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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.
XP Level: 1
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.
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.
XP Level: 20
Galactic Solutions Industries
Galactic Solutions Industries is a fast-rising star in the personal weapons industry on Nar Shaddaa. The company was founded by genius inventor and tycoon Addalar Hyland shortly after the resumption of hostilities between the Republic and Empire. GSI's first production run of blaster pistols, the GSI-B4, was noted for packing impressive firepower into an easily-concealed holdout weapon.
According to both Republic and Imperial reports, Galactic Solutions Industries is willing to do business with both factions. The company's motto glibly promotes this fact: "We stay neutral, so you don't have to!" GSI has been known to approach high-profile combatants on both sides of the war and enlist their aid with research and resource-gathering.
XP Level: 1
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.
XP Level: 1
Imperial Outreach Division
Established to facilitate indoctrinating the Empire's military forces, the Imperial Outreach Division identifies opportunities to minimize defection and improve morale. The division operates primarily among the lower ranks, focusing on ground troops almost entirely.
The division's efforts include organizing mandatory enrichment activities, such as motivational and educational speeches, tours of important historical sites, and approved off-duty events. Maintaining control over the lives of the enlisted permits the Empire to easily root out dissidents and thwart troublesome rumors or behaviors.
The division is well-liked by most soldiers--a testament to its successful façade of caring about the well-being of the Empire's forces on an individual level.
XP Level: 1
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.
XP Level: 1
Kuat Drive Yards
As Core Founders of the Galactic Republic, the people of Kuat aspired to provide a vital service to their newly formed government. To this end, they set out to build one of the galaxy's largest starship manufacturing companies. Kuat Drive Yards provides Republic-aligned planets with short-range shuttles, orbital stations and interplanetary transports. More crucially, they supply the Republic Navy with many of the components of its fleets, from the smallest single-person starfighters to capital warships.
Kuat Drive Yards quickly grew from a small series of shipyards, docks and warehouses in orbit over Kuat into an interconnected ring of manufacturing excellence. From the surface of the planet, the sight of the yards arcing across the sky brings the Kuati people a constant sense of duty and purpose by day; and of awe and comfort by night. Losing Kuat Drive Yards would not only send the planet's economy into a tailspin, but would also greatly hamper the Republic's ability to keep its member planets safe.
XP Level: 1
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.
XP Level: 10
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.
Republic News Network
Watched by billions of Republic citizens on a daily basis, the Republic News Network delivers timely reports on matters of concern to the Republic at large. It employs some of the best-known investigative reporters in the galaxy and, by all accounts, those reporters strive to stick to the network's motto: "Reliable. Relatable. Real."
The network has, however, come under fire recently for not holding the Republic accountable for missteps, and for appearing to avoid hard questions in interviews with powerful individuals. The network must walk a fine line to retain its access to the Republic's leaders while delivering the hard-hitting news its viewers have come to expect.
XP Level: 1
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.
XP Level: 1