 |
Arcona Arcona are a reptilian species from the desert world of Cona. Although their large eyes are their most distinctive feature, Arcona actually have poor eyesight, relying instead on the powerful scent organs on their tongues and an ability to perceive body heat. Due to the heavy concentrations of ammonia in their homeworld's atmosphere, Arcona cannot survive without ammonia supplements when away from home.
Highly social, Arcona live in tight-knit nests where the needs of the group always come before those of the individual. This mentality is so ingrained that many Arcona alone in the galaxy still refer to themselves as "we" rather than "I." Category: Species XP Level: 1 FQN: cdx.species.arcona Arcona | Species | | Both | 1 | 1.0.0 |
Chagrian Chagrians are amphibious beings with distinctive horns that evolved on the watery planet of Champala. Individual Chagrians are raised as tadpoles in pools of water within their family homes; upon gaining their adult forms, they retain the ability to breathe underwater but lose their sense of taste. Due to the unstable history of Champala's star, Chagrians also have a natural resistance to radiation.
Chagrian society is largely peaceful. Champala's government is famous for being even-handed, ensuring a high quality of life for all its citizens while showing special favor to none. This mentality is often borne out in Chagrian individuals; in Republic politics, Chagrians are often painted as naive idealists by their opponents, but they can be fiercely devoted to their constituents. Category: Species XP Level: 1 FQN: cdx.species.chagrian Chagrian | Species | | Both | 1 | 1.0.0 |
Devaronian Devaronians were among the galaxy's first species to develop interstellar travel, quickly branching out from their home planet Devaron to the Republic's founding worlds. Devaronian males are as well-known for their wanderlust as their striking physical appearance; they possess brightly colored--often red--skin, sharp teeth and long cranial horns; these combined attributes often conjure images of deadly, malicious predators and elicit discomfort among non-Devaronians.
During the early days of the Sith Empire's return, Devaronians became targets of prejudice within outlying regions of Republic space, with less-educated citizens confusing the pureblood Sith and Devaronian biological traits. Before widely distributed images of true Sith purebloods put an end to the confusion, a few disreputable Devaronians gleefully took advantage of this change in reputation, only too happy to be feared. Category: Species XP Level: 1 FQN: cdx.species.devaronian Devaronian | Species | | Both | 1 | 1.0.0 |
Esh-kha According to ancient warnings carved into the walls of Belsavis prison, the Esh-kha were once one of the most feared species in the galaxy. In the distant past, they rose from their isolated homeworld and cut a swath of destruction across countless systems. Entire species were hunted to extinction.
This marauding was only stopped when the Rakata "Infinite Empire," which had lost dozens of its slave worlds to the Esh-kha, mustered its titanic military against them. The Esh-kha were imprisoned in stasis beneath the surface of Belsavis--conscious, but immobile--and left in darkness for thousands of years.
Since the security of Belsavis has begun breaking down, the Esh-kha have resumed their campaign of ruthless expansion and zealous combat. They appear devoted to releasing all of their kin on the planet, and spreading as much chaos as possible in the ancient prison. With every hour that passes, they recover more technology and strange weapons; it is only a matter of time before they take to the stars again. Category: Species XP Level: 1 FQN: cdx.species.eshka Esh-kha | Species | | Both | 1 | 1.0.0 |
Houk Houk are massive, muscular humanoids native to the planet Lijuter. Never developing starship technology of their own, they emerged into the greater galaxy after initial contact with Vaathkree traders during which they offered their services as laborers and bodyguards. Often taken as mindless brutes, Houk are noteworthy for their strength and short tempers but can be surprisingly cunning; nonetheless, Houk prefer to solve problems with violence, and see no reason to be bound by treaties or contracts.
Their natural strength and resilience means Houk gladiators are in high demand, especially for arena masters who can't afford a rare Wookiee combatant. A Houk named Torog became famous in the Besberra arena after fighting off waves of opponents and wild beasts for five hours, then dropping dead. This alone wasn't remarkable, until a post-mortem showed that for four of those hours, Torog had been fighting with a broken neck. Category: Species XP Level: 1 FQN: cdx.species.houk Houk | Species | | Both | 1 | 1.0.0 |
Ithorian Pejoratively called "hammerheads" for their distinctive skulls, Ithorians are a peaceful mammalian species with two mouths and four throats. Their native language--which other species often find melodious but impossible to reproduce--resembles music rather than speech.
Ithorians are devoted environmentalists and staunch pacifists. They evolved on the beautiful jungle world of Ithor, eventually moving into floating "herd ships" to avoid disturbing the native flora they call "Mother Jungle." Their experience building herd ships allowed the Ithorians to become one of the earliest spacefaring species, and they live on city-ships to this day. Every five years, Ithorians gather for a Meet, where they exchange news, debate important issues and come together as a culture.
Although not particularly technologically advanced, no species is more capable at restoring damaged ecologies than the Ithorians. Many Ithorian herds have begun visiting worlds whose biospheres were damaged in the Great War, encouraging the worlds' recovery or transplanting endangered flora and fauna to new homes. Category: Species XP Level: 1 FQN: cdx.species.ithorian Ithorian | Species | | Both | 1 | 1.0.0 |
Kaleesh The proud, honorable and deadly Kaleesh warriors are a relatively recent arrival to the civilized galaxy, but both the Republic and Empire already respect the species for its martial talent. Thanks to their imposing bone masks, Kaleesh are also highly sought-after as enforcers by status-conscious members of the criminal underworld. Wealthy Hutts employ Kaleesh bodyguards as a pointed warning to any upstarts who might challenge the Hutt Cartel's power.
Individual Kaleesh project a stoic fatalism mixed with a surprisingly deep spirituality. Their core belief is that those who perform great deeds in life become immortal, godlike beings upon their deaths. Kaleesh warriors therefore seek only the greatest challenges to overcome. Anything less means risking an ignominious--and permanent--demise. Category: Species XP Level: 1 FQN: cdx.species.kaleesh Kaleesh | Species | | Both | 1 | 1.0.0 |
Neimoidian Around the time of the foundation of the Republic, a group of Duros explorers led by Chal Haan colonized the planet Neimoidia. Over millennia, the conditions of their new colony led these Duros to evolve into a separate species: Neimoidians. These green-skinned, red-eyed beings grow from grubs in communal hives, where they spend the early years of their lives competing for food. Those who cannot find or steal enough to eat quickly starve, a process which ensures that weakness is weeded out early.
Personal greed is seen as acceptable and even desirable in Neimoidian culture, and while Neimoidians are known as capable entrepreneurs and administrators, their opponents paint them as deceitful, lazy cowards. Neimoidians do rely heavily on advanced droids for all but the most important tasks--freeing them to pursue elaborate political games for social rank or increased profits--but Neimoidian investors have also aided the Republic's economy in hard times. The Senate therefore tolerates Neimoidian bribe-taking and backroom trading... up to a point. Category: Species XP Level: 1 FQN: cdx.species.neimoidian Neimoidian | Species | | Both | 1 | 1.0.0 |
Nikto The name "Nikto" is an umbrella term; these muscular, reptilian beings technically consist of five distinct subspecies. Each evolved on the planet Kintan after a dying star, M'dweshuu, bombarded their world with radiation. A cult devoted to this star arose, and exerted a totalitarian hold on Nikto society until the Hutts discovered Kintan and destroyed the cult's stronghold in an orbital bombardment. The Nikto rallied to the Hutts under the Treaty of Vontor and the fortunes of the two species have been intertwined ever since.
Nikto are gifted fighters, often serving as enforcers for the Hutts. Those who leave Kintan or the Hutt Cartel are often "mixed-breeds" who show characteristics of more than one subspecies and are subsequently reviled by their own people, but some are members of modern Nikto cults--often violent groups that trace their roots to the original Cult of M'dweshuu, for good or ill. Category: Species XP Level: 1 FQN: cdx.species.nikto Nikto | Species | | Both | 1 | 1.0.0 |
Togruta Occasionally confused with Twi'leks, Togrutas are distinguished by multicolored skin pigmentation and large, hollow horns (similar in appearance to Twi'lek head-tails) that permit a Togruta to sense ultrasonic waves. These physical adaptations were required for Togrutas to endure and to hunt on their homeworld of Shili, which is dominated by large and deadly beasts. Togruta culture is tightly knit out of necessity, as individual survival there often depended on tribal unity.
Because of their ingrained affinity for teamwork and togetherness, Togrutas are among the Republic's most loyal and dependable citizens. Indeed, a higher-than-normal percentage of Togrutas exhibit powerful Force sensitivity and serve in the Jedi Order. Some scholars speculate that the Togrutas' unique sensory adaptations and strong cultural bonds makes them more receptive to learning the ways of the Jedi. Category: Species XP Level: 1 FQN: cdx.species.togruta Togruta | Species | | Both | 1 | 1.0.0 |
Colicoid A highly intelligent and voracious insectoid race, Colicoids are relatively isolated in the galaxy, but their dedication to droid design and advanced technology have put them at the cutting edge of scientific research. They are not aggressive, strictly speaking, but they have little regard for other species despite their robust mercantile operations. To Colicoids, the technology trade is a useful means to an end... but a mildly distasteful one.
Dedicated also to the improvement of their own species, a group of Colicoids calling themselves the Creation Nest aided the establishment of an experimental facility for mutating their own kind in Balmorra's so-called "Bugtown." They found that their mutated "cousins" were able to metabolize the toxic waste on the planet and made excellent, if unpredictable, weapons. The Colicoid emissaries were not deterred when Bugtown was overrun, hoping to continue to perfect the experiments in the future (albeit without the Balmorrans' aid). Category: Species Planet: 16140903155296015570 XP Level: 16 FQN: cdx.species.colicoid Colicoid | Species | Balmorra (Imp) | Both | 16 | 1.0.0 |
Gran Gran are a typically peaceful and reflective race physically characterized by their three eyestalks and long snouts. Traditionally highly communal, Gran found away from their home planets often stray from the stereotype; high-profile Gran outcasts have earned the species an unfair reputation as thugs, shady dealers and underworld enforcers.
In reality, Gran appear in all walks of life--particularly within the Republic, where their generally calm demeanor, matched with their intimidating appearance, has made them excellent negotiators. This is not to say that all Gran are equally calm--one famous group of Gran gangsters was responsible for the deaths of thirteen rivals on Hutta after a fight over territory broke out in the local cantina. Category: Species Planet: 16140903155296015570 XP Level: 16 FQN: cdx.species.gran Gran | Species | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Flesh Raiders Fierce creatures with an unrelenting hunger, Flesh Raiders are believed to be Tython's only sentient natives. They are at least partially intelligent, capable of building shelters and assembling basic weapons from scavenged technology, but attempts to communicate have all ended violently. Known for devouring their prisoners and any animals they come across, the Flesh Raiders were formerly content to live in their primitive, bone-strewn camps in the hills. More recently, the expansion of the Jedi and the defenseless Twi'lek Pilgrims seem to have drawn the Flesh Raiders into the valleys.
No one knows where the Flesh Raiders came from. Some speculate they were once a civilized people, driven to cannibalism and madness over years of isolation. Others fear they are the result of dark side experiments. Whatever their origins, the Flesh Raiders have only grown more powerful and numerous over the years, and they are quickly becoming a blight on Tython. Category: Species Planet: 16140933910212274443 XP Level: 2 FQN: cdx.species.flesh_raiders Flesh Raiders | Species | Tython | Republic | 2 | 1.0.0 |
Twi'lek Twi'leks are a humanoid species with long, prehensile head-tails called lekku--organs housing sections of the Twi'lek brain and specialized for communication through subtle motion. Twi'leks are native to the harsh world of Ryloth, a planet that has suffered from occupation by the Hutt Cartel in recent years; Twi'leks on Ryloth not forced to work in the mines are often taken as slaves, exported to markets throughout the Outer Rim.
Millennia of dispersion into the wider galaxy, however, means that many Twi'leks have little or no sense of connection with their beleaguered homeworld; Twi'leks may be second only to humans in their ubiquity throughout known space. Nonetheless, many Twi'leks can't escape the shadows of slavery and the underworld--often, they find work with the same pirates, slavers and spice dealers who have traditionally oppressed their species.
Twi'lek names vary dramatically, depending on whether the parents follow the old Twi'lek tradition of combining given and family name, or use the more common approach (separating first name and surname) used by many other species. Some Twi'leks eschew any surname altogether. Category: Species Planet: 16140933910212274443 XP Level: 3 FQN: cdx.species.twilek Twi'lek | Species | Tython | Republic | 3 | 1.0.0 |
Zabrak Zabrak are near-human sentients from the planet Iridonia renowned for their independence and wandering spirit. They have distinctive facial horns, whose number and pattern denote which subspecies an individual Zabrak belongs to. Most Zabrak wear ritual facial tattoos, which vary from simple lines to more elaborate patterns. The designs can mark significant events in their lives, or merely be a matter of personal preference.
After discovering space travel early in their civilization, they quickly colonized worlds throughout the Mid Rim and gained a reputation as pioneers and explorers. Zabrak are also skilled warriors, engaging in inter-clan competitions to hone their talents; their physiology, which includes a secondary heart and some resistance to pain, gives them surprising endurance in battle. Category: Species Planet: 16140933910212274443 XP Level: 8 FQN: cdx.species.zabrak Zabrak | Species | Tython | Republic | 8 | 1.0.0 |
Weequay Hailing from the Outer Rim planet Srilurr on the border of Hutt Space, the intimidating Weequays have served as foot soldiers and mercenaries for millennia. Weequay warriors under the command of Kossak the Hutt defeated infamous warlord Xim the Despot over twenty thousand years ago, securing the Weequays a reputation as one of the galaxy's toughest species.
Veteran soldiers joke that Weequays can survive headless or heartless, but not both. Such exaggerations expose a dim view of Weequay intelligence that ignores the capable military leaders and wise Jedi Masters who have come from this proud people. Category: Species Planet: 16140948956820683845 XP Level: 1 FQN: cdx.species.weequay Weequay | Species | Nar Shaddaa | Both | 1 | 1.0.0 |
Abyssin Abyssins are a nomadic and savage species from the planet Byss. They are distinguished most obviously by the single large eye centered prominently on their foreheads. They are also notoriously hard to kill, possessing incredible regenerative abilities that allow them to recover from virtually any non-fatal wound.
The Abyssins' uncanny resilience has no doubt contributed to their violent culture. While bloody conflicts between warring tribes are all too common, casualties from these skirmishes are surprisingly few. Their fortitude makes them ideal hired muscle, and they often find work throughout the galaxy as mercenaries and bodyguards. Category: Species Planet: 16140965352798472550 XP Level: 7 FQN: cdx.species.abyssin Abyssin | Species | Korriban | Imperial | 7 | 1.0.0 |
Dashade As fearsome as they are scarce, Dashades are the hulking survivors of a long-dead planet. Their homeworld, Urkupp, was destroyed a millennium ago, leaving scant few of their kind left; a live Dashade is a rare sight these days.
Prior to Urkupp's destruction, they were feared for their inherent resistance to the Force; Jedi and Sith alike often found their powers useless against the Dashades. While the Jedi generally preferred to avoid them, many Sith Lords took advantage of their unique abilities and employed Dashades as assassins to dispose of Jedi and rival Sith. Category: Species Planet: 16140965352798472550 XP Level: 7 FQN: cdx.species.dashade Dashade | Species | Korriban | Imperial | 7 | 1.0.0 |
Sith Pureblood Although the name "Sith" is now used by the order of Force users who call upon the dark side, the term originally referred to a Force-sensitive species of red-skinned humanoids. The term "Sith pureblood" is now used to distinguish between those descended from the species and the order itself.
The Sith species was discovered three thousand years ago on Korriban by exiled human Dark Jedi fleeing Republic space after their defeat in a war called the Second Great Schism. The Dark Jedi quickly enslaved the primitive culture, and over many generations, the two groups intermingled.
Eventually, the elite ruling class of Korriban consisted almost exclusively of the hybridized offspring of the Dark Jedi and the high priests of the Sith people. These offspring tended to exhibit the physical characteristics of their Sith parentage, such as red skin, yellow eyes, bony protrusions on the face or head, and fleshy tendrils dangling from the cheeks and chin. For a brief time, Sith blood was seen as a sign of weakness--but the modern Empire believes purity of heritage carries the strength of the Force.
Genetically speaking, true "pureblood" Sith are virtually extinct, but red skin is still the mark of an Imperial--almost always a Force user--who can trace his or her ancestry into antiquity. Category: Species Planet: 16140965352798472550 XP Level: 5 FQN: cdx.species.sith_pure_blood Sith Pureblood | Species | Korriban | Imperial | 5 | 1.0.0 |
Chevin Natives of the planet Vinsoth, the Chevin are long-snouted, stubby-legged aliens known for their quick intelligence and underworld dealings. The most famous Chevin gangster was the slave Adamar Kirb, who managed to establish his own cartel on the Hutt-dominated world of Nar Shaddaa. While his cartel eventually broke apart into many smaller gangs, his influence is still felt.
Because of their business savvy, underworld connections and starship expertise, the Empire considers the Chevin a useful, if weak, potential ally in the ongoing galactic conflict with the Republic, though as with most aliens, most of the Chevin within the Empire are slaves. Category: Species Planet: 16140969352659235187 XP Level: 11 FQN: cdx.species.chevin Chevin | Species | Dromund Kaas | Imperial | 11 | 1.0.0 |
Duros Duros are among the most common and well-traveled aliens in the galaxy. One of the founding species of the Galactic Republic, they are known for their role in mapping the earliest hyperspace routes and pioneering hyperdrive technology; to this day, the Duros diaspora is rich and varied, and modern Duros are as frequently soldiers as they are mechanics or moisture farmers. The Duros homeworld, Duro, is located on the Corellian Trade Spine, at the nexus of two vital trade lanes.
Famous Duros include the smuggler Sol Vara, who outraced Exar Kun's forces during the Great Sith War to bring food to the refugees of Aduba Six. Not all Duros are wildly successful, however; on Nar Shaddaa, many Duros live in poverty under the rule of the Hutt Cartel, and on Dromund Kaas and other Imperial worlds, Duros are often used as slaves. Category: Species Planet: 16140969352659235187 XP Level: 13 FQN: cdx.species.duros Duros | Species | Dromund Kaas | Imperial | 13 | 1.0.0 |
Kubaz The Kubaz are long-snouted aliens renowned for the secretive hand signals they use to communicate with each other. These signals, combined with their ability to see even with very little light, make them experts at covert communications, and as a result, they are commonly employed as espionage agents by forces on both sides of the galactic conflict.
Even in the underworld, Kubaz are used to broker deals in silence, in the shadows. One of the most famous Kubaz was a triple agent who worked for the Hutt Cartel, providing them with information on both the Republic and the Sith Empire so the Hutts could reap the rewards of the conflict. Category: Species Planet: 16140969352659235187 XP Level: 12 FQN: cdx.species.kubaz Kubaz | Species | Dromund Kaas | Imperial | 12 | 1.0.0 |
Drall The diminutive and studious Drall are native to one of five inhabited worlds in the Corellian system and have been part of everyday life on Corellia itself for thousands of years. The Drall have long been Corellia's most trusted and respected record keepers--it is rumored that even the planet's crime lords rely on these small furry creatures for accurate accounting, and every library and museum of note keeps at least one Drall archivist on staff.
Despite their animalistic appearance, Drall are highly intelligent beings of refined tastes. They are deeply respectful of others and expect to be treated in kind. The Drall are not a violent species and possess little military training, but their detailed knowledge of Corellia is proving invaluable to Republic forces. Category: Species Planet: 16141060140100412063 XP Level: 1 FQN: cdx.species.drall Drall | Species | Corellia | Both | 1 | 1.0.0 |
Selonian Corellian folklore says that long ago, the Drall and Selonians chose their species' future paths--and where the Drall selected peaceful intellect, the Selonians claimed passionate physicality. Native to Selonia, the second planet in the Corellian system, the tall, wiry Selonians are perfectly adapted for hand-to-hand combat. Their needle-like teeth and claws make for impressive natural weapons, and even Wookiees respect these agile warriors' prowess.
The immense Selonian population on Corellia immediately sided with the resistance when the Empire invaded the planet. However, the Selonians stubbornly resist using their underground tunnel networks to ambush or trap Imperial forces due to a cultural disgust for lies and subterfuge. Is it said that in war, truth is the first casualty; if the Selonians are unwilling to accept this sacrifice, they may fare poorly in the battles ahead. Category: Species Planet: 16141060140100412063 XP Level: 1 FQN: cdx.species.selonian Selonian | Species | Corellia | Both | 1 | 1.0.0 |
Killik The original inhabitants of Alderaan, the insectoid Killiks spread across the planet and throughout neighboring star systems millennia before the foundation of the Republic. By the time human colonists found Alderaan, however, the Killiks had long since migrated into deep space for reasons unknown; the only evidence of their existence was their empty hive mounds.
In fact, a few Killiks had remained behind on Alderaan and lived in hibernation deep underground. Every few hundred years, these Killiks would emerge and come into conflict with the colonists before retreating and sleeping once again. The Alderaanians viewed the Killiks as monsters out of legend, and no one's certain how the Killiks view the Alderaanians.
Killik society is comprised of a collection of hive minds--some violently territorial, others gentle and reclusive. Individual Killiks possess no sense of identity or self, and each would unquestioningly sacrifice its life for the benefit of its nest. As a result, Killiks cannot comprehend the value other species place on individuals, making them difficult to interact or negotiate with. They do, however, have values of their own, creating beautiful works of art and engaging in complex ritual behavior.
The strength of the Killik hive mind is such that it can even absorb individuals from other species, altering their brain chemistry so that they respond to the will of the nest. These transformed individuals are commonly called Joiners. Category: Species Planet: 16141076066187801147 XP Level: 28 FQN: cdx.species.killik Killik | Species | Alderaan | Both | 28 | 1.0.0 |
Cathar Cathar are a feline humanoid species native to the planet of the same name. They are normally covered in fur, although variations in the genetic baseline have expressed themselves as at least two distinct subspecies. Cathar are noteworthy hand-to-hand combatants, possessing retractable claws, strong physiques and natural agility.
It was the Cathar reputation for martial prowess that drew the Mandalorians to besiege their homeworld several centuries ago. Despite their valiant resistance against the remorseless invaders, the native Cathar were virtually exterminated. Out of millions, only a few hundred escaped the Mandalorians' attack and fled to Republic space.
In the time since their near-extinction, the Cathar have rebuilt their numbers to become common faces on Republic worlds. The Jedi Order, Galactic Senate and Republic military all claim numerous proud and loyal Cathar among their ranks. It is rare to encounter a Cathar who doesn't actively despise the Sith Empire--and especially its Mandalorian allies. Category: Species Planet: 16141091541170885060 XP Level: 2 FQN: cdx.species.cathar Cathar | Species | Ord Mantell | Republic | 2 | 1.0.0 |
Kel Dor The Kel Dor are a humanoid species noted for a physical appearance others diplomatically describe as "an acquired taste." In addition to unattractive facial features, Kel Dor wear elaborate mask-like breathing apparatuses when entering oxygen-rich environments. The combination of their alien appearance and strange technology leads unenlightened beings to naturally mistrust Kel Dor.
Thousands of years before they joined the Galactic Republic, Kel Dor developed their own Force-using order of "Baran Do Sages." These men and women advised rich and powerful families, using the Force to guide their patrons to strength and prosperity. However, the Baran Do Sages faded into obscurity once the Jedi took over training the Force-sensitive Kel Dor.
Kel Dor inhabit all walks of Republic life, from powerful Jedi Masters to lowlife bounty hunters. Culturally, they tend to view life in black-and-white terms. Kel Dor aren't above acts of vigilantism, meting out personal justice if they believe a grievance warrants it. Category: Species Planet: 16141091541170885060 XP Level: 1 FQN: cdx.species.kel_dor Kel Dor | Species | Ord Mantell | Republic | 1 | 1.0.0 |
Mon Calamari Hailing from the oceanic planet Dac, the amphibious Mon Calamari are among the Republic's most creative and intelligent member species. Many famous inventors, artists, military leaders and Jedi have emerged from this people. Less noble-minded Mon Calamari have made equally successful criminals and gangsters.
Physically, Mon Calamari possess dome-like heads, large eyes and long webbed hands. They are fast swimmers who can hold their breath for long periods, although wounded or panicked Mon Calamari are still capable of drowning. Their eyes can swivel independently, allowing them to focus on two different areas simultaneously.
Despite only joining the Republic within the last millennia, Mon Calamari have earned a reputation for being its most enthusiastic supporters. Folk wisdom says that when a Mon Calamari joins a cause, its eventual victory is assured. Although they are not a warlike race by nature, Mon Calamari are more than willing to fight for ideals they believe in. Category: Species Planet: 16141091541170885060 XP Level: 1 FQN: cdx.species.mon_calamari Mon Calamari | Species | Ord Mantell | Republic | 1 | 1.0.0 |
Rodian Rodians are a reptilian humanoid species hailing from the deadly tropical jungle planet Rodia. Their harsh and unforgiving natural habitat has shaped Rodians into an aggressively survivalist culture. A reputation for violent tendencies has pushed Rodians to the fringes of galactic society, as few other species trust them.
The most noteworthy physical feature of Rodians is their large, multifaceted eyes, which allow them to detect another creature's body heat even in near-total darkness. This gives Rodians a natural edge as hunters, leading many to pursue careers as bounty hunters or even less-savory professions.
The negative stereotyping of Rodians is mostly unearned, however. Many among the species have channeled their biological adaptations and cultural inclinations toward more productive paths. Rodians serve proudly in the Republic military and Jedi Order, standing united with humans and other species to oppose the Sith Empire. Category: Species Planet: 16141091541170885060 XP Level: 2 FQN: cdx.species.rodian Rodian | Species | Ord Mantell | Republic | 2 | 1.0.0 |
Chiss The Chiss are a proud and highly intelligent species, valuing a knack for strategy and subterfuge over brute force. Although isolated in the Unknown Regions of the galaxy within their so-called "Chiss Ascendency," the Chiss were singled out by the Empire as potential servants and allies because of their outsider status and their relative lack of moral qualms.
It is not that Chiss are by nature evil, but that they value pragmatism and efficiency and recognize both those qualities reflected in the Empire. While as a nonhuman, non-Sith species, Chiss are regarded as second-class citizens within the Empire, the Chiss Ascendancy is permitted self-governance and supporters of a more diverse Empire often use the Chiss as an example of what the Empire can accomplish by welcoming other species. A few rare Chiss have even achieved official rank in the Imperial military and Imperial Intelligence.
Category: Species Planet: 16141109882649941585 XP Level: 36 FQN: cdx.species.chiss Chiss | Species | Hoth | Both | 36 | 1.0.0 |
Ortolan Built for cold weather, the blue-furred, long-nosed Ortolans are deeply private individuals who--thanks to their large ears and keen olfactory senses--possess a deep appreciation for music and food. They can be found in small numbers throughout the galaxy, filling all walks of life, but they are best known as musicians and chefs.
Although not expansionist by nature, Ortolans have occasionally attempted to found full-fledged colonies away from their icy homeworld of Orto. One such group arrived on Hoth several years back. The Hoth Ortolans keep mostly to themselves, but the increasing presence of Republic, Empire and pirate forces on their adopted world has made them wary. Despite a kinship with the Republic, they value independence and--more importantly--peace. The current situation on Hoth threatens both.
Category: Species Planet: 16141109882649941585 XP Level: 36 FQN: cdx.species.ortolan Ortolan | Species | Hoth | Both | 36 | 1.0.0 |
Talz The Talz are a strong, warlike and clannish species, ideally suited (due to their copious fur) to fighting in cold-weather climates. Their essential sense of honor and decidedly inhuman appearance brings most Talz into alignment with the Republic in the fight against the exclusionary Empire, and many Talz have joined the Republic's crack Talz commando units, battling on Hoth and in other cold-weather theaters of war.
Not all Talz believe that fighting for the Republic is the correct course, however. There are those whose bloodlust is not satisfied by taking out the targets the Republic assigns them, and who feel that they betray their clan by adopting a foreign master.
Category: Species Planet: 16141109882649941585 XP Level: 36 FQN: cdx.species.talz Talz | Species | Hoth | Both | 36 | 1.0.0 |
Gormak An aggressive species of humanoids found exclusively on the world of Voss, the Gormak have an amazing ability to comprehend highly advanced technology and adapt it to their specific needs. From bits of scavenged electronics and discarded equipment, they can construct tools, machinery... even deadly weapons and cybernetic implants.
Aside from their affinity for technology, the Gormak's most notable feature is their hatred of the Voss species. The Gormak view the Voss as abominations that must be purged from their homeworld, and they are quick to extend this animosity to newcomers from the Republic and the Empire--like the Voss, these newcomers are all "outsiders."
The Gormak population is estimated to be in the millions, spread across the planet, but so far their tribal, warlike nature has kept them from uniting against the Voss. Yet over the centuries, the Voss have had to constantly fight against the Gormak to survive--and developed a hatred just as strong as the Gormak's. Category: Species Planet: 16141116506689843478 XP Level: 1 FQN: cdx.species.gormak Gormak | Species | Voss | Both | 1 | 1.0.0 |
Voss The Voss are a newly discovered humanoid species with a strong affinity for the Force--though they don't recognize it as the Force. Confined to a single city, Voss-Ka, on their homeworld, they possessed a pre-spaceflight level of technology until their recent discovery by the Republic and the Empire. Today, they have begun integrating outsider advances into their own culture, but remain isolated and backward compared to the rest of the galaxy.
Voss society is difficult for outsiders to comprehend, as they are guided in everything they do by the infallible visions of their Force-using Mystics. This unwavering obedience is often misinterpreted as a stoic fatalism or a lack of emotion, but beneath their reserved words and placid exterior the Voss are a passionate and devoted people.
The Voss share their world with the far larger Gormak population, and considered the tribal Gormak to be little more than beasts. While the Voss readily acknowledge the threat the Gormak represent to their society and constantly war against them, there is never any consideration given to wiping them out entirely--as Mystic law clearly states that the last Gormak must never die. Category: Species Planet: 16141116506689843478 XP Level: 1 FQN: cdx.species.voss Voss | Species | Voss | Both | 1 | 1.0.0 |
Gen'Dai A rare and reclusive species, Gen'Dai are virtually immortal. Living for thousands of years, they possess distributed nervous and vascular systems and lack any vulnerable vital organs. Combined with their natural regenerative abilities, they can survive almost any injury, including total dismemberment. Despite their resilience, Gen'Dai typically wear heavy armor to give structure to their sinewy, boneless forms.
Abandoning their homeworld millennia ago for unknown reasons, most Gen'Dai now lead a nomadic existence. Believing in the perfection of permanence, these nonviolent philosophers see change as an illusion; as a result, Gen'Dai rarely take an active role in anything, preferring to remain unobtrusive observers as galactic history unfolds.
Some Gen'Dai suffer mental deterioration as they age. This leads to a pronounced increase in violent tendencies, and some of the afflicted eventually become mercenaries or bounty hunters. Most documented Gen'Dai encounters involve these rogue individuals, giving the species a somewhat unfavorable and undeserved reputation for viciousness.
Category: Species Planet: 16141121725666440689 XP Level: 20 FQN: cdx.species.gendai Gen'Dai | Species | Belsavis | Both | 20 | 1.0.0 |
Trandoshan Possessed of tough skin, infrared vision and the ability to regenerate lost limbs, the saurian Trandoshans are highly evolved hunters often found working as mercenaries and enforcers. Their culture revolves around combat and belief in an all-knowing goddess called the Scorekeeper who grants "Jagannath points" for honorable kills. These points denote an individual's status in Trandoshan society and purportedly determine a Trandoshan's eventual fate in the afterlife; consequently, even outside of physical combat, Trandoshan society is extremely competitive.
Trandoshans share their native star system with the Wookiee homeworld Kashyyyk, and the two species have a long and vicious history together. Trandoshans see the wildlife of Kashyyyk--including the Wookiees themselves--as choice prey, and the Wookiees readily and violently defend their beloved home from raids by Trandoshan hunters and slavers. Category: Species Planet: 16141121725666440689 XP Level: 1 FQN: cdx.species.trandoshan Trandoshan | Species | Belsavis | Both | 1 | 1.0.0 |
Selkath Selkath are a sleek, amphibious species native to the oceans of the planet Manaan. Diplomatic and family-oriented, they have traditionally been advocates of peace in the galaxy, taking a decidedly neutral political stance. Their homeworld is a major exporter (and formerly the sole source) of the medicinal fluid kolto, and it is the kolto trade that made the Selkath an influential force in the past.
However, when the Empire first returned to the galaxy and launched its attacks on Republic worlds, Manaan was one of the first worlds to be devastated. A massive bombing destroyed most of the planet's surface infrastructure, driving the Selkath to their underwater cities. Since then, the Selkath have mostly been cut off from the larger galaxy; those who were offworld when Manaan was attacked have largely been stranded, and only a few Selkath--mainly ambassadors seeking aid for their devastated planet--have left Manaan since. Category: Species Planet: 16141148416747135524 XP Level: 1 FQN: cdx.species.selkath Selkath | Species | Manaan | Both | 1 | 1.0.0 |
Advozse The Coruscanti expression "cheerful as an Advozse" refers to the well-known pessimism of this horned sentient species. Advozsec come from the geologically unstable Mid Rim world of Riflor, which has suffered groundquakes and volcanic eruptions throughout its history. Advozsec, therefore, often witness their cities' destruction by natural disasters, and have become accustomed to expecting the worst.
Advozsec's distinctive black eyes allow them to cope with the high quantities of volcanic ash in Riflor's atmosphere, providing specialized tear ducts and excellent vision in low light. Riflor's ash also nourishes a surprisingly wide variety of plant life, allowing the strictly vegetarian Advozsec to enjoy a varied diet.
In the Republic, Advozsec are known as gifted starship engineers and reliable, if dour bureaucrats; to the Empire, their adaption to harsh environments--and cheap diet--make them appealing mercenaries and servants. Category: Species Planet: 16141154995358231178 XP Level: 1 FQN: cdx.species.advozsec Advozse | Species | Coruscant | Both | 1 | 1.0.0 |
Gand The Gand are a keen-eyed and sturdy species of insect-like humanoids. Comprised of over a dozen subtly distinct subspecies, several types of Gand require breathing apparatuses to survive outside the ammonia-rich atmosphere of their homeworld.
Despite this handicap, Gand make some of the best bounty hunters and trackers in the galaxy, and the art of the hunt is an integral part of Gand culture. The most revered Gand profession is that of Findsman: Part-shaman, part-bounty hunter, a Findsman uses a combination of ritual and skill to track his prey and bring him to justice.
Under other circumstances, the Gand's skill as hunters and natural physical hardiness might have led them to become a proud race. However, Gand are noted for being humble and self-deprecating. Most Gand refer to themselves in the third person, as Gand culture dictates that an individual's identity must first be earned. Only the most notable Gand ever call themselves "I." Category: Species Planet: 16141154995358231178 XP Level: 12 FQN: cdx.species.gand Gand | Species | Coruscant | Republic | 12 | 1.0.0 |
Gree Known for their bizarre and wonderful technology as much as their unusual cephalopodic anatomy, the Gree are one of the oldest species in the galaxy. Their civilization once flourished in the Outer Rim, though the glory days of their people ended thousands of years before the rise of the Republic.
In modern times, with much of their history forgotten and the greatest achievements of their people lost, most Gree live in seclusion in the Enclave--a mid-sized region of space carefully isolated from outside contact. However, the Gree reputation as engineers and artisans is still unmatched. Genuine Gree technology is worth a fortune to collectors and researchers--though few Gree would part with such treasures, preferring to lend their skills instead.
Category: Species Planet: 16141154995358231178 XP Level: 11 FQN: cdx.species.gree Gree | Species | Coruscant | Republic | 11 | 1.0.0 |
Nautolan Amphibious humanoids from the planet Glee Anselm, Nautolans are distinguished by their tentacle-like head-tresses. Because of its primarily aquatic surface and its location off the major hyperlanes, only a handful of outsiders have ever visited Glee Anselm; as a result, little is known about Nautolan culture on their homeworld, though extrapolations can be made from those individuals who venture out into the greater galaxy.
Despite their aquatic origins, Nautolans can breathe air and are completely at home on land, and they can be found in a wide variety of professions. They have a reputation for being both smart and practical, and the existence of several Nautolan Jedi speaks to an affinity with the Force. With the arrival of the Empire, the Nautolans fought alongside the Republic, although some among them fear this will lead to unnecessary suffering for their people. Category: Species Planet: 16141154995358231178 XP Level: 11 FQN: cdx.species.nautolan Nautolan | Species | Coruscant | Republic | 11 | 1.0.0 |
Sullustan Adventurous and outgoing, Sullustans are as comfortable seated at the controls of a ship as they are in the underground cities of their homeworld. Whether their affinity for navigation and exploration is genetic or cultural is a matter of some debate, but the end result is that Sullustans are found throughout the galaxy where they are heavily recruited as crew members on both civilian and military vessels.
The planet Sullust is currently under Imperial control, a fact that does not sit well with the Sullustans themselves. Due to Imperial censorship of planet-wide communications, little is known about resistance efforts on the surface. However, Sullustans in the rest of the galaxy are almost universal in their support of the Republic, with most eager to do anything they can to aid in the eventual liberation of their homeworld. Category: Species Planet: 16141154995358231178 XP Level: 10 FQN: cdx.species.sullustan Sullustan | Species | Coruscant | Republic | 10 | 1.0.0 |
Evocii An oppressed and miserable species, the Evocii were once Hutta's sole inhabitants. They were a primitive people, existing in small tribes and possessing basic technology. Then the Hutts came, exchanging their advanced machines for Evocii land until they had bought up the entire planet. Now the Evocii are enslaved, preserved only to serve their corpulent masters' whims. While a few brave Evocii actively oppose the Hutts' tyranny, most have resigned themselves to a life of servitude. The Evocii are generally found in small, impoverished tribes on Hutta and Nar Shaddaa, though a lucky few have managed to escape the Hutts' influence and carve a life for themselves elsewhere. Category: Species Planet: 16141158871960526176 XP Level: 3 FQN: cdx.species.evocii Evocii | Species | Hutta | Imperial | 3 | 1.0.0 |
Hutt A species of large, amphibious gastropods, Hutts are noted for their vast appetites and widespread cultural involvement in organized crime. Their bodies average three meters in length, with large eyes and wide mouths offset by comparatively small upper appendages. Corpulence is a favored trait among Hutts, who believe that greater body mass indicates greater success and riches.
Although Hutts are biologically hermaphrodites, many take on the gender roles of other species; scientists and sociologists disagree on the reason for this. Hutts are also considered one of the longest-lived species in the galaxy, with several documented individuals living for more than one thousand years.
Culturally, Hutts favor entrepreneurial pursuits over direct action or labor. A vast number of these pursuits are based on illegal activities, with some Hutt clans constructing vast criminal empires that operate across numerous worlds for centuries at a time. Category: Species Planet: 16141158871960526176 XP Level: 9 FQN: cdx.species.hutt Hutt | Species | Hutta | Imperial | 9 | 1.0.0 |
Ugnaught Ugnaughts are small, hardworking humanoids with a knack for mechanical work. Living in close-knit tribes, they are native to the volcanic world Gentes, where they build cunning devices to help them survive Gentes's inhospitable conditions. Living in Gentes's thick atmosphere gives Ugnaughts some natural resistance to toxic gases, meaning they can work happily in industrial environments without protection.
The Ugnaughts' small size and impressive technical expertise unfortunately make them prime targets for slavers. The Hutt Cartel alone is responsible for displacing entire Ugnaught tribes, putting them to work in droid factories or to maintain the Hutts' extravagant palaces. Category: Species Planet: 16141158871960526176 XP Level: 4 FQN: cdx.species.ugnaught Ugnaught | Species | Hutta | Both | 4 | 1.0.0 |
Gamorrean Short, squat humanoids, Gamorreans are easily identifiable by their greenish skin and porcine features. On their homeworld, they live in clans, where the male boars serve exclusively as warriors while the female sows tend the day-to-day affairs like farming, raising young and crafting weapons.
Known for their physical strength and endurance, Gamorreans are generally considered a species of below average intelligence. Unable to speak Basic because of their physiology, most Gamorreans are still able to comprehend it and find a place in the galactic community as soldiers, guards or mercenaries. Due to their reputation for violence and brutality, they are often employed by crime lords, gang leaders and various other criminal elements. Category: Species Planet: 16141178175742985098 XP Level: 24 FQN: cdx.species.gamorrean Gamorrean | Species | Tatooine | Both | 24 | 1.0.0 |
Geonosian An insectoid species with physiologically distinct subgroups, most Geonosians are four-limbed bipeds. Often categorized as cruel and barbaric, they possess an inherent talent for engineering and technical design and a complex set of cultural traditions.
On their homeworld, the Geonosians live in hierarchical hive societies broken down into castes. The Geonosian aristocracy has unquestioned control of the workers and the soldiers, brutally managing the lesser castes as befits the aristocrats' whims. Rebellion is nearly unthinkable, given the Geonosian instinct for hive preservation, and advancement in the hive is extremely difficult--often earned through ritual gladiatorial combat. Rumors of a queen caste arise among outsiders periodically, but if queens exist, the Geonosians keep them well hidden.
Most Geonosians encountered away from their homeworld are outcasts or warrior scouts; either way, they are typically arrogant and selfish, with little regard for the lives of other species. Category: Species Planet: 16141178175742985098 XP Level: 24 FQN: cdx.species.geonosian Geonosian | Species | Tatooine | Both | 24 | 1.0.0 |
Jawa Native to Tatooine, the diminutive Jawas are often dismissed as scavengers and thieves. However, this description minimizes the resilience of the species, which has managed to thrive in the harsh desert environment.
Rodent-like in their features, Jawa are rarely seen without the brown robes and facial coverings that protect them from Tatooine's twin suns. They live in nomadic clans each ruled by a female shaman, and there is surprisingly little rivalry between the clans, as each limits scavenging to its traditional territory. Necessities not found or built by the clan are purchased from offworlders' settlements, where Jawas' skills as tinkerers whose work endures the desert heat are reluctantly valued.
Annually, all the clans gather in the basin of the Dune Sea to exchange goods and share ideas. This is also a common time for clans to exchange sons and daughters of age. This practice increases genetic diversity within each clan and solidifies the unspoken alliance among the Jawas as a whole. Category: Species Planet: 16141178175742985098 XP Level: 24 FQN: cdx.species.jawa Jawa | Species | Tatooine | Both | 24 | 1.0.0 |
Rakata Ten thousand years before the formation of the Republic, the Rakata ruled much of the known galaxy. War-like and cruel, strong in the Force and technologically advanced, they enslaved or wiped out every civilization they encountered. At its peak, nearly five hundred conquered worlds paid tribute to the Rakata Infinite Empire.
However, the Rakata's rapid expansion came to an abrupt end when a strange plague swept through the species. Millions died, and most of those who survived lost their connection to the Force. Suddenly vulnerable, the Rakata were unable to suppress a massive outbreak of violent slave uprisings.
The liberated worlds destroyed the creations and records of their defeated overlords, wiping out almost all trace and knowledge of the Rakata in the greater galaxy. A few thousand Rakata survivors--all that remained of the Infinite Empire--retreated to their hidden homeworld of Lehon, where they descended into barbarism. Category: Species Planet: 16141178175742985098 XP Level: 24 FQN: cdx.species.rakata Rakata | Species | Tatooine | Both | 24 | 1.0.0 |
Sand People A violently xenophobic species from Tatooine, the Sand People are more formally referred to as the Ghorfa. Most at home in Tatooine's endless deserts and canyons, the nomadic Sand People survive by hunting and raiding larger settlements and by raising banthas as mounts and for food, milk and materials. To outsiders, they can appear incomprehensibly hostile--but while virtually all encounters with Sand People end in violence, their culture is more complex internally.
Sand People have strict taboos against showing exposed flesh except in very rare and specific circumstances and keep themselves wrapped in heavy coverings. Those who violate this sacred custom are banished from the tribe; a fate that typically ends in a lonely death in the desert. Despite their insular nature, Sand People are known to adopt and raise young children of other species orphaned by their attacks. Once these orphans reach adulthood, they are encouraged to leave the tribe and return to their own people.
The history of the Sand People is maintained through the tales of revered tribal storytellers. Many of their legends describe a golden age of technological miracles, seemingly indicating the Sand People were once a highly advanced civilization. This had led to speculation that the Ghorfa are descended from the now extinct Kumumgah species that lived on Tatooine roughly thirty thousand years ago. Category: Species Planet: 16141178175742985098 XP Level: 24 FQN: cdx.species.sand_people Sand People | Species | Tatooine | Both | 24 | 1.0.0 |
Galactic History 28: The Battle at Primus Goluud This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Toward the end of the Great Hyperspace War, besieged on all sides by the forces of Naga Sadow's Sith Empire, the Republic prepared for a last, desperate stand at the red giant Primus Goluud. Sadow's fleet clashed with the might of the Republic Navy, while Sith forces fought the Jedi on the surface of Coruscant itself.
Gav Daragon, who had been fooled into becoming Naga Sadow's servant, led the assault on his homeworld, Koros Major. When one of his friends was killed, Gav realized Sadow had been manipulating him, and defected to the Republic. Alongside Empress Teta's forces, he joined the battle at Primus Goluud.
Trapped, Sadow used a superweapon to explode the red giant. Sadow's forces escaped into hyperspace before the shockwave hit; Gav Daragon was killed, but not before he had transmitted Korriban's coordinates to Empress Teta and the Republic fleet. Category: Achievement: Datacrons Planet: 16140903155296015570 XP Level: 20 FQN: cdx.datacron.balmorra_imp.datacron_1 Galactic History 28: The Battle at Primus Goluud | Achievement: Datacrons | Balmorra (Imp) | Imperial | 20 | 1.0.0 |
Galactic History 29: Sadow's Escape This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Naga Sadow's attempt to conquer the Republic in the Great Hyperspace War had failed. After the battle at Primus Goluud, he led the limping Sith fleet back to Korriban, only to find an old enemy waiting for him. His rival Ludo Kressh, believed dead, now commanded a fleet of his own.
The two Sith Lords fought furiously, only to be interrupted by the Republic fleet, which had pursued Sadow through hyperspace. The Republic began to attack the Sith forces, quickly gaining the upper hand.
Sadow took desperate measures. He forced one of his captains to ram Kressh's flagship, killing his rival once and for all. Left with only a single vessel and a crew of slaves, Sadow escaped the battle and fled to the remote jungle world of Yavin Four. Sadow then placed himself in a long stasis, still dreaming of a Sith golden age. Category: Achievement: Datacrons Planet: 16140903155296015570 XP Level: 20 FQN: cdx.datacron.balmorra_imp.datacron_2 Galactic History 29: Sadow's Escape | Achievement: Datacrons | Balmorra (Imp) | Imperial | 20 | 1.0.0 |
Galactic History 30: Rise of the Sith Emperor This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
With the end of the Great Hyperspace War, the Republic and the Jedi began to purge the remnants of the Sith Empire--obliterating its power centers, destroying its dark teachings and leaving its people without a clear leader. The Supreme Chancellor and his allies argued that this was not a battle against the Empire's citizenry, but a necessary step to free the Sith from corruption.
The survivors among the Sith--and they were few, as famine, disease and infighting claimed those who did not continue to face down the Republic--saw it as a deathblow to their culture. But a savior arose: The man who would one day become Emperor of the Sith had weathered the war with a number of trusted followers. No record of the Sith Emperor's original identity has survived, but he was quickly accepted as the leader of the almost-shattered Sith Empire.
Although the Republic had temporarily retreated from the Horuset system, the Sith Emperor knew that Korriban would not be safe for long. While the few survivors emerged from their shelters in the deserts and shattered tombs, the Sith Emperor began to devise a plan, centuries in the execution, that would ensure the survival of the Sith and the eventual annihilation of the Republic. Category: Achievement: Datacrons Planet: 16140903155296015570 XP Level: 20 FQN: cdx.datacron.balmorra_imp.datacron_3 Galactic History 30: Rise of the Sith Emperor | Achievement: Datacrons | Balmorra (Imp) | Imperial | 20 | 1.0.0 |
Galactic History 31: The Ritual of Nathema This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
During the final days of the Great Hyperspace War, the Sith Emperor and his closest followers remained upon a world known as Nathema and did not engage the Republic. It is clear from the records that Nathema is not the original name of the world, but why it was changed and why he was there has been carefully purged from all records.
What is known is that following the flight of Naga Sadow, the Emperor came to Korriban, gathered the remaining lords of the Sith and took them back with him to Nathema. There they conducted a ritual that extended the Emperor's life at the cost of the lives of more than eight thousand Sith Lords. The Ritual of Nathema is celebrated among Imperial scholars as a rare and amazing coming together of Sith for the good of the Empire.
The Emperor then gathered the younger generation of Sith, promoted new lords and promised them revenge on the Republic for its attempted genocide of the Sith people. Aboard a small fleet, the Sith Empire vanished into unknown space, leaving no trace for the Republic to find. Category: Achievement: Datacrons Planet: 16140903155296015570 XP Level: 20 FQN: cdx.datacron.balmorra_imp.datacron_4 Galactic History 31: The Ritual of Nathema | Achievement: Datacrons | Balmorra (Imp) | Imperial | 20 | 1.0.0 |
Galactic History 32: Long Exile This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Led by their new Emperor, the survivors of the Sith Empire had left Korriban aboard a small fleet following the Great Hyperspace War. There was no place in known space they could hide from the Republic--and so, undaunted, they fled into the unknown regions of the galaxy. Where the old Sith Empire had often been divided by rivalries, the survivors were now united, both by their desire to find a new home and by their anger at the Republic that had sought to destroy them.
For decades, the fleet wandered among the stars--until one day, a scout vessel returned to the armada with incredible news. Either by luck or by the esoteric designs of the often-silent Emperor, the Sith had rediscovered a long-lost outpost world: the jungle planet of Dromund Kaas. Absent from any star charts, Dromund Kaas presented a perfect refuge where the Sith Empire could rebuild and plan its revenge. Category: Achievement: Datacrons Planet: 16140903155296015570 XP Level: 20 FQN: cdx.datacron.balmorra_imp.datacron_5 Galactic History 32: Long Exile | Achievement: Datacrons | Balmorra (Imp) | Imperial | 20 | 1.0.0 |
Galactic History 53: The Conclave at Deneba This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Sith Krath cult had become a menace, attempting to seize the Empress Teta system and repelling a Republic fleet. Knowing the shadow of the dark side lay over the Krath, the Jedi called a conclave on the planet Deneba to discuss their next course of action. Ulic Qel-Droma suggested a risky plan: infiltrating the Krath from within.
Many disagreed, believing such a course was reckless and dangerous. During the debate, the gathering was ambushed by Krath war droids. The Jedi rallied and managed to fight the droids off, but among the casualties was one of the Jedi's wisest Masters. Arca Jeth was dead.
Ulic Qel-Droma, Arca Jeth's student, was devastated by his death. Full of grief and hatred for the Krath, Ulic swore to destroy the cultists, not seeing that his desire for revenge was leading him down a dangerous path.
Category: Achievement: Datacrons Planet: 16140924047723196937 XP Level: 36 FQN: cdx.datacron.balmorra_rep.datacron_1 Galactic History 53: The Conclave at Deneba | Achievement: Datacrons | Balmorra (Rep) | Republic | 36 | 1.0.0 |
Galactic History 54: Ulic's Fall This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Ulic Qel-Droma had seen his beloved Master Arca Jeth cut down by the Sith Krath cult. Grieving and angry, he ignored the advice of his brother Cay and his lover Nomi and resolved to destroy the Krath from within.
Posing as a fallen Jedi, Ulic made his way to the Empress Teta system. After foiling an assassination attempt on Aleema, one of the Krath founders, Ulic was taken into the cult's ranks. However, the second founder, Satal Keto, remained suspicious of Ulic.
Over months, Ulic became immersed in the Krath teachings, even becoming Aleema's lover. Eventually, the concerned Jedi sent a team to bring Ulic home. During the rescue attempt, Ulic dueled Satal in anger, blaming him for his Master's death. Although the Jedi were able to escape, the now truly fallen Ulic chose to remain with the Krath, taking Satal's place as the cult's leader .
Category: Achievement: Datacrons Planet: 16140924047723196937 XP Level: 36 FQN: cdx.datacron.balmorra_rep.datacron_2 Galactic History 54: Ulic's Fall | Achievement: Datacrons | Balmorra (Rep) | Republic | 36 | 1.0.0 |
Galactic History 55: The Ascension of Exar Kun This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
On the advice of the spirit of the Sith Lord Freedon Nadd, the fallen Jedi Exar Kun traveled to the jungle moon of Yavin Four and encountered the Massassi--the primitive servants of the dead Sith Naga Sadow. The Massassi took Exar Kun prisoner and prepared to sacrifice him to a monstrous wyrm.
Exar Kun was forced to use his growing connection to the dark side to free himself. Freedon Nadd appeared once more, congratulating his student. But Exar Kun had tired of Nadd's meddling and used his newfound strength to obliterate Nadd's spirit. Cowed, the Massassi bowed before Exar Kun as his slaves.
Exar Kun's power grew. He ordered the Massassi to build immense temples and to seek out Naga Sadow's lost battleship. He also used Sith alchemy to create horrific monsters, including terentateks that hungered for the blood of Force users. But powerful as he was, he could sense a distant rival: Ulic Qel-Droma.
Category: Achievement: Datacrons Planet: 16140924047723196937 XP Level: 36 FQN: cdx.datacron.balmorra_rep.datacron_3 Galactic History 55: The Ascension of Exar Kun | Achievement: Datacrons | Balmorra (Rep) | Republic | 36 | 1.0.0 |
Galactic History 56: The Brotherhood of the Sith This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Jedi still hoped to save their fallen brother Ulic Qel-Droma, who had become leader of the evil Krath cult. Ulic's close friend Nomi led a second rescue mission to the city of Cinnagar to bring him home. But again Ulic resisted, unleashing his vast armies until the Jedi were forced to withdraw.
It was then that the Dark Jedi Exar Kun arrived at Cinnagar's royal palace. From Yavin Four, Exar Kun had sensed Ulic's growing dark power and saw him as a threat. The two men clashed in a ferocious duel until the spirit of Marka Ragnos, a long-dead Sith Lord, appeared to them.
Ragnos commanded Ulic Qel-Droma and Exar Kun to join forces; together, they could bring about the long-prophesied Golden Age of the Sith. With Exar Kun as Dark Lord and Ulic as his apprentice, the Brotherhood of the Sith was born.
Category: Achievement: Datacrons Planet: 16140924047723196937 XP Level: 36 FQN: cdx.datacron.balmorra_rep.datacron_4 Galactic History 56: The Brotherhood of the Sith | Achievement: Datacrons | Balmorra (Rep) | Republic | 36 | 1.0.0 |
Galactic History 57: The Brotherhood's Power Grows This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
United as the Brotherhood of the Sith, Exar Kun and Ulic Qel-Droma set about gathering their strength. Exar Kun sought converts to his new Sith Order among the Jedi on Ossus, killing Master Odan-Urr to claim a powerful Sith holocron.
Focused on strategy, Ulic contacted the Mandalorians, whose leader, Mandalore, had challenged the Krath cult's rule of the Empress Teta system. Ulic defeated Mandalore in a duel, and the Mandalorians rallied under his banner.
Exar Kun also gave Ulic a terrible weapon--the Dark Reaper, which was capable of drawing out the life essence of an entire army. Ulic tested the Dark Reaper against Republic troops on Raxus Prime, killing hundreds. With the Dark Reaper, Mandalorian Crusaders, the Massassi warriors and Exar Kun's own horrific alchemical creations, the Brotherhood of the Sith was finally ready to challenge the Republic.
Category: Achievement: Datacrons Planet: 16140924047723196937 XP Level: 36 FQN: cdx.datacron.balmorra_rep.datacron_5 Galactic History 57: The Brotherhood's Power Grows | Achievement: Datacrons | Balmorra (Rep) | Republic | 36 | 1.0.0 |
Galactic History 09: The Force Wars This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
On the planet Tython, an order of philosophers and researchers arose, studying the mysterious energy that permeates all things--an energy known as the Force. However, disagreements developed within the order about how this energy should be used, leading to the Force Wars that eventually engulfed the planet. A faction comprised of those who followed a more peaceful path left Tython and established itself on the planet Ossus; later, this faction called itself the Jedi Order.
At their new enclave, the Jedi refined a code that would guide them. They became a monastic warrior people, devoting themselves to the pursuit of peace and knowledge, rather than personal power.
In the wake of the Force Wars, the Jedi also had a new understanding of the Force. They saw that the Force, while naturally light, could be used for corrupt ends. Those who did not respect its power risked falling to the dark side. Category: Achievement: Datacrons Planet: 16140933910212274443 XP Level: 10 FQN: cdx.datacron.tython.datacron_1 Galactic History 09: The Force Wars | Achievement: Datacrons | Tython | Republic | 10 | 1.0.0 |
Galactic History 10: The Tion Cluster This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
As the Core Worlds began to expand, another power in the Core was rising. The Tion Cluster, inhabited by the descendants of ancient sleeper ship crews, had developed a new hyperspace beacon technology based on fragments left by the Infinite Empire--far superior than the hyperspace cannons previously in use.
The Tion Cluster was gradually conquered by an arrogant and powerful pirate prince, known to history as the despot Xim. Using the new hyperspace technology, he despoiled world after world, taking slaves and ruthlessly expanding his territory. His rule of the Tion Cluster lasted for thirty years and saw the conquest of hundreds of thousands of planets.
Xim might have continued his rule unchallenged even longer, but he chose to expand his empire into a new area of space, one already inhabited by the powerful Hutt Empire. Category: Achievement: Datacrons Planet: 16140933910212274443 XP Level: 10 FQN: cdx.datacron.tython.datacron_2 Galactic History 10: The Tion Cluster | Achievement: Datacrons | Tython | Republic | 10 | 1.0.0 |
Galactic History 11: The Tionese Face the Hutt Empire This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Seeking to expand his territory, the ancient Tionese despot Xim began exploring the Si'klaata Cluster--and for the first time, encountered a force that could challenge him. This region belonged to the Hutt Empire. Although young, the Hutt Empire had already grown immensely powerful through its criminal enterprises, helped by the long lifespan of the Hutts.
The Hutts correctly assessed the threat Xim presented and poured resources into fighting him near the planet Vontor. Despite their strength, the Hutts were not certain of victory until they discovered the Si'klaata Cluster was home to several other powerful species, including the Nikto, Klatooinians and Vodrans. In a typical gambit, the Hutts managed to persuade these three species to sign the Treaty of Vontor, which bound them to the Hutts in perpetual slavery.
With these additional forces, the Hutts overwhelmed Xim at the third Battle of Vontor. Xim died a Hutt prisoner, leaving his vast holdings and territory free for the taking. Category: Achievement: Datacrons Planet: 16140933910212274443 XP Level: 10 FQN: cdx.datacron.tython.datacron_3 Galactic History 11: The Tionese Face the Hutt Empire | Achievement: Datacrons | Tython | Republic | 10 | 1.0.0 |
Galactic History 33: Dromund Kaas This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Once an outpost of the ancient Sith Empire, the planet Dromund Kaas now presented a refuge to the Empire's weary survivors after their long exile from Korriban. Upon landing, the Emperor addressed the populace, promising them that from this world, a new civilization would grow to eventually crush the Republic.
The challenges of colonizing such a wild planet were soon evident. Dromund Kaas's jungles were untamed, full of dangerous predators. To ensure order and discipline, military service became mandatory for non-Force sensitives. Imperial citizens took pride in this duty, knowing they were defending the future of their people.
Before withdrawing into isolation, the Emperor established a Dark Council to oversee the Empire and control the hierarchy of the Sith. He is said to have conducted many dark side rituals and experiments that affected the planet itself, leaving Dromund Kaas storm-wracked to this day. Category: Achievement: Datacrons Planet: 16140948956820683845 XP Level: 24 FQN: cdx.datacron.nar_shaddaa.datacron_1 Galactic History 33: Dromund Kaas | Achievement: Datacrons | Nar Shaddaa | Both | 24 | 1.0.0 |
Galactic History 34: The Discovery of Ryll This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
In the years after the Great Hyperspace War, a discovery was made on the Twi'lek homeworld of Ryloth--the spice called ryll. Ryll was a component in several medicines, but was also a powerful stimulant. Sensing opportunity, Neimoidian traders quickly gained a monopoly on ryll and were keen to introduce it to other species.
One of these species was the Porporites, a peaceful people who had recently made first contact with the Republic. But in contrast to other species, ryll drove the Porporites into homicidal fury. Eventually, the entire species was composed of raging maniacs who began attacking other worlds.
Alarmed, the Republic asked the Jedi to take action against the Porporites, but the intervention was unsuccessful. The Neimoidians, fearing for their livelihoods, decided more desperate measures might be necessary and turned to Gank mercenaries for help. Category: Achievement: Datacrons Planet: 16140948956820683845 XP Level: 24 FQN: cdx.datacron.nar_shaddaa.datacron_2 Galactic History 34: The Discovery of Ryll | Achievement: Datacrons | Nar Shaddaa | Both | 24 | 1.0.0 |
Galactic History 35: The Gank Massacres This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Addicted to the spice ryll--which drove them into a murderous frenzy--the Porporite species had become a threat to the galaxy. The Neimoidians had a monopoly on ryll and, terrified of the coming Porporite swarm, turned to the Ganks to stop the Porporites quickly.
The Ganks were mysterious, cybernetic mercenaries that often worked for the Hutts. With the Ganks' reputation as cold-blooded killers, the Neimoidians were confident they could handle the Porporite armies. But the Ganks' solution was to eliminate the entire Porporites species, and they hunted the Porporites to extinction.
Encouraged by this "success," the Ganks began wiping out other species, quickly becoming a far greater threat than the Porporites. The Jedi took up arms against them, but Supreme Chancellor Vocatara was forced to commission the first juggernaut droids to end the Gank menace for good. Category: Achievement: Datacrons Planet: 16140948956820683845 XP Level: 24 FQN: cdx.datacron.nar_shaddaa.datacron_3 Galactic History 35: The Gank Massacres | Achievement: Datacrons | Nar Shaddaa | Both | 24 | 1.0.0 |
Galactic History 36: The Quarren-Mon Calamari War This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Although the Quarren and Mon Calamari both evolved on the watery world of Dac, it was millennia before the two species encountered each other. Unfortunately, initial contact went badly and the Quarren declared war. The Mon Calamari had a technological and intellectual advantage, but the Quarren repeatedly refused any overtures of peace. Eventually, the Quarren were driven to near-extinction.
But the Mon Calamari had no wish to exterminate their cousins. In a bold social experiment, the Mon Calamari took young Quarren into their society and taught them civilization, mathematics and the sciences. When these young Quarren returned to their people, they had nothing in common with their primitive fellows. Within twenty years, they had become the dominant force in Quarren society, and eventually sought peace with the Mon Calamari. Category: Achievement: Datacrons Planet: 16140948956820683845 XP Level: 24 FQN: cdx.datacron.nar_shaddaa.datacron_4 Galactic History 36: The Quarren-Mon Calamari War | Achievement: Datacrons | Nar Shaddaa | Both | 24 | 1.0.0 |
Galactic History 37: Freedon Nadd This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Trained at the Jedi Temple on Ossus centuries after the Great Hyperspace War, Freedon Nadd was a powerful but temperamental Padawan. When denied promotion to the rank of Jedi Knight, the enraged Nadd struck down his Master. He left the Jedi and began to study the powers of the dark side.
Although Nadd learned much from a Sith holocron, he craved more. Nadd traveled to Yavin Four where he encountered the Massassi, savages who were once servants of the Sith Lord Naga Sadow. Nadd defeated them easily, and the awestruck Massassi took him to Sadow, who rested in a suspended animation chamber.
Unaware of the Sith Empire rebuilding itself on Dromund Kaas, Sadow believed Nadd was the acolyte he had been waiting for. But he underestimated Nadd's craving for power, and Nadd soon killed Sadow and left Yavin Four behind. Nadd settled on the distant world of Onderon, becoming a legendary tyrant. Category: Achievement: Datacrons Planet: 16140948956820683845 XP Level: 24 FQN: cdx.datacron.nar_shaddaa.datacron_5 Galactic History 37: Freedon Nadd | Achievement: Datacrons | Nar Shaddaa | Both | 24 | 1.0.0 |
Galactic History 15: Mandalore This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The gray-skinned Taung species, which clashed with humans long before the formation of the Republic, had lost none of its fearsome reputation over the years. The Taung revered conflict in all forms, relishing the chance to test themselves against powerful enemies.
While the young Republic continued to expand, the Taung also sought out and colonized many worlds. Eventually they discovered an Outer Rim planet populated by enormous, vicious beasts called mythosaurs. The Taung took the world for their own, calling it Mandalore after their leader, Mandalore the First. The mythosaurs presented little challenge to the powerful Taung; in time, mythosaur bones were used to build Mandalore's first cities. Category: Achievement: Datacrons Planet: 16140965352798472550 XP Level: 10 FQN: cdx.datacron.korriban.datacron_1 Galactic History 15: Mandalore | Achievement: Datacrons | Korriban | Imperial | 10 | 1.0.0 |
Galactic History 16: The Alsakan Conflicts This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
During the boom period of early Republic expansion, dissent arose from the unlikeliest of quarters: the planet Alsakan. Colonized by the first explorers from Coruscant long before the development of the hyperdrive, Alsakan had been a member of the Core Worlds for centuries.
But as the planet grew more powerful and influential, its Senators believed that Alsakan, not Coruscant, should be the capital of the Republic. A series of skirmishes called the "Alsakan Conflicts" broke out, slowing Republic growth as it tried to quell Alsakan's forces.
Despite the best efforts of Republic diplomats and generals, Alsakan remained belligerent, and seventeen such uprisings would occur over the next several thousand years. Later, the battle cruisers built during the Alsakan Conflicts would inspire the Republic's Invincible-class dreadnought. Category: Achievement: Datacrons Planet: 16140965352798472550 XP Level: 10 FQN: cdx.datacron.korriban.datacron_2 Galactic History 16: The Alsakan Conflicts | Achievement: Datacrons | Korriban | Imperial | 10 | 1.0.0 |
Galactic History 17: The Duinuogwuin Contention This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
In their travels, the early Republic explorers encountered many bizarre and fascinating species. Most of these first contacts were peaceful, but while charting worlds in the Outer Rim, scouts encountered enormous, flame-breathing reptiles known as Duinuogwuin. The terrified scouts opened fire and fled the planet, eventually returning to Coruscant--only to discover they'd been followed. The Duinuogwuin began waging war against the capital in what would be called the "Duinuogwuin Contention."
Supreme Chancellor Fillorean, often criticized in the Senate for being hesitant and indecisive, ignored demands to mobilize the Republic Navy and attempted to communicate with the Duinuogwuin. To everyone's surprise, the Duinuogwuin were revealed to be intelligent and inherently peaceful. Supreme Chancellor Fillorean and the Duinuogwuin philosopher Borz'Mat'oh negotiated a treaty, and later even cooperated to found Coruscant's first university. Category: Achievement: Datacrons Planet: 16140965352798472550 XP Level: 10 FQN: cdx.datacron.korriban.datacron_3 Galactic History 17: The Duinuogwuin Contention | Achievement: Datacrons | Korriban | Imperial | 10 | 1.0.0 |
Assembly Chamber The assembler is a critical element in the construction, modification, and enhancement of individual datacrons. While not Rakatan, the device bears striking similarities to the design methodologies of the Infinite Empire. Such technology, while not unheard of in the known regions, is spectacularly rare.
Ancient records indicate that assemblers, such as these, were instrumental in shifting the crystalline resonance that powers traditional holocrons so that the devices can be accessed and utilized by anyone - regardless of force sensitivity. When and how this innovation was developed is unknown, however the age of the few assemblers recovered, puts the development of this technology around the time of the first Jedi Exodus. Category: Achievement: Datacrons Planet: 16140969352659235187 XP Level: 10 FQN: cdx.datacron.global.assembly_chamber_sith Assembly Chamber | Achievement: Datacrons | Dromund Kaas | Imperial | 10 | 1.0.0 |
Galactic History 18: The Hutt Cataclysms This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Since its victories against the forces of the Tion Cluster, the Hutt Empire had continued to expand its influence. It now controlled dozens of systems, and the Hutt criminal enterprises extended even into Republic space.
But the greed of the Hutts was insatiable, and their long life spans meant grudges could be carried for centuries. Rivalries became open hostilities, until their entire empire was embroiled in the "Hutt Cataclysms," a series of conflicts that saw devastating weapons unleashed on Hutt-controlled worlds.
When the cataclysms ended, the Hutt homeworld of Varl and hundreds of Hutt colonies had been rendered lifeless. Seeking a new homeworld, the Hutts began relocating to the planet Evocar, slowly buying parcels of land from the Evocii people. Eventually, the Hutts owned the entire planet, which would later be called Nal Hutta--or more often, simply "Hutta," the "Glorious Jewel."
Category: Achievement: Datacrons Planet: 16140969352659235187 XP Level: 15 FQN: cdx.datacron.dromund_kaas.datacron_1 Galactic History 18: The Hutt Cataclysms | Achievement: Datacrons | Dromund Kaas | Imperial | 15 | 1.0.0 |
Galactic History 19: The Pius Dea Crusades This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Republic had been established on principles of free speech and tolerance for all sentient beings. Unfortunately, these principles also allowed the growth of fringe groups. During the term of Supreme Chancellor Pers'lya, a fanatical pro-human religious sect calling itself "Pius Dea" emerged.
Many dismissed Pius Dea as just another cult, but the group's intentions were much more sinister. Through political maneuvering, the members conspired to have Chancellor Pers'lya impeached and their own man, Senator Contispex, put in his place. Through Supreme Chancellor Contispex, Pius Dea exploited tensions within the Hutt Empire after the Hutt Cataclysms. Eventually Contispex sanctioned an invasion of Hutt Space, beginning the Pius Dea Crusades.
Over the next thousand years, Contispex's descendants--biological and ideological--would inherit his position, continuing to wage war against various alien factions until growing unrest brought Pius Dea's rule to an end. A new Chancellor was elected, free of Pius Dea's influence, and the Pius Dea "Supreme Temple" was destroyed... but the tensions created between the Core Worlds and the Outer Rim persisted for centuries to come. Category: Achievement: Datacrons Planet: 16140969352659235187 XP Level: 15 FQN: cdx.datacron.dromund_kaas.datacron_2 Galactic History 19: The Pius Dea Crusades | Achievement: Datacrons | Dromund Kaas | Imperial | 15 | 1.0.0 |
Galactic History 20: Chancellor Blotus This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
After the Pius Dea Crusades, the Republic stagnated, forced to rebuild alliances Pius Dea had damaged. However, during the Rianitus Period, the Republic began to enjoy prosperity again under a new Supreme Chancellor, Blotus the Hutt.
Blotus had been the administrator of a network of mining worlds that split from the remnants of the former Hutt Empire. He and his worlds applied for Republic membership, and although tensions between Hutts and the Republic remained, Blotus proved both competent and popular in the Galactic Senate. He was eventually elected Supreme Chancellor by an overwhelming majority, and his position was solidified when his tax breaks for independent traders brought Coruscant into an economic boom and improved trade throughout the Core Worlds.
Blotus served a 275-year term and died peacefully in his sleep at the age of 912. His rule would be remembered with affection for centuries; even today, his favorite chair in the Senate tower's lounge is traditionally left empty. Category: Achievement: Datacrons Planet: 16140969352659235187 XP Level: 15 FQN: cdx.datacron.dromund_kaas.datacron_3 Galactic History 20: Chancellor Blotus | Achievement: Datacrons | Dromund Kaas | Imperial | 15 | 1.0.0 |
Galactic History 21: The Birth of the Mandalorians This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The culture of the gray-skinned Taung species had always been defined by conflict, even before their days battling the Battalions of Zhell on Coruscant. For millennia, striking out from the world they called Mandalore, the Taung explored and conquered new worlds, seeking new opponents to test themselves against.
Over time their philosophy of battle grew and changed, and a new cadre of elite warriors emerged. Known as the Mandalorian Crusaders, these warriors were honed by years of battle and guided by a strict code of honor. Wild stories began to spread throughout the Outer Rim of soldiers who could disappear into forests, face terrifying beasts without a trace of fear or even capture an entire planet in a day.
These tales were the first time the name "Mandalorian" became widely known. Although the Taung themselves went into decline and eventually disappeared, they left behind followers trained as they were. Ever after, the Mandalorians were a people to be respected, and feared. Category: Achievement: Datacrons Planet: 16140969352659235187 XP Level: 15 FQN: cdx.datacron.dromund_kaas.datacron_4 Galactic History 21: The Birth of the Mandalorians | Achievement: Datacrons | Dromund Kaas | Imperial | 15 | 1.0.0 |
Galactic History 22: The Second Great Schism This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Jedi Order had already faced one great schism in its history, against the fallen Xendor and his Legions of Lettow. Although Xendor had been gone for centuries, there were uneasy stirrings in the order's ranks. A group of Jedi had learned to use the Force to shape living beings, twisting them into horrific monsters.
These Dark Jedi were swiftly exiled, but they retaliated by raising an army of their monstrous creations and unleashing them against the rest of the order. The Jedi fought back, finally driving the Dark Jedi to a last stand on the planet Corbos.
Victory would not have been certain even then, but the Dark Jedi had begun to turn against one another. Without a united front, they were overwhelmed and scattered. Although the Jedi cheered their victory, it was later discovered that many of the Dark Jedi had fled Corbos, leaving no trail for anyone to follow. Category: Achievement: Datacrons Planet: 16140969352659235187 XP Level: 15 FQN: cdx.datacron.dromund_kaas.datacron_5 Galactic History 22: The Second Great Schism | Achievement: Datacrons | Dromund Kaas | Imperial | 15 | 1.0.0 |
Galactic History 23: The Sith Order Begins This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Exiled for horrific dark side experiments, a group of Dark Jedi made a last stand against the Jedi Order on Corbos, where they were ultimately defeated. The survivors fled beyond the borders of Republic space and, seeking a refuge, they discovered the planet Korriban--home to the red-skinned Sith species. The Sith looked on the Dark Jedi's Force abilities with awe, and worshipped them as gods.
Led by the fabled warrior and tactician Ajunta Pall, the Dark Jedi began forging the Sith into a glorious civilization, built on the principles they had established after breaking with the Jedi Order. They ordered the construction of great monuments on Korriban--vast cities that did not survive the ages, glorious temples and elaborate tombs.
As time passed, the Dark Jedi and the Sith species intermarried, until there were few true purebloods remaining. Eventually, there were only small physical differences between them. There were only the Sith, strong in the dark side of the Force, and their new Sith Empire. Category: Achievement: Datacrons Planet: 16141008063347613517 XP Level: 20 FQN: cdx.datacron.taris_rep.datacron_1 Galactic History 23: The Sith Order Begins | Achievement: Datacrons | Taris (Rep) | Republic | 20 | 1.0.0 |
Galactic History 24: Empress Teta This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Republic had enjoyed a long period of peace during the Manderon Period, but the Koros system was rapidly becoming a problem. Although the planet Koros Major was stable, growing wealthy on carbonite exports, the other six worlds of the system were poor and increasingly lawless.
The task of uniting the Koros system was accepted by a noble famed for her military achievements. Empress Teta was the heir to Koros Major and was determined that the rest of the Koros system would share its prosperity. To that end, Teta began the Unification Wars, hoping to bring the entire system under her rule. She was ultimately successful, though she had to fight a long and bloody campaign to conquer the planet Kirrek.
Empress Teta would become known as one of the Republic's boldest commanders. The Koros system was eventually renamed after her. Category: Achievement: Datacrons Planet: 16141008063347613517 XP Level: 20 FQN: cdx.datacron.taris_rep.datacron_2 Galactic History 24: Empress Teta | Achievement: Datacrons | Taris (Rep) | Republic | 20 | 1.0.0 |
Galactic History 25: Two Rivals This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
As the Sith Empire grew in power, few Sith inspired such fear as Marka Ragnos, a tyrant who ruled for a century. His death created a power vacuum, leaving the Sith Lords Ludo Kressh and Naga Sadow vying for supremacy.
During Marka Ragnos's funeral on Korriban, Sadow and Kressh fought a duel, each claiming he was more fit to be Dark Lord of the Sith--the then-unique title of the Empire's ultimate ruler. But the spirit of Ragnos himself appeared, claiming a golden age of the Sith was coming. Moments later, the funeral assembly was alerted: A Republic ship had been captured.
The ship belonged to two hyperspace explorers, the siblings Gav and Jori Daragon, who had stumbled on Korriban. As the Sith Council debated the Daragons' fate, Naga Sadow saw opportunity. The hyperspace routes leading to the Republic had been lost; the Daragons were his chance to rediscover them. Category: Achievement: Datacrons Planet: 16141008063347613517 XP Level: 20 FQN: cdx.datacron.taris_rep.datacron_3 Galactic History 25: Two Rivals | Achievement: Datacrons | Taris (Rep) | Republic | 20 | 1.0.0 |
Galactic History 26: Naga Sadow's Deceptions This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
For years, the Sith Lord Naga Sadow had been arguing unsuccessfully that the Sith Empire needed to expand. His chance came when Gav and Jori Daragon, two hyperspace explorers, accidentally discovered Korriban. With the Daragons sentenced to death, Sadow helped them escape, planning to use them to rediscover the hyperspace routes to the Republic. He then claimed to the Sith Council that Republic agents had freed the prisoners. Surely invasion was imminent?
Naga Sadow's rival, Ludo Kressh, grew suspicious. As Sadow began to train Gav Daragon as his protege, Kressh raised a force against Sadow, hoping to expose his treachery. But Sadow crushed Kressh's armies and declared himself Dark Lord of the Sith. In the confusion of the battle, Jori Daragon fled back to the Republic, not realizing her ship carried a homing beacon for the Sith to follow. Category: Achievement: Datacrons Planet: 16141008063347613517 XP Level: 20 FQN: cdx.datacron.taris_rep.datacron_4 Galactic History 26: Naga Sadow's Deceptions | Achievement: Datacrons | Taris (Rep) | Republic | 20 | 1.0.0 |
Galactic History 27: The Great Hyperspace War This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Sith had never forgotten their first exile from Republic space. With a trail unwittingly laid by the hyperspace explorer Jori Daragon, Sith Lord Naga Sadow saw a chance for revenge and to expand the borders of the Sith Empire. He had tricked the Sith Council into believing the Republic was about to attack and united several Sith factions into a massive invasion fleet.
Meanwhile, Jori Daragon had done her best to warn the Republic of an impending Sith invasion, but only the warlord Empress Teta believed her. Teta was still gathering her armies when Sadow's entire fleet arrived in the Koros system and opened fire.
Jedi and Republic forces rallied quickly, but strengthened by Sith sorcery, Sadow's attacks were unpredictable and devastating. The conflict quickly spread throughout the galaxy, until even Coruscant was threatened. The Great Hyperspace War became the first conflict on a truly galactic scale. Category: Achievement: Datacrons Planet: 16141008063347613517 XP Level: 20 FQN: cdx.datacron.taris_rep.datacron_5 Galactic History 27: The Great Hyperspace War | Achievement: Datacrons | Taris (Rep) | Republic | 20 | 1.0.0 |
Galactic History 61: The Brotherhood is Broken This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Grieving for his brother and severed from the Force, the fallen Jedi Ulic Qel-Droma finally returned to the light. He joined the Republic forces and led them to Yavin Four, stronghold of the Dark Lord Exar Kun. The Republic fleet bombarded the moon's surface, leveling Exar Kun's temples and setting the jungles aflame.
But Exar Kun had sensed the approach of the Republic forces and laid preparations. Summoning his loyal Massassi warriors, he performed a dreadful ritual that drained them of their life essence. Exar Kun became a spirit of pure darkness.
The Jedi in the fleet sensed Exar Kun's actions. Led by Nomi, they created a "wall of light" through the Force. Exar Kun found himself trapped within the temples of Yavin Four for eternity, screaming with rage and helpless to escape.
Category: Achievement: Datacrons Planet: 16141060140100412063 XP Level: 50 FQN: cdx.datacron.corellia.datacron_6 Galactic History 61: The Brotherhood is Broken | Achievement: Datacrons | Corellia | Both | 50 | 1.0.0 |
Galactic History 62: The Great Sith War Ends This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The death of Exar Kun and Ulic Qel-Droma's redemption had scattered the cultists of the Brotherhood of the Sith--but the Mandalorian armies that also served would not give up the fight. The Republic forced the Mandalorians to the Onderonian moon Dxun, where Mandalore was devoured by wild beasts. The Empress Teta system was reclaimed next, and the last vestiges of the Sith cult fled to the Outer Rim, leaderless.
The Jedi Order had suffered many losses in the Great Sith War, but none was felt more keenly than the destruction of Ossus, which had been the order's home for generations. The Jedi had lost their libraries and precious artifacts and needed to rebuild. After much debate, the Jedi Order moved its headquarters to the temple on Coruscant.
Category: Achievement: Datacrons Planet: 16141060140100412063 XP Level: 50 FQN: cdx.datacron.corellia.datacron_7 Galactic History 62: The Great Sith War Ends | Achievement: Datacrons | Corellia | Both | 50 | 1.0.0 |
Galactic History 78: The Sith Triumvirate This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
In the chaos after the Jedi Civil War, new Sith began to rise up, inspired by the likes of Exar Kun and Darth Revan and unaware of the Sith Empire still hidden on Dromund Kaas. Three lords stood above all others: Darth Nihilus, whose hunger devoured all life around him; Darth Sion, whose shattered body was held together by hatred; and Darth Traya, once a Jedi Master but now the Lord of Betrayal. These Sith Lords ruled from ancient Sith ruins on Malachor Five.
Darth Traya was the most senior of the three, but when Sion and Nihilus united against her, she fled Malachor Five and took the name Kreia. Darth Sion created an elite cadre of Sith assassins, eroding the already-weakened Jedi from the shadows, while Darth Nihilus began roaming the galaxy, seeking the life energy of Force users to satisfy his insatiable hunger. The Republic's short reprieve was over. Category: Achievement: Datacrons Planet: 16141060140100412063 XP Level: 50 FQN: cdx.datacron.corellia.datacron_1 Galactic History 78: The Sith Triumvirate | Achievement: Datacrons | Corellia | Both | 50 | 1.0.0 |
Galactic History 79: The Conclave at Katarr This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Dark times had come to the Republic. Reconstruction from the Jedi Civil War was still ongoing, and the Jedi Order's numbers were dwindling. Worse, many Jedi sensed a new Sith threat emerging but could not pinpoint the source.
Finally, the Jedi Council called a conclave on the Miraluka colony of Katarr. The order's Masters, including the legendary Vandar Tokare, gathered to discuss the possibility that the Sith had returned. They did not know that Darth Nihilus, a being of pure hunger and dark side power, was approaching the colony.
Drawn to the assembled Masters, Nihilus devoured the life energy of everything on Katarr. Millions of Miraluka died, along with most of the Jedi Order's senior members. Walking Katarr's lifeless surface later, Darth Nihilus came across the only survivor: the traumatized Miraluka Visas Marr, whom Nihilus took as his apprentice. Category: Achievement: Datacrons Planet: 16141060140100412063 XP Level: 50 FQN: cdx.datacron.corellia.datacron_2 Galactic History 79: The Conclave at Katarr | Achievement: Datacrons | Corellia | Both | 50 | 1.0.0 |
Galactic History 80: A Return from Exile This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
During the Mandalorian Wars, many Jedi disobeyed the Jedi Council to follow Revan's call to arms. But only one Jedi returned to face the Council's judgment. The so-called Jedi Exile had been one of Revan's generals, and she was responsible for the destruction of Malachor Five.
Having lost all ability to feel the Force, the Exile accepted the Council's sentence of banishment and left to wander the Outer Rim. When she returned years later, the Jedi had all but vanished--slain by mysterious Sith assassins or driven into hiding.
Simply by returning, the Exile became a target for these Sith and was hounded to the remote Peragus system. After meeting a mysterious Force-sensitive named Kreia at Peragus, the Exile began searching for any surviving Jedi Masters to discover what they knew. Category: Achievement: Datacrons Planet: 16141060140100412063 XP Level: 50 FQN: cdx.datacron.corellia.datacron_3 Galactic History 80: A Return from Exile | Achievement: Datacrons | Corellia | Both | 50 | 1.0.0 |
Galactic History 81: The Battle of Telos Four This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The forces of the Sith Triumvirate had hunted the Jedi almost to extinction. The Jedi Exile, cut off from the Force, went in search of the remaining Jedi Masters and, perhaps, an explanation. But the Exile's mentor, Kreia, had other plans--when the Exile finally gathered the Masters, Kreia slew them all.
As the Exile recovered from this encounter, Kreia deliberately enticed the terrible Darth Nihilus to the planet Telos Four. Nihilus prepared to devour all life on the planet, and Nihilus's dreadnought, the Ravager, was met by the Republic Navy and Mandalorian forces.
During the battle, the Exile boarded the Ravager and faced Nihilus. Unable to devour the Exile as he had so many others, Nihilus was finally defeated. With Telos safe, the Exile pursued Kreia. Category: Achievement: Datacrons Planet: 16141060140100412063 XP Level: 50 FQN: cdx.datacron.corellia.datacron_4 Galactic History 81: The Battle of Telos Four | Achievement: Datacrons | Corellia | Both | 50 | 1.0.0 |
Galactic History 82: Darth Traya's Return This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
While seeking out the last surviving Jedi Masters, the Jedi Exile had learned much. Although the Exile had been deafened to the Force, this condition was not a punishment by the Council for fighting in the Mandalorian Wars; it had been caused by the millions of deaths at the battle of Malachor Five.
Knowing the Exile was haunted by Malachor, Kreia--taking up the mantle of Darth Traya again--returned to the planet. The assassin Darth Sion also returned there to face the Exile, but he was defeated, persuaded to release his unnatural hold on life.
Finally, the Exile dueled Darth Traya--who claimed that, despite her betrayal, there was no ill-will between them. To Traya, the Exile represented freedom from the Force, which Traya had come to despise. With Traya's death, the Exile left Malachor Five for the last time, and the Sith Triumvirate was defeated. Category: Achievement: Datacrons Planet: 16141060140100412063 XP Level: 50 FQN: cdx.datacron.corellia.datacron_5 Galactic History 82: Darth Traya's Return | Achievement: Datacrons | Corellia | Both | 50 | 1.0.0 |
Galactic History 43: The Great Droid Revolution This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Debate had been raging in the Republic over the issue of droid rights: Did droids deserve the same treatment as organic beings, and was owning droids tantamount to slavery? This question was rendered moot when a Czerka-built assassin droid, HK-01, went rogue and began reprogramming other droids to rise up against their masters, in what would be called the Great Droid Revolution.
Republic citizens, surrounded by thousands of rogue droids--every model, from protocol to sanitation to battle units--found themselves at the mercy of their former servants. Several planets were subjugated in the name of the droid rebellion, until the signal controlling the droids was traced.
Following the signal, a team of Jedi destroyed HK-01, returning the rogue droids to their original programming. The relieved Republic returned to normal, and the issue of droid rights was not raised again. Category: Achievement: Datacrons Planet: 16141076066187801147 XP Level: 32 FQN: cdx.datacron.alderaan.datacron_1 Galactic History 43: The Great Droid Revolution | Achievement: Datacrons | Alderaan | Both | 32 | 1.0.0 |
Galactic History 44: The Jedi Nomi This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Born Nomi Da-Boda, Nomi was the wife of the Jedi Knight Andur. She had no interest in developing her natural gifts in the Force, preferring to care for their daughter, Vima. But when they were ambushed by thugs and Andur was killed, Nomi saw his spirit urging her to pick up his lightsaber and defend their daughter. Reluctantly taking up the weapon, Nomi skillfully fought the thugs off and later left for the planet Ambria to train under Master Thon.
While on Ambria, Nomi discovered she had a talent for battle meditation--the Jedi gift of influencing and inspiring others through the Force--but never lost her trepidation at wielding a lightsaber. Nevertheless, Nomi's Masters foresaw that she would have an important role to play in the galaxy, which came to fruition with the rise of the Krath cult. Category: Achievement: Datacrons Planet: 16141076066187801147 XP Level: 32 FQN: cdx.datacron.alderaan.datacron_2 Galactic History 44: The Jedi Nomi | Achievement: Datacrons | Alderaan | Both | 32 | 1.0.0 |
Galactic History 45: The Krath Cult This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
As the Jedi know only too well, evil can arise from the most unlikely of sources. In the years after the Great Droid Revolution, two aristocrats, Satal Keto and his cousin Aleema, came to power in the Empress Teta system. Bored and spoiled, they became interested in the secrets of the Sith. They and their friends formed a Sith cult named Krath.
But Satal and Aleema began to crave real power. During a visit to the Galactic Museum on Coruscant, they spotted a book of ancient Sith lore and rituals and decided to steal it.
Once they had the book, they realized it was written in a long-forgotten Sith language. But Satal learned of the planet Onderon, once ruled by the Sith Lord Freedon Nadd, and the cousins left to unlock the book's secrets there. Category: Achievement: Datacrons Planet: 16141076066187801147 XP Level: 32 FQN: cdx.datacron.alderaan.datacron_3 Galactic History 45: The Krath Cult | Achievement: Datacrons | Alderaan | Both | 32 | 1.0.0 |
Galactic History 46: Nadd's Legacy This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Once ruled by the Sith Lord Freedon Nadd, Onderon had gained a dark reputation. Master Arca Jeth sent three Jedi, including the brothers Ulic and Cay Qel-Droma, to act as stewards of the planet and bring peace to its people. When the Jedi arrived, Onderon's ruler--Queen Amanoa--begged for the Jedi's help in protecting her people from the warrior Beast Riders, who soon captured her daughter Galia.
Upon investigating, the Jedi learned the truth: Galia and the Beast Rider warlord Oron Kira had arranged the abduction together, planning to marry and unite their warring cultures. Queen Amanoa was actually a descendant of Freedon Nadd, strong in the dark side, and the Jedi were among her enemies.
The queen's forces battled with those of the Beast Riders and the Jedi. Cay Qel-Droma lost his arm in the fighting, and only the arrival of Arca Jeth--who used battle meditation to turn the battle in the Jedi's favor--saved Onderon. With Queen Amanoa's defeat, Galia and Oron Kira began rebuilding their world. Category: Achievement: Datacrons Planet: 16141076066187801147 XP Level: 32 FQN: cdx.datacron.alderaan.datacron_4 Galactic History 46: Nadd's Legacy | Achievement: Datacrons | Alderaan | Both | 32 | 1.0.0 |
Galactic History 47: Naddist Rebels This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
With Queen Amanoa dead, Onderon enjoyed a brief period of peace, but a shadow still hung over the planet. So-called "Naddist Rebels" began to emerge, a sect that revered the teachings of the Sith Lord Freedon Nadd. Master Arca Jeth and his students sought to cleanse Onderon of Nadd's influence by moving Nadd's sarcophagus to Onderon's moon, Dxun, but they were ambushed by Naddists who stole the sarcophagus.
While seeking out the Naddists, Arca Jeth discovered that King Ommin, long thought dead, was being kept alive in a secret facility. Also a follower of Nadd, Ommin joined forces with Nadd's undying spirit and managed to capture Arca Jeth. The king fled to a secret stronghold while Arca Jeth's student, Ulic Qel-Droma, called for Republic reinforcements. Category: Achievement: Datacrons Planet: 16141076066187801147 XP Level: 32 FQN: cdx.datacron.alderaan.datacron_5 Galactic History 47: Naddist Rebels | Achievement: Datacrons | Alderaan | Both | 32 | 1.0.0 |
Galactic History 12: The Birth of the Republic This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
For centuries, safe and reliable travel through hyperspace had been the biggest obstacle to galactic exploration. Finally, Corellian scientists managed to perfect hyperdrive technology on par with that of the ancient Rakata, allowing travel between the Core Worlds in mere days. Joined by trade and renewed communication channels, the Core Worlds signed an accord and united as the first Galactic Republic.
The newborn Republic began exploration of hyperspace routes in earnest, supported by daring Duros scouts and eventually established the Perlemian Trade Route. This route connected Coruscant to many worlds, including Ossus, where the Jedi Order's enclave had been established centuries before. The Jedi welcomed Republic scouts with curiosity and interest.
The head of the enclave, Master Haune Tiar, returned with the scouts to the allied Core Worlds. Impressed by what he saw, Master Tiar also foresaw the young Republic would need protectors. After conferring for several weeks, the Jedi pledged themselves as the Republic's guardians of peace and justice. The foundations for the modern Republic were laid. Category: Achievement: Datacrons Planet: 16141091541170885060 XP Level: 10 FQN: cdx.datacron.ord_mantell.datacron_1 Galactic History 12: The Birth of the Republic | Achievement: Datacrons | Ord Mantell | Republic | 10 | 1.0.0 |
Galactic History 13: The First Great Schism This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
After the Force Wars, when the Jedi Order learned of the destructive power of the dark side, the Jedi devoted themselves to the path of the light. In the early days of the Republic, a young Kashi Mer Jedi named Xendor defied the order's code and began experimenting with dark side techniques. Incensed, the Jedi Order confronted Xendor and banished him from Ossus.
Xendor, now immensely powerful and full of rage, raised an army on the planet Lettow and led it against the Jedi. Not since the Force Wars had the Jedi fought their own. Xendor and the Legions of Lettow eventually fell in battle; his lover, Arden Lyn, was defeated by the Jedi Master Awdrysta Pina and placed into a strange stasis, sustained by the dark side. Although this first schism within the Jedi was over, it would not be the last. Category: Achievement: Datacrons Planet: 16141091541170885060 XP Level: 10 FQN: cdx.datacron.ord_mantell.datacron_2 Galactic History 13: The First Great Schism | Achievement: Datacrons | Ord Mantell | Republic | 10 | 1.0.0 |
Galactic History 14: The Fall of Tion This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Tionese Cluster, once a great civilization ruled by the despot Xim, entered its fading years as the Republic began its ascension. The third great power in the galaxy, the Hutt Empire, was also thriving. The Hutts used their criminal influence to control entire worlds, extorting and enslaving their subjects. Fear of the Hutts drove many worlds to seek membership in the Republic; truthfully, far more than the Republic could safely allow.
Eventually, war broke out between the Tion Cluster and the Republic. Despite--or because of--the Tionese's lack of resources, the Republic found them a dangerous foe. In response, Republic spies quietly stirred up trouble between the Tion Cluster and their old enemies, the Hutt Empire.
Facing a war on two fronts, the Tionese submitted to the Republic. The worlds of the Tion Cluster gradually came under the Republic's banner, finally ending their long enmity. Category: Achievement: Datacrons Planet: 16141091541170885060 XP Level: 10 FQN: cdx.datacron.ord_mantell.datacron_3 Galactic History 14: The Fall of Tion | Achievement: Datacrons | Ord Mantell | Republic | 10 | 1.0.0 |
Galactic History 63: The Terentatek Hunt This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Although the Dark Lord Exar Kun was gone, traces of his evil remained. Exar Kun had been a master of Sith alchemy and his monstrous terentateks had thrived--reshaped and empowered to hunt Force-sensitives. After the Great Sith War, the Jedi Council sent three Jedi--Shaela Nuur, Guun Han Saresh and Duron Qel-Droma--to hunt these beasts down.
Initially close friends, the three Jedi began to quarrel as the hunt went on. Guun Han Saresh disapproved of Duron and Shaela's budding romance and left the group. He later perished in the Kashyyyk Shadowlands, trying to fight a terentatek alone.
Meanwhile, Duron and Shaela pursued two terentateks in the tombs of Korriban, but Duron was killed by one of the beasts. Stricken by grief and rage, Shaela tried to take on both beasts by herself but was overwhelmed, ending the terentatek hunt.
Category: Achievement: Datacrons Planet: 16141109882649941585 XP Level: 40 FQN: cdx.datacron.hoth.datacron_1 Galactic History 63: The Terentatek Hunt | Achievement: Datacrons | Hoth | Both | 40 | 1.0.0 |
Galactic History 64: The Kanz Disorders This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Distracted by the Great Sith War, the Republic had overlooked growing dissent on the planet Argazda. Its provisional governor, Myrial, declared the Kanz Sector independent of the Republic and established a totalitarian regime. She began attacking and enslaving nearby worlds, including Lorrd.
Many protested the Republic's refusal to take action against Argazda, but the Republic was in no position to begin another war so soon after destroying the Brotherhood of the Sith. Even as the Republic rebuilt, the Mandalorian Wars and subsequent conflicts would prevent it from taking up arms against Argazda for another three hundred years.
Category: Achievement: Datacrons Planet: 16141109882649941585 XP Level: 40 FQN: cdx.datacron.hoth.datacron_2 Galactic History 64: The Kanz Disorders | Achievement: Datacrons | Hoth | Both | 40 | 1.0.0 |
Galactic History 65: An Exile on Rhen Var This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Ulic Qel-Droma had vanished into exile a broken man. His fate was discussed at the Jedi Convocation on Exis Station, led by his former lover, Nomi. As the order debated how to rebuild, Sylvar, whose mate had died in the Great Sith War, called for Ulic to be harshly punished. Her demands were refused.
After the convocation, Vima, Nomi's daughter, sought Ulic out on Rhen Var and asked him to train her as a Jedi. Although reluctant, Ulic agreed for Nomi's sake. Bent on revenge, however, Sylvar had paid a scavenger to track Ulic down.
Sylvar brought Nomi to Rhen Var where they confronted Ulic, but Vima persuaded them to forgive him. The scavenger, Hoggon, had other ideas and shot Ulic in the back. Ulic's body vanished into the Force, allowing the Jedi Order to finally focus on healing.
Category: Achievement: Datacrons Planet: 16141109882649941585 XP Level: 40 FQN: cdx.datacron.hoth.datacron_3 Galactic History 65: An Exile on Rhen Var | Achievement: Datacrons | Hoth | Both | 40 | 1.0.0 |
Galactic History 66: The Jedi Covenant This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The fall of Exar Kun and the destruction caused by the Great Sith War weighed heavily on the consciences of many Jedi. The Jedi seer Krynda Draay, who had lost her husband in the conflict, blamed herself for not foreseeing Exar Kun's corruption as a Sith Lord and decided to take action. Having trained the order's visionaries for years, she secretly created a Jedi Covenant without the Council's knowledge, binding the most powerful Jedi seers into a WatchCircle.
The Covenant's task was simple: Watch for Sith influences and eliminate them before they became a threat. Funded by Krynda Draay's vast family wealth, the Covenant quietly recruited Jedi--usually those believed missing in action--as its shadows and operatives and sought out Sith artifacts to destroy. Meanwhile, its seers remained vigilant, watching through the Force for any approaching evil.
Category: Achievement: Datacrons Planet: 16141109882649941585 XP Level: 40 FQN: cdx.datacron.hoth.datacron_4 Galactic History 66: The Jedi Covenant | Achievement: Datacrons | Hoth | Both | 40 | 1.0.0 |
Galactic History 67: Mandalore the Ultimate This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Mandalorians had suffered not only defeat but humiliation in the Great Sith War. After their leader, Mandalore the Indomitable, crash-landed on Dxun and was devoured by wild beasts at the war's end, a new warrior rose to take his place, later called "Mandalore the Ultimate."
Deciding to bring in new blood, Mandalore opened the ranks of the Mandalorian Crusaders--once dominated by the followers of the ancient Taung, now fielding alien recruits. Calling themselves Neo-Crusaders, these warriors adopted traditional Mandalorian armor and training. Mandalore established a base on Dxun, testing his warriors against Dxun's infamous predators.
As their ranks grew, the Neo-Crusaders began to conquer worlds weakened in the Great Sith War. Later Jedi would believe Sith influences propelled the Mandalorians into war, but the Mandalorians themselves claimed to be driven only by the chance for conquest and revenge.
Category: Achievement: Datacrons Planet: 16141109882649941585 XP Level: 40 FQN: cdx.datacron.hoth.datacron_5 Galactic History 67: Mandalore the Ultimate | Achievement: Datacrons | Hoth | Both | 40 | 1.0.0 |
Galactic History 73: The Battle of Malachor Five This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Ignoring the Jedi Council's disapproval, the Jedi generals Revan and Malak had gone to war against the Mandalorians, gradually pushing the warriors back. After lengthy maneuvering, Revan chose the planet Malachor Five as his final battleground.
As Republic and Mandalorian ships clashed, Revan challenged Mandalore himself to single combat and defeated him, claiming the mask that was Mandalore's symbol of leadership. Meanwhile, one of Revan's generals enacted Revan's fearful plan, activating a superweapon called the Mass Shadow Generator.
The Mass Shadow Generator destroyed not only the Mandalorian fleet, but most of the Republic ships and much of the planet Malachor Five. The Republic suffered horrific losses, but Revan, hardened by years of war, saw it as a necessary price for victory. Leaderless, the remnants of the Mandalorian fleet fled into the Unknown Regions, with Revan and Malak in pursuit. Category: Achievement: Datacrons Planet: 16141116506689843478 XP Level: 48 FQN: cdx.datacron.voss.datacron_1 Galactic History 73: The Battle of Malachor Five | Achievement: Datacrons | Voss | Both | 48 | 1.0.0 |
Galactic History 74: Revan and Malak Fall This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Finally, the Mandalorians had been routed. The Jedi generals Revan and Malak had killed Mandalore and hounded the remnants of the enemy fleet far beyond the boundaries of Republic space--and in so doing, performed terrible deeds and learned dark powers.
But there were darker days to come. During Revan's pursuit of the Mandalorians, he and Malak discovered the ancient Sith Empire hidden on Dromund Kaas. Realizing this Empire was the true threat to the Republic, Revan and Malak faced the Sith Emperor himself, intending to cut off the serpent's head--but the Emperor was too powerful. Overwhelmed by the Emperor's dark presence, they pledged themselves to his service.
The Sith Emperor anointed Revan and Malak as true Sith Lords and sent them to seek out the Star Forge, an ancient alien space station capable of producing powerful starships and droids. Never revealing the existence of the Emperor, Revan and Malak then returned to the armies that had followed them against the Mandalorians, armed their loyal servants with the Star Forge's weapons, and marched to war against the Republic. Category: Achievement: Datacrons Planet: 16141116506689843478 XP Level: 48 FQN: cdx.datacron.voss.datacron_2 Galactic History 74: Revan and Malak Fall | Achievement: Datacrons | Voss | Both | 48 | 1.0.0 |
Galactic History 75: The Jedi Civil War This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Revan and Malak, once great Jedi, had turned to the dark side and sought to conquer the Republic. With an infinite fleet produced by the Star Forge space station, they seemed as unstoppable as the Mandalorians. They took control of entire systems and established a new Sith academy on Korriban.
This time, the Jedi Council did not hesitate to act. The Republic lured the Sith Lords into battle against a small fleet. This allowed a Jedi strike team led by Bastila Shan to board Darth Revan's flagship.
Darth Malak had plans of his own. Having grudgingly taken his role as Revan's apprentice, he decided to usurp his master. With the Jedi providing a perfect distraction, Malak fired on Revan's flagship, destroying the bridge. Malak claimed the title of Dark Lord, not realizing the Jedi strike team had survived and taken Revan--injured, but alive--as their prisoner. Category: Achievement: Datacrons Planet: 16141116506689843478 XP Level: 48 FQN: cdx.datacron.voss.datacron_3 Galactic History 75: The Jedi Civil War | Achievement: Datacrons | Voss | Both | 48 | 1.0.0 |
Galactic History 76: Revan is Remade This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Throughout Jedi history, the order has always refused to execute prisoners. When the wounded Darth Revan--the fallen Jedi responsible for countless deaths and acts of war--was captured, the Jedi Council saw an opportunity to stop Revan's successor, Darth Malak.
Using the Force, the Jedi reprogrammed Revan's mind with a new identity--that of an ordinary Republic citizen. Alongside Bastila Shan, a Jedi gifted in Battle Meditation, Revan began seeking out Rakata star maps, unwittingly retracing the path to the Star Forge battle station that served as Darth Malak's secret weapon.
Along the way, Revan retrained as a Jedi and learned of his terrible past. Aboard the Star Forge, he saved the life of Bastila Shan and faced Darth Malak in battle. Finally, Revan struck Malak down, ending a galactic threat and the Jedi Civil War. Category: Achievement: Datacrons Planet: 16141116506689843478 XP Level: 48 FQN: cdx.datacron.voss.datacron_4 Galactic History 76: Revan is Remade | Achievement: Datacrons | Voss | Both | 48 | 1.0.0 |
Galactic History 77: A Return to the Unknown Regions This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
With Darth Malak gone and the Star Forge destroyed, peace returned to the galaxy. The Republic and the Jedi began regaining strength after the Jedi Civil War.
But for the redeemed Jedi Revan, peace was fleeting. Old memories began to surface--fragmented memories of the lost Sith Empire building strength on Dromund Kaas. Revan knew that the Sith would not remain in the Unknown Regions forever, and that the Republic was not strong enough to face them.
Finally, Revan made a decision. After leaving behind instructions with allies like Bastila Shan and Carth Onasi, Revan left for the Unknown Regions hoping to put an end to the Sith Empire. He was never seen again. Category: Achievement: Datacrons Planet: 16141116506689843478 XP Level: 48 FQN: cdx.datacron.voss.datacron_5 Galactic History 77: A Return to the Unknown Regions | Achievement: Datacrons | Voss | Both | 48 | 1.0.0 |
Galactic History 68: The Mandalorians Return This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Mandalorians had never forgotten their humiliating defeat at the Republic's hands during the Great Sith War. With his Neo-Crusader warriors prepared by a decade of conquest, Mandalore the Ultimate decided the time was right and launched an assault on the Republic. Several Zabrak colonies fell to the Mandalorian advance, under heavy blaster fire and the shadow of Basilisk war droids.
Finally provoked into action, the Republic appealed to the Jedi for military support, but the Council refused. The Masters believed there were greater forces at work behind the Mandalorian invasion than a simple lust for war. They wanted to remain apart from the conflict, believing the true threat would reveal itself in time. However, some younger Jedi disagreed with the Council's edict. These Jedi would form a splinter group, the "Revanchists," and answer the Republic's call for help. Category: Achievement: Datacrons Planet: 16141121725666440689 XP Level: 44 FQN: cdx.datacron.belsavis.datacron_1 Galactic History 68: The Mandalorians Return | Achievement: Datacrons | Belsavis | Both | 44 | 1.0.0 |
Galactic History 69: The Mandalorian Wars This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Mandalorians had returned to take revenge on the Republic and sate their lust for war and conquest. With the Jedi Council refusing to lend military aid--believing the true threat was still unclear, and the risk of conflict-hardened Jedi falling to the darkness was high--the Republic was unable to prevent the Mandalorians from devastating the planet Cathar. Millions died. This was the last straw for several young Jedi, who disobeyed the Council to join the war effort.
The most notable was Revan, a charismatic and skilled leader who rose to the rank of general. Revan's friend Alek, later known as Malak, distinguished himself on the front lines. Revan's tactics and Malak's unyielding strength turned the tide, helping the Republic forces to victory at Althir and Jaga's Cluster.
But the Council did not approve. Seeing their rash involvement in the war and their gradual adoption of Mandalorian tactics, the Council watched Revan and Malak's heroics uneasily, remembering the fall of Exar Kun. Category: Achievement: Datacrons Planet: 16141121725666440689 XP Level: 44 FQN: cdx.datacron.belsavis.datacron_2 Galactic History 69: The Mandalorian Wars | Achievement: Datacrons | Belsavis | Both | 44 | 1.0.0 |
Galactic History 70: The Covenant Acts This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
For years, the Jedi Covenant had existed secretly within the Jedi Order, dedicated to finding and destroying the next Sith threat before it began. Then, during a mission with their Padawans, the Covenant seers had a terrifying vision: a Sith Lord in red destroying the galaxy. The Covenant realized their Padawans were wearing red environmental suits, exactly like the Sith Lord in their vision.
The Jedi Covenant made a solemn decision. To ensure the galaxy's safety, their Padawans had to be killed before the prophecy was fulfilled. The terrible deed was done on Taris during the Padawans' knighting ceremony.
Only the Padawan Zayne Carrick, who was late to the ceremony, survived. Framed for the murder of his fellow Padawans, Carrick went on the run, pursued by the Covenant who feared he would become the next Sith Lord. Category: Achievement: Datacrons Planet: 16141121725666440689 XP Level: 44 FQN: cdx.datacron.belsavis.datacron_3 Galactic History 70: The Covenant Acts | Achievement: Datacrons | Belsavis | Both | 44 | 1.0.0 |
Galactic History 71: The Muur Talisman This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
As the Mandalorian Wars raged, Zayne Carrick escaped the Jedi Covenant, falsely accused of murdering his fellow Padawans. While hiding on Taris, Carrick encountered Celeste Morne, one of the Covenant's shadow operatives. Morne was searching for the Muur Talisman, a Sith artifact that could turn humans into monstrous rakghouls.
Morne attempted to arrest Carrick but was interrupted by a Mandalorian raid. Realizing the Mandalorians had found the Muur Talisman, Morne and Carrick stowed away on the Mandalorians' ship to Jebble. The dark talisman possessed Morne, and she began using it to turn the Mandalorians into rakghouls.
Horrified, Carrick finally persuaded Morne to see reason. She agreed to be sealed away in an oubliette to protect the galaxy from the talisman's corruptive power. The oubliette was lost when the Mandalorians razed Jebble; however, Carrick spoke of the Muur Talisman--and rakghouls--to another Jedi, Alek... later known as Darth Malak. Category: Achievement: Datacrons Planet: 16141121725666440689 XP Level: 44 FQN: cdx.datacron.belsavis.datacron_4 Galactic History 71: The Muur Talisman | Achievement: Datacrons | Belsavis | Both | 44 | 1.0.0 |
Galactic History 72: The Fall of the Covenant This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Jedi Covenant's attempts to prevent another Sith war had led its members to horrific acts, culminating in the murder of their Padawans. It was too much for the seer Xamar, who left the Covenant to aid Zayne Carrick, the Padawan framed for the crime.
Together they went to confront Krynda Draay, the founder of the Jedi Covenant, and her son Lucien, Carrick's former Master. At the Draay mansion, Carrick discovered the real culprit: Krynda's aide Haazen, a fallen Jedi who had been manipulating the Covenant. As Lucien and Carrick dueled, Haazen used an override in the Republic Navy's weapon systems, intending to destroy the Jedi Temple and the Council.
At the last minute, Lucien overcame his anger, helped Carrick escape, then used Haazen's override to bombard Haazen's position instead. Haazen was killed; Lucien survived, suffering serious injuries. Zayne Carrick's name was cleared, and the Jedi Covenant was finished. Category: Achievement: Datacrons Planet: 16141121725666440689 XP Level: 44 FQN: cdx.datacron.belsavis.datacron_5 Galactic History 72: The Fall of the Covenant | Achievement: Datacrons | Belsavis | Both | 44 | 1.0.0 |
Galactic History 83: The Republic Rebuilds This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The secret manipulations of the Sith Triumvirate following the Jedi Civil War almost destroyed the Republic. With infrastructure crumbling and the Jedi Order nearly extinct--its Masters almost entirely slain, and its younger members slowly emerging from hiding--the future seemed bleak. But the Jedi Exile and the other heroes of the Jedi Civil War would not see the Republic fall.
With renewed treaties and alliances, trade gradually began to flow and the Republic military regained its strength. Meanwhile, the Exile trained new Jedi recruits, forming a council of her companions who achieved mastery and welcoming others who came out of hiding. After years of slow but steady growth, the reborn Jedi Order made a triumphant return to its long-abandoned temple on Coruscant.
But the Jedi Exile could not forget Darth Traya's final warning, suggesting that evil remained in the Unknown Regions. With the Jedi Order flourishing, the Exile left the known galaxy to follow her former commander Revan into darkness. Category: Achievement: Datacrons Planet: 16141145871965102174 XP Level: 50 FQN: cdx.datacron.illum.datacron_1 Galactic History 83: The Republic Rebuilds | Achievement: Datacrons | Ilum | Both | 50 | 1.0.0 |
Galactic History 84: The G0-T0 Coup This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
During the Republic's weakened period after the Jedi Civil War, Aratech Systems had produced G0-T0 droids with hugely sophisticated programming designed to administer entire worlds. The G0-T0 droids were also given an additional order: find ways to restore the Republic while remaining within all legal boundaries. The conflict between these two factors caused at least one G0-T0 droid to break its programming and go rogue, choosing to strengthen the Republic by any means necessary.
Other G0-T0 droids took more drastic measures. Sixteen of the droids in the Gordian Reach established dictatorships on the worlds they administered, eventually declaring the region an independent territory named "400100500260026." Supreme Chancellor Cressa was forced to deploy the Republic military to reclaim the Gordian Reach. The campaign was a widely publicized success, though not all of the rogue droids were accounted for. Category: Achievement: Datacrons Planet: 16141145871965102174 XP Level: 50 FQN: cdx.datacron.illum.datacron_2 Galactic History 84: The G0-T0 Coup | Achievement: Datacrons | Ilum | Both | 50 | 1.0.0 |
Galactic History 85: The Purge of the Dark Council This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
After the Great Hyperspace War, the Sith Emperor had successfully led his people to the sanctuary of Dromund Kaas. Having re-established the Empire there, he slowly withdrew from public life, leaving the Empire's administration to his Dark Council.
At first the Dark Council was subservient to the Emperor. But as centuries passed and the Emperor remained withdrawn, the Dark Council became more independent, believing he was weakening. When the council discovered the Emperor was planning to invade the Republic, there was angry dissent. Naga Sadow's failed invasion of the Republic a millennium before had almost destroyed the Empire; some believed it would be madness to repeat his mistake.
Several of the Dark Council's members decided to depose the Emperor before he led them to destruction. But the Emperor learned of their intentions and the entire Dark Council, loyalists and dissenters alike, was purged. The price of disobedience made clear, a new council was chosen and the Emperor's plans proceeded. Category: Achievement: Datacrons Planet: 16141145871965102174 XP Level: 50 FQN: cdx.datacron.illum.datacron_3 Galactic History 85: The Purge of the Dark Council | Achievement: Datacrons | Ilum | Both | 50 | 1.0.0 |
Galactic History 86: The Empire's Revenge This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Republic had enjoyed three hundred years of peace, knowing nothing of the Sith Empire's continued existence on Dromund Kaas. When strange battle cruisers were reported in the Tingel Arm, the Republic sent a diplomatic vessel that was annihilated after sending a frantic transmission. As the Republic and Jedi began to investigate these mysterious newcomers, a massive Imperial battle fleet descended on Korriban, triumphantly reclaiming the Sith holy world for the Empire.
Imperial fleets converged on targets in the Outer Rim, devastating key military outposts. Planetary governments corrupted by secret Imperial agents suddenly revealed their allegiance to the Sith. No one knew how powerful this reborn Sith Empire was, how large it had grown during the past millennium or where its capital was located.
The Republic was thrown into chaos. Disagreements in the Senate and the defection of key systems delayed its military response, while the Imperial forces coolly carried out the Emperor's plans. Despite several important victories--most notably at Bothawui--the Republic was forced onto a defensive footing. The first stage of the Emperor's plan was a success. Category: Achievement: Datacrons Planet: 16141145871965102174 XP Level: 50 FQN: cdx.datacron.illum.datacron_4 Galactic History 86: The Empire's Revenge | Achievement: Datacrons | Ilum | Both | 50 | 1.0.0 |
Galactic History 87: A Wayward Apprentice This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Sith Empire was founded on absolute obedience. As the war between the Republic and the Empire raged, however, the Emperor sent out an order: His apprentice, Exal Kressh, had abandoned her duties and disappeared, and for this treachery she was to be destroyed.
The Dark Council dispatched the young Sith Teneb Kel to hunt Exal Kressh. He followed her to Lenico, where a vision showed him the Emperor's true plans; plans Exal had rebelled against. As a Republic fleet used information supplied by Exal to attack Korriban, Teneb Kel and Exal Kressh clashed in Korriban's tombs. With the help of his slave Qawohl, Teneb cut Exal down and the Republic attack was repelled.
Teneb Kel reported to the Dark Council and struck a bargain: make him a Darth, and he would share what he knew of the Emperor's intentions. Teneb chose the name of the guide from his vision on Lenico, Darth Thanaton. Category: Achievement: Datacrons Planet: 16141145871965102174 XP Level: 50 FQN: cdx.datacron.illum.datacron_5 Galactic History 87: A Wayward Apprentice | Achievement: Datacrons | Ilum | Both | 50 | 1.0.0 |
Assembly Chamber The assembler is a critical element in the construction, modification, and enhancement of individual datacrons. While not Rakatan, the device bears striking similarities to the design methodologies of the Infinite Empire. Such technology, while not unheard of in the known regions, is spectacularly rare.
Ancient records indicate that assemblers, such as these, were instrumental in shifting the crystalline resonance that powers traditional holocrons so that the devices can be accessed and utilized by anyone - regardless of force sensitivity. When and how this innovation was developed is unknown, however the age of the few assemblers recovered, puts the development of this technology around the time of the first Jedi Exodus. Category: Achievement: Datacrons Planet: 16141154995358231178 XP Level: 10 FQN: cdx.datacron.global.assembly_chamber Assembly Chamber | Achievement: Datacrons | Coruscant | Republic | 10 | 1.0.0 |
Galactic History 04: King Adas This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The ancient Sith on Korriban--not an order of Force users, but a distinct species native to the planet--were distinctive for their yellow eyes and blood-red skin. But the warrior Adas was unlike his brothers; his skin was jet-black and he towered over his fellow Sith. Through violence and cunning, he fought his way to become ruler of the Sith and united their nations through a bloody war. He later took the title "Sith'ari," meaning "overlord."
King Adas's ascension may have been helped by an untrained Force sensitivity. Certainly Adas was long-lived; his reign lasted three hundred years, and only came to an end when the Infinite Empire launched an assault on Korriban. The title Sith'ari remains a key tenet of Sith lore, eventually coming to refer to a perfect being in Sith philosophy. Category: Achievement: Datacrons Planet: 16141154995358231178 XP Level: 15 FQN: cdx.datacron.coruscant.datacron_1 Galactic History 04: King Adas | Achievement: Datacrons | Coruscant | Republic | 15 | 1.0.0 |
Galactic History 05: Rise of the Infinite Empire This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The "Infinite Empire" was the name the Rakata people gave to their magnificent but ultimately flawed civilization--one that eventually encompassed more than five hundred known worlds. Their rise was fueled by their impressive technology, powered by what would later be called the Force. Using it, the Rakata developed the first known hyperdrives.
Slowly, the Rakata became corrupted by their power. They began enslaving entire species, including the peoples of Coruscant. The Rakata also attacked Korriban, ruled by the great King Adas. Although their attack failed to enslave the pureblooded Sith species, King Adas was killed. Without his leadership, Korriban was plunged into civil war.
The Rakata's slaves were put to work building monuments to the Infinite Empire's glory. Among the Infinite Empire's achievements was the Star Forge, a space station capable of producing endless droids and starships. However, the Star Forge was fueled by the dark side of the Force. Using it only hastened the Rakata's fall.
Category: Achievement: Datacrons Planet: 16141154995358231178 XP Level: 15 FQN: cdx.datacron.coruscant.datacron_2 Galactic History 05: Rise of the Infinite Empire | Achievement: Datacrons | Coruscant | Republic | 15 | 1.0.0 |
Galactic History 06: The Infinite Empire Collapses This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Rakata species had created a glorious Infinite Empire with their Force-fueled machines, but cracks were beginning to show. The cruelty of the Rakata to their slaves and occupied worlds grew more pronounced. If a planet's population rebelled, that entire world would be burned to glass.
Despite this, more slave rebellions began to rise across the galaxy, forcing the Rakata to divide their forces to deal with them. A plague, either created by the rebelling slaves or by Rakata dissidents, began to decimate the Rakata population. The Rakata realized that, possibly due to the plague, they were losing their connection to the Force; without it, they were cut off from their technology.
The fall of the Infinite Empire, once it began, was swift. The slaves overwhelmed their Rakata overseers, who fled into the Unknown Regions of the galaxy. The Rakata degenerated into a tribal culture and even resorted to cannibalism. The Infinite Empire was gone; only its technology was left behind. Category: Achievement: Datacrons Planet: 16141154995358231178 XP Level: 15 FQN: cdx.datacron.coruscant.datacron_3 Galactic History 06: The Infinite Empire Collapses | Achievement: Datacrons | Coruscant | Republic | 15 | 1.0.0 |
Galactic History 07: The First Spaceflights This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Free of the Infinite Empire's enslavement, the humans of Coruscant began investigating the technology their Rakata masters had left. Although they couldn't use the Force-powered machines, the humans learned enough to make tentative forays into space, using slower-than-light vessels manned by crews kept in suspended animation for decades at a time.
Slowly, humans began to colonize new worlds: Alsakan, Metellos, Alderaan. The first explorers to Alderaan discovered the remains of strange insect nests, later known to be built by the Killiks.
The pureblooded Sith species on Korriban, having survived both the Infinite Empire's onslaught and a bloody civil war after the death of their king, also became intrigued by the machines the Rakata left behind. Suddenly a spacefaring civilization, the Sith species left Korriban and eventually established a new capital on the planet Ziost. Category: Achievement: Datacrons Planet: 16141154995358231178 XP Level: 15 FQN: cdx.datacron.coruscant.datacron_4 Galactic History 07: The First Spaceflights | Achievement: Datacrons | Coruscant | Republic | 15 | 1.0.0 |
Galactic History 08: Hyperspace Cannons This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Early spaceflights were conducted with sleeper ships, their crews preserved via suspended animation over the long journeys to other worlds. But these journeys were incredibly slow. Remembering the efficient hyperdrive technology of the Infinite Empire, the most brilliant scientists of the galaxy began to study what remained of those machines, despite the claims of Tiran, the Drall scientist who centuries before said that nothing could travel faster than the speed of light.
Eventually, this led to the development of a hyperspace "cannon." These cannons allowed a ship to be propelled into hyperspace, though a second cannon was required for a ship to return to its origin point.
The Core Worlds quickly established a hyperspace cannon network. The children of Coruscant soon encountered the Duros civilization, whose people became some of the earliest--and most daring--hyperspace explorers. The true colonization of the galaxy had begun. Category: Achievement: Datacrons Planet: 16141154995358231178 XP Level: 15 FQN: cdx.datacron.coruscant.datacron_5 Galactic History 08: Hyperspace Cannons | Achievement: Datacrons | Coruscant | Republic | 15 | 1.0.0 |
Galactic History 01: The Architects This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Although the Republic has existed for millennia, there is evidence to suggest that long before its founding, a highly advanced race ruled the galaxy. Referred to as the "Architects" or "Celestials" by scholars, these beings possessed remarkable technology capable of constructing or realigning solar systems. The Corellia system, for example, appears to have been artificially constructed.
These claims would seem extraordinary, but many of the Architects' machines survived the ages. The Vultar system was home to an immense "Cosmic Turbine" that could only have been Architect technology, before misuse destroyed both the turbine and the Vultar system itself. The fabled Centerpoint Station is thought to be an Architect installation, though many species have claimed it as the work of their own people.
In addition to their engineering marvels, it is believed that the Architects seeded the Core Worlds with life--particularly humans--though some attribute this to the Rakata's Infinite Empire. Despite the proof of their achievements, however, there is little evidence to suggest where the Architects came from or what eventually became of them. Category: Achievement: Datacrons Planet: 16141158871960526176 XP Level: 10 FQN: cdx.datacron.hutta.datacron_1 Galactic History 01: The Architects | Achievement: Datacrons | Hutta | Imperial | 10 | 1.0.0 |
Galactic History 02: Ancient Civilizations This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
In the period after the mysterious Architects vanished from the galaxy millennia ago, several great civilizations rose in their place. The intellectual Columi species created a vast but peaceful empire, focusing on academic pursuits while droids and elaborate machines labored for them. As a result, the Columi evolved enormous craniums and tiny bodies.
The strange, reptilian Kwa, who achieved interstellar travel through Infinity Gates that allowed them to effectively teleport between worlds, rose and mysteriously fell, eventually devolving into simple lizards. The cephalopod Gree also reached their apex in this time, creating technological marvels that have rarely been equaled. Eventually, on the backs of these civilizations would come the Rakata and their Infinite Empire. Category: Achievement: Datacrons Planet: 16141158871960526176 XP Level: 10 FQN: cdx.datacron.hutta.datacron_2 Galactic History 02: Ancient Civilizations | Achievement: Datacrons | Hutta | Imperial | 10 | 1.0.0 |
Galactic History 03: The Battalions of Zhell This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
In the millennia before the founding of the Republic, humans had not yet developed spaceflight. One human population--perhaps the only one--was confined to Coruscant, divided into thirteen tribes. This nearly proved disastrous when a volcanic eruption caused a near-extinction event, wiping out a large percentage of human life.
This made the humans easy prey for the Taung, a gray-skinned species that reveled in battle. Awed by the majesty of the eruption's ash cloud, the Taung took the name "Warriors of the Shadow," descended on the surviving humans and subjugated them. Gradually the fighting force of the thirteen human tribes--known as the Battalions of Zhell--mustered a resistance against the Taung.
After years of struggle, the Battalions managed to repel the Taung and claim their freedom. Coruscant has been the seat of humanity ever since. Category: Achievement: Datacrons Planet: 16141158871960526176 XP Level: 10 FQN: cdx.datacron.hutta.datacron_3 Galactic History 03: The Battalions of Zhell | Achievement: Datacrons | Hutta | Imperial | 10 | 1.0.0 |
Galactic History 48: The Audiences on Onderon This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Jedi had uncovered Freedon Nadd's tomb, but its sarcophagus was stolen by Naddist rebels loyal to the dead Sith Lord's teachings. With Jedi Master Arca Jeth captured, Ulic Qel-Droma called for Republic forces and Onderon's capital, Iziz, was besieged.
During the battle, Satal Keto and Aleema, leaders of the Krath Sith cult, arrived on Onderon seeking Sith knowledge. They went before King Ommin, who gave Satal an amulet that would allow him to understand the ancient Sith language.
Their audience was interrupted by Ulic Qel-Droma, who sought to rescue his Master Arca Jeth from King Ommin's clutches. Satal and Aleema escaped, only to encounter the spirit of Freedon Nadd himself. Calling them the inheritors of his legacy, Nadd promised that he would lead the Krath to glory. Meanwhile, the Jedi saw Nadd's sarcophagus sealed away on Dxun, locked behind Mandalorian iron.
Category: Achievement: Datacrons Planet: 16141165292934571748 XP Level: 36 FQN: cdx.datacron.taris_imp.datacron_1 Galactic History 48: The Audiences on Onderon | Achievement: Datacrons | Taris (Imp) | Imperial | 36 | 1.0.0 |
Galactic History 49: Exar Kun This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
When the Jedi teach of the dangers of pride and overreach, they often speak of Exar Kun. A promising Jedi who trained on Dantooine, Exar Kun was known for his talent and his temper. He was intensely curious about all matters of the Force, and disagreed with his Master over the dangers of the dark side. Exar Kun believed he was strong enough to study the dark side without being corrupted by it.
Denied access to dark side teachings, however, Exar Kun left the Jedi in disgust. When he heard the Jedi had sealed the Sith Lord Freedon Nadd's sarcophagus away on the jungle moon of Dxun, he went to Dxun to seek the tomb.
Breaking through the tomb's seals, Exar Kun was confronted by the spirit of Freedon Nadd. Impressed by his power, Nadd told Exar Kun to journey to the Sith holy world of Korriban.
Category: Achievement: Datacrons Planet: 16141165292934571748 XP Level: 36 FQN: cdx.datacron.taris_imp.datacron_2 Galactic History 49: Exar Kun | Achievement: Datacrons | Taris (Imp) | Imperial | 36 | 1.0.0 |
Galactic History 50: Basilisk This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Since their grueling campaign against the Nevoota, the Mandalorians had only grown in power, cutting a swathe through the galaxy in search of worthy opponents. When the Mandalorians besieged the planet Basilisk, the Basiliskans--reptilian droid-builders and legendary technologists--learned that the stories of Mandalorian battle prowess were true.
Realizing they couldn't win even with Republic aid, the Basiliskans chemically poisoned their own world, hoping to take their conquerors with them. But the Mandalorians were victorious nonetheless, enslaving the Basiliskans and eventually turning them into mindless beasts of war.
More importantly, the Mandalorians captured many of the unique droids that the Basiliskans created. After this conquest, they were able to mass-produce the droids for themselves. Centuries later, the Mandalorians' Basilisk war droids would become a legendary terror during the Mandalorian Wars.
Category: Achievement: Datacrons Planet: 16141165292934571748 XP Level: 36 FQN: cdx.datacron.taris_imp.datacron_3 Galactic History 50: Basilisk | Achievement: Datacrons | Taris (Imp) | Imperial | 36 | 1.0.0 |
Galactic History 51: The Krath Cult Strikes This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
After obtaining many Sith artifacts from Onderon, the Krath cult had only grown in power. Its leaders, Satal Keto and his cousin Aleema, decided that the time was right to seize their destiny. They attempted to launch a coup, attacking their aristocratic parents and claiming the Empress Teta system for themselves.
The people of Empress Teta soon rebelled against the Sith regime. Alerted to the danger, the Jedi Ulic Qel-Droma and his lover, the wise and gentle Nomi, traveled to the system at the head of a Republic fleet. But the Krath cultists were fanatics; a Krath suicide attack damaged the Republic flagship, leaving Ulic Qel-Droma badly injured, and the fleet was forced to withdraw.
Category: Achievement: Datacrons Planet: 16141165292934571748 XP Level: 36 FQN: cdx.datacron.taris_imp.datacron_4 Galactic History 51: The Krath Cult Strikes | Achievement: Datacrons | Taris (Imp) | Imperial | 36 | 1.0.0 |
Galactic History 52: Exar Kun Faces Korriban This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Fascinated by tales of the ancient Sith and seeking greater knowledge, the Jedi Knight Exar Kun had defied his Master's warnings and spoken with the spirit of Freedon Nadd on Dxun. On the Sith Lord's advice, Exar Kun traveled to Korriban and began exploring its tombs. A cave-in soon pinned Exar Kun to the ground, nearly crushing him.
The spirit of Freedon Nadd spoke to Exar Kun again, promising he would rescue the young Jedi if he gave himself to the dark side. Still believing he was strong enough to resist the dark side's lure, Exar Kun gave his word and power filled his body.
The cave-in was blasted away and Exar Kun's injuries healed, but his promise had taken him much further into darkness. He left Korriban and, on Nadd's advice, made his way to the forgotten world of Yavin Four.
Category: Achievement: Datacrons Planet: 16141165292934571748 XP Level: 36 FQN: cdx.datacron.taris_imp.datacron_5 Galactic History 52: Exar Kun Faces Korriban | Achievement: Datacrons | Taris (Imp) | Imperial | 36 | 1.0.0 |
Galactic History 58: Ulic's Trials This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Brotherhood of the Sith was ready to strike. The fallen Jedi Ulic Qel-Droma, the Sith sorceress Aleema and Mandalore gathered their armies to attack Coruscant. But they underestimated Coruscant's Jedi defenders. The Brotherhood's forces were repelled, and Ulic was captured.
Ulic was taken to the Senate tower to stand trial. But the Jedi Master Vodo Siosk-Baas sensed that Ulic hadn't acted alone, that Siosk-Baas's old student, Exar Kun, was involved. During the trial, Exar Kun himself marched into the Senate tower with his Massassi warriors. He subdued the assembly with his Force abilities and humiliated the Supreme Chancellor.
Vodo Siosk-Baas then entered, challenging his former pupil. Exar Kun's unusual double-bladed lightsaber and dark powers prevailed, however, and Siosk-Baas was killed. Exar Kun and Ulic then left Coruscant and returned to Yavin Four to prepare for the next battle.
Category: Achievement: Datacrons Planet: 16141165625065288506 XP Level: 38 FQN: cdx.datacron.quesh.datacron_1 Galactic History 58: Ulic's Trials | Achievement: Datacrons | Quesh | Both | 38 | 1.0.0 |
Galactic History 59: Aleema's Fate This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Treachery is the way of the Sith. Ulic Qel-Droma's capture on Coruscant had been engineered partly by his ally, the Sith sorceress Aleema Keto: she had ordered Mandalore to withdraw their forces at a critical moment. However, after Mandalore helped to rescue Ulic from Coruscant, he secretly told Ulic everything. Aleema's fate was sealed.
Feigning ignorance, Ulic continued with the Sith Brotherhood's plans. Using Naga Sadow's ancient battleship, the Corsair, they planned to lure the Republic fleet into the Cron Cluster and use the Corsair to destroy its suns, annihilating the fleet.
Aleema took the Corsair into the Cron Cluster and activated the superweapon, but Ulic had deliberately not warned her of the consequences. The blast annihilated the entire Cron Cluster in a supernova, sending a shockwave toward the Jedi world of Ossus. The Corsair itself was consumed, taking Aleema with it.
Category: Achievement: Datacrons Planet: 16141165625065288506 XP Level: 38 FQN: cdx.datacron.quesh.datacron_2 Galactic History 59: Aleema's Fate | Achievement: Datacrons | Quesh | Both | 38 | 1.0.0 |
Galactic History 60: The Destruction of Ossus This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The Brotherhood of the Sith had annihilated the Cron Cluster in a supernova, sending a massive shockwave towards the planet Ossus. Home to the Jedi for countless generations, Ossus safeguarded vast libraries and storehouses of artifacts.
As the Jedi scrambled to save their treasures from the coming cataclysm, the Sith Brotherhood leaders Exar Kun and Ulic Qel-Droma arrived to raid the planet. Exar Kun managed to claim a number of notable Jedi artifacts. Meanwhile, Ulic fought against the Republic and Jedi forces only to be challenged by his own brother, Cay.
The two brothers fought until Ulic finally struck Cay down. The shock of his brother's death left Ulic stunned with horror. The Jedi Nomi, who had once loved Ulic, was overcome with grief and used her tremendous powers to somehow sever Ulic's connection to the Force. Left powerless, Ulic wept at what he had become.
Category: Achievement: Datacrons Planet: 16141165625065288506 XP Level: 38 FQN: cdx.datacron.quesh.datacron_3 Galactic History 60: The Destruction of Ossus | Achievement: Datacrons | Quesh | Both | 38 | 1.0.0 |
Galactic History 38: The Tyrant of Onderon This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
The fallen Jedi Freedon Nadd learned well at the feet of Naga Sadow, an ancient Sith Lord. After killing his mentor, Nadd traveled to distant Onderon and established himself in the capital Iziz as a tyrant, twisting the city's culture to a Sith ideal.
Nadd would often banish criminals beyond Iziz's walls, intending for them to die in Onderon's dangerous jungles. However, many of these criminals survived and began taming the jungle beasts as mounts. These "Beast Riders" formed a guerrilla force that eventually went to war against Iziz. Nadd fought them fiercely, but the jungle had honed the Beast Riders into formidable enemies.
The civil war continued even after Nadd's eventual death. Nadd was entombed below the city of Iziz, where his influence on Iziz's rulers would be felt for centuries. Category: Achievement: Datacrons Planet: 16141178175742985098 XP Level: 28 FQN: cdx.datacron.tatooine.datacron_1 Galactic History 38: The Tyrant of Onderon | Achievement: Datacrons | Tatooine | Both | 28 | 1.0.0 |
Galactic History 39: The Third Great Schism This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Freedon Nadd proved that for the Jedi, the struggle against darkness would be eternal. In the years after Nadd's death, a civil war broke out on Coruscant between members of the Jedi Order. The dark siders responsible were eventually driven from Coruscant to the Vultar system.
These Dark Jedi began exploring their new home and discovered massive, ancient machines that spoke of an extraordinary discovery. The Vultar system appeared to have been artificially constructed; these machines were clearly relics of the long-forgotten Architects who had built it.
Eager for revenge on the Jedi Order, the Dark Jedi sought to use these machines, including the device they called the "Cosmic Turbine." But the machines were far beyond their ability to control. Days into their attempt, a catastrophic accident destroyed the machines, the Dark Jedi and the entire Vultar system. Category: Achievement: Datacrons Planet: 16141178175742985098 XP Level: 28 FQN: cdx.datacron.tatooine.datacron_2 Galactic History 39: The Third Great Schism | Achievement: Datacrons | Tatooine | Both | 28 | 1.0.0 |
Galactic History 40: Czerka Discovers Kashyyyk This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Czerka Corporation had grown rich on weapons development, experimental research and planetary exploration. Some years before the Great Droid Revolution, Czerka discovered a backwater planet with extraordinary flora and fauna, whose trees grew kilometers high. The planet was known to its natives as Kashyyyk.
Czerka was already planning to exploit Kashyyyk's resources when corporate scouts encountered the native Wookiee population. Although physically strong and agile, the Wookiees were forced to fall back before Czerka's superior technology.
It didn't take Czerka long to realize that the true wealth of Kashyyyk was the Wookiees themselves. Bringing in its forces and considerable investment power, Czerka established a position on Kashyyyk and set about exporting Wookiee slaves to the highest bidder. They also decided to change the planet's name to something more appealing to investors: Edean. Category: Achievement: Datacrons Planet: 16141178175742985098 XP Level: 28 FQN: cdx.datacron.tatooine.datacron_3 Galactic History 40: Czerka Discovers Kashyyyk | Achievement: Datacrons | Tatooine | Both | 28 | 1.0.0 |
Galactic History 41: The Droid Rights Movement This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
For millennia, droids had filled an important role in Republic society. They were tireless workers, trusted servants and often functioned as diplomatic translators. Battle droids formed a key part of the Republic's military strategy.
However, a "droid rights" movement began to find a voice across the Republic and quickly became popular on Coruscant. The argument was made that since droids had personalities and sentience, owning a droid was tantamount to slavery.
The Galactic Senate dismissed the movement as a mere fad, but after millions of appeals to create a Droid Rights Bill, they were forced to address the issue. A surprising number of Senators spoke up in favor of droid rights, while many others dismissed the idea as absurd. The debate would continue until the Great Droid Revolution stopped the droid rights movement in its tracks. Category: Achievement: Datacrons Planet: 16141178175742985098 XP Level: 28 FQN: cdx.datacron.tatooine.datacron_4 Galactic History 41: The Droid Rights Movement | Achievement: Datacrons | Tatooine | Both | 28 | 1.0.0 |
Galactic History 42: The Nevoota Extinction This datacron holds unheard of power and knowledge collected by an ancient race. You access its power and discover writings which are clearly only one small piece of a massive galactic history:
Some years before the Old Sith Wars, the Nevoota--a species of insectoid aliens from the Balmorra system--found themselves facing an army of disciplined warriors in distinctive armor. The warriors were Mandalorian Crusaders, testing themselves against the galaxy's deadliest species.
However, the Nevoota were a challenge even for the Mandalorians. Possessing superior numbers and utterly disdainful of death, the Nevoota fought a four-year campaign under the cunning warlord Ithcharaka--but finally the Mandalorians hunted the Nevoota to extinction.
This conflict had a profound effect on Mandalorian culture. The Mandalorians began to see war itself as an end, not just a means of conquest. Through war, Mandalorian society found its highest expression. When Mandalore the Indomitable eventually rose to power, he led a people who demanded nothing less than the greatest challenges the galaxy could offer. Category: Achievement: Datacrons Planet: 16141178175742985098 XP Level: 28 FQN: cdx.datacron.tatooine.datacron_5 Galactic History 42: The Nevoota Extinction | Achievement: Datacrons | Tatooine | Both | 28 | 1.0.0 |
Akure, the Ghost in the Darkness (Bounty Hunter) For hundreds of years, Dromund Kaas has been cloaked in an impenetrable night and thrashing storms supposedly caused by the power of the Emperor himself. But these are merely the most conspicuous manifestations of his legendary influence on the Imperial homeworld.
Deep in the bowels of Dromund Kaas, another manifestation has been growing--a creature born far underground, a Sithspawn that has supped on the dark side for decades. For now, the beast remains lurking in the darkness, but its hunger is eternal and it is always, always growing. Category: Bestiary XP Level: 40 FQN: cdx.bestiary.open_world.act_2.akure_the_beast_of_darkness Akure, the Ghost in the Darkness (Bounty Hunter) | Bestiary | | Imperial | 40 | 1.0.0 |
Dragonbat Dragonbats are nocturnal hunters often found in the dark places of warm and temperate worlds. They are able to draw sustenance from carrion as well from fresh meat, and this wide-ranging diet makes them adaptable to many environments--making them a pest to sentient creatures and a source of fear for fellow animals.
Dragonbats generally hunt alone or in small packs, but they occasionally gather into massive "swarms." The swarm is combination mating ritual and battle royale, where the weakest of the species are culled by stronger members, who may then reproduce. While vicious, this ritual helps ensure dragonbat genetic diversity while capping the creatures' population. Category: Bestiary FQN: cdx.bestiary.dragonbat Dragonbat | Bestiary | | Both | | 1.0.0 |
Lisk Despite its bipedal shape, the lisk is actually a carnivorous species of warm-blooded reptile suited to cold-weather climates. The "hairs" on its head and torso are in fact sharp, fibrous scales that help protect it from low temperatures and larger creatures. Sentient species are often surprised at how vicious a lisk can be, as its wide eyes and childlike grin give it a harmless appearance.
The lisk's two pairs of eyes are operated by different hemispheres of its brain, and are integral to its survival while sleeping. Only half of the lisk's body falls asleep at one time, allowing each pair of eyes to keep watch during half of its sleep cycle. Category: Bestiary FQN: cdx.bestiary.lisk Lisk | Bestiary | | Both | | 1.0.0 |
Mantellian Flutterplume Although its beautiful feathers are valued as good luck charms, everything else about the Mantellian flutterplume is worth avoiding. This enormous scavenger bird is noted for its impressive hook-like beak and four sets of curled talons--tools that it uses to tear apart and consume rotting carcasses.
The flutterplume population has skyrocketed thanks to Ord Mantell's brutal civil war. An abundant supply of fresh battlefield kills attracts flocks of these carrion eaters. Soldiers whisper horror stories of wounded men unable to defend themselves and doomed by the hungry winged predators.
Subspecies of the Mantellian flutterplume have evolved on a handful of other Republic worlds where the birds have been imported. Like their ancestors, they are both elegant and aggressive. Category: Bestiary FQN: cdx.bestiary.mantellian_flutterplume Mantellian Flutterplume | Bestiary | | Republic | | 1.0.0 |
Nerf Nerfs are large, shaggy pack animals raised for their meat, fur and hides, primarily characterized by their horns, surly disposition and horrid stench. Their tendency to spit on people has only cemented their reputation for being particularly unpleasant animals to handle; it's no surprise that nerf-herding is regarded as one of the less glamorous professions in the galaxy.
Although they are native to Alderaan, the nerfs' hardiness has allowed them to adapt to a variety of climates on other planets. Nerfs are common livestock on many Core and Inner Rim planets, though most ranchers beyond the Mid Rim prefer to breed less unruly animals. Category: Bestiary XP Level: 28 FQN: cdx.bestiary.nerf Nerf | Bestiary | | Both | 28 | 1.0.0 |
Terentatek The legendary terentatek is a vicious, tusked monster that feeds on the blood of Force sensitives. Terentateks are known to cluster wherever there is a strong dark side presence and to remain dormant for many years before emerging to hunt.
How terentateks came to be is a subject of much debate. Ancient chronicles report terentatek-like creatures on Korriban, twisted by the dark side rituals performed by early Dark Jedi. Other sources attribute their creation directly to the Sith Lord Exar Kun, who performed many Force experiments on creatures on Yavin 4. Terentateks are undoubtedly one of the most vicious of all creatures steeped in the dark side, and they are doubly dangerous because of their unnatural resistance to Force powers.
Jedi throughout the ages have tried to wipe terentateks from the galaxy, but the creatures have proven incredibly resilient. The most recent concerted effort was three centuries ago; many terentateks were destroyed, but the hunt took the lives of many Jedi Masters, as well.
Category: Bestiary XP Level: 36 FQN: cdx.bestiary.terentatek Terentatek | Bestiary | | Republic | 36 | 1.0.0 |
Bormu The enormous and majestic bormus once moved in herds across Balmorra--until the Imperial bombardment wiped out many of the slow-moving behemoths and the pollution from Balmorra's destroyed factories poisoned the land and the bormus' food supply.
Despite their size, bormus are incredibly gentle beasts and formerly relied on their herds for protection, stampeding potential predators. Now that they are on the brink of extinction, lone bormus are easily picked off by smaller, faster predators. Category: Bestiary Planet: 16140903155296015570 XP Level: 16 FQN: cdx.bestiary.bormu Bormu | Bestiary | Balmorra (Imp) | Both | 16 | 1.0.0 |
Mutated Colicoid The product of secretive experiments conducted on Balmorra prior to the Imperial invasion, the mutated Colicoids are mindless, bloodthirsty insectoids with many legs and sharp claws. Originally created in the lab facility known colloquially as Bugtown, these monstrosities escaped during the Empire's conquest and have overrun parts of Balmorra (including the lab facilities where they were created).
The creatures seem particularly drawn to Balmorra's hazard vaults and other zones of heavy pollution. By feeding on the toxic waste, they appear to grow stronger and more vicious. Category: Bestiary Planet: 16140903155296015570 XP Level: 18 FQN: cdx.bestiary.colicoid Mutated Colicoid | Bestiary | Balmorra (Imp) | Imperial | 18 | 1.0.0 |
Zeldrate The zeldrate is a sleek predator that used to hunt bormus in the Balmorran plains--but with the bormu population dwindling, the zeldrate has increasingly targeted sentient prey. Imperial troops and resistance fighters wounded during battle are common victims, but bolder zeldrates have assaulted full squads.
Prior to the invasion, zeldrates were hunted for a caustic chemical secretion useful as a cleaning solution for industrial parts. Today, with Balmorran industry operating below half capacity, the zeldrate population has seen a slight increase--balanced by the fact that they are often killed seeking easy prey on the battlefield. Category: Bestiary Planet: 16140903155296015570 XP Level: 16 FQN: cdx.bestiary.zeldrate Zeldrate | Bestiary | Balmorra (Imp) | Both | 16 | 1.0.0 |
Guid Guids are hoofed quadrupeds indigenous to Tython. Notable for their muscular forelegs and the distinctive tufts of hair on the shoulders, back and chin, they are typically encountered grazing alone or in small herds. Guids are not particularly aggressive, but if threatened, they are capable of causing injury or even death with their massive forelegs and powerful jaws. Attempts to domesticate guids have proved unsuccessful due to their stubborn and occasionally irritable nature.
Jedi Master Silvarte has taken to labeling Padawans with a particularly lumbering lightsaber stance as devotees of the "Form of the Guid." At least one of these Padawans--since proclaimed a full Jedi Knight--has taken this mild insult to heart, developing several lightsaber techniques inspired by the study and observation of these strange creatures. Master Silvarte considers this a mark of his success as a teacher. Category: Bestiary Planet: 16140933910212274443 XP Level: 6 FQN: cdx.bestiary.guid Guid | Bestiary | Tython | Republic | 6 | 1.0.0 |
Horranth Four-legged reptilian predators found primarily on Tython, horranths typically hunt in large family groups called broods. With their high birth rate, quick maturation and few natural predators, the horranth population is usually constrained only by a limited food supply.
If food suddenly becomes more abundant in a region, a horranth matriarch will lay hundreds of eggs, causing her brood's population to explode. As their numbers multiply, the beasts grow bolder and more aggressive. Unchecked, the brood will continue to spread until they finally exceed their food supply, at which point the matriarch will suddenly stop producing eggs. Unfortunately, this return to normal population levels typically only happens after the brood has thoroughly devastated the region. Category: Bestiary Planet: 16140933910212274443 XP Level: 8 FQN: cdx.bestiary.horranth Horranth | Bestiary | Tython | Republic | 8 | 1.0.0 |
Manka Cat Fierce feline hunters, manka cats are believed to have originated on Alderaan but can now be found on a number of different worlds due to their desirability as exotic pets or trained guardians. It is no surprise that these accomplished hunters have thrived in virtually every ecosystem into which they have been introduced. Sleek and powerful, they have the speed to run down smaller prey, while their massive protruding tusks and claws also allow them to tackle much larger targets. Often traveling in prides, even a lone manka cat can be dangerous, and extreme caution should be exercised when in their territory. Despite the risks, manka cats are sometimes hunted for sport and for their tusks and teeth, which are said to possess healing properties. Category: Bestiary Planet: 16140933910212274443 XP Level: 7 FQN: cdx.bestiary.manka Manka Cat | Bestiary | Tython | Both | 7 | 1.0.0 |
Tythonian War Droid The ruins of Kaleth are overrun with various squads of ancient--and hostile--war droids. A deadly remnant of Tython's mysterious past, the original purpose of the droids has been lost in the mists of time. Some speculate they were once guardians, programmed to protect the powerful secrets of Tython's original Jedi inhabitants. Others believe the droids were used for combat training by the order shortly after the creation of the first proto-lightsaber. A more sinister theory suggests the droids were somehow involved in the destruction of Kaleth itself. Whatever the explanation, one fact is not in dispute: The droids will attack any living creature that dares to enter the territory they still fiercely patrol. Category: Bestiary Planet: 16140933910212274443 XP Level: 5 FQN: cdx.bestiary.tython_war_droid Tythonian War Droid | Bestiary | Tython | Republic | 5 | 1.0.0 |
Uxibeast Deceptively aggressive, uxibeasts are mammalian herbivores with a multitude of horns covering their shaggy bodies. They are believed to originate on Tython, but have been found in small numbers on other planets--evidence of the migration of the first Jedi, long ago. They typically travel in herds and are quite capable of fending off would-be predators; the pointed spines on their backs prevent attackers from pouncing on them, and a charging uxibeast is capable of inflicting all kinds of bodily harm.
Uxibeasts are generally ill-tempered and unpleasant around people, but they can be tamed--to a degree. Domesticated uxibeasts will imprint on a single individual, whom they are unquestionably loyal to, while remaining hostile toward everyone else. Category: Bestiary Planet: 16140933910212274443 XP Level: 1 FQN: cdx.bestiary.uxibeast Uxibeast | Bestiary | Tython | Republic | 1 | 1.0.0 |
Wingmaw Wingmaws are a biological oddity, an evolutionary branch of Balmorran life that developed on an isolated chain of islands; it was only six hundred years ago that wingmaws were accidentally carried to the mainland by unwary explorers. The creatures maintain insect-like social structures despite their reptilian appearance, frequently traveling in groups and favoring open spaces to dark caves.
The wingmaw population on Balmorra has increased rapidly since the Imperial invasion, as the creatures' primary predator--the Balmorran maweater, another transplant from the island chain--was completely wiped out during the bombardment. Unchecked, the wingmaw has become a threat to Imperial and resistance soldiers alike and wreaked havoc on the rest of the Balmorran ecosystem. They are bold carnivores and scavengers, happily swarming on a lone fighter or an unprepared convoy. Category: Bestiary Planet: 16140933910212274443 XP Level: 16 FQN: cdx.bestiary.wingmaw Wingmaw | Bestiary | Tython | Both | 16 | 1.0.0 |
Vrblther Indigenous to the planet Varl, vrblthers were often kept as pets by rich and powerful Hutts. When Varl was vaporized over ten thousand years ago, the species survived only because many of the fierce bipedal predators had accompanied their owners to Nar Shaddaa and Hutta.
The beasts proved resilient to the pollutants and toxins commonly found in their new environments, and their numbers grew rapidly. Packs of vrblthers are known to roam the lower levels of Nar Shaddaa, in constant search of their next meal.
Category: Bestiary Planet: 16140948956820683845 XP Level: 20 FQN: cdx.bestiary.vrbither Vrblther | Bestiary | Nar Shaddaa | Imperial | 20 | 1.0.0 |
K'lor'slug Hulking, worm-like creatures with pincer legs and gaping maws of teeth, k'lor'slugs are among the most dangerous species on Korriban. Not only can they shear a man in half or swallow him whole, they can project their vile, venomous spit great distances. Hatched from eggs laid hundreds at a time by their queens and blessed with a short incubation period, these hideous monsters can infest and overrun an area in no time.
A century ago, a notorious hunter named Riegenn Hetuu was contracted to bring a live k'lor'slug queen to an eccentric Hutt for a gala celebration. The beast was meant to be a highlight in the Hutt's annual gladiatorial tournament, but when Riegenn arrived on Hutta and opened his cargo bay, some four hundred k'lor'slugs poured out, consuming the hunter as well as the Hutt. To this day, the sound made when a batch of k'lor'slugs hatch is called "a Hutt's cry." Category: Bestiary Planet: 16140965352798472550 XP Level: 1 FQN: cdx.bestiary.klorslug K'lor'slug | Bestiary | Korriban | Imperial | 1 | 1.0.0 |
Shyrack Eyeless, winged monstrosities that hunt in swarms, shyracks are cave-dwelling terrors indigenous to Korriban. Fiercely territorial, they attack intruders with aggression and frenzy.
Typically cave-bound, every sixty-three years the shyracks of Korriban spill from their habitats every day for the entire summer. They fill the sky, blotting out the sun and moon, and rain their bluish droppings onto everything below. Before the Sith returned to reclaim Korriban, every sixty-third summer saw biologists from across the galaxy descend on the planet to observe the purpling of the red terrain. Category: Bestiary Planet: 16140965352798472550 XP Level: 6 FQN: cdx.bestiary.shyrack Shyrack | Bestiary | Korriban | Imperial | 6 | 1.0.0 |
The Beast of Marka Ragnos (Warrior) Left to guard the tomb serving as the resting place for its master, Marka Ragnos, the beast has dwelled in darkness for centuries. Legend tells that Ragnos beat his pet nightly, warping it with the Force until it was a creature of pure hate and anguish. Starved for unthinkable periods of time and then fed only blood, it is said to be filled with an unquenchable thirst for more.
Since the death of its master and its seclusion in the tomb, no one has seen the beast and lived to tell the tale. But the strongest Sith can feel its unnerving presence. Category: Bestiary Planet: 16140965352798472550 XP Level: 5 FQN: cdx.bestiary.warrior.beast_of_marka_ragnos The Beast of Marka Ragnos (Warrior) | Bestiary | Korriban | Imperial | 5 | 1.0.0 |
Tuk'ata These oversized hounds were bred to be fearless and relentless. Left to guard the Sith tombs of Korriban, they have sharp horns, long claws and savage teeth. They are unusually intelligent and seem capable of communicating with one another through unknown means.
It is said that the species was nonviolent and grazing before being corrupted by Sith alchemical experiments that awakened a latent part of their brains and changed them into unnatural abominations. Random mutations now occur that produce some tuk'ata that can live for centuries and grow to immense proportions. Category: Bestiary Planet: 16140965352798472550 XP Level: 4 FQN: cdx.bestiary.tukata Tuk'ata | Bestiary | Korriban | Imperial | 4 | 1.0.0 |
Gundark The gundark is among the most feared of all species. Its strength is matched only by its resilience and keen senses, and it is a favorite target of big game hunters and a featured attraction in gladiatorial arenas galaxy-wide. Gundarks rarely last long in captivity, however; many beast tamers tell of letting their guard down for a half-second in the presence of these mighty creatures, only to be attacked and horribly mauled. They are the lucky ones. Anyone encountering a gundark in the wild knows to give this monster a wide berth or else be prepared for a fight; the gundark is known to attack unprovoked. Category: Bestiary Planet: 16140969352659235187 XP Level: 11 FQN: cdx.bestiary.gundark Gundark | Bestiary | Dromund Kaas | Both | 11 | 1.0.0 |
Jurgoran These large amphibious creatures are known for their sharp claws and tough hides. They are found primarily on Dromund Kaas, where they are challenged only by the gundark for a position at the top of the food chain.
The jurgoran quickly became an image of vicious, unrelenting strength among the Sith who first came to Dromund Kaas, and there are several instances of Sith taking the name "Lord Jurgoran" throughout the histories. Category: Bestiary Planet: 16140969352659235187 XP Level: 13 FQN: cdx.bestiary.jurgoran Jurgoran | Bestiary | Dromund Kaas | Both | 13 | 1.0.0 |
Sleen Sleek and web-footed, the sleen is among the fastest creatures that crawl through the Dromund Kaas jungle. It feeds primarily on the eggs of other Dromund Kaas lizards, but it has been known to hunt small prey and can be vicious in protecting its territory against intruders.
The early Sith were known to keep sleens as guard animals and pets, but the practice went out of favor as Dromund Kaas became more densely populated and the sleens proved difficult to keep in close quarters. Hunting sleens are still kept among certain high-ranking Imperial military officers, bred and trained by generations of family servants.
Category: Bestiary Planet: 16140969352659235187 XP Level: 13 FQN: cdx.bestiary.sleen Sleen | Bestiary | Dromund Kaas | Both | 13 | 1.0.0 |
Vine Cat The heavily armored, sharp-toothed vine cat can pounce up to eight meters and has been known to tear a sleen apart in less than ten seconds. Its armored frill and hide protect it against larger predators such as the jurgoran, and its claws make it an expert climber when it needs to get away. The vine cat was introduced to Dromund Kaas by the early Sith from the dark forest world of Ziost and is responsible for wiping out three of Dromund Kaas's native herbivorous species to date. Category: Bestiary Planet: 16140969352659235187 XP Level: 13 FQN: cdx.bestiary.vine_cat Vine Cat | Bestiary | Dromund Kaas | Both | 13 | 1.0.0 |
Yozusk Yozusks were originally referred to as "rock wardens" by the Sith when they arrived on Dromund Kaas, because they nested in the cliffsides around the jungle and because of the hard, rocky protrusions on their backs. Though they are extremely territorial, they primarily feed on animals living beneath the ground, which they dig up with their long arms. They are nocturnal creatures and rely primarily on their sense of smell in the darkness. They are incredibly strong, and many young thrill-seekers cut their teeth fighting the yozusks before moving on to the larger, more powerful gundarks. Category: Bestiary Planet: 16140969352659235187 XP Level: 11 FQN: cdx.bestiary.yozusk Yozusk | Bestiary | Dromund Kaas | Both | 11 | 1.0.0 |
Bogstalker The bogstalker is one of many ancient species from the planet Taris's prehistory thought extinct until its rediscovery after the planet's bombardment. It turned out that the bogstalkers had survived for millennia beneath Taris's sprawling undercity, and in the post-bombardment wreckage, the bogstalker has thrived as its natural swampy habitat has spread.
Remarkably, the pollutants from the destruction of Taris have only made the bogstalker more resilient, as its flesh is now poisonous to most predators--even the voracious rakghouls. Category: Bestiary Planet: 16141008063347613517 XP Level: 16 FQN: cdx.bestiary.bogstalker Bogstalker | Bestiary | Taris (Rep) | Both | 16 | 1.0.0 |
Ferrazid Hound Millennia ago, before Taris became a city-world--and long before that city was destroyed--ferrazid hounds lived in the planet's jungles and swamps, hunting birds and lizards and roaming in small packs. When Taris became an urban environment, ferrazids were believed extinct--the population wiped out, with only a few specimens preserved in zoos.
When the Republic returned to the ruins of Taris, explorers found the ferrazid hound population robust and recovered. Unfortunately, the ferrazids are extremely territorial. Although they keep their distance from major settlements, they are an increasing problem for scouts and transports. Category: Bestiary Planet: 16141008063347613517 XP Level: 16 FQN: cdx.bestiary.ferrazid_hound Ferrazid Hound | Bestiary | Taris (Rep) | Both | 16 | 1.0.0 |
Nekghoul Rakghouls evolve with incredible speed, but until recently, they had never shown signs of intelligence. Larger and far smarter than their rakghoul cousins, nekghouls may qualify as a new species in their own right--they appear unable to infect and transform their victims, but instead possess sensitivity to the Force and violent, untrained talent in its use.
Although nekghouls are capable of speech, they have no known history or record of their origins. Are they the result of a Jedi or Sith being infected with the rakghoul virus? A mutation caused by radiation from Taris's shattered reactors? Studies may have to wait--for now, merely surviving the presence of these horrific beings is difficult enough. Category: Bestiary Planet: 16141008063347613517 XP Level: 16 FQN: cdx.bestiary.nekghoul Nekghoul | Bestiary | Taris (Rep) | Both | 16 | 1.0.0 |
Nexu Native to the forests of the planet Cholganna, the feline nexu have become alpha predators throughout the galaxy over the past few centuries, adapting to new environments through a natural hardiness and a quick reproductive cycle. Packs of nexu have been found roaming the tundra of Mygeeto and the steaming jungles of Rodia, equally adept at stalking and killing prey.
Nexu are recognized in many cultures as an icon of viciousness, and several Mandalorian clans have taken the creature as their symbol. Some xenobiologists argue that nexu are far less violent than common wisdom suggests, and that it's the activities of sentient beings that agitate the cats. Left alone, they're smart, capable and strong--but not cruel or aggressive. Category: Bestiary Planet: 16141008063347613517 XP Level: 16 FQN: cdx.bestiary.nexu Nexu | Bestiary | Taris (Rep) | Both | 16 | 1.0.0 |
Rakghoul Rakghouls are a living plague--the manifestation of a highly communicable disease capable of swiftly transforming its victims into twisted, degenerate monsters with predatory instincts. The rakghoul virus can infect hundreds of known species and is most often delivered through a rakghoul's bite; a person attacked by a rakghoul and "lucky" enough to survive typically becomes a rakghoul him- or herself. Some victims resist the virus for days, succumbing to rakghoul instincts while retaining their original bodies.
Different strains of the virus manifest in different breeds of rakghoul--the smallest and weakest travel in enormous colonies, whereas larger, smarter rakghouls often hunt alone. The virus mutates fastest when infecting new species, and slowest when rakghouls reproduce with other rakghouls.
Before the planet's bombardment, Taris contained its substantial rakghoul population in the undercity. Many specialists believe rakghouls are native to Taris, but rare outbreaks elsewhere in the galaxy suggest the truth is more complicated. Category: Bestiary Planet: 16141008063347613517 XP Level: 16 FQN: cdx.bestiary.rakghoul Rakghoul | Bestiary | Taris (Rep) | Both | 16 | 1.0.0 |
Bolraida Utterly at odds with the tranquility of their native Alderaan, bolraidas are one of the most aggressive species in the galaxy. They are brutally effective hunters, running down prey with their powerful front legs before gouging them with the hook-like tusks on their lower jaws.
Early Alderaanian settlers were shocked to encounter such violent beasts on their paradisiacal new home, and it wasn't long before bolraida attacks became a leading cause of death. Unlike their distant relative, the iraida, bolraidas are impossible to train; nearly every attempt to domesticate the beasts has ended disastrously. Category: Bestiary Planet: 16141076066187801147 XP Level: 28 FQN: cdx.bestiary.bolraida Bolraida | Bestiary | Alderaan | Both | 28 | 1.0.0 |
Iraida Iraidas are a species of predatory reptomammals native to Alderaan, known for their exceptional hearing and extreme resistance to cold. Although they are distantly related to the bolraida, iraidas have demonstrated a level of intelligence far superior to their vicious brethren; this has not only made them more cunning predators but has also led to their limited use as trained watch-beasts and gladiatorial challenges. Category: Bestiary Planet: 16141076066187801147 XP Level: 28 FQN: cdx.bestiary.iraida Iraida | Bestiary | Alderaan | Both | 28 | 1.0.0 |
Kath Hound Native to Dantooine, kath hounds are sturdy, horned creatures with a ruff of fur. Although they can be aggressive if threatened or during mating season, they are normally docile, intelligent creatures who take well to training. Kath hounds are popular across the galaxy as guard dogs and pets (although the latter usually have their horns trimmed as a precaution).
Albino kath hounds are rare and highly prized by breeders. On Dantooine, seeing an albino kath hound is considered lucky; there are even stories of albino hounds protecting people lost in the hills. While these stories are unlikely to be more than legends, an albino kath hound is large and intimidating enough to frighten off Dantooine's worst predators, kinraths, which certainly would prey on lost travelers. Category: Bestiary Planet: 16141076066187801147 XP Level: 50 FQN: cdx.bestiary.kath_hound Kath Hound | Bestiary | Alderaan | Both | 50 | 1.0.0 |
Thranta Thrantas are a species of flying animals indigenous to Alderaan. Their powerful wing muscles and internal air sacs allow them to stay aloft while carrying large amounts of weight, making them perfect aerial mounts. Early Alderaanian colonists made extensive use of thrantas, using them for personal and military transport.
Their popularity on Alderaan generated an enormous demand for the animals on Coruscant; thousands of thrantas were transplanted, but they were unable to survive the city-world's heavy air pollution. Since that debacle, the Alderaanians have refused to export the thrantas offworld and hunting them on Alderaan is strictly forbidden. This has only made thranta smuggling and thranta poaching more appealing in certain circles. Category: Bestiary Planet: 16141076066187801147 XP Level: 28 FQN: cdx.bestiary.thranta Thranta | Bestiary | Alderaan | Both | 28 | 1.0.0 |
Vorn Tiger Vorn tigers are a dangerous breed of feline predators distinguished by their distinctive horns and sleek coats. They are solitary hunters by nature and most are extremely territorial. They typically avoid major settlements but are absolutely merciless to anyone unlucky enough to wander into their hunting grounds.
Vorn tigers often mark their territory by gouging bark from trees with their horns. Zoologists have noted that these markings are both unique and consistent--each vorn tiger seems to scratch in a consistent and unique pattern. Category: Bestiary Planet: 16141076066187801147 XP Level: 28 FQN: cdx.bestiary.vorntiger Vorn Tiger | Bestiary | Alderaan | Both | 28 | 1.0.0 |
Orobird Orobirds are a species of tall, flightless avians noted for their distinctive plumage and loud, squawking calls. Their very existence baffles scientists: colorful, loud and dumb, orobirds should be easy prey for predators and poachers, yet they can be found thriving on a multitude of worlds. Many attribute the orobirds' continued survival to their brutish temperament and odious flavor; orobird meat is generally considered one of the foulest in the galaxy, though some wealthy highbrows insist the taste is an acquired one. Category: Bestiary Planet: 16141088354346344157 XP Level: 55 FQN: cdx.bestiary.orobird Orobird | Bestiary | Rishi | Both | 55 | 1.0.0 |
Gapillian Grazer The slow-moving, gentle-tempered Gapillian grazers are herbivores that range across Ord Mantell's grassy plains. Although their massive curved tusks and rock-like hides give them a fearsome appearance, these beasts are among the most peaceful creatures inhabiting the planet. This does not mean they are entirely harmless, however.
Few things are more terrifying than a Gapillian grazer stampede at the height of mating season. With so many of these beasts grouped together, a single spooked grazer can initiate a charge capable of leveling a small town. Unwary travelers caught on foot during these catastrophic panics are rarely seen again. Category: Bestiary Planet: 16141091541170885060 XP Level: 3 FQN: cdx.bestiary.grazer Gapillian Grazer | Bestiary | Ord Mantell | Republic | 3 | 1.0.0 |
Razoronn One of the only carnivores capable of taking down a Gapillian grazer by itself, razoronn beasts are nearly three meters in length and weigh over a thousand kilograms. It is no exaggeration to state that these tusked, fanged beasts present a serious threat to anything smaller than an armored shuttlecraft.
During the early settlement of Ord Mantell, a small farming convoy broke down on a remote plain at nightfall and fell prey to a razoronn pack. The curious predators began "investigating" these intruders in their hunting grounds. The farmers' landspeeders offered no shelter from the ravenous creatures. By morning, all but one of the farmers had been dragged away. Category: Bestiary Planet: 16141091541170885060 XP Level: 7 FQN: cdx.bestiary.razoronn Razoronn | Bestiary | Ord Mantell | Republic | 7 | 1.0.0 |
Savrip The savrips' bestial appearance leads many to dismiss them as nothing more than monstrous hulking predators that attack on instinct. This is far from the case, as anyone who has gotten close to a savrip can attest. Would a mindless animal really wear a tanned hide and belt made from Gapillian grazers?
Despite their brutish and primitive appearance, savrips are an intelligent species capable of communication. Unfortunately, for the average Ord Mantellian, savrips are actively hostile to other life-forms. Previously content to remain in their home territories, recent surges in savrip attacks have led authorities to speculate on a separatist-savrip alliance, but these claims remain unsubstantiated. Category: Bestiary Planet: 16141091541170885060 XP Level: 8 FQN: cdx.bestiary.savrip Savrip | Bestiary | Ord Mantell | Republic | 8 | 1.0.0 |
Icetromper On a world as inhospitable as Hoth, herbivores need natural advantages to survive. The lumbering herd beasts commonly called "icetrompers" must contend with the constant threat of hungry wampas and whitefangs. Unable to outrun their natural predators, icetrompers compensate with powerful stomping hooves and thick curled horns that can sweep aside even the most determined hunter.
An icetromper's greatest natural asset, however, is its multiple sets of eyes. Like certain arachnid species, the secondary eyes are reserved exclusively for detection of sudden changes in nearby light patterns. Even the stealthiest wampas have difficulty sneaking up on icetrompers.
Category: Bestiary Planet: 16141109882649941585 XP Level: 36 FQN: cdx.bestiary.icetromper Icetromper | Bestiary | Hoth | Both | 36 | 1.0.0 |
Pantran Whitefang The sleek and lethal whitefang cats are noteworthy for having bodies composed almost entirely of muscle. These felines do not store any fat, and consequently must constantly be on the hunt. They are the only creatures on Hoth capable of matching a tauntaun's running speed.
Certain enterprising crime lords have attempted to train captured whitefangs for use as guard animals. These experiments have routinely ended in disaster for trainers and beasts alike. On the other hand, underground death duel arenas have profited tremendously from the spectacle these untamed creatures can provide.
Category: Bestiary Planet: 16141109882649941585 XP Level: 36 FQN: cdx.bestiary.pantran_whitefang Pantran Whitefang | Bestiary | Hoth | Both | 36 | 1.0.0 |
Skel Despite their diminutive stature, the vicious and intelligent skels are a potential wild card in the three-way war for Hoth. Skels hunt in packs, are capable of wielding primitive weapons and are biologically adapted to survival on Hoth's frozen plains. Their bony claws are capable of burrowing through even the thickest snow and ice, allowing them to spring devastating surprise attacks.
Imperial war strategists dismiss the skels as a threat, but Republic soldiers are encouraged to report any mass gatherings of skels immediately. Long before the Republic, the Empire or the White Maw came to Hoth, the planet belonged to the skels--and these well-organized natives may decide to eliminate the unwelcome invaders.
Category: Bestiary Planet: 16141109882649941585 XP Level: 36 FQN: cdx.bestiary.skel Skel | Bestiary | Hoth | Both | 36 | 1.0.0 |
Tauntaun The tauntaun is an omnivorous reptomammal occupying a key position in Hoth's ecosystem. Beyond providing a food source for wampas and the feline whitefangs, tauntauns also expand the planet's natural tundra by spreading fast-growing moss and lichen to new growth areas. In fact, scientists speculate that Hoth's limited fauna would quickly go extinct if the tauntauns disappeared.
More important to Republic, Imperial and White Fang forces on Hoth, tauntauns provide the promise of a native means of traversing the icy plains. Adult tauntauns can move at speeds of up to ninety kilometers per hour--useful for outrunning all manner of foes. The trick, of course, is domesticating these notoriously ill-tempered beasts.
Category: Bestiary Planet: 16141109882649941585 XP Level: 36 FQN: cdx.bestiary.tauntaun Tauntaun | Bestiary | Hoth | Both | 36 | 1.0.0 |
Wampa The fearsome wampa is Hoth's apex predator. These surprisingly intelligent beasts pose a major hazard to unwary travelers, especially those wandering near unexplored caves. More than one combat patrol has vanished after seeking shelter in a seemingly unoccupied ice cavern. Among fresh arrivals to the planet, horror stories circulate of men swallowed whole by these towering creatures.
The more terrifying truth is that wampas prefer fresh meat and rarely kill a victim outright, instead stunning or incapacitating prey. Future meals are dragged back to a wampa's lair and suspended immobilized from the cave's ceiling. Wampa victims may have hours or even days to contemplate their eventual fates.
Category: Bestiary Planet: 16141109882649941585 XP Level: 36 FQN: cdx.bestiary.wampa Wampa | Bestiary | Hoth | Both | 36 | 1.0.0 |
Cyberbeasts The Gormak's fascination with technology has led them to experiment heavily in the field of organic-cybernetic hybrids, using the native fauna of Voss as their test subjects. Gormak hunting parties set out at regular intervals to trap mawvorrs, shaclaws and even the deadly vorantikus alive so that the creatures can be implanted with cybernetic upgrades, creating monstrous cyberbeasts.
While the Voss consider this practice barbaric, it is important to note that the Gormak see cyberbeasts as improved versions of what nature intended. Considering that the cyberbeasts are faster, stronger and far more dangerous than their organic counterparts, there is some merit to this belief.
The cybernetic implants allow the Gormak to influence the natural instincts of the cyberbeasts, effectively letting the Gormak program them with simple yet very specific instructions. Not surprisingly, this makes the cyberbeasts excellent guardians of Gormak lands. Category: Bestiary Planet: 16141116506689843478 XP Level: 44 FQN: cdx.bestiary.cyber_beasts Cyberbeasts | Bestiary | Voss | Both | 44 | 1.0.0 |
Mawvorr Carnivorous beasts that stalk the wilderness outside Voss-Ka, mawvorrs are generally considered opportunistic hunters. They prefer striking at whatever wounded predators or wandering humanoids they come across to carefully hunting and stalking their food, though in packs they exhibit increased aggression and have been known to attack even the mighty vorantikus.
Mawvorrs also typically attack Gormak on sight, though they refuse to eat the bodies afterwards. This odd behavior has led the Voss to perceive mawvorrs as guardians or protectors who abhor the Gormak. Because of this, the Voss take steps to maintain the mawvorr population around Voss-Ka.
This symbiotic relationship can be taken to extremes during times when the mawvorr food supply is low. There is a historical account of a Mystic's vision resulting in unarmed Voss wandering out into the wilderness and allowing themselves to be devoured by mawvorr packs. Category: Bestiary Planet: 16141116506689843478 XP Level: 44 FQN: cdx.bestiary.mawvorr Mawvorr | Bestiary | Voss | Both | 44 | 1.0.0 |
Shaclaw Massive, armored insects, shaclaws use their powerful foreclaws primarily for burrowing into the soil in search of the roots and subterranean mammals that make up their diet. If challenged, however, they can also use their claws as savage weapons capable of shredding the flesh or armor of their enemies.
The Gormak consider the meat of the shaclaw to be a delicacy, but within minutes of dying the insects release a deadly toxin into their tissues that contaminates the flesh. To circumvent this, the Gormak have become quite skilled at capturing shaclaws and cooking them alive.
Xenoanthropologists are quick to note that Gormak only dine on shaclaws during special coming of age feasts in which the capture and preparation of the meal is considered an essential part of the ritual celebration. The Voss reject this symbolic justification, however, and point to the practice of cooking any creature alive as proof of Gormak savagery and barbarism. Category: Bestiary Planet: 16141116506689843478 XP Level: 44 FQN: cdx.bestiary.shaclaw Shaclaw | Bestiary | Voss | Both | 44 | 1.0.0 |
Vorantikus Sitting undisputed atop the Voss food chain is the terrifying vorantikus, the largest and deadliest predator on the planet--if not the entire sector. Heavily muscled and perpetually hungry, vorantiki are lone hunters that stalk the wilds in an endless search for their next meal.
Revered by the Gormak for their power and fearlessness, vorantiki are often depicted in crudely scrawled pictures found inside Gormak domiciles. Typically the scenes depict a vorantikus devouring a Voss Mystic, or laying wasted to the mountaintop city of Voss-Ka itself, though there is no historical account of any such attack upon the Voss capital.
Understanding the vorantikus may be key to understanding the evolutionary "arms race" occurring amongst Voss's fauna. The planet's wildlife is far larger, heartier and more aggressive than that of most comparable worlds, and the vorantikus represents an amazingly precise set of "alpha predator" traits. What sort of environment--or unnatural intervention--creates a vorantikus, and what effect does such a creature have on the world around it? Category: Bestiary Planet: 16141116506689843478 XP Level: 44 FQN: cdx.bestiary.vorantikus Vorantikus | Bestiary | Voss | Both | 44 | 1.0.0 |
Acklay Acklay are native to the planet Vendaxa, whose ultra-dense ecosystem lends itself to evolutionary specialization. There, acklay are among the top predators, able to stalk and eviscerate prey among the jungles and plains, tracking creatures by their electrical auras. An acklay is not built to build nests or forage or migrate when seasons change--an acklay only knows how to hunt, and survive the hunting.
Despite various governments' efforts to prevent the spread of acklay, the creatures are traded on the black market as gladiatorial challenges and targets for big game hunters. Inevitably, a few acklay escape or are left out in the wild, and the creatures either die--or they breed, survive and threaten anyone they encounter. Category: Bestiary Planet: 16141121725666440689 XP Level: 40 FQN: cdx.bestiary.acklay Acklay | Bestiary | Belsavis | Both | 40 | 1.0.0 |
Baspoor Glider The baspoor glider, sometimes called the "sky swimmer" for its fishlike appearance, is an omnivorous flying amphibian often found on temperate worlds. Its unique physiology allows it to "land" in water, where it can continue to propel itself with its powerful wings. It has very little mobility on solid surfaces, and has difficulty taking flight again should it find itself grounded.
The young of the baspoor glider are carried on its mother's back for the first few months of life and have a highly unusual diet. Children gnaw at the skin of the mother for nourishment while the mother focuses on her own needs--her trivial injuries healing quickly each day. Category: Bestiary Planet: 16141121725666440689 XP Level: 40 FQN: cdx.bestiary.baspoor_glider Baspoor Glider | Bestiary | Belsavis | Both | 40 | 1.0.0 |
Bogwing Bogwings are dangerous reptavian carnivores who often live near lakes or marshes. When they hunt, they skim the ground or marsh at high speed, using their long jaws to snatch up prey or strain the water for fish. Larger creatures are grasped in the bogwing's heavy front claws, which are surprisingly powerful for its size. Observations show that if a bogwing is hungry enough, it can tackle animals several times its own weight.
Because of this trait, during the Great War the Republic military briefly considered training bogwings to carry supplies or even munitions to squads in remote areas. However, bogwings are extremely temperamental and respond badly to being handled. The risk to potential trainers was judged to be too high, and the idea was never widely implemented. Category: Bestiary Planet: 16141121725666440689 XP Level: 41 FQN: cdx.bestiary.bogwing Bogwing | Bestiary | Belsavis | Both | 41 | 1.0.0 |
Kintan Crusher Kintan crushers, also known as "Kintan enforcers," are savage, brutish creatures native to the Nikto homeworld of Kintan. They are characterized by their stocky builds, powerful arms and large, meaty fists. Crushers are notably smarter than their cousins, the Kintan striders, and are rarely seen in the wild thanks to centuries of "domestication" by the Hutts; the Kintan crushers' ability to follow complex commands and pound their victims into jelly inspired the Hutts to employ them as reliable and obedient footsoldiers. Many speculate as to how the Hutts pay their Kintan enforcers, with guesses ranging from the absurd to the grotesque. Category: Bestiary Planet: 16141121725666440689 XP Level: 40 FQN: cdx.bestiary.kintan Kintan Crusher | Bestiary | Belsavis | Both | 40 | 1.0.0 |
Lurker Lean, amphibious bipeds with a tendency to travel in packs, lurkers are carrion eaters most comfortable in tropical environments. Alone, they usually avoid confronting danger, crawling into tight spaces and observing potential threats from a distance. In numbers, they can strike with a rabid, frenzied intensity, happily downing prey for later consumption.
Biologists serving the Hutt Cartel believe that lurkers originated on a nameless jungle world on the edges of the Torch Nebula. They were first identified in the wider galaxy two hundred years ago, and have begun appearing on more and more worlds ever since. No convincing explanation for the lurkers' spread has been offered, leaving the creatures a disturbing mystery. Category: Bestiary Planet: 16141121725666440689 XP Level: 40 FQN: cdx.bestiary.lurker Lurker | Bestiary | Belsavis | Both | 40 | 1.0.0 |
Rancor Rancors are reptilian monstrosities known as some of the galaxy's most dangerous predators. Although indigenous to the planet Dathomir, they have spread to many other worlds and thrived in many environments. Rancors are a favorite among the wealthiest underworld crime lords, who raise them from eggs to become (relatively) tame pets. Those whose rancors survive to adulthood are afforded a great deal of status, as well as a powerful weapon against their enemies.
A unique feature of the rancor is its tough hide--a mixture of fine scales, thick skin and bony plates. Blaster bolts and vibroblades have little effect upon the hide, and while these attributes fade from a hide removed from a rancor carcass, a few lucky hunters nonetheless wear ornamental outfits made from the material. Category: Bestiary Planet: 16141121725666440689 XP Level: 40 FQN: cdx.bestiary.rancor Rancor | Bestiary | Belsavis | Both | 40 | 1.0.0 |
Asharl Panther These fierce, attractively spotted cats are found on numerous worlds in the Outer Rim and Unknown Regions. The distinctive dorsal fronds of the asharl panther work as a set of extra sensory organs; thick nerve bundles running up the fronds allow the asharl panther to pick up the vibrations of threats approaching from behind. Along with the panthers' pelts, these fronds are often sought after by hunters. The asharl panther has been adopted as a mascot of the Mandalorian Rodarch clan, whose members train the animals to fight alongside them and who paint their armor to match the panthers' pelts. The symbolism of a beast which is fearless and always aware of its surroundings is one the Rodarch clan has embraced wholeheartedly. Category: Bestiary Planet: 16141145871965102174 XP Level: 50 FQN: cdx.bestiary.asharl_panther Asharl Panther | Bestiary | Ilum | Both | 50 | 1.0.0 |
Cthon Cthons are vicious humanoids that have plagued the underworld of Coruscant for centuries, though some have found their way or been smuggled offworld. Swift to mutate from generation to generation, nearly blind despite their unusual eye structure, cthons find their prey by listening for movement and feeling vibrations through Coruscant's substructures. Many of the lower level's more superstitious believe the cthons were originally Coruscanti criminals, banished from the upper levels and left to devolve. There is no scientific evidence for this belief.
While they usually scavenge from the huge piles of garbage that accumulate in Coruscant's lower levels, cthons are vicious hunters, capable of bringing down security patrols. Coruscant's reconstruction has been particularly beneficial to the cthon population, providing new lairs and breeding grounds, not to mention a surfeit of lost and easily preyed-upon refugees. Category: Bestiary Planet: 16141154995358231178 XP Level: 14 FQN: cdx.bestiary.cthon Cthon | Bestiary | Coruscant | Republic | 14 | 1.0.0 |
Salky Hound Many know the salky hound for its acute senses, unbreakable claws and exceptionally powerful bite; few know this vicious beast was actually designed in a laboratory. The Republic military contracted a bioengineering firm to breed a dangerous but intelligent creature, able to protect remote bases in the Outer Rim without the expense of droids or troops.
Unfortunately, the scientists weren't able to make their creation obedient. Salky hounds turned out to be ferocious and impossible to train for military action. After several accidental deaths, the Republic military canceled the contract, and salky hounds were banned from the Core Worlds.
However, many breeding pairs were sold quietly on the black market, and the hounds have appeared on dozens of worlds since. Many mercenary and criminal organizations deploy salky hounds when they have no need to capture someone alive.
Category: Bestiary Planet: 16141154995358231178 XP Level: 10 FQN: cdx.bestiary.salky_hound Salky Hound | Bestiary | Coruscant | Republic | 10 | 1.0.0 |
Akk Dog Loyal guard dogs, faithful pets and savage killers: with the right training, akk dogs can fill any of these roles. Those brave enough to challenge the beasts must contend with a thick, scaly carapace that deflects the most powerful of blows and jaws strong enough to crush durasteel. Although native to Haruun Kal, akk dogs have been exported across the galaxy to serve a variety of masters. When not domesticated, akk dogs live in the wild, hunting in packs and attacking anyone foolish enough to enter their territory.
In addition to their incredible strength, akk dogs are rumored to be Force sensitive. In recent years a Jedi named Master Sulan attempted to connect with the creatures through Force-bonding exercises. The Jedi's endeavor was cut short when his Padawan's life was claimed by a particularly hungry akk dog pack leader. Category: Bestiary Planet: 16141158871960526176 XP Level: 5 FQN: cdx.bestiary.akk_dog Akk Dog | Bestiary | Hutta | Both | 5 | 1.0.0 |
Chemilizard Most creatures avoid Hutta's polluted swamps, but these massive reptiles call the toxic marshes home. Nicknamed "chemilizards" by the local workers, these predators have adapted to the poisonous land by absorbing toxins, which contribute to their unique coloring and acidic saliva. Many also believe these toxins have poisoned the chemilizards' minds, turning the ferocious reptiles violent and untamable.
Before their mutation, chemilizards were a Hutt delicacy known as orpali dragons. These rare lizards were bred for harvest, killed in infancy and traditionally served over a bed of glazed chuba eyes. Orpali dragons were on the menu for the centennial feast of Bakuush the Hutt when several hatchlings escaped into the wild through the palace sewers. Over time, the resilient lizards evolved, and although one Hutt did attempt to dine on the adapted chemilizards, the results were most unappetizing. Category: Bestiary Planet: 16141158871960526176 XP Level: 5 FQN: cdx.bestiary.chemlizard Chemilizard | Bestiary | Hutta | Imperial | 5 | 1.0.0 |
Xuvva The flapping of thick, hairless wings is often the last sound heard by a victim of the deadly xuvvas. Their fangs bite with brutal precision, quickly disabling prey while filling the xuvvas' swollen stomachs. The creatures then take flight and hunt down their next meal using sensitive electroreceptors in their horn-like antenna. A single xuvva is capable of killing a trained hunter; an entire flock can reduce a mature Hutt to bones in minutes.
Unknown to most, xuvvas are distant relations to the decidedly less vicious mynocks. Like their parasitic cousins, xuvvas latch onto power sources and leech their electrical energy. Ten years ago, an entire xuvva flock sapped enough power from a subterranean conduit to cause a blackout over half of Jiguuna. In a fit of fury, Nem'ro the Hutt placed a bounty on the creatures that was quickly called off when his palace became littered with the trophies of dead xuvvas. Category: Bestiary Planet: 16141158871960526176 XP Level: 5 FQN: cdx.bestiary.xuvva_soarer Xuvva | Bestiary | Hutta | Imperial | 5 | 1.0.0 |
Tarsarian Devourer The tarsarian devourer is the product of a rakghoul virus mutation that has spread to the predatory tarsarian stomper. The stompers--a non-native species once kept in a handful of Tarisian zoos--bred, hunted and initially thrived in the post-bombardment jungles, but were soon overwhelmed by their more aggressive infected cousins.
The tarsarian devourer became king of the Tarisian food chain, and although it is impossible for sentient species to contract the mutated form of the rakghoul virus, that makes the tarsarian devourer no less feared when encountered in the wild.
Category: Bestiary Planet: 16141165292934571748 XP Level: 32 FQN: cdx.bestiary.tarsarian_devourer Tarsarian Devourer | Bestiary | Taris (Imp) | Imperial | 32 | 1.0.0 |
Varactyl Originating on the planet Utapau, where they were trained and used extensively as mounts, the varactyl has become a popular mode of non-mechanized transportation across the galaxy. As a result, the reptavian creatures have thrived on a great many worlds, both as mounts and in the wild.
The most famous varactyl-rider, Hrosus the Swift, was able to coax his mount to phenomenal speeds, once beating a swoop bike in a head-to-head race. This same speed makes varactyl formidable opponents; although they can be peaceful, loving creatures when among creatures they view as friendly, they are highly territorial and viciously protect their nests from aggressors. Category: Bestiary Planet: 16141165292934571748 XP Level: 32 FQN: cdx.bestiary.veractyl Varactyl | Bestiary | Taris (Imp) | Both | 32 | 1.0.0 |
Harvap One of two new species discovered by Jarn Harvus on Nim Drovis, the harvap can be found on several planets and has thrived on heavily industrialized worlds in particular. Originally a carrion-eater, the harvap has adapted to other ecosystems by feeding on industrial waste and garbage in addition to its normal diet.
Harvap infestations have plagued Hutt Space due to the density of industry and the generally lax decontamination procedures used when moving cargo from world to world. On Quesh, the byproducts of venom mining and processing have created a particularly strong breed of harvap that can thrive in the toxic atmosphere.
Category: Bestiary Planet: 16141165625065288506 XP Level: 36 FQN: cdx.bestiary.harvap Harvap | Bestiary | Quesh | Both | 36 | 1.0.0 |
Harvorisk The second of two species discovered by Jarn Harvus on Nim Drovis, the harvorisk is actually no relation to the similarly named harvap. Shortly after its discovery, the harvorisk was coveted by Hutts across the galaxy, who considered it alternately an exotic new pet and a tasty meal. But its rapid rate of breeding and vicious, untrainable personality quickly led to the Hutts' becoming disenchanted with their new pets, causing the release of many harvorisks into the wild.
On Quesh, it was the Three Families who brought harvorisks to the planet and genetically modified the creatures so they might survive in the toxic atmosphere--albeit at a cost of half their lifespan. The Hutts refuse to accept responsibility for the creatures' escape, but the harvorisks have begun reproducing, seeking prey among the planet's miners. Category: Bestiary Planet: 16141165625065288506 XP Level: 36 FQN: cdx.bestiary.harvorisk Harvorisk | Bestiary | Quesh | Both | 36 | 1.0.0 |
Lobel The lobel appears to be one of very few species actually indigenous to the planet Quesh, though it can be found in small pockets throughout the galaxy--perhaps the work of a single explorer thousands of years ago.
A slow-moving creature, the lobel has four stomachs that are key to its survival in some of the most ravaged ecosystems known to civilization. The slow rate of digestion and normally languid movement of the lobel has allowed it to survive even when food is very rare, and there appears to be a degree of redundancy in the four stomachs--when the toxicity of industry damages one, the lobel is able to continue eating and digesting.
Category: Bestiary Planet: 16141165625065288506 XP Level: 36 FQN: cdx.bestiary.lobel Lobel | Bestiary | Quesh | Both | 36 | 1.0.0 |
Trinthan Prowler Cat-like and deadly, the Trinthan prowler originated in the Trinith system before being sold across the galaxy for use as trained hunters and trackers. After a string of incidents where bystanders were badly mauled, the Republic made Trinthan prowler breeding illegal and a large number of the beasts were released into the wild. They can now be found on a great many planets, where their predatory skills have allowed them to thrive feeding on smaller, slower and weaker creatures. Category: Bestiary Planet: 16141165625065288506 XP Level: 36 FQN: cdx.bestiary.trinthan_prowler Trinthan Prowler | Bestiary | Quesh | Both | 36 | 1.0.0 |
Bantha Domestication of the bantha has become vital to survival on Tatooine and other colonized worlds. Intelligent and reliable creatures, they can be trained as pack animals, passenger carriers and even war mounts. When needed, banthas also serve as a source of sustenance. Their meat and milk are edible, and a single bantha can provide weeks' worth of food. Bantha skin and fur can be made into leather and clothing, and their horns are often carved into tools or jewelry.
A lumbering Houk bounty hunter reluctantly gained the nickname "Bantha" Boskirn after performing several jobs on Tatooine. Boskirn's career was cut short when he angrily pulled his blaster on a smuggler who mocked him for the name; Boskirn was unfortunately too slow on the draw. Category: Bestiary Planet: 16141178175742985098 XP Level: 24 FQN: cdx.bestiary.bantha Bantha | Bestiary | Tatooine | Both | 24 | 1.0.0 |
Dewback Dewbacks are omnivorous reptiles that originated on Tatooine, where settlements, moisture farmers and Sand People alike use them as work beasts and transportation, and where wild dewbacks still roam the planet's deserts and canyons. Over time, the sturdy creatures have been exported to other worlds and found similar utilitarian niches elsewhere.
Centuries ago, Czerka Corporation scientists attempted to breed "war dewbacks" that were larger and more aggressive than their easily domesticated cousins. Although the scientists eventually succeeded, the project was written off as a failure when the test herd broke out of its enclosure and rampaged through the research facility. Category: Bestiary Planet: 16141178175742985098 XP Level: 24 FQN: cdx.bestiary.dewback Dewback | Bestiary | Tatooine | Both | 24 | 1.0.0 |
Duneclaw Rarely seen even on its home planet of Tatooine, the omnivorous, reptilian duneclaw is an aloof and solitary creature. Possibly a distant cousin of the wraid, the duneclaw has tough skin covered in armor-like plating, and this--along with its thick skull--makes this beast very difficult to bring down. A head-butt from a duneclaw is powerful enough to shatter bones, crack stone and dent metal.
Although its eyesight is adequate, a duneclaw is able to navigate in dim light through echolocation and can easily pick up sound waves made by other creatures. For this reason, duneclaws can often be found hunting prey near Tatooine's cliffside caves and other dark, enclosed spaces. Category: Bestiary Planet: 16141178175742985098 XP Level: 24 FQN: cdx.bestiary.duneclaw Duneclaw | Bestiary | Tatooine | Both | 24 | 1.0.0 |
Reek Reeks are horned, thick-skinned herbivores. They originally hail from the planet Ylesia but can be found all over the galaxy, particularly on Iridonia, Ithor and Tatooine. They are highly sought-after as pack animals, but are also commonly used as mounts.
Curiously, reeks' temperaments are largely dictated by their diets. While they normally subsist on plants, reeks will eat meat if it is offered to them; however, a carnivorous diet turns their skin dark red and makes them extremely hostile. This phenomenon inspired the phrase "mad as a red reek" and has led to the practice of using battle-maddened reeks in gladiatorial arenas. Category: Bestiary Planet: 16141178175742985098 XP Level: 24 FQN: cdx.bestiary.reek Reek | Bestiary | Tatooine | Both | 24 | 1.0.0 |
Rill One of the swiftest land animals on Tatooine, the rill is a reptilian predator that hunts womp rats and other large mammals. Fiercely territorial, an individual rill (or a rill and its young) stakes out a patch of desert and defends it vigorously against all intruders. To sleep and protect itself from Tatooine's blistering heat, the rill burrows into the sand several meters below the surface.
These nests are also where rills lay their eggs, burying the eggs under sand to hide them from scavengers. The first task of a newly hatched rill is to successfully dig its way back up to the surface, or else be abandoned by its mother and broodmates. Category: Bestiary Planet: 16141178175742985098 XP Level: 24 FQN: cdx.bestiary.rill Rill | Bestiary | Tatooine | Both | 24 | 1.0.0 |
Sand Demon If not for the tall tales of desert nomads and a few grainy satellite reconnaissance images, Tatooine's so-called "Sand Demon" would be considered a myth. Jawas say the Sand Demon is feared by all other life on the planet, including the mighty krayt dragon--for the Sand Demon is the krayt's only predator. Some stories report that the beast is capable of "sand swimming," gliding underneath the surface of the desert as if it were water. Others claim it bores through rock using its hardened, talon-like legs.
Cave paintings suggest the Sand People believe the Sand Demon devours the life essence of its victims, growing stronger and tougher with each kill. They depict stories of centuries-old demons that have become immune to injury, a warning heeded by even the most skeptical outsiders. Category: Bestiary Planet: 16141178175742985098 XP Level: 24 FQN: cdx.bestiary.sand_demon Sand Demon | Bestiary | Tatooine | Both | 24 | 1.0.0 |
Sandtusker Predators on Tatooine have learned to give the sandtusker a wide berth, as this reptilian scavenger is far from an easy meal. Protected by ridges of bone and capable of goring flesh with its tusks, a sandtusker not only repels attempts to prey on it, but often chases down and finishes off a would-be attacker. Sandtuskers mainly feed on carrion, and their powerful maws are capable of crunching through even krayt dragon bones to reach the nutrient-rich marrow inside.
A platoon in the Republic's Thirty-eighth Infantry--several members of which had lived on Tatooine--named its armored walker "the Sandtusker." True to form, it carried the soldiers safely through the harshest battles of the Great War.
Category: Bestiary Planet: 16141178175742985098 XP Level: 24 FQN: cdx.bestiary.sandtusker Sandtusker | Bestiary | Tatooine | Both | 24 | 1.0.0 |
Scyk The bloodthirsty scyks inhabit remote regions of Tatooine, thankfully far from most settled areas. They seem almost to delight in carnage, brutally tearing through prey and unwary desert travelers. Their fangs are a prized trophy among hunters, who rarely escape the creatures without scars.
The Sith beastmaster Lord Adrazar found the scyk a deadly and eager servant. However, no amount of training or Force manipulation could persuade the creatures to cooperate in packs for more than a few days. The scyk that survived--obviously the strongest--now guards his personal domicile on Dromund Kaas. Category: Bestiary Planet: 16141178175742985098 XP Level: 24 FQN: cdx.bestiary.hssiss Scyk | Bestiary | Tatooine | Both | 24 | 1.0.0 |
Womp Rat Carnivorous rodents native to Tatooine, womp rats are a menace to any permanent settlement. They reproduce at a staggering rate and are known to stalk urban alleyways and remote moisture farms alike, prompting some authorities to maintain a standing bounty on the creatures. Vicious and ill-tempered, they prefer meals of organic debris and runoff--but even lone womp rats will attack any creature that gets too close, often spreading virulent disease.
When found in the desert, womp rats also hunt in packs, emerging from burrows and swarming their unfortunate victims in a flurry of claws and teeth. A dozen womp rats can overwhelm a full-grown dewback in just a few seconds, and larger packs regularly feast on fresh bantha. Category: Bestiary Planet: 16141178175742985098 XP Level: 24 FQN: cdx.bestiary.womprat Womp Rat | Bestiary | Tatooine | Both | 24 | 1.0.0 |
Wraid Hunting dangerous predators is a tradition on Tatooine, and stalking the deadly wraid is often a test to separate the amateurs from the experts. In addition to its great strength and powerful jaws, a wraid is able to quickly cover large distances by breaking into a bounding sprint. The impact of its massive forelegs creates highly distinctive tracks in the sand for hunters to either follow or avoid.
Rumors persist across Tatooine of a gigantic "alpha" wraid that stalks deep in the desert wastes. Some hunters claim to have seen it; others tell tales of stumbling across its oversized claw prints before the desert wind blew them away. Its existence, however, has never been confirmed. Category: Bestiary Planet: 16141178175742985098 XP Level: 24 FQN: cdx.bestiary.wraid Wraid | Bestiary | Tatooine | Both | 24 | 1.0.0 |
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) | Organizations | | Imperial | 40 | 1.0.0 |
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 | Organizations | | Both | 50 | 1.0.0 |
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) | Organizations | | Republic | 40 | 1.0.0 |
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 | Organizations | | Both | 23 | 1.0.0 |
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) | Organizations | | Republic | 50 | 1.0.0 |
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) | Organizations | | Imperial | 50 | 1.0.0 |
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 | Organizations | | Both | | 1.0.0 |
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) | Organizations | | Imperial | 50 | 1.0.0 |
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 | Organizations | | Both | 50 | 1.0.0 |
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 | Organizations | | Imperial | 30 | 1.0.0 |
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) | Organizations | | Republic | 40 | 1.0.0 |
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) | Organizations | | Republic | 40 | 1.0.0 |
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 | Organizations | | Both | | 1.0.0 |
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) | Organizations | | Imperial | 50 | 1.0.0 |
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 | Organizations | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
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 | Organizations | Balmorra (Rep) | Republic | 32 | 1.0.0 |
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 | Organizations | Tython | Republic | 1 | 1.0.0 |
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 | Organizations | Tython | Republic | 1 | 1.0.0 |
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 | Organizations | Nar Shaddaa | Imperial | 20 | 1.0.0 |
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 | Organizations | Korriban | Imperial | 1 | 1.0.0 |
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 | Organizations | Korriban | Imperial | 1 | 1.0.0 |
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 | Organizations | Dromund Kaas | Imperial | 15 | 1.0.0 |
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 | Organizations | Dromund Kaas | Imperial | 12 | 1.0.0 |
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 | Organizations | Dromund Kaas | Imperial | 10 | 1.0.0 |
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 | Organizations | Dromund Kaas | Imperial | 11 | 1.0.0 |
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 | Organizations | Dromund Kaas | Imperial | 15 | 1.0.0 |
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 | Organizations | Taris (Rep) | Republic | 16 | 1.0.0 |
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 | Organizations | Taris (Rep) | Republic | 16 | 1.0.0 |
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) | Organizations | Corellia | Imperial | 48 | 1.0.0 |
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 | Organizations | Corellia | Imperial | 48 | 1.0.0 |
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) | Organizations | Corellia | Both | 48 | 1.0.0 |
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 | Organizations | Corellia | Both | 48 | 1.0.0 |
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 | Organizations | Corellia | Both | 48 | 1.0.0 |
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) | Organizations | Corellia | Republic | 48 | 1.0.0 |
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 | Organizations | Alderaan | Both | 28 | 1.0.0 |
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) | Organizations | Alderaan | Republic | 28 | 1.0.0 |
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) | Organizations | Alderaan | Imperial | 28 | 1.0.0 |
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 | Organizations | Alderaan | Both | 28 | 1.0.0 |
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 | Organizations | Alderaan | Both | 28 | 1.0.0 |
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 | Organizations | Alderaan | Both | 28 | 1.0.0 |
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) | Organizations | Alderaan | Republic | 28 | 1.0.0 |
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 | Organizations | Alderaan | Both | 28 | 1.0.0 |
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 | Organizations | Alderaan | Both | 28 | 1.0.0 |
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) | Organizations | Ord Mantell | Republic | 1 | 1.0.0 |
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 | Organizations | Ord Mantell | Republic | 1 | 1.0.0 |
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) | Organizations | Ord Mantell | Republic | 1 | 1.0.0 |
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 | Organizations | Ord Mantell | Republic | 1 | 1.0.0 |
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 | Organizations | Hoth | Both | 36 | 1.0.0 |
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) | Organizations | Hoth | Imperial | 36 | 1.0.0 |
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) | Organizations | Hoth | Republic | 36 | 1.0.0 |
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 | Organizations | Hoth | Both | 36 | 1.0.0 |
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 | Organizations | Hoth | Both | 36 | 1.0.0 |
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 | Organizations | Voss | Both | 44 | 1.0.0 |
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 | Organizations | Voss | Both | 44 | 1.0.0 |
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 | Organizations | Voss | Both | 44 | 1.0.0 |
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 | Organizations | Belsavis | Both | 40 | 1.0.0 |
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) | Organizations | Belsavis | Republic | 40 | 1.0.0 |
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 | Organizations | Belsavis | Imperial | 40 | 1.0.0 |
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) | Organizations | Belsavis | Imperial | 40 | 1.0.0 |
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 | Organizations | Belsavis | Republic | 40 | 1.0.0 |
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 | Organizations | Belsavis | Imperial | 40 | 1.0.0 |
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) | Organizations | Belsavis | Republic | 40 | 1.0.0 |
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 | Organizations | Belsavis | Both | 40 | 1.0.0 |
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) | Organizations | Belsavis | Republic | 40 | 1.0.0 |
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 | Organizations | Ilum | Both | 50 | 1.0.0 |
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 | Organizations | Ilum | Imperial | 50 | 1.0.0 |
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 | Organizations | Coruscant | Republic | 13 | 1.0.0 |
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 | Organizations | Coruscant | Republic | 11 | 1.0.0 |
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 | Organizations | Coruscant | Republic | 11 | 1.0.0 |
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 | Organizations | Coruscant | Republic | 12 | 1.0.0 |
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 | Organizations | Coruscant | Republic | 13 | 1.0.0 |
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 | Organizations | Hutta | Imperial | 1 | 1.0.0 |
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 | Organizations | Hutta | Both | 1 | 1.0.0 |
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 | Organizations | Hutta | Both | 1 | 1.0.0 |
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 | Organizations | Hutta | Imperial | 1 | 1.0.0 |
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 | Organizations | Taris (Imp) | Imperial | 32 | 1.0.0 |
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 | Organizations | Taris (Imp) | Imperial | 32 | 1.0.0 |
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 | Organizations | Taris (Imp) | Imperial | 32 | 1.0.0 |
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 | Organizations | Taris (Imp) | Imperial | 32 | 1.0.0 |
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 | Organizations | Tatooine | Imperial | 24 | 1.0.0 |
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) | Organizations | Tatooine | Imperial | 24 | 1.0.0 |
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 | Organizations | Tatooine | Both | 26 | 1.0.0 |
Artificial Intelligence The development of true machine-based intelligence predates the founding of the Galactic Republic. The identity of the first artificially sentient automaton is not known, but such constructs are now commonplace--droids, starship control systems and even portable holocommunication devices all rely on advanced "learning computer" technology to serve their masters.
The level of artificial intelligence programmed into a droid is represented by its degree classification, which is rated on a scale ranging from "5" for menial labor units to "1" for the most advanced medical droids. Although most artificial intelligences are programmed to preserve biological life and obey their masters' orders, certain mechanical beings like the HK-series assassin droids are deliberately programmed for destruction. Category: Lore XP Level: 48 FQN: cdx.lore.directive_7.artificial_intelligence Artificial Intelligence | Lore | | Both | 48 | 1.0.0 |
Athiss For most galactic travelers, the planet Athiss barely warrants a second glance on the scanner. It appears to be nothing more than a small world off the Descri Wris hyperlane, with little of interest besides a scattering of unexplored ruins.
But the Jedi Archives tell a grim story. The Jedi Master Chamma visited Athiss early in his career and clashed with a dark side entity there. The duel, and the oppressive feeling of evil on Athiss's surface, drove Chamma close to the dark side of the Force. Shaken by the experience, he went into a self-imposed exile; it was almost a century before he came to terms with what he had seen and felt on Athiss, and was able to return to the order.
The many ruins on Athiss have never been properly studied. They resemble the architecture of the ancient Sith Empire, but their purpose is mysterious. A few records of Athiss survive in the libraries of the Citadel, but contemporary Sith scholars are forbidden from studying them, on the personal order of the Emperor.
Category: Lore XP Level: 20 FQN: cdx.achievements.flashpoint.athiss.area_codex Athiss | Lore | | Both | 20 | 1.0.0 |
Cademimu Five The fifth planet of the Cademimu system is the "war chest of the Outer Rim," a vital component in the Republic's defenses. First colonized to serve as a waypoint for deep space military patrols, Cademimu's population increased dramatically with the discovery of the Celanon Spur hyperlane--a discovery that changed Cademimu from an obscure stopover to a major trade hub.
Cademimu's location also gives it strategic importance, and, in keeping with its military and trade traditions, the Republic began stockpiling planetary weaponry on the world. In the event of a military conflict, Cademimu's planetary missile batteries and other armaments can be transported to whatever systems require heavy defenses. During the Great War, the Cademiman stockpiles were depleted twice; but since the Treaty of Coruscant, they have been rebuilt larger than ever.
Category: Lore XP Level: 20 FQN: cdx.achievements.flashpoint.cademimu.area_codex Cademimu Five | Lore | | Both | 20 | 1.0.0 |
Chancellor's Service Medal (Trooper) Bestowed on a select few who have demonstrated conspicuous gallantry on the field of battle, the Chancellor's Service Medal has only been awarded four times in the last two decades. Until the recent events involving Havoc Squad, the last recipient had been General Garza during her time as a captain in the Republic Special Forces.
Those who receive this honor are frequently being groomed for high-level positions in the military bureaucracy. Previous honorees have gone on to become top leaders in High Command, trusted to oversee the Republic's valiant soldiers with full understanding of the sacrifices needed--and what it takes to win a war. Category: Lore XP Level: 50 FQN: cdx.lore.open_world.act_3.chancellors_service_medal Chancellor's Service Medal (Trooper) | Lore | | Republic | 50 | 1.0.0 |
Droid Rights Are droids sentient? If so, should they have the same rights as other sentient beings? Is owning a droid tantamount to owning a slave? These questions have arisen since intelligent droids were first programmed.
In the Empire, where slavery is an accepted part of Imperial culture, the issue of droid rights is meaningless: the only difference between droids and slaves is one of price. The Republic, however, was forced to address this question almost four centuries ago, when demand for a Droid Rights Bill began to gain ground. Attempts to pass the bill ended abruptly with the brief and violent "Great Droid Revolution," but the questions remain.
The opinions of droids themselves--on those rare occasions when they're asked--are divided. Some accept unquestioningly that being property and serving a master is the natural state of a droid. Other droids--usually those that have been mishandled--claim that devices such as restraining bolts perform the same function as shock collars for organic slaves, and should be just as despised. The fact that droids that do not receive regular memory wipes appear to develop a personality only fuels the ongoing debate. Category: Lore XP Level: 48 FQN: cdx.lore.directive_7.droid_rights Droid Rights | Lore | | Both | 48 | 1.0.0 |
Evolved Rakghoul Plague The origins of the rakghoul plague are shrouded in mystery--a biochemical accident, perhaps, or a terrible Sith creation--but the plague itself has been relatively stable for centuries, affecting only humanoid species and a handful of animals confined to Taris. Tarisian biologists have suggested that the planet's bombardment kept the plague's development in check by reducing the planet's industrial pollution and the number of indigenous species.
Removed from that limiting environment and prodded along by the twisted expertise of Doctor Sannus Lorrick, an entirely new strain of the rakghoul plague has developed. A huge variety of non-humanoid creatures are now susceptible to infection, and humanoids who acquire the disease no longer lose their full intelligence--just their free will, becoming slaves to Lorrick's every command. Category: Lore XP Level: 50 FQN: cdx.lore.rakghoul.evolved_rakghoul_plague Evolved Rakghoul Plague | Lore | | Both | 50 | 1.0.0 |
Force-walking (Inquisitor) Three hundred years after Tulak Hord, the Sith Ergast tried to recreate the ritual the Dark Lord used to devour the spirits of his enemies at Yn and Chabosh. In its place, he discovered what he called the ritual of Force-walking.
Requiring a Sith of great strength of will, the ritual of Force-walking allows the user to bind the restless ghosts of dead Sith to himself. Once the ghosts are bound, the ritualist may draw from their power, channeling it into a powerful exertion of Force energy against his enemies. Category: Lore XP Level: 40 FQN: cdx.lore.open_world.act_2.force_walking Force-walking (Inquisitor) | Lore | | Imperial | 40 | 1.0.0 |
Force-walking Sickness (Inquisitor) Of the few recorded people who successfully learned the Sith Lord Ergast's Force-walking ritual, all of them rose to prominence quickly and faded from glory shortly thereafter, with nothing to indicate what brought about their ends. Among them, only one was known to have bound more than one Sith ghost--and that was Ergast himself, whose own death remains a mystery.
It appears, however, that binding too many ghosts can quickly overwhelm the host, inflicting physical and spiritual sickness on the Force-walking Sith and leading to violent expressions of Force power beyond the Sith's control. Category: Lore XP Level: 40 FQN: cdx.lore.open_world.act_2.force_walking_sickness Force-walking Sickness (Inquisitor) | Lore | | Imperial | 40 | 1.0.0 |
Gree Computer The Gree are one of the galaxy's oldest civilizations, and their initial expansion in ancient times--before they encountered the aggressive and militarily superior Infinite Empire--was aided by their remarkable technology, including sophisticated navigational computers. These computers, operating on principles that are still a mystery to modern technologists, allowed Gree starships to safely traverse turbulent areas of space, including vast asteroid fields and the Maelstrom Nebula.
The Republic SIS believes the Gree computer used by the Empire was recovered from an ancient derelict starship and studied on Dromund Kaas. When its potential was realized, the Empire authorized the Gree computer's release to allow the construction of the Maelstrom Prison. It is likely the computer's interface has undergone some modifications: devices designed for the six-limbed cephalopodan Gree are rarely convenient for humanoids. Category: Lore XP Level: 30 FQN: cdx.lore.revan_arc.gree_computer Gree Computer | Lore | | Republic | 30 | 1.0.0 |
High Security Lockdown Codex Entry - Data Slicing Category: Lore FQN: cdx.lore.nar_shaddaa.high_security_lockdown High Security Lockdown | Lore | | Both | | 1.0.0 |
Imperial Boarding Protocols Capturing Republic starships, either for military use or as prizes of war, has become an art form among Imperial naval commanders. Targeted vessels may be crippled by weapons fire, driven into dangerous areas of space or boarded through the use of Imperial infiltrators or faked distress signals. Attacks are usually synchronized to hit multiple air locks across the ship, stressing defenders to their limits.
Once aboard, an Imperial boarding team faces a race against time to gain control of a ship's engines, internal defenses and communication systems. If the vessel has passengers, the boarding team may take hostages to force the crew to surrender. Military vessels pose a greater challenge, as Republic marines have begun to recognize and respond to Imperial tactics, and will vent invaded compartments into space or activate the self-destruct. Category: Lore XP Level: 30 FQN: cdx.lore.revan_arc.imperial_boarding_protocols Imperial Boarding Protocols | Lore | | Imperial | 30 | 1.0.0 |
Imperial Intelligence Gadget Warehouse Codex Entry - Imperial Intelligence Gadget Warehouse Category: Lore FQN: cdx.lore.nar_shaddaa.imperial_intelligence_gadget_warehouse Imperial Intelligence Gadget Warehouse | Lore | | Both | | 1.0.0 |
Imperial Re-education Center Codex Entry - Imperial Re-education Center Category: Lore FQN: cdx.lore.nar_shaddaa.imperial_re_education_center Imperial Re-education Center | Lore | | Both | | 1.0.0 |
Intelligence Report: Castellan Mind Control (Agent) CLASSIFIED REPORT / DO NOT REMOVE FROM INTELLIGENCE ARCHIVES
Summary: The Castellan restraints are designed for limited behavior modification in a high-risk subject. In effect, the subject is programmed to react to a keyword with total obedience. Long-term commands can be implanted, but with lowered effectiveness. Once programming is activated, the subject will be aware of his inability to control his actions but unable to revolt.
Procedure: Subject must first be primed with a dosage of the IX serum; the serum can be applied to the subject discreetly (e.g., during a routine medcenter visit) but should be formulated based on a detailed accounting of physical and psychological factors.
The serum circulates over a period of between three and thirty days, effectively altering the subject's brain chemistry. Once the serum is fully absorbed and the subject is primed, subject must be imprinted over the course of several hours. A trained handler will designate a permanent keyword that will activate the subject's programming and open him to commands. Long-term commands, if desired, can be implemented at this time.
No way to reverse the treatment has been developed. Theoretically, one could repeat the cycle and apply a new keyword--overwriting old programming--but the physical side effects of repeated IX serum usage could prove inhibiting.
Notes: The Minister of Intelligence disapproves of widespread use of Castellan restraints on Imperial Intelligence personnel, but has agreed that limited trials are appropriate.
Cross-reference: SLV serum series, IX serum, Quesh, dimalium-6 Category: Lore XP Level: 40 FQN: cdx.lore.open_world.act_2.intelligence_report_mind_control Intelligence Report: Castellan Mind Control (Agent) | Lore | | Imperial | 40 | 1.0.0 |
Kaon A remote but strategically important world in the Tion Cluster, Kaon was once a trade hub in Xim the Despot's ancient empire. While Xim's death and his empire's collapse turned Kaon into a ghost of its former self, it was to reclaim its glory centuries later when, with the Tion Hegemony fragmented, the Tionese prince Matteus Zaym fled to quiet, safe Kaon to avoid assassination.
Prince Matteus turned out to be a surprisingly capable administrator. He sank what remained of his wealth into Kaon--growing its trade ports, building an impressive palace and investing in the arts. Gradually, Kaon became a peaceful, cultured retreat for the Tion Hegemony's nobility.
Today, Kaon's value is both symbolic and practical. To the galaxy at large, it occupies a key strategic position; to the Tionese, it represents the power and sophistication of their nobility, and perhaps a vision of what a galaxy under the House of Tion's rule could have been like. Category: Lore XP Level: 50 FQN: cdx.lore.rakghoul.kaon Kaon | Lore | | Both | 50 | 1.0.0 |
Kira Carsen's Dark Past (Knight) Kira Carsen concealed her true origins from the Jedi Order, but the truth finally came out when one of the Emperor's servants set a trap to bring her home. Kira was born in Imperial space and raised at Korriban's Sith Academy. She escaped her deadly training while still a child and fled to Hutt Space before being taken in by Master Bela Kiwiiks.
Kira kept her past a secret out of fear of being shunned by her adopted Jedi family--or worse, being imprisoned for her connection to the Sith. Although she claims to be a loyal servant of the light side, the fact remains that good Jedi do not keep such secrets from their allies. Category: Lore XP Level: 32 FQN: cdx.lore.open_world.act_1.kira_carsens_dark_past Kira Carsen's Dark Past (Knight) | Lore | | Republic | 32 | 1.0.0 |
Lower/Upper Office Attrium Codex Entry - Lower/Upper Office Attrium Category: Lore FQN: cdx.lore.nar_shaddaa.office_atrium Lower/Upper Office Attrium | Lore | | Both | | 1.0.0 |
Malachor Three (Consular) The world of Malachor Five was host to a Sith academy before its destruction three centuries ago, but the Jedi have long suspected that Sith ruins are scattered on other planets and moons across the Malachor system. Several decades ago, the Jedi Order's six most promising students obtained permission to explore Malachor Three. Their arrival roused the spirit of Terrak Morrhage, a Sith Lord entombed on the planet.
Yuon Par and Duras Fain succumbed to the spirit's influence first, giving in to their suppressed passion for each other. Appalled, Eriz Vossan and Cin Tykan began to suffer terrifying nightmares and paranoia. Slowly the expedition members turned on each other, only coming to their senses when the dark creatures of Malachor Three--stirred by Terrak Morrhage's anger--rose up against them.
The tactician Sidonie Garen formulated a plan, but an error of judgment sent the expedition into dangerous terrain. The youngest Jedi, Parkanas Tark, was trapped trying to save Eriz Vossan, and was left behind when the others finally escaped. Malachor Three is now forbidden to explorers; the expedition members have not spoken in many years. Category: Lore XP Level: 32 FQN: cdx.lore.open_world.act_1.malachor_three Malachor Three (Consular) | Lore | | Republic | 32 | 1.0.0 |
Malgus's Vision The Empire will be victorious over the Republic; this is unquestioned. But to Darth Malgus, victory should have come with the Sacking of Coruscant. Now, he believes, the obscure designs of the Sith Emperor, a cultural disdain for aliens and infighting within the Sith have all left the Empire incapable of winning the war.
With his mind broadened--or tainted--by years of travel and study among alien cultures, Malgus carefully cultivated the opinions of likeminded Sith leaders for years. Upon the recent disappearance of the Emperor, he seized the opportunity to create a new Empire--one that embraces alien cultures and is strengthened by diversity. All allies of the new Empire will be considered equal citizens, guided by Imperial discipline and values. Personal strength and accomplishment, not genetics, will determine an Imperial's fate.
Malgus is aware that many will not share his vision. But with a stealth armada at his command and the Emperor's space station as his base, he is prepared to prove the power of his new Empire to all dissenters. Category: Lore XP Level: 50 FQN: cdx.lore.flashpoint.illum.malgus_vision Malgus's Vision | Lore | | Both | 50 | 1.0.0 |
Mercenary Training Facility Codex Entry - Mercenary Training Facility Category: Lore FQN: cdx.lore.nar_shaddaa.mercenary_training_facility Mercenary Training Facility | Lore | | Both | | 1.0.0 |
Network Security District Codex Entry - Network Security District Category: Lore FQN: cdx.lore.nar_shaddaa.network_security_district Network Security District | Lore | | Both | | 1.0.0 |
Plan Zero (Warrior) Canny observers speculate that Darth Baras has not been wielding his full strength in the power games of the Sith for years. The reason is Plan Zero, an elegant strategy with one purpose: decapitating the Republic's military leadership in preparation for total war.
Darth Baras cares nothing for the Republic military's obvious heroes. The men who truly matter are behind the scenes. Beginning with the capture of Republic SIS agents in the Outer Rim and culminating in the circumspect cultivation of greedy Senators through proxies, Darth Baras has spent vast resources patiently piecing together information on the Republic's greatest--and most elusive--generals.
Although Plan Zero was composed at Darth Vengean's directive, it was Baras who has spent almost a decade readying it in secret. No other Sith may interfere, and no Republic spy can warn the Plan Zero targets. Now that the plan has been enacted, Baras's apprentice will topple one great Republic leader after the next--until war is certain, and total victory is inevitable. Category: Lore XP Level: 40 FQN: cdx.lore.open_world.act_2.plan_zero Plan Zero (Warrior) | Lore | | Imperial | 40 | 1.0.0 |
Republic Privateers (Smuggler) In times of war, military space fleets are always pushed to the limit. There are never enough vessels to both engage the enemy and defend critical star systems. Thus, despite its firm commitment to law and order, the Republic is not above sanctioning outlaw starship captains to take up arms against the Empire.
The laws governing Republic privateers are kept deliberately simple in acknowledgement of the personality types who accept such work. First, no attacks on civilian transports or population centers are permitted. Second, Republic privateers are expressly forbidden to engage in criminal acts like slavery and murder. Armed robbery of Imperial military vessels and the smuggling of contraband goods pillaged from the enemy are left in an undefined moral gray area, however. Category: Lore XP Level: 40 FQN: cdx.lore.open_world.act_2.republic_privateers Republic Privateers (Smuggler) | Lore | | Republic | 40 | 1.0.0 |
Republic Research Division Codex Entry - Republic Research Division Category: Lore FQN: cdx.lore.nar_shaddaa.republic_research_division Republic Research Division | Lore | | Both | | 1.0.0 |
Sarkhai (Consular) Sarkhai is a small planet in the Mid Rim, notable for its dense, relentless forests. Once cleared, a stretch of Sarkhai's gnarled undergrowth can grow back in days, and its foliage hides some of the most vicious wildlife in the sector. As a result, Sarkhai went unexplored for millennia; its indigenous people joined the Republic less than a decade ago.
Surrounded by this hostile environment, the Sarkhai people developed impressive shielding technology to protect themselves and their cities. Safe zones and paths are created with networks of force fields. Republic scientists have now begun incorporating Sarkhai characteristics into new shield designs.
The Sarkhai tradition of face-painting also comes from the dangers of the Sarkhai homeworld. Originally a method of frightening predators, for modern Sarkhai face-painting has become a respected part of their culture. The pattern Nadia Grell wears is an old design called "to see faithfully." Category: Lore XP Level: 40 FQN: cdx.lore.open_world.act_2.sarkhai Sarkhai (Consular) | Lore | | Republic | 40 | 1.0.0 |
The Desolator Superweapon (Knight) For years, the enemy infiltrator posing as Doctor Tarnis oversaw the Republic's secret superweapon projects. The devious Sith scientist used his extraordinary knowledge and the Republic's vast resources to develop a series of powerful weapons that could turn the tide of any future war. What the Republic did not realize is that these weapons could be combined into a far more deadly device.
Before his death, Tarnis transmitted the complete schematics of all his work to his father, legendary Sith Lord Darth Angral. Copies of these records were recovered on Ord Mantell under the code name "Desolator," along with an affectionate series of messages between father and son. Whatever their evils, the Sith feel family bonds as acutely as anyone. Category: Lore XP Level: 32 FQN: cdx.lore.open_world.act_1.the_desolator_superweapon The Desolator Superweapon (Knight) | Lore | | Republic | 32 | 1.0.0 |
The Emperor's Plan (Knight) Every decision the Sith Emperor has made for the last millennium has been in the service of one dark goal: the complete annihilation of every living thing in the galaxy. The Emperor's desire is not destruction for its own sake, however. He is not a nihilist. The Emperor intends to feed on the galaxy's extinction and draw that energy into himself, giving him true immortality--and a godlike mastery of the Force.
The Jedi can only speculate on what the Emperor will do if his plan succeeds. Does he intend to preserve any followers, or live on alone? With such unlimited power, could he plant the seeds of life and raise a new galaxy from the old one's ashes? Category: Lore XP Level: 50 FQN: cdx.lore.open_world.act_3.the_emperors_plan The Emperor's Plan (Knight) | Lore | | Republic | 50 | 1.0.0 |
The Emperor's Space Station The Emperor's space station is as much temple as fortress. Built by the Empire's finest engineers--many of whom never left their creation--the station is a blend of modern and incredibly ancient technology. The cloaking device which keeps the station invisible uses Gree technology, while the station's power core and security features are Rakata in design.
The station is vast, comprising an unknown number of decks and chambers. Dozens of rooms store artifacts the Emperor gathered over the centuries, while prisoners whose identities are long forgotten float in stasis chambers. Traditionally, the privileged few who had audiences on the station were brought there by the Emperor's servants, with no memories of the journey.
In the hands of Darth Malgus, the space station has become a new and terrible weapon--but one with many secrets yet to be unlocked. Malgus and his servants have much to learn about their headquarters and its full capabilities. Category: Lore XP Level: 50 FQN: cdx.lore.flashpoint.illum.the_emperors_space_station The Emperor's Space Station | Lore | | Both | 50 | 1.0.0 |
The Gauntlet Superweapon (Trooper) Imperial engineers have created a deadly new device code-named "Gauntlet." This massive turbolaser cannon fires charged tachyonic matter capable of traveling faster than lightspeed. Combined with a unique targeting array using the same technology as hyperwave relays, the Gauntlet can select and destroy enemy starships while they are still traveling through hyperspace.
A single shot from the Gauntlet can annihilate even the largest Republic dreadnought, giving the Empire a crushingly decisive advantage in the war. It is worth noting that unlike many superweapons--which seem designed to inflict casualties on large populations--the Gauntlet is that rare device that permits highly-selective targeting. It is possible to fire the Gauntlet without ever endangering civilians. Category: Lore XP Level: 40 FQN: cdx.lore.open_world.act_2.the_gauntlet_superweapon The Gauntlet Superweapon (Trooper) | Lore | | Republic | 40 | 1.0.0 |
The Ritual of Tulak Hord (Inquisitor) In his time as Dark Lord of the Sith, Tulak Hord was known as a master of the mystical dark arts of the Force, using his powers to plumb the depths of life and death. In the battles of Yn and Chabosh, Tulak Hord is believed to have used a ritual to draw the strength of his enemies to himself, growing his power and vitality.
One ritual of Tulak Hord's gets only a scant mention in the histories, but is the subject of myth and legend--a ritual rumored to grant eternal life. No one has ever managed to uncover this mythical ritual, let alone perform it. Category: Lore XP Level: 32 FQN: cdx.lore.open_world.act_1.the_ritual_of_tulak_hord The Ritual of Tulak Hord (Inquisitor) | Lore | | Imperial | 32 | 1.0.0 |
The Role of a Dark Council Member (Inquisitor) The Emperor's word is supreme, but the Emperor rarely speaks. As such, it is the Dark Council that rules and administers the affairs of the Empire while the Emperor is silent, determining the fate of worlds and trillions of sentient beings. Each Dark Council member takes charge of one of the twelve pyramids of power within the Sith Empire, and may act as he or she sees fit.
In practice, joining the Dark Council is just the beginning of a Sith's true rise to prominence. Within the Dark Council are alliances between members designed to keep other members weak or ensure a majority in issues that must be decided by the council as a whole. While in theory there is no head of the council, in practice, every member is struggling to amass enough personal power to control the others. Those who have been on the council for years or decades have deep roots.
While the Dark Council rarely meets in full, a canny Dark Council member makes it a point to be aware of every meeting, and to always have an ally in the chamber. Category: Lore XP Level: 50 FQN: cdx.lore.open_world.act_3.the_role_of_a_dark_council_member The Role of a Dark Council Member (Inquisitor) | Lore | | Imperial | 50 | 1.0.0 |
The Schism Collective Led by the famed Arkis Wode, the Schism Collective is a group of Anomid technological savants. Although its members are clearly brilliant, the Schism Collective's experiments have been condemned as dangerous or even barbaric by Republic observers, and anyone affiliated with the collective is barred from certain systems in Republic space.
The Schism Collective's skills drew the attention of Darth Malgus, who patiently earned its members' trust with gifts of technology and test subjects. The collective's technologists have since performed many important services for Malgus, such as incorporating the technology of the ancient Foundry into the Emperor's captured space station. They have also augmented the weaponry used by Malgus's forces with Rakata devices and perfected the production of his stealth fleet. Malgus holds up the Schism Collective as an example of alien ingenuity that the old Empire was foolish to reject. Category: Lore XP Level: 50 FQN: cdx.lore.flashpoint.illum.the_schism_collective The Schism Collective | Lore | | Both | 50 | 1.0.0 |
The Shadow Arsenal (Agent) Toward the end of the Great War, Republic Special Forces Colonel Laren Omas--one of the key figures behind the Republic's weapons research projects--assembled a team of the galaxy's greatest scientists. Together, they would do what no single scientist could: design a weapon capable of turning back the Imperial threat.
The scientists, led by Doctor Nasan Godera, were initially skeptical. But Omas had worked with many of them before, and over the course of weeks the group developed a plan. They would build a "Shadow Arsenal" of interplanetary missiles, each armed with a cloaking device and a warhead of continent-shaking power. The Shadow Arsenal would be the ultimate deterrent--a weapon impossible to defend against and too powerful to ignore.
The group began falling apart long before work was completed. Colonel Omas's death on Hoth was the final blow, and the scientists went their respective ways--save for Doctor Godera. Godera stubbornly continued, secretly building the arsenal on Quesh until, faced with the finished product, even he realized its destructive potential went too far.
The Shadow Arsenal was an indiscriminate, catastrophic weapon. It would kill millions of civilians along with its intended targets, and this was not something Godera could abide. His future weapons would be different--built to imprison, to guard or to selectively target.
Thus, the Shadow Arsenal was abandoned. Until now. Category: Lore XP Level: 40 FQN: cdx.lore.open_world.act_2.the_shadow_arsenal The Shadow Arsenal (Agent) | Lore | | Imperial | 40 | 1.0.0 |
The Silencer (Inquisitor) Powerful fleet-destroying technology, the Silencer is a ship-mounted cannon designed to be fired over long ranges. The visible energy beam created by the Silencer is capable of obliterating capital ships, but more significant is the beam's blossoming effect--a rippling wave of radiation cascading outward from the beam with range and destructive power sufficient to destroy an entire enemy armada.
Dependent on a rare and costly new chip called the CN-12, the Silencer prototype originated under the aegis of the late Darth Mekhis. When Mekhis died, her half-completed technology was left to the military to develop further--but when it became clear that progress was slow, the powerful Sith Lord Darth Thanaton deemed the Silencer project too costly and out of line with the Empire's goals to continue.
Moff Pyron, the officer who was assigned to oversee the Silencer, saw potential that Darth Thanaton did not. Since then, he has ensured that the prototype's continued development behind Thanaton's back. Category: Lore XP Level: 50 FQN: cdx.lore.open_world.act_3.the_silencer The Silencer (Inquisitor) | Lore | | Imperial | 50 | 1.0.0 |
The Voidwolf's Conspiracy (Smuggler) The Voidwolf has always been despised by his fellow Imperial commanders. They see him as pirate scum promoted far above his station--and he has never argued with that assessment. The Voidwolf's interest in the Empire has always been its profit potential.
The Voidwolf recruited Imperial sleeper agent Darmas Pollaran and corrupt Republic Senator Bevera Dodonna to organize the galaxy's smugglers, gangsters and pirates into his personal mercenary fleet. Their goal is to strike the Republic's shipyards and loot everything that isn't nailed down. With these stolen resources, the Voidwolf intends to plunder the Core Worlds while the Republic and Empire battle on Corellia. Category: Lore XP Level: 50 FQN: cdx.lore.open_world.act_3.the_voidwolfs_conspiracy The Voidwolf's Conspiracy (Smuggler) | Lore | | Republic | 50 | 1.0.0 |
Treaty of Coruscant The decades-long war between the Galactic Republic and the rejuvenated Sith Empire ended without a decisive battle. Instead, the conflict halted with a peace agreement neither side believed would last--the Treaty of Coruscant, a document forbidding Republic military activity within Imperial space and vice versa. Rules of engagement in neutral territory are far more vague, allowing for a range of border conflicts and attacks via third parties, but the treaty has prevented all-out warfare on more than one occasion.
Negotiations began when the Empire--whose early victories had led to dwindling resources and overexpansion--reached out to a battered Republic and called for a summit on Alderaan. As the summit began, Imperial forces launched a surprise attack on Coruscant, the Republic capital. Conquering the city-world was impossible, but the Empire wreaked enormous havoc in a short period, effectively holding Coruscant hostage and forcing the Republic to agree to less-than-favorable terms. Category: Lore XP Level: 10 FQN: cdx.lore.ita_rta.treaty_of_coruscant Treaty of Coruscant | Lore | | Both | 10 | 1.0.0 |
Balmorran Corporations Prior to the Empire's invasion, Balmorra was one of the galaxy's leading independent industrial worlds. It maintained a close relationship with the Republic, but remained aloof of most galactic struggles due to the strength of its corporations--including Okara, Balmorran Arms and Traken Industries. As a leading weapons and droid manufacturer, Balmorra was a corporate-run oligarchic democracy, centered on the capital of Bin Prime.
The Empire took pains to leave the corporate hierarchies intact when the occupation began in an effort to smoothly transition back to full industrial production. Corporate executives who refused to cooperate were forcibly removed and replaced, and today's Balmorran corporations are puppets for the Empire--sometimes eager, often not.
Category: Lore Planet: 16140903155296015570 XP Level: 16 FQN: cdx.lore.balmorra_imp.balmorra_corporations Balmorran Corporations | Lore | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Balmorran Pollution As a thriving center of industry, Balmorra has never been a pollution-free planet and has grappled with the problem of waste produced by its many factories for many years. Still, unlike many of the similarly industrial Hutt worlds, Balmorra and its corporations have continually sought ways to safely dispose of its waste and keep the planet habitable.
For these reasons, facilities such as the Traken Waste Processing plant and the hazard vaults--a system of underground sealed storage facilities for toxic materials--were created. During the Imperial bombardment, however, many of these facilities were destroyed, releasing the toxic byproducts of Balmorran industry into the environment and destroying huge swathes of land. Category: Lore Planet: 16140903155296015570 XP Level: 16 FQN: cdx.lore.balmorra_imp.balmorran_pollution Balmorran Pollution | Lore | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Colicoid Queen (Bounty Hunter) While Colicoid society is not as rigidly hive-oriented as that of some insectoid species, Colicoid physiology ensures that a fertile queen will always hold a privileged position in life. Despite the fact that most Colicoid queens spend their lives being served tirelessly by their drones, workers and warriors, queens are extremely dangerous and often more than twice the size of even the largest warrior breeds.
Queens are also the only Colicoids to sport a unique poison stinger that--combined with their size and strength--make them the most deadly defenders of a nest. Fortunately, a queen will usually only fight when her young are threatened. Category: Lore Planet: 16140903155296015570 XP Level: 16 FQN: cdx.lore.bounty_hunter.colicoid_queen Colicoid Queen (Bounty Hunter) | Lore | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Imperial Military on Balmorra The Imperial military presence on Balmorra is understaffed and undersupplied. After the incredible success of the initial bombardment, the Imperial military has been harassed at every turn by Balmorran resistance fighters while more pressing conflicts elsewhere in the galaxy draw the attention of Imperial High Command.
The military makes its headquarters in Sobrik, where it is commanded by the thirteenth Imperial governor of Balmorra since the bombardment--along with those officers unfortunate enough to have been assigned to the military quagmire. Category: Lore Planet: 16140903155296015570 XP Level: 16 FQN: cdx.lore.balmorra_imp.imperial_military_on_balmorra Imperial Military on Balmorra | Lore | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Imperial Subjugation After the initial invasion of Balmorra, the Empire found itself facing immense opposition. Many former members of Balmorra's army remained on the planet in the form of a loosely organized resistance force, taking advantage of their superior numbers and knowledge of the terrain to wage an ongoing guerrilla war. Resistance soon came in other forms, as well: rebellious citizens, treacherous factory foremen, saboteurs posing as allies and terrorist cells all tried to thwart the Empire's attempts to fully control the industrial world.
In response, the Empire has placed the territories it controls under strict lockdown, using a combination of propaganda and military policing to subjugate the unruly Balmorran population. Curfews are enforced and all citizens must apply for official IDs--a process that tests their loyalty to the Empire--or else be marked as resistance sympathizers and arrested. Punishments for attacks on Imperial infrastructure are regularly meted out against perpetrators' families, or even against the entire population; the lesson must be taught. Category: Lore Planet: 16140903155296015570 XP Level: 16 FQN: cdx.lore.balmorra_imp.imperial_subjugation Imperial Subjugation | Lore | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Operation: Blackout (Agent) Category: Infiltration / Threat Elimination Location: Balmorra Date: Classified Primary: Cipher Nine Secondary: Station Chief Lekern Renald, Sanju Pyne
Operational Summary: Planet Balmorra hosted anti-Imperial terrorist cell--part of the Eagle's network. Cell specialized in recruitment and training of terrorist assets; assets would gain experience as part of Balmorra's resistance before being sent to support cells elsewhere in the galaxy.
By infiltrating the local cell, Cipher Nine successfully neutralized the terrorist leader Gray Star (see details for method and suggested follow-up). Cost of infiltration was within acceptable range.
Cross-reference: Gray Star, Zenith, Eagle, Dominator, Lachris Category: Lore Planet: 16140903155296015570 XP Level: 16 FQN: cdx.lore.agent.operation_blackout Operation: Blackout (Agent) | Lore | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
The Invasion of Balmorra The Empire launched a two-pronged attack on Balmorra during the war, believing Balmorra's weapons production facilities and proximity to the Core Worlds to be of great strategic importance. The first prong of the attack involved slicing and reprogramming the networked security systems that guarded the planet's factories, lab facilities and weaponry--in effect, turning Balmorra's defenses against itself.
The second prong was direct bombardment, aided by Balmorra's compromised orbital defense towers and satellites. This attack devastated the planet's primary military forces and central government, leaving a unified response nearly impossible.
Eventually, the Empire landed a full invasion force. By this time, the Republic had come to Balmorra's aid but was forced to abandon the planet with the Treaty of Coruscant--after which, the Imperial military declared victory and established its headquarters in Sobrik. The Balmorran resistance proved more wily than the Empire anticipated, however, and Balmorra's factories proved difficult to control, leading to a years-long morass in which the Empire is still mired. Category: Lore Planet: 16140903155296015570 XP Level: 16 FQN: cdx.lore.balmorra_imp.invasion_of_balmorra The Invasion of Balmorra | Lore | Balmorra (Imp) | Imperial | 16 | 1.0.0 |
Balmorran Corporations Prior to the Empire's invasion, Balmorra was one of the galaxy's leading independent industrial worlds. It maintained a close relationship with the Republic, but remained aloof of most galactic struggles due to the strength of its corporations--including Okara, Balmorran Arms and Traken Industries. As a leading weapons and droid manufacturer, Balmorra was a corporate-run oligarchic democracy, centered on the capital of Bin Prime.
The Empire took pains to leave the corporate hierarchies intact when the occupation began in an effort to smoothly transition back to full industrial production. Corporate executives who refused to cooperate were forcibly removed and replaced, and today's Balmorran corporations are puppets for the Empire--sometimes eager, often not.
Category: Lore Planet: 16140924047723196937 XP Level: 32 FQN: cdx.lore.balmorra_rep.balmorra_corporations Balmorran Corporations | Lore | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Balmorran Pollution As a thriving center of industry, Balmorra has never been a pollution-free planet and has grappled with the problem of waste produced by its many factories for many years. Still, unlike many of the similarly industrial Hutt worlds, Balmorra and its corporations have continually sought ways to safely dispose of its waste and keep the planet habitable.
For these reasons, facilities such as the Traken Waste Processing plant and the hazard vaults--a system of underground sealed storage facilities for toxic materials--were created. During the Imperial bombardment, however, many of these facilities were destroyed, releasing the toxic byproducts of Balmorran industry into the environment and destroying huge swathes of land. Category: Lore Planet: 16140924047723196937 XP Level: 32 FQN: cdx.lore.balmorra_rep.balmorran_pollution Balmorran Pollution | Lore | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Imperial Subjugation The Empire's long occupation of Balmorra has been marked by overt brutality against the citizenry and near-constant battles with resistance forces. Although the planet was conquered through ingenuity and highly original tactics, the subjugation of its people has followed standard Imperial doctrine: suspension of civil liberties, establishment of brutal prison camps and summary public executions of known rebels.
Where most worlds crumble into slave-like obedience after only a few months of such oppression, Balmorra's people refuse to surrender after years of suffering. The resistance has outlasted the predictions of both the Republic and Empire and survived multiple purges carried out by ambitious Moffs and sadistic Sith Lords. Indeed, the Empire's experience on Balmorra has forced it to re-evaluate its approach to conquest and dominance.
Category: Lore Planet: 16140924047723196937 XP Level: 32 FQN: cdx.lore.balmorra_rep.imperial_subjugation Imperial Subjugation | Lore | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Republic Relations with Balmorra The Republic government's relationship with Balmorra's people has been a complex, turbulent affair. Before Balmorra's conquest, the planet was a proudly independent trading partner of the Republic; when the war came to Balmorra's doorstep, the Republic offered troops and ships to help protect its ally.
But Republic protection wasn't enough. Balmorra was conquered, and after the Treaty of Coruscant the Republic officially withdrew its forces. For years afterward, small contingents of Republic troops left behind on the planet continued supporting the resistance in secret, but the Balmorran citizenry, as a whole, felt misused and abandoned.
A recent covert operation involving small groups of SIS agents, Jedi and military advisors ended in disaster when the Empire hunted down these interlopers and forced the Republic to once again abandon the oppressed citizenry. Now that the Republic military has fully committed its forces to the planet, the resistance fighters and their government-in-exile are understandably wary of fully embracing the alliance.
Category: Lore Planet: 16140924047723196937 XP Level: 32 FQN: cdx.lore.balmorra_rep.republic_relations_with_balmorra Republic Relations with Balmorra | Lore | Balmorra (Rep) | Republic | 32 | 1.0.0 |
The Barrager One of the great conundrums facing modern war strategists is how to defend a planet from orbital bombardment without encircling it in a costly permanent defense fleet. Most major governments employ planetary shields as a countermeasure, but these offer no protection against dropships bearing armies whose first objective is to destroy shield generators.
The war technologists of Balmorra spent decades researching an offensive method of protecting their planet. The result is the Barrager superweapon, a series of planetary scale turbolasers that can target and destroy whole enemy fleets in orbit, neutralizing both bombardment vessels and landing parties in one fell swoop.
For years, the primary obstacle preventing completion of the Barrager was the enormous power costs associated with such a weapon. How its engineers overcame this dilemma is unknown, but at last report the weapon was nearly ready to go online.
Category: Lore Planet: 16140924047723196937 XP Level: 32 FQN: cdx.lore.balmorra_rep.the_barrager The Barrager | Lore | Balmorra (Rep) | Republic | 32 | 1.0.0 |
The Invasion of Balmorra The Empire launched a two-pronged attack on Balmorra during the war, believing Balmorra's weapons production facilities and proximity to the Core Worlds to be of great strategic importance. The first prong of the attack involved slicing and reprogramming the networked security systems that guarded the planet's factories, lab facilities and weaponry--in effect, turning Balmorra's defenses against itself.
The second prong was direct bombardment, aided by Balmorra's compromised orbital defense towers and satellites. This attack devastated the planet's primary military forces and central government, leaving a unified response nearly impossible.
Eventually, the Empire landed a full invasion force. By this time, the Republic had come to Balmorra's aid but was forced to abandon the planet with the Treaty of Coruscant--after which, the Imperial military declared victory and established its headquarters in Sobrik. The Balmorran resistance proved more wily than the Empire anticipated, however, and Balmorra's factories proved difficult to control, leading to a years-long morass in which the Empire is still mired. Category: Lore Planet: 16140924047723196937 XP Level: 32 FQN: cdx.lore.balmorra_rep.invasion_of_balmorra The Invasion of Balmorra | Lore | Balmorra (Rep) | Republic | 32 | 1.0.0 |
Holocron Holographic chronicles--more commonly called "holocrons"--are sophisticated data storage devices capable of cataloging vast amounts of complex information within their crystal lattice structure. Frequently used by both the Jedi and the Sith to preserve the wisdom of ancient Masters and Sith Lords, holocrons can only be accessed by Force-sensitive individuals. Some are "merely" repositories of incredible lore, while others possess virtual personalities of their own, modeled after their creators.
Many believe it was actually the Sith who first developed holocron technology, as the oldest known examples are all relics of the dark side. Interestingly, Jedi holocrons take the form of a glowing cube, while Sith holocrons are usually pyramid-shaped. Some scholars claim the six-sided cube of the Jedi represents a more modern and advanced version of the original four- and five-sided pyramids favored by the Sith, though hard evidence for this idea is scarce. Category: Lore Planet: 16140933910212274443 XP Level: 6 FQN: cdx.lore.tython.jedi_holocron Holocron | Lore | Tython | Republic | 6 | 1.0.0 |
Jedi Weapons The lightsaber is the iconic symbol of the Jedi. Through the Force, it becomes an extension of the wielder; serving as both a powerful tool for defense and a devastating weapon against the dark side. Padawans, however, typically use electroblade training swords until they have proven themselves worthy. Only then can a Padawan make a pilgrimage to the Forge on Tython to construct a lightsaber in accordance with ancient Jedi traditions.
Lightsabers come in both single- and double-bladed forms, and their blades can be a variety of colors. Blue, green and yellow are the most common among the Jedi, though there are examples of other hues such as magenta and cyan. The color of a given lightsaber's blade is largely determined by the crystals in the hilt that power the weapon. Different crystals confer varying properties on the weapon, allowing each lightsaber to be customized by its creator. Category: Lore Planet: 16140933910212274443 XP Level: 9 FQN: cdx.lore.tython.jedi_weapons Jedi Weapons | Lore | Tython | Republic | 9 | 1.0.0 |
Rebuilding the Jedi Order In the aftermath of the Sacking of Coruscant and the establishment of peace with the Empire, the fate of the Jedi Order was uncertain. With their temple looted and in ruins and relations with the Republic government at a new low, the Jedi left the Republic capital to establish a new temple on the rediscovered world of Tython--the homeworld of the first Jedi.
By returning to their ancestral home, the Jedi hoped to reconnect with the beliefs and ideals of those who founded the order twenty millennia ago. They sought to reclaim forgotten knowledge and wisdom left behind by ancient Masters, scouring the planet for holocrons and Jedi artifacts to replace those that had been lost during the destruction of the temple on Coruscant. They began training a new generation of students and began to mend relations with those who blamed the Jedi for the destruction of the war.
On Tython, many young Jedi believe they have rediscovered the original purpose of their order: to stand firm against the servants of the dark side. Removed from the machinations and concessions of politicians and bureaucrats, the Jedi have once again become beacons in the eternal struggle between light and dark. Category: Lore Planet: 16140933910212274443 XP Level: 3 FQN: cdx.lore.tython.rebuilding_the_jedi_order Rebuilding the Jedi Order | Lore | Tython | Republic | 3 | 1.0.0 |
Rediscovering Tython The birthplace of the Jedi Order was lost for many thousands of years when known hyperspace lanes leading to the region collapsed--a fate that has befallen many worlds in the unstable heart of the galaxy known as the Deep Core. After the destruction of the Jedi Temple on Coruscant, Satele Shan embarked on a search to rediscover the lost world. Guided by the Force, she ventured into the Deep Core and re-emerged with astrogation charts detailing a new series of stable hyperspace lanes. Tython was once again connected to the rest of the galaxy.
Initial exploration of the planet took months, as Jedi scouts combed the surface for clues to Tython's history. Lives were lost--to a troubled landscape, to the Flesh Raiders and to forces unknown--but soon, the Jedi Council established a new temple on the world, determined to rebuild Tython and return it to humble glory. Category: Lore Planet: 16140933910212274443 XP Level: 3 FQN: cdx.lore.tython.rediscovering_tython Rediscovering Tython | Lore | Tython | Republic | 3 | 1.0.0 |
The Principles of Rajivari (Consular) Master Rajivari's surviving ideas have been the subject of much debate by Jedi scholars, and the records left by his apprentices give new insight into Rajivari's philosophy. His second principle, "all life is a battle, even to the last breath" appears to be an extreme interpretation of the natural survival instincts all beings share. The seventh principle, "to sacrifice strength is the act of a fool" is a clear attempt to break from Jedi teachings, which view self-sacrifice, especially in the service of others, as one of the noblest actions a Jedi can take.
Rajivari's fifth principle, "mercy creates a spiral of destruction," is the most controversial. Jedi are encouraged to take the merciful path wherever possible. However, it can be argued that if a Jedi shows mercy to those who don't comprehend it--such as violent predators--this may cause greater harm in the future. Category: Lore Planet: 16140933910212274443 XP Level: 6 FQN: cdx.lore.consular.principles_of_rajivari The Principles of Rajivari (Consular) | Lore | Tython | Republic | 6 | 1.0.0 |
Data Slicing Data slicing is one of the less advertised, though very profitable, industries thriving on Nar Shaddaa. For the right price, computer and electronics experts can be hired for a variety of services. Traditionally, these include corporate espionage, personal information-gathering (whether as part of an investigation or for use in blackmail) and security enhancements. However, with the escalating tension between Republic and Imperial forces, skilled slicers are now often employed as code breakers and saboteurs.
Some of the best slicers in the galaxy are self-taught independent operators. Advantages of employing outside experts in covert military operations include plausible deniability and the option to forego rescue operations when a mission asset is compromised or captured. Whether this offsets the risk of a slicer switching sides for a better offer is a matter of debate. Category: Lore Planet: 16140948956820683845 XP Level: 20 FQN: cdx.lore.nar_shaddaa.data_slicing Data Slicing | Lore | Nar Shaddaa | Both | 20 | 1.0.0 |
Exo-technology (Consular) A very rare and highly specialized field, the study of exo-technology focuses on items or devices believed to originate somewhere beyond the borders of the galaxy. Understandably rare, these advanced and complex items are constructed using unique materials and radical engineering otherwise unknown to Republic and Imperial scientists.
Whether these items are relics of ancient civilizations that disappeared long ago or artifacts from thriving cultures waiting to be discovered is almost always unclear, as are the explanations for how the technology found its way to known space. Category: Lore Planet: 16140948956820683845 XP Level: 20 FQN: cdx.lore.consular.exo_technology Exo-technology (Consular) | Lore | Nar Shaddaa | Republic | 20 | 1.0.0 |
Operation: Glass Echo (Agent) Category: Information Gathering / Threat Elimination Location: Nar Shaddaa Date: Classified Primary: Cipher Nine Secondary: Watcher X
Operational Summary: Chatter indicated that Nar Shaddaa was the source of weapons, supplies, stimulants used by the Eagle's terrorist network. Retired asset Watcher X was chosen to assist primary (Cipher Nine) due to extensive local knowledge.
The terror cell was identified as operating out of VerveGen, a local medical corporation. Leadership was eliminated and data retrieved.
Notes: Watcher X's part in this operation is covered in [redacted].
Cross-reference: Watcher X, VerveGen, Eagle, Dominator, Shadow Town, Cyclone, Protean Category: Lore Planet: 16140948956820683845 XP Level: 20 FQN: cdx.lore.agent.operation_glass_echo Operation: Glass Echo (Agent) | Lore | Nar Shaddaa | Imperial | 20 | 1.0.0 |
Power Guards (Knight) Power Guards are synthetically augmented supersoldiers created by a secret Republic research project. Ethical and legal restrictions against experimenting on living soldiers required the Republic military to conduct the research as a black ops project on Nar Shaddaa; on the virtually lawless Hutt moon, those in charge could easily acquire technology and resources that were banned in the Republic without raising suspicion in the Senate. However, being located on a non-Republic-controlled world left the project vulnerable to enemy attack or infiltration in the event of discovery. Category: Lore Planet: 16140948956820683845 XP Level: 20 FQN: cdx.lore.knight.the_power_guards Power Guards (Knight) | Lore | Nar Shaddaa | Republic | 20 | 1.0.0 |
Slave Trading on Nar Shaddaa The slave trade is one of the most profitable and pervasive industries on Nar Shaddaa. Although slavery is officially condemned by the Republic, rapid Imperial expansion has caused a boom in the number of potential buyers. Recognizing the demand, the Hutt Cartel, the Nar Shaddaa Labor Alliance and others established Nar Shaddaa as the galaxy's premier location for slavers to display and sell product.
In addition to the expected slave markets and auction houses, entrepreneurs have built up an entire business infrastructure to facilitate the practice of buying and selling living beings as property. Intrepid businessmen offer inspection and appraisal of goods, security and transport services, and even long-term carbonite storage facilities. Category: Lore Planet: 16140948956820683845 XP Level: 20 FQN: cdx.lore.nar_shaddaa.slave_trading_on_nar_shaddaa Slave Trading on Nar Shaddaa | Lore | Nar Shaddaa | Both | 20 | 1.0.0 |
The Spice Business The term "spice" refers to a wide variety of substances trafficked throughout the galaxy. Some types of spice are primarily medicinal, refined into lifesaving painkillers or used to treat mental illness; more often than not, however, spice traders deal in addictive, recreational chemical compounds with unpredictable and dangerous physical and psychological effects.
Spice is tightly regulated--or completely banned--on most Republic and Imperial worlds. On the Hutt-controlled moon of Nar Shaddaa, however, spice is openly imported, processed, refined and packaged for both local and offworld distribution. Nar Shaddaa's spice trade is split among numerous gangs and petty crime lords who use the profits to fund other, often violent, activities.
In recent years, the Exchange crime syndicate has offered several key players cut-rate distribution of product on Republic worlds through their existing criminal networks. The newly forged alliances have finally given the Exchange a foothold in the spice trade, much to the chagrin of the Hutts. Category: Lore Planet: 16140948956820683845 XP Level: 20 FQN: cdx.lore.nar_shaddaa.the_spice_business The Spice Business | Lore | Nar Shaddaa | Both | 20 | 1.0.0 |
Admission to the Sith Academy It has always been a privilege to face the trials at the Sith Academy. Even though most acolytes fail--and the cost of failure is typically death--the chance to train in the dark arts and become one of the most powerful beings in the galaxy is incentive enough for most. Others, attuned to the Force but reluctant to participate, are dragged and forced to face the trials.
Until recently, only purebloods and humans from the Empire were allowed entrance. To produce a Sith child is one of the Empire's highest honors, and families identify and groom potential candidates from an early age. Since the loss of so many Sith in the war, however, a swell of less traditional thinking has opened the Academy to anyone displaying Force sensitivity.
Some conservative Sith call this a foolish and desperate move that will dilute the order instead of returning it to strength; others accept it as a temporary measure. At first, the conflict was merely intellectual as the first waves of new recruits into the Academy died ingloriously--but things are changing, and the new breed of Sith may yet prove itself worthy. Category: Lore Planet: 16140965352798472550 XP Level: 3 FQN: cdx.lore.korriban.admission_to_the_sith_academy Admission to the Sith Academy | Lore | Korriban | Imperial | 3 | 1.0.0 |
Legacy of Tulak Hord The secrets behind Tulak Hord's great power were many, and they all but vanished from the galaxy with the Dark Lord's death. Generations of Sith have obsessed over unearthing his ancient teachings and artifacts, but Tulak Hord hid them well.
Of the relics recovered successfully, the mask of Tulak Hord is most recognizable. Darth Revan discovered this relic in Tulak Hord's tomb while searching for the Star Forge space station, though both the mask of Tulak Hord and the mask of Darth Revan have disappeared since. In recent years, Tulak Hord's lightsaber was unearthed on Dromund Fels by Darth Marr before his ascension to the Dark Council.
Despite these discoveries, Tulak Hord's greatest treasures still lie locked away in the far corners of the galaxy, waiting for a new master to claim their power. Category: Lore Planet: 16140965352798472550 XP Level: 6 FQN: cdx.lore.korriban.legacy_of_tulak_hord Legacy of Tulak Hord | Lore | Korriban | Imperial | 6 | 1.0.0 |
Sith Titles The Sith Order bestows a number of titles upon its followers, as befits their rank and power. These are the most common:
Acolyte: A Sith acolyte has not yet completed his or her trials in the Sith Academy, and may well die before becoming truly "Sith."
Sith: An acolyte who completes the trials and is accepted as the apprentice of a Sith Lord is considered Sith--no more, no less. Any non-Sith, however, is expected to refer to a Sith as "my lord" out of respect.
Overseer: An instructor at the Sith Academy is called an overseer. Overseers are often Sith Lords, but that rank is not a requirement; they may simply be Sith with a talent for instruction.
Sith Lord: A Sith who advances in the order's hierarchy will eventually be elevated to Sith Lord. His or her name is preceded by "Lord" in formal address. In the modern Empire, "Dark Lord" is synonymous with this term.
Darth: The strongest Sith Lords ascend to the position of Darth. Many take a new name at this point, symbolically embracing their transformation into something greater.
Emperor: There has been only one Sith Emperor since the Great Hyperspace War over 1,300 years ago. He is supreme. Category: Lore Planet: 16140965352798472550 XP Level: 3 FQN: cdx.lore.korriban.sith_titles Sith Titles | Lore | Korriban | Imperial | 3 | 1.0.0 |
Sith Weapons The most visible symbol of the Sith is their iconic weapon: the lightsaber. Lightsabers are powered through a combination of rare crystals, precise engineering and the Force itself. They come in both single- and double-bladed forms, and the Sith are believed to be the first to wield the double-blade. While a lightsaber hilt is often customized by its owner, the blade's color is determined by its crystal; red, purple and orange are the most common colors among the Sith, though other colors, such as magenta and cyan, are known to exist.
Acolytes seeking to wield these weapons are required to begin their trials using an electroblade training sword, an unwieldy device designed to cause painful shocks to the target. If an acolyte is found worthy, he may hone his abilities with an ancient Sith warblade--a weapon used in an era before lightsabers, crafted by pureblooded artisans. In the end, only the strongest and deadliest acolytes may earn a lightsaber for themselves, seizing one from a failed Sith or Jedi or uncovering it in the depths of a tomb. Category: Lore Planet: 16140965352798472550 XP Level: 9 FQN: cdx.lore.korriban.sith_weapons Sith Weapons | Lore | Korriban | Imperial | 9 | 1.0.0 |
Slavery in the Empire In contrast with the Republic, which officially condemns the practice, slavery is widely accepted across the Empire. However, instead of slaves being bought and sold merely on an individual basis, the custom has been fully incorporated into the hierarchy of Imperial society. As the lowest caste, slaves perform menial duties and backbreaking labor, and they possess virtually no rights or recourse under the law.
The ranks of slaves are typically made up of those who fall outside the traditional Imperial power structure: prisoners of war, criminals and aliens from conquered worlds. Children of slaves are born into the same caste as their parents, though it is possible for individuals to be elevated should they show strength and ability that would better serve the Empire in a more distinguished role.
Recently--seeking to replenish the ranks of the Sith Order after the war--even the Sith Academy has started accepting slaves who show a strong affinity for the Force... though many still look on these former slaves with disdain. Category: Lore Planet: 16140965352798472550 XP Level: 3 FQN: cdx.lore.korriban.slavery_in_the_empire Slavery in the Empire | Lore | Korriban | Imperial | 3 | 1.0.0 |
The Red Engine Created by the ancient Sith Lord Tulak Hord, the Red Engine was an infernal machine powered by hate and blood. Located deep in its creator's tomb, legend holds that those who unlock the secrets of the terrible device will gain access to the hidden teachings of Tulak Hord himself. Despite this potential prize, most scholars who have studied the Red Machine Engine have eventually given up in frustration, thwarted by the complexities of the sinister invention. Category: Lore Planet: 16140965352798472550 XP Level: 6 FQN: cdx.lore.korriban.hate_machine The Red Engine | Lore | Korriban | Imperial | 6 | 1.0.0 |
Lord Parnax's Lost Recordings The Sith Lord Parnax vanished forty years ago, leaving no one to mourn his passing. Deeply unpopular even among his own family, Parnax spent his brief career betraying every ally while acquiring an impressive list of highly placed enemies. Whether consumed by arrogance or simply too stupid to predict his eventual fate, he appears to have deliberately invaded the Dark Temple long before the most recent incursion, seeking the key to the Emperor's power.
According to the last few entries of his journals, Parnax found himself unable to leave the Dark Temple after entering it, becoming lost and disoriented. His recordings descend into mad, incoherent ramblings about an all-consuming darkness extinguishing all life in the galaxy. Convinced he could survive this coming doom by merging with the Force, Parnax illogically schemed to end his own life. Category: Lore Planet: 16140969352659235187 XP Level: 15 FQN: cdx.lore.dromund_kaas.dark_temple_lore_2 Lord Parnax's Lost Recordings | Lore | Dromund Kaas | Both | 15 | 1.0.0 |
Monument to Lord Ergast The early Sith Lord Ergast is more myth than historical fact, and the statue named for him in Kaas City does little to clear up any misconceptions. Commissioned by a follower of Ergast's teachings two centuries after the Sith Lord supposedly lived and using that follower as its model, a small inscription near its base claims that Ergast "invented the methods used by all inquisitors to wring life from the living and the dead." Computer records contain little information on Ergast, suggesting only that he was among the first Sith to permanently settle on Dromund Kaas, and that he was probably buried there. Category: Lore Planet: 16140969352659235187 XP Level: 10 FQN: cdx.lore.dromund_kaas.statue_west Monument to Lord Ergast | Lore | Dromund Kaas | Both | 10 | 1.0.0 |
Sithspawn In the ancient past, the Sith Lords of Korriban perfected an art they called alchemy--a synthesis of scientific lore and dark side philosophy. Sith alchemy was a tool to transform life itself, to reshape flesh and bone and create terrifying servants out of mere animals.
Creations of Sith alchemy are called Sithspawn. Each is unique, crafted by the hand of a Dark Lord with monstrous intent. Most are ancient, as few Sith continue to practice alchemy; although the art is not lost, it has fallen out of favor. A Sithspawn is unnatural by definition, built for near-immortality and typically violent beyond measure; a perfect weapon, and if bound, a perfect guardian. Category: Lore Planet: 16140969352659235187 XP Level: 15 FQN: cdx.lore.dromund_kaas.sith_spawn Sithspawn | Lore | Dromund Kaas | Both | 15 | 1.0.0 |
The Blade of the Sith Executioner Forged in a time before Sith wielded lightsabers, the ceremonial executioner's blade was later used by Sith Lord Koval Renge who preferred the tactile weapon over his traditional lightsaber. Lord Renge used the blade to dispatch hundreds of the Emperor's enemies and earned the title of Sith Executioner.
As the Emperor's power grew, so did Renge's fear of his master. Fear turned to betrayal, but Renge's plot did not escape the Emperor's notice. As punishment, the executioner's blade was turned on its owner. Renge resisted, but the blade struck true and broke off in his chest.
Renge was not permitted the escape of death. His wounds were healed, and the tainted splinter of his blade remained buried inside him. He was then cast into the Dark Temple, the agonizing splinter a constant reminder of the Emperor's cruel benevolence. Category: Lore Planet: 16140969352659235187 XP Level: 15 FQN: cdx.lore.dromund_kaas.dark_temple_lore_1 The Blade of the Sith Executioner | Lore | Dromund Kaas | Both | 15 | 1.0.0 |
The Obliteration of Kressh Since before the Great Hyperspace War, the Kressh bloodline was a proud and noble one in the Empire. Pureblooded Sith Lords, strong in the Force, were born to the Kressh line generation after generation. Statues and monuments to Kressh champions could be found across Dromund Kaas--until the Emperor declared the Kressh name an abomination and ordered all evidence of the family obliterated.
The reasons why are no longer clear, if they ever were. Once the task is complete, the order itself will be wiped from history. Some believe that the last scion of the Kressh bloodline somehow betrayed the Emperor--but anyone who knows the full truth keeps it to himself. Category: Lore Planet: 16140969352659235187 XP Level: 14 FQN: cdx.lore.dromund_kaas.obliteration_of_kressh The Obliteration of Kressh | Lore | Dromund Kaas | Both | 14 | 1.0.0 |
The Phobis Devices Fear is a powerful weapon, and those who wield it can rule the galaxy. The Phobis devices were constructed for just that purpose. Brimming with dark energy, their mere presence was enough to spark crippling horror in the bravest of minds. Many Sith who meditated on the devices were driven mad by their attempt. Only the lost Sith Dread Masters successfully harnessed and perfected the Phobis devices' frightening power.
Three known Phobis devices exist, and the Emperor sealed one of them--the Core--within his Dark Temple. Although its dormant components have been scavenged, the Phobis Core remains active and will likely spread fear and hysteria for generations to come. Category: Lore Planet: 16140969352659235187 XP Level: 15 FQN: cdx.lore.dromund_kaas.dark_temple_lore_3 The Phobis Devices | Lore | Dromund Kaas | Both | 15 | 1.0.0 |
The Spires of Victory This strange, suspended monument was commissioned by the late Dark Council member Darth Gorgos in celebration of the Empire's victorious return to the galaxy and the Sacking of Coruscant. It is the work of the Empire's finest engineers and took three hundred slaves to build. The cascading prisms symbolize both the ascendancy of the Sith and the downfall of their enemies. The split centerpiece that supports the edifice represents the Emperor. Darth Gorgos was murdered by her apprentice before the statue was finished, but her successor oversaw its completion. Category: Lore Planet: 16140969352659235187 XP Level: 10 FQN: cdx.lore.dromund_kaas.statue_center The Spires of Victory | Lore | Dromund Kaas | Both | 10 | 1.0.0 |
Environment of Taris Before Darth Malak's orbital bombardment, Taris was a dying world. Industrial pollution had irreparably damaged the oceans, and chemicals and toxins poisoned the undercity's foundation. When the sprawling metropolis was reduced to rubble, countless pollutants were released into an already tainted ecosystem.
But this was not the end for Taris. For hundreds of years, the planet went without sentient interference, and the ecosystem began to adapt and thrive. Rich vegetation grew within the ruins, scaling steel towers and thrusting aside fallen skyscrapers. Animals--some native to the planet, some pets and lab specimens that had survived the bombardment--bred and repopulated the developing jungles.
Of course, some areas remain too polluted to inhabit--acidic lakes and radioactive sinkholes--but for the most part, Taris is an environmental success story and an object of fascination for scientists. The largest black mark remains the rakghoul plague, and the fear that it may one day spread to Taris's animal population. Category: Lore Planet: 16141008063347613517 XP Level: 16 FQN: cdx.lore.taris_rep.environment_of_taris Environment of Taris | Lore | Taris (Rep) | Republic | 16 | 1.0.0 |
Jedi Civil War Also known as the Second Sith War and the War of the Star Forge, the Jedi Civil War is one of the darkest eras in galactic history. Three centuries ago, a pair of idealistic young Jedi named Revan and Malak led thousands of followers into the Outer Rim to do battle with an invading Mandalorian army. The Mandalorians were defeated--and Revan and Malak returned to the Republic not as heroes, but as conquerors.
Declaring themselves Dark Lords of the Sith, Darth Revan and Darth Malak began the ruthless subjugation of Republic worlds in the Outer Rim. The Jedi Council, which had been loath to take action against the Mandalorians, assembled an army to bring the traitors to justice. Darth Revan was captured during an attack by the Jedi Knight Bastila Shan and eventually turned back to the light side. Together Revan and Bastila defeated Malak, ending the threat. Category: Lore Planet: 16141008063347613517 XP Level: 16 FQN: cdx.lore.taris_rep.jedi_civil_war Jedi Civil War | Lore | Taris (Rep) | Republic | 16 | 1.0.0 |
Malak's Attack During the Jedi Civil War, a ship carrying Bastila Shan--a Jedi with the rare and powerful battle meditation ability--was shot down by Darth Malak's fleet over the world of Taris. Malak's troops descended on the world in search of Bastila, but she avoided capture with the help of Revan, Malak's redeemed former master.
Rather than permit Bastila to escape, Malak ordered his fleet to bomb Taris from orbit, devastating the entire world. The planet-wide capital city was razed and civilian casualties measured in the billions. Despite Malak's extreme efforts, Bastila and Revan were able to safely flee the world. Taris itself, however, never recovered. Three centuries have passed, and a handful of swamp-sunken ruins are all that remains of this once great civilization. Category: Lore Planet: 16141008063347613517 XP Level: 16 FQN: cdx.lore.taris_rep.malaks_attack Malak's Attack | Lore | Taris (Rep) | Republic | 16 | 1.0.0 |
Rakghoul Disease Theories abound on the origins of this highly contagious and adaptable virus: it may be the creation of an ancient Sith Lord; a naturally occurring result of the industrial toxins released into Taris's oceans; or the spectacularly failed efforts of medical researchers to artificially engineer a broad-spectrum vaccine.
Whatever the origins, the effects are undeniably terrifying. Typically spread through direct contact with rakghouls, fortunate victims suffer acute onset of flu-like symptoms that can prove fatal if not properly treated. However, in roughly half the cases the disease causes the host to undergo a horrific mutation, actually transforming them into a rakghoul.
Virtually all humanoid species in the galaxy are susceptible to infection, and there are rumors that the Empire has undertaken efforts to weaponize the disease. Unsubstantiated reports of rakghouls on worlds other than Taris lend credence to this rumor... or indicate the disease is slowly spreading across the galaxy of its own accord. Category: Lore Planet: 16141008063347613517 XP Level: 16 FQN: cdx.lore.taris_rep.rakghoul_disease Rakghoul Disease | Lore | Taris (Rep) | Republic | 16 | 1.0.0 |
Republic Reconstruction Although located on the Outer Rim, Taris was once a cosmopolitan cityscape said to rival Coruscant. But this shining light was snuffed out three hundred years ago by Darth Malak, who ordered his Sith fleet to bomb the planet into oblivion. In the aftermath of the attack, little remained but ruins and putrid swamps overrun by rakghouls.
Recently, the Republic has begun efforts to recolonize and restore Taris in the belief it will demonstrate a resolve and ability to overcome the destruction wrought by the Sith. Should this lost world be salvaged, it would become a symbol of hope for all those who stand against the oppression of the Empire.
The focus to date has been on cleanup, salvage and clearing sites for new colonies. Progress has been slow, and the morale of those stationed on the world is rumored to be dangerously low. But the Galactic Senate refuses to admit defeat, truly exemplifying the politicians' can-do spirit. Category: Lore Planet: 16141008063347613517 XP Level: 16 FQN: cdx.lore.taris_rep.republic_reconstruction Republic Reconstruction | Lore | Taris (Rep) | Republic | 16 | 1.0.0 |
Taris (Pre-bombardment) Located in the Ojoster Sector of the Outer Rim Territories, Taris was an ecumenopolis founded at the nexus of several hyperspace trading routes. Prosperity led to a rapid population increase and the continued vertical expansion of the planet-wide urban sprawl. But with the discovery of superior trade lanes elsewhere, Taris's economic fortunes changed.
For the wealthy nobles living in the upper floors of the towering skyscrapers, Taris remained an urban paradise. As one descended, however, the standard of living dropped precipitously. Aliens and refugees were forced to live in the city's lower levels, supporting the upper classes both figuratively and literally. Near the surface, violent swoop gangs held sway over a terrified civilian populace beset by poverty and famine, and the sewers of the undercity were infested with rakghouls.
Ironically, many of those living in the lowest levels of Taris survived Darth Malak's bombardment, while the rich and powerful were almost entirely wiped out. Category: Lore Planet: 16141008063347613517 XP Level: 16 FQN: cdx.lore.taris_rep.taris_pre_bombardment Taris (Pre-bombardment) | Lore | Taris (Rep) | Republic | 16 | 1.0.0 |
Taris and Nonhumans In the century preceding its destruction by Darth Malak, Taris experienced a devastating planet-wide famine among the working classes. In desperation, the poor declared war on the nobility, only to have their rebellion quickly and violently put down.
Since many of the rebellions' leaders were nonhuman immigrants, those in power sought to quell further unrest by enacting a number of harsh anti-alien laws. Nonhumans were banned from public office and forbidden to leave the lower levels of the city without special government permits. The institutionalized segregation of nonhumans inevitably fostered an anti-alien prejudice among the human population, though many Republic historians prefer to gloss over this unsavory fact. Category: Lore Planet: 16141008063347613517 XP Level: 16 FQN: cdx.lore.taris_rep.taris_and_non_humans Taris and Nonhumans | Lore | Taris (Rep) | Republic | 16 | 1.0.0 |
The Promised Ones The Promised Ones were the descendants of a small group of outcasts who fled the undercity of Taris for a self-sustaining underground colony known as the Promised Land. There they escaped the bombardment that decimated the surface of the planet, and survived for many generations.
As the centuries passed, however, the small tribe slowly lost members to rakghouls, starvation and radiation poisoning until they eventually died out completely. As a legacy, they left behind a series of holorecordings documenting their brave struggle. Category: Lore Planet: 16141008063347613517 XP Level: 16 FQN: cdx.lore.taris_rep.the_promised_ones The Promised Ones | Lore | Taris (Rep) | Republic | 16 | 1.0.0 |
A Culture of Freedom Corellia and Coruscant have served as supporting pillars of Republic civilization for millennia, providing its foundational systems of commerce and government, respectively. However, while Coruscant attempts to provide a model of responsible and orderly democracy, Corellia's culture emphasizes free trade and individual privilege over the strict rule of law.
Corellian citizens enjoy a profound amount of personal freedom to pursue their livelihoods, and they exercise that right with a relaxed leisure that belies their fierce refusal to surrender it. Those who mistook the Corellian citizenry's casual attitude for laziness or indifference were surprised when the Empire's occupation was met with armed resistance. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.corellia.a_culture_of_freedom A Culture of Freedom | Lore | Corellia | Both | 48 | 1.0.0 |
Black Codex: The Star Cabal's Endgame (Agent) [Data reconstructed from fragmentary transmissions traced back from the Star Cabal's airship.]
There will be horrors undreamed of. Worlds will be broken, and neither the Jedi nor the Sith will fall without dragging anything in their grasp into ruin.
But it will end, Hunter, more quickly than anyone expects, because we have ensured that each player knows the weaknesses of his opponent. The Jedi intend to move against the Emperor himself, and all that's left for us is to clear the way.
Afterward, we return to our lives. We reconstruct civilization from our places of strength, and the cabal will, fate willing, fade into obscurity as the years go by. Let the Creeper keep his vigil and our elderly friend write her books, and I will nurture the people I love. You may finally find peace. There will be no more wars between men who think they are gods.
A golden era awaits us, built upon the bones of trillions. At last, I can accept this.
[Reconstruction ends here.] Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.agent.black_codex_the_star_cabals_endgame Black Codex: The Star Cabal's Endgame (Agent) | Lore | Corellia | Imperial | 48 | 1.0.0 |
Corellian Government Corellia is a world that experiments with its system of government on a regular basis. Although it has most often been regarded as a monarchy due to the presence of royal rulers of some kind, these leaders' direct hand in affairs of state has varied wildly throughout history. At various points, Corellia has been everything from an anarchic kleptocracy to a parliamentary democracy.
The present Corellian government is composed of an elected council representing the planet's major population districts. These men and women are led by a prime minister chosen by a council vote. Since the council's alliance with the Empire, however, its members have earned lifetime appointments to their posts; what other changes the Empire may enforce is still uncertain. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.corellia.corellian_government Corellian Government | Lore | Corellia | Both | 48 | 1.0.0 |
Coronet City Nicknamed "The Jewel of Corellia," Coronet City is the center of government and commerce on the planet. Although Corellia's urban development is negligible compared to Coruscant's, it is commonly accepted that Corellia's cities--Coronet included--are cleaner, greener and friendlier than any place on Coruscant. Indeed, the tourism industry on Corellia is almost twice the size of that of the Republic capital.
Celebrated author Custo Ramak's final work, "Nights of Ryscate and Diamonds," is a deeply sentimental account of his luxurious, hedonistic lifestyle in Coronet City. Ramak's deathbed composition has long been embraced by young artists flocking to the city in search of fame and fortune. The author himself remains on display in the Museum of Fine Art, his funeral ashes compressed into a diamond per Corellian custom. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.corellia.coronet_city Coronet City | Lore | Corellia | Both | 48 | 1.0.0 |
Firestorm Lasers (Knight) Although the Desolator superweapon was destroyed in orbit above Tython, the legacy of Darth Angral and his son Tarnis lives on. Imperial scientists have adapted the Desolator technology into a new form: the Firestorm Turbolaser. These cannons superheat the atmosphere in a targeted area, literally setting the air on fire and incinerating anyone unfortunate enough to be caught within the area of effect.
The Firestorm Turbolasers have one key weakness: they must be deployed relatively close to the battlefield. This leaves the artillery units vulnerable to counterattack and destruction. Indeed, the only way to remain safe from these deadly weapons is to ensure they are never fired. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.knight.firestorm_turbolasers Firestorm Lasers (Knight) | Lore | Corellia | Republic | 48 | 1.0.0 |
First-Class Corellian Bloodstripes The legendary Corellian bloodstripes are only awarded to heroes who have faced certain death not in the heat of the moment, but after careful deliberation and full foreknowledge of the sacrifice. Although this recognition can technically be bestowed for any reason, the usual one is courage under fire during a military conflict.
Corellian bloodstripes are traditionally worn as conspicuous colored piping running the length of the recipient's trousers. A popular urban myth states that awardees who catch someone wearing unearned bloodstripes may kill that person without legal reprisal, but there are no records of such an event occurring. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.corellia.first_class_corellian_bloodstripes First-Class Corellian Bloodstripes | Lore | Corellia | Republic | 48 | 1.0.0 |
History of Corellia Corellia's history is intertwined with that of the Galactic Republic itself. It was Corellians who were among the very first humanoids to develop faster-than-light space travel, and who--in partnership with the Duros--eventually engineered hyperdrive technology and made full exploration of the galaxy possible.
With hyperdrive travel linking the Core Worlds, Corellia became one of the Core Founders of the Republic. Emerging trade routes like the Corellian Run and the Corellian Trade Spine took their name from not only the planet itself, but the number of Corellian trade vessels that carried goods across the galaxy.
As Corellia's importance grew, its primary industry--shipbuilding--expanded into orbital spacedocks. The capital, Coronet City, was largely founded on the credits of Corellia's many starship manufacturers. Even to this day, Corellia is best known for its proud spacefaring and trailblazing heritage. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.corellia.history_of_corellia History of Corellia | Lore | Corellia | Both | 48 | 1.0.0 |
Invasion of Corellia The Empire's takeover of Corellia was carefully orchestrated over a period of years by Sith Lord Darth Decimus and his agents. Imperial spies identified key politicians in Corellia's highest government echelons and the Empire methodically recruited these individuals by promising them lifetime power in exchange for their loyalty. Eventually, the entire Corellian Council was secretly allied with the Empire.
As the Treaty of Coruscant ended and war resumed, Corellia's government orchestrated a faked emergency that cleared the planet's hyperlanes and closed down its spaceports. The council then voted unanimously to place the world under the Imperial banner as Darth Decimus's fleet appeared in the skies above Coronet City. The invasion was over, but the war for Corellia was only beginning. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.corellia.invasion_of_corellia Invasion of Corellia | Lore | Corellia | Both | 48 | 1.0.0 |
Medal of Imperial Glory Only members of the Dark Council and the Minister of War possess the authority to create official Imperial awards for distinguished service. On Corellia, Darth Decimus exercised this power by establishing the Medal of Imperial Glory to recognize the heroism of his elite forces in the battle for that world.
When the leader who creates a particular medal dies, that reward is officially removed from service and never offered again. Collectors of Imperial military memorabilia highly prize certain badges of honor that were only awarded to a select few individuals before their creators met an untimely demise. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.corellia.medal_of_imperial_glory Medal of Imperial Glory | Lore | Corellia | Imperial | 48 | 1.0.0 |
Starship Manufacturing Corellia's number one trade export is starships. Dozens of advanced shipyards orbit the planet, and dozens more stand planetside, working around the clock. All manner of vessels are constructed by Corellia's renowned shipwrights, from tiny scout pods to massive military dreadnoughts. Corellian-built starships are prized by buyers as diverse as the Republic Stellar Cartography Service and the Hutt Cartel.
Corellia's dominance in the galactic starship market is also one reason why the Empire favored a political takeover of the planet. A world that makes the very best warships and trains some of the greatest pilots in the galaxy always keeps plenty of both for planetary defense. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.corellia.starship_manufacturing Starship Manufacturing | Lore | Corellia | Both | 48 | 1.0.0 |
The Bakvalen Family (Consular) Claiming descent from the early heroes of the Republic, the Bakvalens are a family of nobles who have lived on Corellia for centuries. Bakvalen Hall, their ancestral seat, has become a landmark on the borders of Axial Park.
Several generations ago, the family suffered something of a scandal when Jhaka Bakvalen, then the eldest daughter, turned her back on life as a noble and joined the Republic military as a lowly starfighter pilot. Disowned by her father, she changed her surname to the more common "Bakarn" and became a renowned fighter ace.
Jhaka eventually led her squadron to glory against a dangerous warlord in the Outer Rim, but she was killed in the final assault. Overcome with grief and pride at his daughter's heroism, her father changed the family name to Bakarn--the name their scions are known by to this day. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.consular.the_bakvalen_family The Bakvalen Family (Consular) | Lore | Corellia | Republic | 48 | 1.0.0 |
The Fall of Tol Braga (Knight) Once a respected member of the Jedi Council and its most fervent advocate for peace, Master Tol Braga now willingly serves the Sith Emperor. His confrontation with that foe showed him the nature of true evil and revealed a powerful force he had grossly underestimated. Master Braga's failure to redeem the Emperor broke his spirit. With his pride and faith shattered, he succumbed to nihilistic despair.
Unlike Warren Sedoru and Leeha Narezz, Master Braga did not require the Emperor's oppressive domination to remain obedient. He knowingly surrendered to the power of the dark side, believing it was his punishment for allowing pride to blind him to the Sith's true nature. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.knight.the_fall_of_tol_braga The Fall of Tol Braga (Knight) | Lore | Corellia | Republic | 48 | 1.0.0 |
The Kaggath (Inquisitor) The Kaggath is an ancient, but rarely employed rite of the Sith. One part duel, one part large-scale dejarik-match, the Kaggath pits Sith against Sith unto humiliation and death. The challenger sets the arena, whether a planet, a star system or the entire galaxy. The two combatants must then muster their full power bases to outwit and outmaneuver each other and defeat or win over each other's forces.
When the Dark Lord of the Sith Tulak Hord fought and won his one and only Kaggath, he declared that the name of his opponent would be stricken from history--and his command was fulfilled. The Kaggath has the power not only to destroy an individual Sith, but to obliterate his entire legacy. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.inquisitor.the_kaggath The Kaggath (Inquisitor) | Lore | Corellia | Imperial | 48 | 1.0.0 |
The Legislature The exquisitely expensive Legislature building houses the council, the current ruling body of Corellia. Throughout the planet's experiments with different government systems over the ages, the Legislature has alternately been a house of parliament, a corporate boardroom and a royal council chamber--usually being renamed each time. Regardless of the form the government has taken, it has always kept the spirited, unrestrained flair Corellia is known for.
Centuries ago, during a passionate debate about subsector zoning bypass regulations, Councilor Brecourl angrily challenged his opposition, Chairman Durand, to a duel in front of all in attendance. Durand won the duel over the hotheaded Brecourl, and the occasion is famously remembered as the only time someone was killed on the floor of the Legislature. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.corellia.the_legislature The Legislature | Lore | Corellia | Republic | 48 | 1.0.0 |
The Lucky Lancer (Trooper) By far the biggest attraction at the Corellian Museum of Starships is the assault shuttle "The Lucky Lancer." This Rendaran-class vessel--a predecessor to the modern Fortitude class--flew over one hundred combat missions during the last war; by comparison, the second-most famous starship on display survived ten missions. Whether through the quality of her crew or the whims of fate, The Lucky Lancer more than lived up to her name.
The ship's most celebrated mission involved delivering a payload of improvised short-range torpedoes created from transparisteel tubing and hundreds of thermal detonators. The Lucky Lancer threaded a deadly gauntlet of Imperial starfighters to close to within a kilometer of the enemy's flagship. The payload was delivered directly into the Imperial vessel's engines, destroying it in one shot. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.trooper.the_lucky_lancer The Lucky Lancer (Trooper) | Lore | Corellia | Republic | 48 | 1.0.0 |
The Rocket Tram System Coronet City's rapid public transit system is a symbol of Corellia's economic and industrial power, as well as its commitment to a relatively clean urban environment. Providing cheap and fast transport to all corners of the city, the rocket tram is easily one of Corellia's most popular services. Corporations viciously compete for contracts to add their own technology and resources to the system, as well as for advertising space inside the trams.
The sprawling network of city-wide tram rails has long since become too complex for the Corellians to control, and so direction of the system has been handed over to specially designed droids. Some wonder if such a high level of automation is truly safe, but the only recourse would be reducing the functionality of the entire system. Category: Lore Planet: 16141060140100412063 XP Level: 48 FQN: cdx.lore.corellia.the_rocket_tram_system The Rocket Tram System | Lore | Corellia | Both | 48 | 1.0.0 |
Battle of Alderaan Countless star systems fell to the Empire during the Great War, yet many in the Republic believed the Core Worlds were safe from attack. That all changed when the Empire invaded Alderaan; the Sith Lord Darth Malgus led the attack, timing his invasion with a feint that drew the Republic's fleet light years away.
Unknown to Malgus, a small contingent of Republic soldiers was stationed on Alderaan. The soldiers were outnumbered and disorganized, but among them were the members of Havoc Squad, the Republic's most decorated military unit. Under the leadership of Captain Jace Malcom, the Havoc Squad commandos rallied the Republic troops and waged a fierce guerrilla campaign against the Empire.
The resistance fighters harried the Imperial forces constantly, delaying their advance long enough for the Republic fleet to race back and repel the invasion. In the end, Darth Malgus was defeated and the Empire was driven from Alderaan. The victory was a costly one, though; Alderaan would not soon forget the devastation. Category: Lore Planet: 16141076066187801147 XP Level: 28 FQN: cdx.lore.alderaan.battle_of_alderaan Battle of Alderaan | Lore | Alderaan | Both | 28 | 1.0.0 |
History of Alderaan Originally inhabited by the insectoid Killiks, Alderaan's pre-colonial history is lost, save for in the hive mind of the aliens. By the time the first human colonists came to Alderaan from Coruscant--about 2,500 years before the founding of the Galactic Republic--the Killiks had migrated into deep space, leaving only a scattered few nests hibernating underground and the empty shells of their hives.
Alderaan's pristine beauty attracted thousands of settlers, and the human colonies quickly developed into thriving provinces. The Alderaanian monarchy made preservation of the environment a top priority in the planet's development, a policy that holds true today.
Later, the planet would become one of the Core Founders of the Republic and among the most powerful voices in the Senate. The princes and princesses of the ruling family typically served as Alderaan's representatives, though other members of the Alderaanian nobility have held the position as well.
Alderaan's recent departure from the Republic and the resulting civil war are among the darkest moments in a bright and optimistic history. Whether the planet will ever regain its former glory is an open question. Category: Lore Planet: 16141076066187801147 XP Level: 28 FQN: cdx.lore.alderaan.history_of_alderaan History of Alderaan | Lore | Alderaan | Both | 28 | 1.0.0 |
Jedi Diplomacy (Consular) Galactic diplomacy and the Jedi Order have been intertwined for thousands of years. Renowned for their sense of justice and wide cultural awareness, Jedi negotiators are in high demand. Sometimes a Jedi will represent the interests of the Republic or the Jedi Order, but Jedi often act as a neutral third party between two factions; an outsider who can be trusted to arbitrate disputes fairly.
The talents of the Jedi and their adherence to the Jedi Code make them well suited to diplomatic endeavors. Jedi are trained in galactic law and history, often understand obscure languages and customs, and are famed for their devotion to peace. In addition, anyone trying to bribe or lie to a Jedi diplomat will be met with polite amusement at best--and at worst, heavy sanctions and criminal charges from the Republic. Category: Lore Planet: 16141076066187801147 XP Level: 28 FQN: cdx.lore.consular.jedi_diplomacy Jedi Diplomacy (Consular) | Lore | Alderaan | Republic | 28 | 1.0.0 |
Joiners and the Killik Hive Mind Joiners are non-Killik individuals who have been absorbed into the Killik hive mind. Prolonged exposure to the powerful pheromones released by Killiks causes an alteration of the subjects' brain chemistry, making them subservient to the nest's desires. Long-term exposure can turn a subject's eyes completely black, though this appears to be the extent of visible physiological changes.
Initially, Joiners retain many characteristics of their own personality, as well as some sense of individual identity. At this point Joiners often describe the relationship as symbiotic, feeling they gain more from the Joining than the Killiks. Over time, however, their personalities become more and more subsumed, until they cannot conceive of any existence away from the hive mind.
In turn, a nest also absorbs the knowledge, skills and personality traits of its Joiners. A single Joiner rarely changes a nest's nature, but a nest that Joins an army of warriors may become war-like, and a nest that Joins a party of explorers may gain a degree of curiosity and wanderlust.
It is possible to medically reverse the Joining process even in the later stages. However, most Joiners--even those experiencing the initial transformation--refuse to willingly submit to the procedure. Category: Lore Planet: 16141076066187801147 XP Level: 28 FQN: cdx.lore.alderaan.joiners_and_killik_hive_mind Joiners and the Killik Hive Mind | Lore | Alderaan | Both | 28 | 1.0.0 |
Noble Houses The nobility of Alderaan is responsible for ruling the planet and choosing the reigning monarch in often vicious, always intricate games of local politics. Each noble house bears the family name of its original founders, and many nobles can trace their lineage back over hundreds of generations. However, noble blood is not a requirement for house membership; in less traditional houses, it is not unheard of for an ambitious servant or farmer to rise above his or her station.
Three main houses currently compete for Alderaan's throne: House Organa, House Thul and House Ulgo. Although these three are the most powerful houses on Alderaan, might is not the only path to survival. In many cases, a larger noble house will take a smaller, like-minded one under its protection. Referred to as a "vassal," these smaller houses typically provide support and fealty to the larger. A strategic alliance can mean the difference between ultimate ambition or permanent extinction. Category: Lore Planet: 16141076066187801147 XP Level: 28 FQN: cdx.lore.alderaan.nobles_houses Noble Houses | Lore | Alderaan | Both | 28 | 1.0.0 |
Operation: Silverplate (Agent) Category: Information Gathering / Threat Elimination Location: Alderaan Date: Classified Primary: Cipher Nine Secondary: Vector Hyllus
Operational Summary: Funding for the Eagle's terrorist network was traced to Alderaan; Cipher Nine was sent to identify and eliminate source. Imperial Diplomatic Service member Vector Hyllus was chosen to assist despite uncertain status (see cross-reference).
Cipher Nine and Vector Hyllus identified local negotiator Denri Ayl and Baroness Chay Cortess as primary funders of the terrorist network. House Cortess was not implicated as a whole; however, appropriate responses and precautions have been taken. Vector Hyllus was flagged as an asset, and permanent transfer from the Diplomatic Service was granted.
Cross-reference: Cortess, Vector Hyllus, Killik, Protean, Eagle, Dominator Category: Lore Planet: 16141076066187801147 XP Level: 28 FQN: cdx.lore.agent.operation_silverplate Operation: Silverplate (Agent) | Lore | Alderaan | Imperial | 28 | 1.0.0 |
The Death Mark (Knight) A top secret Republic prototype, the Death Mark is an orbital platform that fires an incredibly accurate beam of superconcentrated energy at a specific individual, resulting in instant death. The energy beam can penetrate virtually any structure or shield, making escape almost impossible.
The orbital platform tracks individuals who have been marked with a special targeting device. The targeting device is only effective at extreme close range, meaning an operative must get within several meters of an intended victim to use it. The targeting process is undetectable, and once marked, an individual can be tracked indefinitely, allowing the killing blow to be dealt hours or even days later.
In theory, the Death Mark could save hundreds of lives, as key enemy leaders could be eliminated without the need for armies or the risk of collateral damage. In the wrong hands, however, the Death Mark becomes a weapon of terror, raining murder down from the sky. Category: Lore Planet: 16141076066187801147 XP Level: 28 FQN: cdx.lore.knight.the_death_mark The Death Mark (Knight) | Lore | Alderaan | Republic | 28 | 1.0.0 |
The Head of Darth Bandon (Smuggler) The apprentice of the legendary Darth Malak--the Sith Lord responsible for the destruction of Taris--Darth Bandon was a promising young Padawan before he joined the Sith Order. He was slain by the Jedi Knight Revan during the Jedi Civil War, but his remains were confiscated by a group of particularly fanatical Sith acolytes who (for reasons best left unexplored) used Sith alchemy to preserve Bandon's head.
After Revan cut down Darth Malak and ended the war, the leaderless and disillusioned Sith turned to Bandon's head for guidance, claiming they could use it to communicate with the deceased Sith Lord. The cult eventually caught the attention of the Jedi during a misguided attempt to find Bandon a fresh body; the Jedi dismantled the cult, but found no trace of the fabled head. Category: Lore Planet: 16141076066187801147 XP Level: 28 FQN: cdx.lore.smuggler.the_head_of_darth_bandon The Head of Darth Bandon (Smuggler) | Lore | Alderaan | Republic | 28 | 1.0.0 |
The War for Alderaan's Throne Despite its arguable necessity, the Treaty of Coruscant was extremely controversial. Senator Gaul Panteer, heir to the Alderaanian throne, opposed the treaty and arranged Alderaan's withdrawal from the Republic in protest. Gaul was said to be secretly negotiating the terms of Alderaan's return, but he was assassinated before he could do so; his ailing mother, the queen, died days later in a mysterious crash, leaving Alderaan without a ruler and without Republic protection.
The ensuing power vacuum allowed House Thul--now supported by the Empire--to return from exile. With the nobility in chaos and a possible Imperial takeover on the horizon, Bouris Ulgo, a former Republic general, declared himself king. House Panteer challenged Ulgo's rule, but its estates were quickly overrun and destroyed. House Organa, still loyal to the Republic, opposed House Ulgo diplomatically until it could marshal its forces. It wasn't long before all-out war broke out between House Ulgo, House Organa and House Thul, with all three families and countless lesser houses vying for the Alderaanian crown. Category: Lore Planet: 16141076066187801147 XP Level: 28 FQN: cdx.lore.alderaan.the_war_for_alderaans_throne The War for Alderaan's Throne | Lore | Alderaan | Both | 28 | 1.0.0 |
Refugees of War With the war against the separatists turning increasingly ugly, thousands of farmers, laborers and government employees have lost their homes and businesses. Those who remain loyal to the Republic flock to places like Fort Garnik seeking food and shelter. Sadly, there are only so many supplies to go around.
The small shantytowns outside Fort Garnik overflow with impoverished people running out of options. As food, medicine and other basic necessities dwindle to nothing, these refugees resort to desperate measures for survival. Crime and exploitation run rampant, with refugees frequently turning against each other over a half-eaten nutripaste stick. Category: Lore Planet: 16141091541170885060 XP Level: 2 FQN: cdx.lore.ord_mantell.refugees_of_war Refugees of War | Lore | Ord Mantell | Republic | 2 | 1.0.0 |
Ruled by Corruption Centuries of colorful political history and public revelations of high-level government corruption have given Ord Mantell a reputation for untrustworthy leaders. While this attitude is not entirely unwarranted, certain fringe groups believed their world's entire government was little more than a kleptocracy. These activists routinely protested outside government offices, demanding the elected officials be brought to justice.
For a long time, the fringe groups were dismissed as delusional, paranoid or simply troublemakers. It wasn't until an entire governmental cabinet was forced to step down for accepting bribes that ordinary citizens began taking the corruption claims seriously. This was the birth of the separatist movement. Category: Lore Planet: 16141091541170885060 XP Level: 9 FQN: cdx.lore.ord_mantell.ruled_by_corruption Ruled by Corruption | Lore | Ord Mantell | Republic | 9 | 1.0.0 |
Smuggling 101 (Smuggler) It's a fact of life: Whenever uptight governments forbid certain goods on their worlds, demand for these items increases. Once demand turns profitable, enterprising starship captains risk everything to deliver the goods in question.
Careers in smuggling are fast-paced, thrilling and often short-lived. Running contraband not only places a smuggler at odds with a planet's law enforcement, but its criminal elements as well. Pirates, gangsters, revolutionaries and bounty hunters are just a few of the hazards standing between a smuggler and that big payday. Only those who possess the sharpest instincts, sturdiest freighters and quickest blasters live long enough to earn a good living at this game.
It's worth noting that not all smugglers are profiteers. Some style themselves as heroic blockade runners or patriotic privateers, delivering hope and much-needed supplies to those who need it. Of course, that's also exactly how the real criminal types describe themselves, and law enforcement officers rarely accept "I was serving a noble cause" as an excuse. Category: Lore Planet: 16141091541170885060 XP Level: 5 FQN: cdx.lore.smuggler.smuggling_101 Smuggling 101 (Smuggler) | Lore | Ord Mantell | Republic | 5 | 1.0.0 |
Split by Rebellion The civil war raging across Ord Mantell affects everyone. The planet's unstable political situation is a bitterly divisive subject, with separatist sympathizers and government loyalists increasingly polarized about how to end the conflict. Some families have been irreparably torn apart when one child joined the separatist movement and another enlisted in the government-backed military.
The separatists remain fanatically committed to their cause, demonstrating no willingness to negotiate or settle matters peacefully. The Ord Mantellian government has summoned the Republic military to bolster the planet's defenses and put down the rebellion quickly for the good of all. Leaders are pessimistic that the separatists will ever surrender. Category: Lore Planet: 16141091541170885060 XP Level: 5 FQN: cdx.lore.ord_mantell.split_by_rebellion Split by Rebellion | Lore | Ord Mantell | Republic | 5 | 1.0.0 |
Underworld Influences Ord Mantell was once considered a vital supply depot for the Republic military, but the discovery of new hyperspace lanes virtually eradicated the need to route fleets through the planet's local star cluster. The ordnance engineers and military families formerly occupying the planet transferred to distant outposts, and Ord Mantell was abandoned to farmers.
The old military-grade spaceports were never decommissioned, however, and it didn't take long for private interests to take them over. In addition to corporations like Czerka, less savory factions from the galactic underworld set up shop. Small-time criminal gangs took advantage of the planet's lack of strong Republic oversight and became thriving operations.
These gangsters and corporations have invested heavily in the world's government. Many of Ord Mantell's major political figures are indebted to their corporate and underworld "sponsors," and although some of these leaders have left office in disgrace, it has not discouraged the wealthy and unscrupulous from purchasing political influence. Other politicians have pledged to clean up corruption--rarely succeeding for long, despite noble intentions. Category: Lore Planet: 16141091541170885060 XP Level: 9 FQN: cdx.lore.ord_mantell.underworld_influences Underworld Influences | Lore | Ord Mantell | Republic | 9 | 1.0.0 |
Caught Between Two Foes The Republic finds itself in the worst possible military position on Hoth as it battles both Imperial forces and White Maw pirates. Each of these enemies poses significant individual challenges; combined, they are a nightmare scenario for Republic war strategists. It appears impossible to adopt a battle plan that effectively defends against both, much less offers any hope of victory over them.
The Empire employs classic high-aggression tactics while protecting its units within heavy fortifications, while the unpredictable White Maw pirates favor hit-and-run attacks that take advantage of Hoth's natural landscape for maximum effect. Should these two enemies ever join forces, the Republic's survival on the planet would likely be measured in hours.
Category: Lore Planet: 16141109882649941585 XP Level: 36 FQN: cdx.lore.hoth.caught_between_two_foes Caught Between Two Foes | Lore | Hoth | Republic | 36 | 1.0.0 |
Hoth: No Place for Vehicles The bitter cold of Hoth is no friend to small vehicles, which do not generate enough heat to keep their mechanical parts from freezing and their power generators from failing on a regular basis. High-end speeders mostly avoid these issues, but mass produced military bikes and many shuttles, starfighters and other transports fail on a regular basis.
For large-scale transport of troops and supplies--when a few select, customized speeders won't suffice--two options remain. First, large vehicles such as armored walkers and heavy dropships can be outfitted to survive the cold, so long as they are well maintained. Second, there is the tauntaun--a bipedal animal that has evolved to survive Hoth's harsh environs and to navigate even during whiteout conditions.
Category: Lore Planet: 16141109882649941585 XP Level: 36 FQN: cdx.lore.hoth.hoth_no_place_for_vehicles Hoth: No Place for Vehicles | Lore | Hoth | Both | 36 | 1.0.0 |
Imperial War Strategy: Quagmires The Empire, vastly outnumbered by the Republic, knows it cannot win every battle it fights--so more creative tactics are in order. By sending diversionary forces to the deadly ice world of Hoth and generating intelligence chatter about the search for a vital weapon, the Empire hopes to lure the Republic into a military quagmire--a battle the Republic cannot win, but cannot abandon due to its importance. In so doing, the Empire will divert precious Republic resources away from its true objectives.
This is not the first time the Empire has employed such a strategy. Centuries ago, during the Empire's initial expansion into the sectors surrounding Dromund Kaas, quagmires were used to effectively paralyze minor alien worlds while nearby resources were gathered. Since then, the strategy has remained a valued weapon in the Imperial military arsenal.
Category: Lore Planet: 16141109882649941585 XP Level: 36 FQN: cdx.lore.hoth.imperial_war_strategy_quagmires Imperial War Strategy: Quagmires | Lore | Hoth | Imperial | 36 | 1.0.0 |
Keeping Warm: Do's and Don'ts Hoth's natural predators, pirates and military forces are nothing compared to its weather. Intense cold remains the greatest danger to anyone unlucky enough to travel on the planet, and many manuals have been written on how to keep warm, offering tips on taking advantage of rare nodes of geothermal energy when staking out camp and how to rely on underground cave systems to keep out of the wind.
Specialist cold-weather gear has been designed to allow survival in short bursts on Hoth's bitterly cold surface. In the absence of such gear, one guide even suggests that--in the event of becoming stranded in one of Hoth's famous whiteouts--the innards of a freshly slaughtered pack animal or predator can provide enough heat to stretch out survival for a few hours.
Category: Lore Planet: 16141109882649941585 XP Level: 36 FQN: cdx.lore.hoth.keeping_warm Keeping Warm: Do's and Don'ts | Lore | Hoth | Both | 36 | 1.0.0 |
Salvaging Starships Hoth has never been a friendly planet for spacefaring people. Its strong magnetic pull and icy atmosphere have spelled death for many a pilot, and crashed vessels have long littered the planet's surface. But after the Battle of Hoth brought huge numbers of warships down--including the Republic superdreadnought, the Star of Coruscant--Hoth became home to a massive starship graveyard. The graveyard, in turn, became a very attractive destination for pirates looking to salvage a technological edge from the wreckage.
Salvaging starships in Hoth's blizzards is a deadly occupation that can reap great rewards. One of the first pirates to scope out the starship graveyard famously made millions of credits selling Republic and Imperial weaponry back to the Republic and Empire. Now, both governments and freelancers brave Hoth's wilderness, and many salvagers meet their ends among the cold and unstable ruins of dead ships. Category: Lore Planet: 16141109882649941585 XP Level: 39 FQN: cdx.lore.hoth.salvaging_starships Salvaging Starships | Lore | Hoth | Both | 39 | 1.0.0 |
The Battle of Hoth During the height of the Great War, a vital battle was fought above Hoth--a battle many credit with forcing the Republic to accept the terms of the Treaty of Coruscant. It began when Imperial Intelligence uncovered evidence of a massive Republic fleet buildup near Hoth. Prototype battle cruisers constructed with cutting edge technology formed the backbone of an armada hundreds of ships strong--an armada believed to have been designed for a full-scale invasion of the Imperial capital world of Dromund Kaas.
The invasion never happened. The Empire moved to ambush the Republic super-fleet first. The battle raged for days and found its epicenter in the Hoth system. The greatest starships and some of the greatest warriors in both fleets were destroyed, and high technology and scorched metal rained down onto the ice fields. In the end, the Empire succeeded in its goal; the Republic had been robbed of its chance at victory, and the tide of the war turned. Category: Lore Planet: 16141109882649941585 XP Level: 36 FQN: cdx.lore.hoth.battle_of_hoth The Battle of Hoth | Lore | Hoth | Both | 36 | 1.0.0 |
The Scorekeeper (Bounty Hunter) Deity of the Trandoshan species, the Scorekeeper watches over her brood, savoring their victories and shunning their failures. According to Trandoshan belief, no creature in existence is beyond her judgment, and the only means for a Trandoshan to improve his standing in her eyes is to dominate another living thing--to hold a creature's life in his claws and show the Scorekeeper that he is more worthy of survival.
The Scorekeeper's measure of worthiness is called Jagannath, and upon a being's death it is tallied by the Scorekeeper to determine his place in the afterlife. To be captured or dishonored on a hunt is to have one's Jagannath stripped by the victor, leaving nothing for the victim to show the Scorekeeper in death and dooming his spirit to oblivion. Category: Lore Planet: 16141109882649941585 XP Level: 36 FQN: cdx.lore.bounty_hunter.the_scorekeeper The Scorekeeper (Bounty Hunter) | Lore | Hoth | Imperial | 36 | 1.0.0 |
The Umbra Encrypter (Trooper) Since the beginning of the Great War, one Imperial cipher has defied every attempt at decryption. Code-named "Umbra," it has become a legend in the galactic cryptography community; the Republic even allowed scraps of Umbra transmissions to be released surreptitiously as "unbeatable puzzles" to university students in the hope of finding someone--anyone--who could crack the code.
With theoretical efforts yielding no results, the Republic eventually took on a more direct approach, launching dozens of covert missions to capture one of the Empire's Umbra encryption devices. None has succeeded.
Category: Lore Planet: 16141109882649941585 XP Level: 36 FQN: cdx.lore.trooper.the_umbra_encrypter The Umbra Encrypter (Trooper) | Lore | Hoth | Republic | 36 | 1.0.0 |
Black Codex: Operation: Shining Man (Agent) [Data reconstructed from the Shining Man's databanks and files retrieved from the Tytun Rings HoloNet archive.]
The Mystics are a wildcard; they must be brought under control before the endgame. Any other opportunities Voss presents--a chance to train operatives against the Force in a controlled environment, a bauble to distract the Republic and Empire, even a base of operations--are secondary.
Follow the plan. Become what they require and make your case. We don't need to make allies; we just need them out of the way while we resolve the matters at hand.
I wish you could be here for the last days, but our "prophecy" must be sealed by sacrifice and we can't risk another layer of deception. Your time as enforcer will be remembered in the codex, and Hunter will be an able successor.
[Reconstruction ends here.] Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.agent.black_codex_operation_shining_man Black Codex: Operation: Shining Man (Agent) | Lore | Voss | Imperial | 44 | 1.0.0 |
Dream-Walking (Inquisitor) The spirit healers and dream-walkers of Voss are a strange group, even by Voss standards. Preferring to spend most of their time meditating in the wilderness of the Old Paths instead of in Voss-Ka, these Mystics work on healing the mind rather than the body.
Using the ritual of dream-walking, the Mystics enter their own minds and face their own fears, hopes, loves and rages, seeking spiritual balance and health. Such spirit healers are few, but there is evidence of their existence throughout Voss history, and an archive of their writings is kept for spirit healer initiates in the Shrine of Healing. Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.inquisitor.dream_walking Dream-Walking (Inquisitor) | Lore | Voss | Imperial | 44 | 1.0.0 |
Gormak and Voss Origins In the beginning, the Gormak were the only species on Voss--semisentient humanoids marked with a strong, though undeveloped, affinity for the Force. However, the history of the Gormak was forever altered several thousand years ago when they were discovered and enslaved by a small group of Sith.
A minor Jedi contingent of explorers arrived soon after. Bowing to pressure from a group of Gormak elders who had escaped the Sith, the Jedi taught a handful of the tribes the ways of the Force. They had no way of knowing that doing so would alter the path of their natural evolution so that they underwent profound physical and mental changes over the next several generations. The creatures ceased to be Gormak and became something else entirely--the Voss.
The Jedi preached temperance and defense but the newly formed Voss immediately attacked the Sith who still lurked among the Gormak primitives. The Voss destroyed the Sith, but in the process they were touched by the dark side, further altering their radically sensitive evolutionary path. Later the small group of Jedi explorers disappeared, having gone home or dying to accident or Voss aggression. Whatever the case, the strange happenings on Voss were never recorded in any archive.
Ascending to the top of Voss's tallest peak, the new species turned to its most powerful Force-users for leadership. Myths about their origins began as the newly ordained "Mystics" tried to explain what had happened and eventually it was believed that the Voss had simply always been. In time this myth became the accepted truth, until even the Mystics themselves forgot the real origins of their people. Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.voss.gormak_and_voss_origins Gormak and Voss Origins | Lore | Voss | Both | 44 | 1.0.0 |
Law and Order on Voss (Smuggler) The legal system of Voss can be especially perplexing to offworlders, many of whom are surprised to discover criminal gangs like the Exchange operating openly on the planet. Calls by Republic officials to close down these centers of illicit trade have been met with puzzlement and refusal by the Voss, who see no harm in encouraging free trade between their people and offworlders.
Crime among Voss is nonexistent, and Voss law is a much simpler affair than the regulations governing Republic and Imperial worlds. Voss laws are established by the Mystics, enforced by the commandos and judged by the adjudicators. This last group was recently formed solely for offworlders, as no Voss citizen would ever violate their rulers' edicts. Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.smuggler.law_and_order_on_voss Law and Order on Voss (Smuggler) | Lore | Voss | Both | 44 | 1.0.0 |
Legend of the Shining Man (Agent) The Voss do not, as a rule, welcome outsiders. They see themselves as unique in the galaxy, chosen by prophecy, and believe that non-Voss play another role altogether.
The Shining Man--who called himself Albathius upon his arrival--is the only known exception. He was first seen in the plazas of Voss-Ka, haggard and seeking food. No holocam or ship manifest recorded how he came to the planet, and he offered no explanation.
In a matter of days, the Shining Man ingratiated himself with the Voss, living and working among them. To the intelligence services observing, it was clear Albathius was more than he appeared--but by the time they began a detailed investigation, the Shining Man had become part of the culture, participating in Voss rituals and being adopted into a Voss family.
When the Shining Man died in his home, his status was cemented as a near-holy figure. If he had been assassinated, his enemies had made a martyr of him.
If he had chosen death himself, he had made the ultimate commitment to his cover. The only question was "Why?" Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.agent.legend_of_the_shining_man Legend of the Shining Man (Agent) | Lore | Voss | Imperial | 44 | 1.0.0 |
Mystic Visions For the Voss, a Mystic's vision is a rare and solemn event. While visions are always believed to serve the greater good of the Voss people, in the short term they can mean great upheaval and suffering. Following the visions of their Mystics, the Voss have waged bloody war on one another, torn down and rebuilt half of Voss-Ka and spent centuries digging underground in search of sacred crystals--but experience has shown that those who ignore visions do so at their peril. The predictions of the Mystics have never been wrong.
For these reasons, a Mystic's vision is treated with great care. No Mystic determines himself how the Voss act upon his vision; instead, the vision is described to the experienced interpreters at the Tower of Prophecy. The interpreters debate its meaning and meditate before they present their analysis, and the Three--or another to whom the vision is directed--act on the interpretation, confident in the knowledge that whatever action is necessary, it is ultimately for the benefit of all Voss. Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.voss.mystic_visions Mystic Visions | Lore | Voss | Both | 44 | 1.0.0 |
Potential Mystics (Consular) Voss Mystics are both born and made. Children who show signs of talent in either prophecy or healing are sent to the Tower of Prophecy for training and study. When these potentials are old enough, they may go on a pilgrimage across Voss where they visit holy sites, fast and meditate on their future roles.
A potential's training does not end until he either performs a great act of healing or experience a vision. If a potential Mystic begins his training but fails to complete it, he is allowed to re-enter Voss society and is referred to as a "lost potential." Although there is no stigma to failing Mystic training, lost potentials are often left feeling isolated from other Voss due to their long study and experience of the rituals at the Tower of Prophecy. What greater role lost potentials will fulfill in the Voss prophecies is still an unanswered question. Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.consular.potential_mystics Potential Mystics (Consular) | Lore | Voss | Both | 44 | 1.0.0 |
The Deep Cradle (Consular) "All that is Voss comes from Voss," run the words of an ancient Voss creation myth. According to tradition, the ruin known as the Deep Cradle marks the site where the Voss were born from the substance of the planet itself. Later stories tell of how one Voss returned to the Deep Cradle and drank from the fire at the planet's heart; he knew he would perish, but that his sacrifice was necessary for the greater good. His prophetic dying words are said to have guided the ancient Voss safely through the wilderness, until they discovered the mountain where Voss-Ka now stands.
The altars of the Deep Cradle, meditated upon by potential Mystics, reflect these myths. The Altar of Life celebrates the existence and survival of the Voss despite all odds. The Altar of Death represents the irrevocability of one's actions. Finally, the Altar of Duty stands for both the ability to choose, and the responsibility that comes with choosing correctly. Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.consular.the_deep_cradle The Deep Cradle (Consular) | Lore | Voss | Both | 44 | 1.0.0 |
The Forbidden Ritual (Inquisitor) Little is forbidden on Voss, where life is directed by the infallible visions of the Mystics. Yet one ritual, practiced by ancient spirit healers and believed to be powerful enough to restore even the most fractured mind, was locked away within the Shrine of Healing and guarded by a Voss apparition.
The so-called "Forbidden Ritual"--its true name long lost to history--involves dream-walking alongside one of the hated Gormaks. By uniting both Voss and Gormak, it can heal the mind of its "nightmares." Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.inquisitor.the_forbidden_ritual The Forbidden Ritual (Inquisitor) | Lore | Voss | Imperial | 44 | 1.0.0 |
The Imperial Attack on Voss When the Empire first learned of Voss--a primitive world with powerful Force-sensitive Mystics--it was quickly marked for conquest. "Ambassadors" sent to the capital reported that Voss-Ka appeared wholly undefended. Soon after, the Imperial General Khypes arrived with a battle cruiser and several army divisions to demand that the Voss surrender.
Before any official communication could be sent to the Voss government, Khypes's battle cruiser exploded. Its escorts were destroyed moments later, whether caught in the cruiser's blast or eliminated through other means. The invasion was over before it had begun.
In the hours that followed, both Imperial and Republic forces scrambled to determine what had happened. No trace of an energy discharge was found, suggesting planetary defenses were not involved. The Empire suspected Republic sabotage or secret Voss weapons. The Republic theorized that the destruction was the result of Sith infighting. The Voss called it destiny.
Regardless, the Empire realized it had underestimated the Voss and hastily recalled its forces, claiming General Khypes was a rogue acting without orders. Soon, the Empire began to attempt more diplomatic overtures to the Voss people. Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.voss.the_imperial_attack The Imperial Attack on Voss | Lore | Voss | Both | 44 | 1.0.0 |
The Pilgrimage to the Shrine of Healing Tales of the miraculous powers possessed by the Mystics at the Shrine of Healing have spread across the galaxy, and many offworlders have flocked to Voss in the hopes of being cured of their various ailments and afflictions. Before they can petition the healers, however, those seeking aid must embark on a dangerous and arduous pilgrimage to the shrine's remote location.
This journey is more than merely symbolic. Facing the trials of the pilgrimage purifies the spirit of the petitioner--an essential requirement, the Voss say, for those seeking aid. Voss healing rituals disperse an affliction across multiple individuals, diluting it until it no longer has any ill effects. If the ritual is performed on one who has not been purified, the Mystics believe there is a chance the malady will instead infect all involved in the ritual, making the necessity of the pilgrimage readily apparent. Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.voss.the_pilgrimage_to_the_shrine_of_healing The Pilgrimage to the Shrine of Healing | Lore | Voss | Both | 44 | 1.0.0 |
The Three Many outsiders believe that the Voss are directly governed by their Mystics; an understandable mistake, given the Mystics' importance. In fact, the Mystics' visions are first interpreted, then conveyed to the Three--the secular governing body based in Voss-Ka, who base their executive orders upon the visions' interpretations.
The Three are chosen by Mystics after meditation or according to visions, but have little direct contact with the Mystics on a day-to-day basis. Working from the Tower of Prophecy, the Three administer Voss-Ka, make policy decisions and coordinate the endless war against the Gormak.
Depending on the advice of the Mystics, appointment to the Three can last a lifetime or just hours. The current members of the Three are the calm, authoritative Sonn-Vi; Gunta-Mer, who was chosen by the Mystics only weeks ago; and Nen-Ji, the longest-serving member, who has been part of the Three since childhood. Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.voss.the_three The Three | Lore | Voss | Both | 44 | 1.0.0 |
The Voice of the Emperor (Warrior) For centuries, the Emperor's Voice has delivered the Sith leader's commandments to his servants. In fact, to converse with the Emperor's Voice is to have an audience with the Emperor himself, whose power and consciousness have been placed within the Voice's body.
Although the audible voice never changes, the physical individual who does the speaking has assumed many forms--various accounts describe the Emperor's Voice as anyone from a young human female to an elderly full-blooded Sith male. Regardless of physical appearance, however, the Emperor's Voice can always be identified by its emotionless, precise and controlled manner of speaking. Some have privately described conversations with this entity as extremely disturbing; there is often the sense that the Emperor's Voice is listening to another conversation even when he or she is speaking. Category: Lore Planet: 16141116506689843478 XP Level: 44 FQN: cdx.lore.warrior.the_voice_of_the_emperor The Voice of the Emperor (Warrior) | Lore | Voss | Imperial | 44 | 1.0.0 |
Belsavis Automated Security Belsavis's automated security systems consist of a complex web of logic programs, identity databases, mechanical interfaces and emergency overrides. Computers control everything from coma gas ventilation to laser turrets to holocameras to energy field lockdowns, along with far more obscure technologies.
What makes Belsavis's security unusual is its distributed nature. Different sections of the prison and different types of responses are controlled by entirely separate computer systems. This ensures that damage or corruption to one system cannot compromise the entire prison, but it also makes untangling errors difficult at best.
Some of Belsavis's security systems are even tied into rumored alien technology in the deep levels of the prison; this allows them to access systems of unusual power, but also causes occasional eccentricities when outside protocols override modern programming. Usually, these eccentricities are harmless--a computer displays its interface in an unknown language, or indoor humidity rises uncomfortably--but the prison technicians fear that far worse is possible. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.belsavis_automated_security Belsavis Automated Security | Lore | Belsavis | Both | 40 | 1.0.0 |
Belsavis Prison Break The Empire's attack on Belsavis came as a complete surprise. So far as the Republic knew, the prison's location was an absolute secret--and even if the secret were exposed, the planet seemed unlikely to become a top-priority military target. In this, the strategists were mistaken.
The Empire began its attack by delivering a small team of Sith and elite soldiers onto the planet surface. Their first task was to free as many prisoners as possible and throw the prison into chaos. Some of the prisoners (including long-lost Imperial prisoners-of-war) allied with the Empire, while others joined the riots and attacked all parties. As the Republic scrambled to respond, the Empire established a makeshift base of operations on the surface and brought a mobile battle platform into orbit.
The Empire's position on Belsavis is precarious, but until the Republic can alter its focus from the prisoners to the invaders, the situation is unlikely to change. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.belsavis_prison_break Belsavis Prison Break | Lore | Belsavis | Both | 40 | 1.0.0 |
Belsavis Prison Personnel The personnel who run the Belsavis prison come from a variety of backgrounds. Many are Republic military, but others are decorated members of planetary security forces or staff transfers from maximum security prisons elsewhere. All receive extensive training upon acceptance into the Belsavis forces, and are experts at riot control, siege tactics and asymmetrical combat. Some are also skilled interrogators, negotiators and psychologists.
Augmenting the staff is a veritable army of Republic security droids, including many built and maintained on Belsavis. The Belsavis warden droids are designed specifically for prison work, and can move through parts of Belsavis where no living guard is permitted. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.belsavis_prison_personnel Belsavis Prison Personnel | Lore | Belsavis | Both | 40 | 1.0.0 |
Belsavis Vaults Scattered across the surface of Belsavis are ancient structures built from an unknown material, practically impervious to weapons and scanners. Engraved on the walls and doors of these structures are strange warnings in ancient languages, imploring anyone who finds the structures to stay away and not unseal their contents.
Republic science teams have opened a handful of these alien vaults, finding others broken open before their arrival. The vaults' contents are classified even to most prison personnel, but rumors suggest that they contain ancient weapons, machines and even living creatures--some perfectly preserved, others ruined. After several science teams were lost, further exploration was halted. Protection of the sealed vaults is one of the administration's top priorities.
A few vaults--seemingly empty and opened long ago--have been converted for use by the Republic as additional holding facilities or secure storage. In addition, stories persist among both the inmates and the low-level prison staff of much larger vaults of similar design in the prison's Maximum Security Section. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.belsavis_vaults Belsavis Vaults | Lore | Belsavis | Both | 40 | 1.0.0 |
Black Codex: Origins of the Star Cabal (Agent) [Data reconstructed from the SCORPIO databanks and the personal recollections of Megasecurity Ward 23 inhabitants.]
The Great Hyperspace War was a turning point for civilization. For the first time, the galaxy itself was imperiled, and every living being put at risk. History nearly ended. And why?
Because the Jedi and the Sith--ordinary people with extraordinary might--went too far, and there was nothing anyone could do to stop them.
We cannot change the nature of ordinary people. But we can control them.
We have assembled the best men and women of our generation, individuals with the power and the will to effect change. Some of you see yourselves as rivals elsewhere, but here we are partners.
Our goal is not to conquer or to punish, but to preserve civilization as we know it. We will work in secret, so that no one may fear us. We will conceal the Sith from the Jedi, and the Jedi from the Sith so long as we can, and we will let them command the world that they see.
But they will see only what we let them see.
[Reconstruction ends here.] Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.agent.black_codex_origins_star_cabal Black Codex: Origins of the Star Cabal (Agent) | Lore | Belsavis | Imperial | 40 | 1.0.0 |
Esh-Kha Culture To outsiders, the Esh-kha appear to be a savage and violent people, caring only about the destruction of all other species. In fact, the Esh-kha closely resemble a hive society. Although each individual has his own thoughts and aspirations, every Esh-kha is born in his place, bred for a role and eager to fulfill it. Their society is divided into castes: the Force-sensitive but simple-minded savants; the skilled, determined warriors, who are the most numerous and who watch over their savant brethren; and the patriarch, whose wisdom shapes the decisions of the Esh-kha as a whole.
The Esh-kha's hatred for all other sentient species may stem from their tightly-knit society; Esh-kha are simply unable to tolerate or adapt to the existence of thinking beings who are not Esh-kha. But this savagery only extends to outsiders. Esh-kha are only violent with each other under the most extreme circumstances.
Esh-kha are not named at birth, but earn their names through action. An Esh-kha who proves particularly cunning might become "Razor Mind" or "Water Thinker." This may partly explain the Esh-kha zeal in battle, as young warriors seek not only victory, but the opportunity to claim a name and forge their own identity. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.esh_kha_culture Esh-Kha Culture | Lore | Belsavis | Both | 40 | 1.0.0 |
History of Belsavis Prison Over twenty thousand years ago, the alien Rakata turned the jungle planet Belsavis into a prison. There, they entombed indescribable monsters, heretics and warlords, weapons to shatter stars, whole species... anything they feared or treasured above all reason. And when the Rakata's age of glory ended, the droids they left behind maintained the seals.
Many millennia later, after the rise of the Republic, Belsavis became known as an unremarkable planet in the middle of an ice age, populated by only a handful of primitives. It was only happenstance that caused Republic scouts to notice first the tropical rifts that defied the freezing temperatures, and then the strange vaults and the alien structures burrowing into the core of the planet.
Top-secret expeditions attempted to explore the alien vaults, until the extent of the dangers became apparent. At last, select Senators worked with the Strategic Information Service to construct Belsavis prison--a facility with two purposes. First, to guard, contain and study the terrible alien structures on the planet. And second, to create a prison for the Republic--one where the most powerful offenders could be placed within the Rakata's cells, and where lesser threats could be isolated on the most secure planet in the galaxy. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.history_of_belsavis_prison History of Belsavis Prison | Lore | Belsavis | Both | 40 | 1.0.0 |
Mind Trap The ancient Rakata built mind traps as the ultimate prison. These strange devices leave the victim's body intact, but draw the psyche into an otherworldly "white room"--a virtual environment created by the mind trap's power. While inside the white room, the victim does not hunger or age, and his thoughts are not impaired--but he can have no contact with the outside world until another being accesses the device. It is entirely possible for the victim's body to die and the victim's psyche to suffer immortality inside a white, featureless void. Certain technologies allow a mind trap's victims to holographically project into the real world, though whether the Rakata intended this is a mystery.
During the height of the Infinite Empire, entrapment was reserved as a punishment for Rakata only. At other periods, however, other dangerous beings have been placed within the devices. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.mind_trap Mind Trap | Lore | Belsavis | Both | 40 | 1.0.0 |
Primeval Beasts The creatures imprisoned beneath Belsavis defy easy classification. Many resemble animals found elsewhere in the galaxy, but possess traits that make them far more dangerous than their "ordinary" counterparts. Republic scientists theorize many were enhanced through direct genetic alteration, but such techniques go far beyond current science.
Although most of the creatures in the prison have been kept in stasis through the centuries, a few sealed cell blocks hold surviving colonies that have bred over generations, feeding on supplies delivered by caretaker droids or on one another. Strangest of all, a handful of alien etchings refer to creatures living outside of stasis but without need of food or water, raging and awaiting their chance at escape. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.primeval_beasts Primeval Beasts | Lore | Belsavis | Both | 40 | 1.0.0 |
Rakata Technology The ancient Rakata combined proficiency with the Force with a mastery of technology and bioengineering. Massive weapons of war--such as the Star Forge, a space station powered by the dark side and capable of manufacturing whole fleets--were among their largest-scale achievements, but not every Rakata creation was so grandiose.
Rakata mind traps are capable of containing the psyche of an individual in a virtual environment. Creatures bred and enhanced by Rakata life-shapers can survive both hard vacuum and baradium explosives. Rakata droids possess weaponry capable of breaking apart most forms of matter at the atomic level.
Rakata relics--even nonfunctional ones--are desperate sought after by those few scientists and archaeologists aware of their existence. Urban legends among smuggling rings tell of ancient devices that wreak havoc on their owners, and both Imperial Intelligence and the Strategic Information Service monitor these rumors with interest. One stray Rakata artifact can change the course of history. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.rakata_technology Rakata Technology | Lore | Belsavis | Both | 40 | 1.0.0 |
The Domination Experiments Code-named "Project Noble Focus," the domination experiments are one of the Republic's darkest and best-kept secrets. Instituted by Senator Tudos, the project's purpose is to analyze the military capabilities of countless alien species by pitting prisoners against each other in closely monitored combat scenarios. Aliens are divided into test groups, armed and equipped appropriate to their species, and forced to battle. Winners receive better supplies and better treatment--temporarily.
Although only a select few in the Republic's political and military echelons are aware of the project's existence, the project has come to involve several dozen personnel on Belsavis. Most of the prison staff members are unaware of the experiments, but authorized higher-ups along with the scientists and guards who maintain the project have, apparently, managed to silence their consciences. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.the_domination_experiments The Domination Experiments | Lore | Belsavis | Both | 40 | 1.0.0 |
The Infinite Empire Over twenty thousand years ago, the Rakata ruled an empire hundreds of worlds strong. They enslaved armies of lesser beings, but slavery and war were only incidental to the Rakata way of life. Their Infinite Empire was built on the promise that the Rakata could reshape existence to suit themselves--they would warp space, peer through time, create and destroy species at a whim. To humanoid minds, the Rakata of old were mad hedonists and philosophers without conscience.
For all their arrogance and their eventual fall (and they did fall, in time, when their power mysteriously faded and their slaves revolted en masse), the Rakata were supreme at their peak. They effortlessly merged their strength in the Force with technological genius, creating nightmarish and brilliant devices. Their achievements may never be matched; perhaps this is for the best. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.the_infinite_empire The Infinite Empire | Lore | Belsavis | Both | 40 | 1.0.0 |
The World Razer Almost nothing is known of the ancient being known as the World Razer. No one has seen or spoken to the creature for thousands of years; the Rakata's cryptic warnings suggest the World Razer is Belsavis's oldest prisoner, and that the prison was first constructed to hold the terrible entity whose hunger consumed a thousand worlds.
According to the Rakata inscriptions in the Tomb, it took the combined might of the Infinite Empire to subdue the World Razer, and an entire planet to contain its fury. If such a creature were ever released, its rage might very well shatter the galaxy. Category: Lore Planet: 16141121725666440689 XP Level: 40 FQN: cdx.lore.belsavis.the_world_razer The World Razer | Lore | Belsavis | Republic | 40 | 1.0.0 |
Ilum Crystals The Adegan lightsaber crystals of Ilum were originally discovered by ancient Jedi, who made pilgrimages to Ilum to study and meditate on the Force amid Ilum's harsh wintry environs and to select the Force-resonant crystals for their lightsabers. But while it has long been believed that Adegan crystals had the potential for other uses, serious research into the subject was not pursued until the outbreak of the latest war with the Sith Empire. The Empire and the Republic have both sent teams to Ilum to extract the crystals and discover their military applications--most notably, the potential for stealth technology of unprecedented effectiveness. Category: Lore Planet: 16141145871965102174 XP Level: 50 FQN: cdx.lore.illum.illum_crystals Ilum Crystals | Lore | Ilum | Both | 50 | 1.0.0 |
Pilgrimages to Ilum Distant, frozen and dangerous, Ilum has nonetheless attracted Jedi visitors for centuries. The vast crystal caves beneath Ilum's surface draw those seeking to improve their weapons, meditate in seclusion or test themselves against the natural hazards there.
One pilgrimage to Ilum nearly ended in disaster when Master Seta-Le, trekking through Ilum's mountains to a meditation site, fell through a patch of ice into a cavern. Trapped and with her lightsaber broken in the fall, she eventually managed to apply the lightsaber's components to a nearby crystal formation. The resulting scattered beam melted through the ice wall of the cavern, allowing Master Seta-Le to escape. The complex, fragile ice formations created from the beam have become another point of interest on Ilum for Jedi pilgrims. Category: Lore Planet: 16141145871965102174 XP Level: 50 FQN: cdx.lore.illum.pilgrimages_to_illum Pilgrimages to Ilum | Lore | Ilum | Both | 50 | 1.0.0 |
Stealth Technology and Warfare Stealth field generators allow individuals to effectively become invisible and have been in common use for centuries, most often seen in modern times in the possession of professional spies and underworld figures. Invisibility is also possible on a larger scale; occasionally private starships employ cloaking devices, but the costs involved mean they are reserved for the very rich, or those willing to seize such devices by force. Despite the obvious advantages, in wartime cloaked ships and individuals are usually only deployed for small, covert operations. Cloaking an entire division or fleet would not be practical. But periodically, researchers or military leaders obsessed with the possibilities attempt to develop technology to allow mass-cloaking, knowing it would change the face of warfare forever. Given the amplification properties discovered in Ilum crystals, perhaps the time for change has finally come. Category: Lore Planet: 16141145871965102174 XP Level: 50 FQN: cdx.lore.illum.stealth_technology_and_warfare Stealth Technology and Warfare | Lore | Ilum | Both | 50 | 1.0.0 |
The Battle for Ilum To the Jedi, Ilum is a sacred world invaded and ravaged. To the Empire, it represents vital resources and the chance for a powerful symbolic victory. After learning of the value of Ilum's crystals in the years after the Sacking of Coruscant, the Empire sent a small group of Sith to investigate the planet. With only a handful of Jedi scattered across the ice plains, the Sith were able to avoid or defeat their foes and begin quietly harvesting Ilum's crystals. During the fighting on Corellia, Republic SIS operatives recovered evidence of the Empire's plans to use these crystals and develop stealth technology on an unprecedented scale. The Republic gathered its fleets and allies--both old and new--and raced in defense of Ilum. The aid of the Jedi has allowed the Republic to establish strong bases, but the Empire is determined not to lose such a valuable world. The battle for Ilum promises to be long and bloody. Category: Lore Planet: 16141145871965102174 XP Level: 50 FQN: cdx.lore.illum.the_battle_for_illum The Battle for Ilum | Lore | Ilum | Both | 50 | 1.0.0 |
The Republic's Alien Allies The renewed war with the Empire and the fight for Corellia brought the Republic to the brink, prompting it to call on a variety of allies and member worlds. Now the battle on Ilum and the chance the Empire may gain the massive advantage of a stealth fleet have reaffirmed the need for wide support. Duros, Talz, Ongree and Wookiee shock troops have all lent their soldiers, munitions and fleets to the fight. More unusual is the presence of Kaleesh mercenaries; these masked, highly skilled warriors have come to the fiercest battleground in the galaxy seeking honor and glory.
Ordinarily, keeping such diverse forces working together would be a challenge. But the harsh conditions on Ilum, the furious onslaught from the Empire and the knowledge of the consequences of defeat have served to unify the Republic's forces and kept disagreements to a minimum. Category: Lore Planet: 16141145871965102174 XP Level: 50 FQN: cdx.lore.illum.the_republics_alien_allies The Republic's Alien Allies | Lore | Ilum | Both | 50 | 1.0.0 |
History of Coruscant For over 200,000 years, Coruscant has been one of the most important planets in the galaxy. It has seen and survived dozens of wars, suffered under the control of alien species, served as the capital of the Republic and--according to common wisdom--ushered in the birth of the human species.
In ancient times, before the planet became a city, Coruscant was a world covered mainly in oceans. Over millennia, humans spread out over the land masses, covering them with structures--and as technology developed and overpopulation grew more troublesome, the Coruscanti people sought ways to house their ever-growing numbers. Eventually, the seas themselves were drained, and the humans spread into the empty basins.
It has been over 100,000 years since sunlight last reached the lowest levels of the city. Now, Coruscant stands as a marvel of engineering and sentient triumph, home to thousands of species and countless billions of individuals. Archaeologists spend their whole lives descending through the city's layers, searching for answers about its distant past, and no one in the universe knows Coruscant's full story. Category: Lore Planet: 16141154995358231178 XP Level: 10 FQN: cdx.lore.coruscant.history_of_coruscant History of Coruscant | Lore | Coruscant | Republic | 10 | 1.0.0 |
Reconstruction of Coruscant The Republic capital was the Empire's final target during the war, and the bombs dropped in the Sacking of Coruscant left large swathes of the city in ruins. The reconstruction effort began almost immediately after the Empire's withdrawal, but in a crowded city-world where skyscrapers can be kilometers high, simply demolishing one safely can take months.
Although donations flowed freely from the Republic, corruption and political squabbling caused further delays. Finally, Vanara Kayl, Senator for Coruscant, gave an impassioned speech claiming that deliberate interference in Coruscant's rebuilding verged on treason. Impressed by her fervor, the Supreme Chancellor gave Senator Kayl full authority over the reconstruction efforts, which have proceeded relatively smoothly ever since. Category: Lore Planet: 16141154995358231178 XP Level: 10 FQN: cdx.lore.coruscant.reconstruction_of_coruscant Reconstruction of Coruscant | Lore | Coruscant | Republic | 10 | 1.0.0 |
Republic Government Democracy and fair representation are at the core of Republic government. Every member world in the Republic is entitled to a seat in the Galactic Senate and the right to vote on legislation. Due to the sheer size of the Senate, which represents thousands of worlds, Senators negotiate alliances--occasionally through backroom deals--to strengthen their position on important issues.
Large-scale military deployments must be approved by the Senate. Jedi activities are officially outside the Senate's jurisdiction; unofficially, the Jedi Council prefers to be in harmony with the Senate's wishes, and avoid a threat to their independence from Senate action.
The head of the Galactic Senate--and therefore the Republic itself--is the Supreme Chancellor. The Supreme Chancellor is elected by the Senate and serves a four-year term. In recent years, campaigns to become Supreme Chancellor have become more and more low-key, as candidates fear assassination by the Empire.
Category: Lore Planet: 16141154995358231178 XP Level: 10 FQN: cdx.lore.coruscant.republic_government Republic Government | Lore | Coruscant | Republic | 10 | 1.0.0 |
The Sacking of Coruscant A pivotal moment in recent galactic history, the Sacking of Coruscant was a swift and merciless attack on the Republic capital that began with an offer of peace. The Sith Empire, having fought the Republic for decades since its surprise return, suddenly contacted the Republic Senate to propose a treaty. Although the Republic was suspicious, the war had stretched its capabilities and resources to a breaking point. Peace seemed the only hope of survival.
Diplomats from both sides traveled to Alderaan to discuss the treaty, but the Empire was already making its move. An Imperial fleet descended on Coruscant and launched a massive orbital bombardment against the city. As the Sith Lord Darth Malgus marched into the Jedi Temple, other Imperial forces captured the Senate tower. The entire planet was effectively held hostage.
Knowing that "peace negotiations" were over, the Supreme Chancellor reluctantly signed the Treaty of Coruscant, dictated by the Empire. Although years of uneasy peace have followed, the Sacking of Coruscant remains a vivid and painful memory for the Republic; for the Empire, one of its greatest victories. Category: Lore Planet: 16141154995358231178 XP Level: 11 FQN: cdx.lore.coruscant.the_sacking_of_coruscant The Sacking of Coruscant | Lore | Coruscant | Republic | 11 | 1.0.0 |
Carbonite Freezing Carbonite is a metal alloy that, when mixed with various gasses, can be used to flash freeze blocks of cargo for transportation or storage. Its use in freezing living creatures is relatively new in the galaxy and considered highly dangerous--subjects frozen for more than a few hours have a very low survival rate unless the carbonite is prepared with much expense at an elaborate facility. Even in the best cases, the sudden shock of flash freezing (often combined with a lack of life-support monitoring during suspension) tends to make the process extremely traumatic--sometimes even turning fatal hours after a subject has been thawed.
Still, a quick carbonite spray is the only known technique for freezing living creatures quickly and with minimal preparation. The technology is growing increasingly popular with bounty hunters and smugglers; as a result, many bounty hunting guilds have clauses in their contracts mandating live capture payment even if the bounty fails to survive the post-hibernation period. Category: Lore Planet: 16141158871960526176 XP Level: 7 FQN: cdx.lore.hutta.carbonite_freezing Carbonite Freezing | Lore | Hutta | Imperial | 7 | 1.0.0 |
Evocar Prior to the Hutts' arrival, Hutta was known as Evocar by the native Evocii. It was a temperate planet characterized by lush rainforests, expansive oceans and towering mountain ranges. Natural resources were plentiful, a fact that no doubt attracted the Hutts as they searched for a new homeworld to settle. The Hutts' occupation of Evocar led to centuries of strip-mining and unchecked consumption that forever altered Evocar, transforming the once-idyllic planet into a polluted, bog-infested wasteland. Category: Lore Planet: 16141158871960526176 XP Level: 5 FQN: cdx.lore.hutta.evocar Evocar | Lore | Hutta | Imperial | 5 | 1.0.0 |
Evocii Exile When the Hutts resettled on Hutta, they quickly bought up the entire planet and forced the native Evocii offworld. Lacking any reliable means of interstellar travel, the Evocii had no choice but to allow the Hutts to facilitate their relocation to the orbiting moon of Nar Shaddaa.
Countless Evocii were herded onto Hutt cruisers, the Hutts cramming as many natives into each ship as possible. The Hutt shipping containers were not designed to transport living cargo, however, causing thousands of Evocii deaths during the voyage. Worst of all, Nar Shaddaa proved to only be a temporary refuge for the Evocii, as the Hutts already had plans to annex the moon and use the Evocii as cheap labor. Category: Lore Planet: 16141158871960526176 XP Level: 5 FQN: cdx.lore.hutta.evocii_exile Evocii Exile | Lore | Hutta | Imperial | 5 | 1.0.0 |
Evocii History While no written record exists concerning the Evocii prior to the Hutts' arrival, it is known that they were a simple and primitive species with a tribal society. When the Hutts discovered Evocar--the planet that would become Hutta--they bartered with each tribe individually, offering wondrous technology in exchange for land until they effectively owned the entire planet. Those Evocii who had refused to sell their freedom were herded onto ships and relocated to Nar Shaddaa, where they were kept as a ready source of cheap labor.
The Hutts' dominion over the Evocii continued unchallenged for centuries until a charismatic Evocii named Ejal led an uprising against the Hutts. Ejal's revolt gained unprecedented momentum until he was betrayed by one of his tribesmen and delivered to his foes. Ejal met a gruesome end while the traitor was awarded his freedom and showered with riches. Even today, the Hutts are fond of this tale, as it reminds the Evocii of the rewards for obedience... and the price of defiance. Category: Lore Planet: 16141158871960526176 XP Level: 5 FQN: cdx.lore.hutta.evocii_history Evocii History | Lore | Hutta | Imperial | 5 | 1.0.0 |
Evocii Tribes Although most Evocii remember little of their culture now, it is certain that the Evocii once existed in hundreds of tribes scattered throughout Hutta's (then known as Evocar) once-lush surface. Usually ruled by a married couple acting as paired chieftains, the Evocii tribes traded and competed with each other, building monuments as proof of their comfort and superior resources.
The most honored members of the tribe were rarely the chieftains themselves; the Evocii placed higher value on healers, trackers, and those who could predict Evocar's intemperate weather. The tribes were not entirely peaceful, though; the Evocii preferred cunning guerilla attacks and raids to assaulting their enemies directly.
The Hutts ignored the structure of Evocii society when they obtained control of the planet. Tribes were split up and intermingled, eventually losing their identity altogether. Only fragments of Evocii tribal culture remain, mostly in the communities that resisted Hutt rule and vanished into Hutta's swamps. Category: Lore Planet: 16141158871960526176 XP Level: 5 FQN: cdx.lore.hutta.evocii_tribes Evocii Tribes | Lore | Hutta | Imperial | 5 | 1.0.0 |
The Great Hunt (Bounty Hunter) A recent Mandalorian tradition stretching back only a few hundred years, the Great Hunt is considered one of the keenest tests of a professional warrior's skill. While the competition has evolved over the centuries, incorporating more complex rules and greatly expanding its scope, two things have not changed: The challengers hunt each other as often as they do their quarries.
To the modern Mandalorians, the title of Grand Champion is second only in prestige to that of Mand'alor--the Mandalorian leader. In order to earn the title, a competitor must best everything the galaxy can throw at him or her. It's not entirely uncommon for a Great Hunt to end without a surviving competitor left to hold the title. As such, the number of beings who can claim that honor is slim. Category: Lore Planet: 16141158871960526176 XP Level: 3 FQN: cdx.lore.bounty_hunter.the_great_hunt The Great Hunt (Bounty Hunter) | Lore | Hutta | Imperial | 3 | 1.0.0 |
Varl The ancestral homeworld of the Hutts, Varl was destroyed thousands of years ago. No accurate record of the planet's destruction exists, but Hutt mythos suggests that one of Varl's two suns was pulled into a black hole; according to legend, the resulting cataclysm devastated Varl's atmosphere and rendered the entire system uninhabitable.
Several inconsistencies in the story have led many to suspect that the Hutts themselves were responsible for the planet's destruction. Regardless, the Hutts fled the ruined planet and--after displacing the native Evocii--resettled on Hutta. Category: Lore Planet: 16141158871960526176 XP Level: 9 FQN: cdx.lore.hutta.varl Varl | Lore | Hutta | Imperial | 9 | 1.0.0 |
Environment of Taris Before Darth Malak's orbital bombardment, Taris was a dying world. Industrial pollution had irreparably damaged the oceans, and chemicals and toxins poisoned the undercity's foundation. When the sprawling metropolis was reduced to rubble, countless pollutants were released into an already tainted ecosystem.
But this was not the end for Taris. For hundreds of years, the planet went without sentient interference, and the ecosystem began to adapt and thrive. Rich vegetation grew within the ruins, scaling steel towers and thrusting aside fallen skyscrapers. Animals--some native to the planet, some pets and lab specimens that had survived the bombardment--bred and repopulated the developing jungles.
Of course, some areas remain too polluted to inhabit--acidic lakes and radioactive sinkholes--but for the most part, Taris is an environmental success story and an object of fascination for scientists. The largest black mark remains the rakghoul plague, and the fear that it may one day spread to Taris's animal population. Category: Lore Planet: 16141165292934571748 XP Level: 32 FQN: cdx.lore.taris_imp.environment_of_taris Environment of Taris | Lore | Taris (Imp) | Imperial | 32 | 1.0.0 |
Geroya Be Haran (Bounty Hunter) Translated directly from the original Mando'a, Geroya be Haran literally means "game of annihilation"--though the challenge is anything but a game. While Mandalorians often engage in lethal duels to settle matters of honor, death in such a contest does no injury to a Mandalorian's legacy. To be challenged and to lose the game of annihilation isn't just to die--it is to have every accomplishment, every honor and every memory wiped away as if none had ever existed. Geroya be Haran is the gravest challenge a Mandalorian can issue.
The Geroya be Haran is so rarely invoked that the tradition's origin has been lost to time. However, many believe that it is the symbolic retelling of one of the Mandalorian Neo-Crusaders' most absolute victories during the Mandalorian Wars. Category: Lore Planet: 16141165292934571748 XP Level: 32 FQN: cdx.lore.bounty_hunter.geroya_be_haran Geroya Be Haran (Bounty Hunter) | Lore | Taris (Imp) | Imperial | 32 | 1.0.0 |
Jedi Civil War Also known as the Second Sith War and the War of the Star Forge, the Jedi Civil War is one of the darkest eras in galactic history. Three centuries ago, a pair of idealistic young Jedi named Revan and Malak led thousands of followers into the Outer Rim to do battle with an invading Mandalorian army. The Mandalorians were defeated--and Revan and Malak returned to the Republic not as heroes, but as conquerors.
Declaring themselves Dark Lords of the Sith, Darth Revan and Darth Malak began the ruthless subjugation of Republic worlds in the Outer Rim. The Jedi Council, which had been loath to take action against the Mandalorians, assembled an army to bring the traitors to justice. Darth Revan was captured during an attack by the Jedi Knight Bastila Shan and eventually turned back to the light side. Together Revan and Bastila defeated Malak, ending the threat. Category: Lore Planet: 16141165292934571748 XP Level: 32 FQN: cdx.lore.taris_imp.jedi_civil_war Jedi Civil War | Lore | Taris (Imp) | Imperial | 32 | 1.0.0 |
Malak's Attack During the Jedi Civil War, a ship carrying Bastila Shan--a Jedi with the rare and powerful battle meditation ability--was shot down by Darth Malak's fleet over the world of Taris. Malak's troops descended on the world in search of Bastila, but she avoided capture with the help of Revan, Malak's redeemed former master.
Rather than permit Bastila to escape, Malak ordered his fleet to bomb Taris from orbit, devastating the entire world. The planet-wide capital city was razed and civilian casualties measured in the billions. Despite Malak's extreme efforts, Bastila and Revan were able to safely flee the world. Taris itself, however, never recovered. Three centuries have passed, and a handful of swamp-sunken ruins are all that remains of this once great civilization. Category: Lore Planet: 16141165292934571748 XP Level: 32 FQN: cdx.lore.taris_imp.malaks_attack Malak's Attack | Lore | Taris (Imp) | Imperial | 32 | 1.0.0 |
Rakghoul Disease Theories abound on the origins of this highly contagious and adaptable virus: it may be the creation of an ancient Sith Lord; a naturally occurring result of the industrial toxins released into Taris's oceans; or the spectacularly failed efforts of medical researchers to artificially engineer a broad-spectrum vaccine.
Whatever the origins, the effects are undeniably terrifying. Typically spread through direct contact with rakghouls, fortunate victims suffer acute onset of flu-like symptoms that can prove fatal if not properly treated. However, in roughly half the cases the disease causes the host to undergo a horrific mutation, actually transforming them into a rakghoul.
Virtually all humanoid species in the galaxy are susceptible to infection, and there are rumors that the Empire has undertaken efforts to weaponize the disease. Unsubstantiated reports of rakghouls on worlds other than Taris lend credence to this rumor... or indicate the disease is slowly spreading across the galaxy of its own accord. Category: Lore Planet: 16141165292934571748 XP Level: 32 FQN: cdx.lore.taris_imp.rakghoul_disease Rakghoul Disease | Lore | Taris (Imp) | Imperial | 32 | 1.0.0 |
Republic Reconstruction Although located on the Outer Rim, Taris was once a cosmopolitan cityscape said to rival Coruscant. But this shining light was snuffed out three hundred years ago by Darth Malak, who ordered his Sith fleet to bomb the planet into oblivion. In the aftermath of the attack, little remained but ruins and putrid swamps overrun by rakghouls.
Recently, the Republic has begun efforts to recolonize and restore Taris in the belief it will demonstrate a resolve and ability to overcome the destruction wrought by the Sith. Should this lost world be salvaged, it would become a symbol of hope for all those who stand against the oppression of the Empire.
The focus to date has been on cleanup, salvage and clearing sites for new colonies. Progress has been slow, and the morale of those stationed on the world is rumored to be dangerously low. But the Galactic Senate refuses to admit defeat, truly exemplifying the politicians' can-do spirit. Category: Lore Planet: 16141165292934571748 XP Level: 32 FQN: cdx.lore.taris_imp.republic_reconstruction Republic Reconstruction | Lore | Taris (Imp) | Imperial | 32 | 1.0.0 |
Taris (Pre-bombardment) Located in the Ojoster Sector of the Outer Rim Territories, Taris was an ecumenopolis founded at the nexus of several hyperspace trading routes. Prosperity led to a rapid population increase and the continued vertical expansion of the planet-wide urban sprawl. But with the discovery of superior trade lanes elsewhere, Taris's economic fortunes changed.
For the wealthy nobles living in the upper floors of the towering skyscrapers, Taris remained an urban paradise. As one descended, however, the standard of living dropped precipitously. Aliens and refugees were forced to live in the city's lower levels, supporting the upper classes both figuratively and literally. Near the surface, violent swoop gangs held sway over a terrified civilian populace beset by poverty and famine, and the sewers of the undercity were infested with rakghouls.
Ironically, many of those living in the lowest levels of Taris survived Darth Malak's bombardment, while the rich and powerful were almost entirely wiped out. Category: Lore Planet: 16141165292934571748 XP Level: 32 FQN: cdx.lore.taris_imp.taris_pre_bombardment Taris (Pre-bombardment) | Lore | Taris (Imp) | Imperial | 32 | 1.0.0 |
Atmosphere of Quesh Quesh venom is one of the most toxic substances in the galaxy. When the great Quake split the ground millennia ago and released the venom from beneath Quesh's surface, the venom's evaporation destroyed the planet's once-pleasant air and made the atmosphere more hazardous to breathe than some biowarfare chemicals. The native fauna quickly died off, leaving only bones behind.
Although the toxicity has faded over the years, it is unsafe to wander Quesh without powerful adrenal countermeasures, special implants or a breath mask. The only beings who can comfortably endure Quesh's atmosphere are Hutts, who claim not to understand what the fuss is about.
Quesh's miners have also discovered that the harsh atmosphere takes a toll on their equipment, causing droids to rust and tools to degrade more quickly. Fortunately, the vast profits gained from mining Quesh venom make up for the exorbitant running costs.
Category: Lore Planet: 16141165625065288506 XP Level: 36 FQN: cdx.lore.quesh.atmosphere_of_quesh Atmosphere of Quesh | Lore | Quesh | Both | 36 | 1.0.0 |
Discovering Quesh Venom Like many great scientific advances, Quesh venom's immense value was discovered by chance. After its initial discovery, the planet Quesh was dismissed as a toxic wasteland. Orbital chemical scans languished in a file for decades until they were unearthed by a junior Republic chemist named Bardian Aelto. After working briefly on adrenal research projects, Aelto had been assigned to review planets likely to be classified as uninhabitable.
When Aelto studied Quesh's chemical scans, he was surprised to recognize a molecule chain from his work on adrenal stimulants. Quesh's atmosphere had properties almost identical to "Hutt venom", the primary ingredient in the galaxy's most high-grade adrenals. Aelto realized a relatively simple chemical process could convert this "Quesh venom" into a usable--and exceptionally valuable--compound. Thanks to one late-night session in a Coruscant laboratory, Quesh had become one of the Republic's most valued resource worlds.
Category: Lore Planet: 16141165625065288506 XP Level: 36 FQN: cdx.lore.quesh.discovering_quesh_venom Discovering Quesh Venom | Lore | Quesh | Both | 36 | 1.0.0 |
Hutt Neutrality With their vast fortunes, access to mercenary armies and ownership of resource-rich worlds, support from individual Hutts--or the Hutt Cartel itself--can mean the difference between victory and defeat in a galactic conflict. But Hutts are businessmen at heart. Why tie yourself to one side of a quarrel when you can remain aloof and profit from both? Thanks to their long lifespan, Hutts who choose sides also risk embroiling themselves in centuries-old grudges.
The Hutt Cartel is officially neutral in the galactic struggle, and it attempts to redress any egregious offenses committed by its members. Pragmatism and personal inconvenience aside, however, the Hutts have no vested interest in seeing either the Republic or the Empire permanently gain the upper hand. In peace, both sides would seek to regulate the Hutts; while the two factions are at odds, the Hutts can be assured of both autonomy and a steady, comfortable income.
Category: Lore Planet: 16141165625065288506 XP Level: 36 FQN: cdx.lore.quesh.hutt_neutrality Hutt Neutrality | Lore | Quesh | Both | 36 | 1.0.0 |
Military Adrenals Most commanders prefer to rely on rigorous training and good equipment to succeed, but no advantage can be ignored when soldiers' lives are at stake. Since the Great War, the use of military adrenals--safe, nonaddictive stimulants that improve a soldier's endurance, stamina or reflexes--has become more common. A good stock of adrenals can keep a company fresh and on its feet during a forced march, or save wounded individuals from succumbing to their injuries before help arrives.
Naturally, military adrenal stocks are carefully regulated and, if possible, reserved only for emergencies. It is possible for soldiers to rely on adrenals too much and overstress themselves. Theft and sale of military adrenals, which are of the highest quality, has also become a thriving cornerstone of the galactic black market, especially on worlds like Ord Mantell.
Category: Lore Planet: 16141165625065288506 XP Level: 36 FQN: cdx.lore.quesh.military_adrenals Military Adrenals | Lore | Quesh | Both | 36 | 1.0.0 |
Quesh Venom Quesh's sole natural resource is a substance properly known as venenit queshaaga. Nicknamed "venom," the liquid form of the substance can--when properly refined and processed--create extremely potent military-grade adrenals that safely increase a soldier's combat abilities for a limited time. With galactic tensions rising, Quesh venom has become one of the most valuable substances in the universe and a key to military victory for both the Republic and the Empire.
Unprocessed, Quesh venom is a virulent toxin. In its purest form, it is found seeping out of fissures created millennia ago by an ancient quake; it is these fissures that are mined by Republic and Imperial work crews. Over the centuries, significant amounts of Quesh venom have evaporated and tainted the planet's atmosphere, rendering the entire world poisonous to most forms of life.
Category: Lore Planet: 16141165625065288506 XP Level: 36 FQN: cdx.lore.quesh.quesh_venom Quesh Venom | Lore | Quesh | Both | 36 | 1.0.0 |
The Quake Quesh's rugged landscape is a result of the Quake, a massive geological event that occurred some fifty thousand years ago. Technically a series of groundquakes that lasted for three hundred years, the Quake caused Quesh's continents to move several meters apart, creating massive fissures in the ground. This in turn allowed the poisonous Quesh venom to rise up from the depths of Quesh and seep to the surface, leaving the atmosphere toxic to this day.
Quesh has been geologically stable for thousands of years now, but this has not stopped the Three Families from investing heavily in early warning systems; tremors one one-hundredth the size of the Quake could wipe out their refineries. Republic geologists have considered exploring the deepest caves exposed by the Quake, but until the caves are mined clear of Quesh venom, they are far too toxic to enter.
Category: Lore Planet: 16141165625065288506 XP Level: 36 FQN: cdx.lore.quesh.the_quake The Quake | Lore | Quesh | Both | 36 | 1.0.0 |
The Three Families When the Republic began mining Quesh venom, its scientists soon realized that, while they could refine the venom into a non-toxic compound, converting it into usable adrenals was much more problematic. After many expensive failures, the Republic appealed to the Hutt Cartel for expert help and was refused.
But three Hutt families, salivating at the potential profits--led by the Hutts Broga, Jeelta and Portho--broke from the cartel and offered their services. Although this was technically a breach of the Hutt Cartel's carefully established neutral position in the galaxy, generous kickbacks to the cartel kept its members looking the other way.
Today, the Three Families run Quesh's refineries and processing plants while the Republic controls the mines. This arrangement allows the Three Families to carefully guard the secret of adrenal creation, and it has made them incredibly wealthy. However, the Families' split from the Hutt Cartel also means the Empire can target them without fear of reprisal.
Category: Lore Planet: 16141165625065288506 XP Level: 36 FQN: cdx.lore.quesh.the_three_families The Three Families | Lore | Quesh | Both | 36 | 1.0.0 |
History of Tatooine Thirty thousand years ago, Tatooine was the lush, vibrant homeworld of the Kumumgah--a technologically advanced species believed to have been wiped out in a forgotten war. Ultimately, the war ended with Tatooine's devastation by one faction or another--the details are long since lost.
Most researchers aware of the story believe the Kumumgah were wiped out in the attack that transformed their planet into a desert wasteland. However, some xenosociologists believe the Jawas and Sand People who dwell in the dunes may be descended from the world's original rulers. The stories of the Jawas and Sand People themselves, however, are largely confused and contradictory.
Human settlement of Tatooine came much later, but colonization never truly took hold despite several efforts by the Republic (including a brief period during which Tatooine was considered a Republic protectorate, and a failed attempt by Czerka Corporation to set up planetary mining operations). The native population had little use for outsiders, and so the world became a haven for pirates, smugglers and general scum seeking a place to disappear. Category: Lore Planet: 16141178175742985098 XP Level: 24 FQN: cdx.lore.tatooine.history_of_tatooine History of Tatooine | Lore | Tatooine | Both | 24 | 1.0.0 |
Jedi Cultural Immersion (Consular) One of the goals of the Jedi Order is to foster greater understanding among the species of the galaxy. To that end, Jedi sometimes leave the order and live as part of another culture, often for years at a time, to learn its customs and study its languages. This cultural immersion follows a key tenet of Jedi diplomatic policy: To be reasonable, one must see all points of view.
Such immersion carries its dangers. Some Jedi have lost their lives undergoing rites of passage or by accidentally offending a rigidly polite alien society. The Jedi Order looks on these losses somberly as hard-earned lessons. However, most Jedi return with new skills and a fresh perspective on life. A few bring unusual habits or tastes, as well; after decades living in a Kubaz hive, for example, Master Arjur developed a craving for dried moon moths. Category: Lore Planet: 16141178175742985098 XP Level: 24 FQN: cdx.lore.consular.jedi_cultural_immersion Jedi Cultural Immersion (Consular) | Lore | Tatooine | Republic | 24 | 1.0.0 |
Krayt Dragon Enormous predatory lizards that prowl the dunes of Tatooine, krayt dragons are both feared and revered by the Jawas and Sand People that share their world. Slaying one of the fearsome beasts was once a rite of passage for young Sand People warriors, and the Jawa believe krayt bones possess mystical properties.
For all their importance to Tatooine's native cultures, however, krayt dragons are extraordinarily rare and quite possibly extinct--no living krayt has been seen in decades. Nonetheless, their towering skeletons are a testament to their power and majesty, and a pilgrimage to the legendary krayt graveyard remains a holy ritual in many Sand People tribes. Category: Lore Planet: 16141178175742985098 XP Level: 24 FQN: cdx.lore.tatooine.krayt_dragon Krayt Dragon | Lore | Tatooine | Both | 24 | 1.0.0 |
Operation: Ghostbreaker (Agent) Category: Recruitment / Threat Elimination Location: Tatooine Date: Classified Primary: Cipher Nine Secondary: None
Operational Summary: Informant (Mia Hawkins) contacted Intelligence from inside elite terrorist organization "ghost cell" and agreed to help dismantle the organization. Cipher Nine located ghost cell training grounds and eliminated the leader, known as the "Old Man," despite enemy attempts to replace the Cipher with a disguised ghost cell operative.
Notes: The ghost cell's training techniques are exceptional. See associated files for details; however, be aware that not all ghost cell operatives were identified during this sweep. Individuals able to use the cell's holographic disguise technology may still be active elsewhere, appearing as anyone. They should be considered a thre
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