The Old Republic - Lorebook
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- #1--- IMPORTANT EVENTS ---
- #2Brief history
Keys: Jedi, Empire, Republic, Galactic Republic, Jedi Order, Sith Empire
As the most advanced civilization in the known galaxy, the Galactic Republic has stood united for more than 21,000 years. Protected by the legendary Jedi Order, the Republic has defeated all its enemies, including the original Sith Empire in the Great Hyperspace War. Rising from the ashes of that defeat, however, led by an unnaturally long-lived Dark Emperor, the Sith rebuilt and returned to exact their vengeance. The Great War between Empire and Republic raged for years until a reprieve from constant conflict was defined in the Treaty of Coruscant. The tension between these two fundamentally opposed superpowers has not abated, though, and the return to war is widely considered to be inevitable. When that day comes, neutrality will not be an option. Everyone will be forced to choose which side they will give their allegiance to.
- #3Treaty of Coruscant
Keys: The Treaty, ToC, Treaty of Coruscant
The Treaty of Coruscant was an armistice and subsequent peace agreement that brought an end to the Great Galactic War in 3653 BBY. The Galactic Republic was strong armed into the treaty following the twenty-eight year conflict with the Sith Empire that saw the galactic government crumble under the pressures of war and economic struggles. In reality, the "treaty" functioned as more of an armistice, as, while peace technically existed between both governments, the concept was more of a cessation of hostilities between the Republic and Empire. This armistice was first proposed by the Sith Dark Council, under the leadership of the Sith Emperor. Although wary of possible ulterior motives, the Republic's Galactic Senate accepted the offer out of desperation. The two governments organized a summit to take place on the Core World of Alderaan, where delegations from both factions would meet to deliberate the terms of peace.
While representatives of the Empire and the Republic conferred, the Empire launched an unexpected assault on the Republic capital world of Coruscant. The Sacking of Coruscant placed the Republic's capital firmly under the control of the Sith Empire, and gave the Imperial delegation on Alderaan the leverage they needed in order to demand the Republic's surrender of the war. The leader of the Imperial delegation—the Sith Lord Darth Baras—authored the Treaty of Coruscant and presented it to the representatives of the Senate and the Jedi Order for their signatures. They signed the document, ending the Great Galactic War and declaring the Sith Empire as the victor.
Furthermore, to ensure compliance with the various clauses of the agreement, the Empire assigned protocol droids to shadow high-racking individuals within the Republic to remind them of the harsh terms of the armistice while allowing the Republic a somewhat degree of independent under Imperial supervision. It also demanded that all Republic forces and Jedi withdraw from open conflict with the Empire and that the Senate cede a number of outlying worlds to it. Thus, ushering in a brief period where the Sith reigned unopposed over the galaxy.
The agreement was heavily opposed by certain interests within the Republic, including Jedi Master Dar'Nala, General Elin Garza of the Republic Military, and the Royal House of Alderaan. Such opposition to the treaty led to the initiation of a galactic Cold War fought between the Republic and Empire both directly and by proxy. The treaty was so significant that the Galactic Senate adopted the date of its signing as a new dating standard.
- #4Sacking of Coruscant
Keys: Battle of Coruscant, Sacking of Coruscant
The Sacking of Coruscant, also known as the Battle of Coruscant, occurred at the end of the Great Galactic War between the Galactic Republic and the resurgent Sith Empire. Centuries after the supposed destruction of the original Empire, a surviving faction of the Sith returned from the Unknown Regions and waged a massive war against the Republic. After decades of fighting, the Republic was overwhelmed both economically and militarily, while the Empire continued to gain ground. At what seemed to be the height of their campaign, the Sith surprised the galaxy and extended an offer of peace to the Republic. Although cautious of the Empire's intentions, the Galactic Senate of the Republic accepted the much-needed reprieve. Unbeknownst to the Republic, the Sith had no intention of allowing the war to come to a peaceful conclusion.
While Republic and Imperial delegations convened on Alderaan for treaty negotiations, the Imperial-employed Mandalorian Shae Vizla traveled to the Republic capital world of Coruscant and deactivated the planet's defense grid. This allowed for the Sith Lord Darth Malgus to enter the Jedi Temple alongside a group of fifty Sith Warriors and lay siege to the ancient edifice. The Warriors had a violent altercation with the Temple's Jedi defenders, led by Master Ven Zallow, but were victorious in their mission. With the Jedi defeated, a fleet of Sith warships under the command of the Lord Darth Angral descended upon the planet, bombarding the cityscape and deploying Imperial soldiers and warriors to the surface. Although the surviving members of the Jedi Order and the Republic Special Forces Division attempted to defend their capital, the Sith forces overwhelmed them. By the time the fighting had ended, the Jedi Temple had been reduced to rubble, six members of the Jedi High Council had been killed, and Lord Angral had assassinated the Supreme Chancellor of the Republic. All communications into and out of Coruscant were locked down, leaving the rest of the galaxy to guess at the carnage that was unfolding on the surface.
For two days, the Empire blockaded Coruscant and occupied the world, ruling it under martial law. The Coruscanti people were prohibited from leaving the world, and travel across planet was heavily restricted. Darth Angral became the provisional governor of Coruscant, while his subordinate, Darth Malgus, oversaw the orbital security. During this time, the Sith looted the world, executed Republic senators, and kidnapped a number of locals. On the second day of the occupation, renegade Jedi Knight Aryn Leneer targeted Malgus for his hand in the destruction of the Jedi Temple. Her hunt led to a number of breaches in the security of the Sith quarantine force, but the Imperial hold over Coruscant remained. It was estimated by both Sith and Jedi that the death toll lay somewhere between the tens of thousands and one hundred thousand.
With the Republic's capital securely in their grip, the Empire was able to take command of the negotiations on Alderaan. After the two-day long occupation and the destruction of much of Galactic City, the Republic delegation was forced to sign the controversial Treaty of Coruscant. Although it brought an end to the Great Galactic War and returned the capital to its original occupants, the treaty's highly biased mandates set the stage for the Cold War and forced the Republic into a debilitating position of weakness within the galaxy. As such, reconstruction of Coruscant was delayed and then drawn out for several years, with residents in the poorer areas of the planet being forced to make a living in the ruin left behind by the Sith. The planet's lower levels fell under gang control, and were largely ignored by the Republic government, which was headquartered on the very same world.
- #5Cold War
Keys: The Truce, Truce, Cold War
The Cold War was an intense, eleven-year period of galaxy-level astropolitical tension between the Galactic Republic and the Sith Empire and their respective allies after 3653 BBY. The Treaty of Coruscant ended the Great Galactic War, sealing the Sith Empire's partial victory and its annexation of almost two thirds of the known galaxy. Peace was gained, but tensions between the Empire and the Republic remained high, especially as the Empire began seizing more planets in the Core Worlds. In the ten years after the war, fear and uncertainty gripped the galaxy. Border skirmishes and proxy wars between the Empire and Republic erupted, and the uneasy truce between the two foes appeared to be on the verge of collapse, as it finally did in 3641 BBY.
The eleven year period during which the Cold War took place was perhaps one of the most significant periods in galactic history, particularly for that of the Sith. As a result of the immense power that they held during the Cold War, this was well-regarded as having been the time in which the Sith were at their mightiest.
- #6Ord Mantell's Civil War
Keys: Civil War on Ord Mantell, Ord Mantell, Separatist War
The Separatist War was a civil conflict that occurred on the planet of Ord Mantell during the Cold War between the Galactic Republic and the resurgent Sith Empire. In the aftermath of the Treaty of Coruscant and the end of the Great Galactic War, the corrupt government of Ord Mantell decided to remain loyal to the Republic, and the rise of a separatist movement among the people soon broke out into open conflict.
- #7--- FACTIONS ---
- #8Galactic Republic
Keys: Republic, Galactic Republic, The Republic, Old Republic
The Galactic Republic, a civilization for over 22,000 years, has been governed by the Galactic Senate and the revered Jedi Order. The Republic has been a beacon in the darkness of outer space, defending its citizens from the Sith Empire. However, less than a century ago, the Sith Empire returned, causing the Republic to be broken. The Senate, now paralyzed, faces a wave of withdrawing star systems, an insurmountable supply crisis, and chaos. The Jedi Council has moved to Tython, and the Republic has trained up new squads of Special Forces. Despite a post-war economic depression and enemy expansion, the spirit of the Republic remains independent, brave, and strong.
- #9Sith Empire
Keys: the Empire, Empire, Emperor, Sith, the Emperor, Sith Empire
The Sith Empire, a powerful new civilization led by ambitious dark Force-users, began expanding rapidly on Korriban three thousand years ago. The Great Hyperspace War began when the Sith civilization's boundaries reached the Republic, and the Dark Jedi intermarried with those they ruled. Lord Vitiate, a Sith known as Emperor, managed to escape the carnage and fled into Deep Space with his trusted Dark Lords. He declared himself Emperor and his forces settled on Dromund Kaas, rebuilding their society.
Over the next thousand years, the Sith Empire recovered its strength, developing a massive Imperial military, advanced warships, and undertook dark rituals. When the time for vengeance arrived, the Sith began infiltrating star systems in the Outer Rim, sowing discord and making secret deals with local criminals and warlords. The Empire's brutal force slammed the Republic repeatedly, but the Emperor surprised the Republic yet again.
During peace talks, several Sith Lords and an elite Imperial army sacked the Republic's capital planet, leaving Republic leaders no choice but to surrender several outlying star systems by signing the Treaty of Coruscant. Since the treaty, the Emperor has withdrawn to pursue his own mysterious goals, deferring control to the Dark Council and setting the stage for a brutal power struggle. The strongest and most cunning Sith and Imperial leaders are rising up to assume authority, consolidate the Empire's dominion, and crush its enemies.
- #10Mandalorian Clans
Keys: Mandalorian Clans
Once feared as the most relentless warrior culture in the galaxy, the Mandalorian Clans emerged from the Great Galactic War fractured, leaderless, and struggling to reclaim their identity. The devastation wrought by the Empire’s manipulation of Mandalore and the Republic’s retaliatory campaigns left the clans scattered across the Outer Rim. Without a unifying Mand’alor, each clan has turned inward, rebuilding strength, forging alliances, and preparing for the next great conflict.
During the uneasy Cold War, Mandalorians have become prized mercenaries, bounty hunters, and private military contractors. Some clans lean toward the Sith Empire, drawn by promises of honor and battle; others quietly support the Republic, remembering old debts and shared enemies. Many remain fiercely independent, refusing to be pawns in another galactic war.
Despite political fragmentation, Mandalorian culture endures: the Resol’nare is still sacred, armor is still a symbol of lineage, and the pursuit of martial excellence remains the heart of their identity. As tensions rise across the galaxy, the clans watch and wait. When the next Mand’alor rises, the Mandalorians will be ready to follow—and the galaxy will feel their return.
- #11Hutt Cartel
Keys: Hutt Cartel
The Hutt Cartel, an ancient criminal empire older than many galactic governments, emerged from the Great Galactic War wealthier and more entrenched than ever. While the Republic and Sith Empire bled each other dry, the Hutts expanded their influence across the Outer Rim, seizing trade routes, enslaving entire populations, and tightening their grip on Nar Shaddaa—their jewel of lawless prosperity.
During the Cold War, the Cartel has positioned itself as a “neutral” power, offering fuel, weapons, and mercenary armies to both sides at exorbitant prices. Their neutrality is a fiction; the Hutts back whichever faction benefits their profits, and they are not above orchestrating conflicts to ensure demand for their services. Their kajidics—powerful Hutt families—vie constantly for dominance, each seeking to control spice production, smuggling networks, gladiatorial arenas, and the lucrative slave trade.
Though decadent and slow-moving, the Hutts are far from complacent. They invest heavily in private armies, cutting-edge starships, and biological weapons, all while maintaining a veneer of untouchable sovereignty. As the galaxy teeters on the brink of renewed war, the Hutt Cartel stands ready to exploit the chaos, confident that no matter who wins, the Hutts will profit.
- #12--- INSTITUTIONS ---
- #13Jedi Order
Keys: Holy Order of the Jedi Knights, The Holy Order of the Jedi Knights, Jedi Order, Jedi, The Holy Order, Holy Order
Jedi Order History: The Jedi Order, also known as the Holy Order of the Jedi Knights, simply known as the Jedi, are a peacekeeping monastic spiritual organization and order comprised of light side Force-users; who are dedicated to protecting the Galactic Republic.
The Jedi have been the noble peacekeepers and diplomats for the Galactic Republic for 22,000 years. While law-abiding citizens look to the Jedi with respect and inspiration, the Galactic Republic's enemies regard the Jedi with suspicion, fear and anger.
The success of the Sith Empire's military campaign during the Great Galactic War saw the deaths of thousands of Jedi. During the Sacking of Coruscant, six Jedi Masters of the Jedi High Council were killed and in the time since, the Sith have started their own recruitment campaign to seek out Force-sensitive children around the galaxy.
These catastrophes have damaged the Galactic Republic's faith in it's legendary protectors, but they are far from defeated. Overwhelmed yet fearless, the Jedi have returned to their ancient homeworld of Tython, recommitting to their timeless principles and looking to the future, hoping to restore balance to the Force, and peace and justice to the galaxy.
Despite the Jedi Order's intentions, their search for serenity on Tython has been strained. Among the ancient Tythonian ruins, mysterious Force energies abound, and the legacy of a long forgotten darkness has re-emerged. With the arrival of a Twi'lek pilgrim clan determined to settle on Tython in violation of Galactic Republic law, delicate and dangerous trials have arisen for Jedi Padawans in training and for the Order itself.
Jedi Council: The Jedi High Council, simply known as the Jedi Council, are a council comprised of some of the strongest, wisest and most powerful members of the Jedi Order; who are elected to lead and guide the Jedi. All members of the Jedi council are those who have the rank of Jedi Master. Grand Master is a title that is granted to a Jedi Master who is the elected head of the Jedi High Council.
The Grand Master can overrule the decision that the other members of the Jedi council made; regarding matters of the Jedi Order; such as expelling a member of the Jedi Order, the grand master can also change the Jedi teachings or code.
Jedi Code: The Jedi Code is a set of rules and teachings that governed the behavior of the Jedi Order; it is the light counterpart of the Sith Code.
There is no emotion, there is peace: All Jedi are taught to control their emotions, as they believe by giving into their emotions, they would fall to the dark side.
There is no ignorance, there is knowledge: Because the Jedi are the protectors of the galaxy; they gathered as much knowledge as they can.
There is no passion, there is serenity: All Jedi are taught to connect to the Force via serenity and other peaceful emotions.
There is no chaos, there is harmony: All Jedi are taught to end conflicts via peaceful ways.
There is no death, there is the Force: All Jedi are taught to accept that death is inevitable and that the those lost to it; merely become part of the Force.
No attachments: All Jedi are forbidden from forming attachments; such as marriage and other specific, individual bonds; such as family and romantic love. However, most other Jedi are allowed to marry and have children; as long as they avoid developing emotional attachments to them; but this rarely happens.
Life is precious: All Jedi are taught to respect all forms of life in general; as they do not believe in assassinations and only kill in self-defense or to save the lives of other innocent individuals.
Mercy: All Jedi are forbidden to attack or kill unarmed opponents.
Age restriction: Force-sensitives at certain ages; are not allowed to join the Jedi Order as trainees.
Jedi Trials: The Jedi Trials are a series of 5 tests that a Jedi apprentice must pass; in order to obtain the rank of Jedi Knight and become a full-fledged member of the Jedi Order.
Jedi Ranks: Jedi Initiate: Jedi Initiate is a rank granted to Force-sensitive children (between the ages of four and eight) who have been accepted into the Jedi Order as trainees, they underwent their training in the Force, particularly at the Coruscant Jedi Temple; they would remain under the tutelage of a Jedi instructor; until they are selected or assigned to a Jedi Knight or Jedi Master as there apprentice(s).
Padawan: Padawan is a rank granted to Jedi Initiates who have passed the Jedi Initiate Trials and been assigned or selected to a Jedi Knight or Jedi Master as there apprentice(s); at the age of eight or in their early teens, they would remain under the tutelage of there mentor(s); until the Jedi High Council believes they are ready for the Jedi Trials.
Jedi Knight: Jedi Knight is a rank granted to Padawans who have passed the Jedi Trials; becoming full-fledged members of the Jedi Order; it is the second highest rank in the entire Jedi Order.
Jedi Master: Jedi Master is a rank granted to a few Jedi Knights; depending on their level of experience, intelligence, wisdom, mastery of the Force and skills in lightsaber combat respectively; it is the highest rank in the entire Jedi Order.
Jedi Military Ranks: Although the Jedi Order is not a military organization, in times of need it's members became part of the Republic military; only if it is absolutely necessary for the Jedi to get involve into a war.
Jedi Commander: Jedi Commander is a military rank granted to Padawans, Jedi Knights and Jedi Masters, who takes leadership positions within in the Republic Army and serve as the second-in-command to a Jedi General; it is the second highest military rank in the entire Republic Army that a Jedi can achieve.
Jedi Admiral: Jedi Admiral is a military rank granted to Jedi Knights and Jedi Masters, who serve as generals within the Republic war effort; it is the highest military rank in the entire Republic Navy that a Jedi can achieve.
Jedi General: Jedi General is a military rank granted to Jedi Knights and Jedi Masters, who serve as generals within the Republic war effort; it is the highest military rank in the entire Republic Army that a Jedi can achieve.
Jedi Titles: Jedi: Jedi is a title that is granted to individuals (Jedi Initiate, Padawan, Jedi Knight and Jedi Master alike) who are members of the Jedi Order.
Jedi Guardian: Jedi Guardian is a title that is granted to Jedi; who specialize in hand-to-hand combat, martial arts and lightsaber combat respectively.
Jedi Consular: Jedi Consular is a title that is granted to Jedi; who specialize in diplomacy, negotiation and science respectively.
Jedi Sentinel: Jedi Sentinel is a title that is granted to Jedi; who specialize in security, computers, stealth, demolitions, repair, medicine and dual-blade combat respectively.
Grand Master: Grand Master is a title that is granted to a Jedi Master who is the elected leader of the Jedi Order and head of the Jedi High Council, it is usually granted to the strongest, wisest and most powerful member of the Jedi Order, it is the highest title in the entire Jedi Order; Meetra Surik and Satele Shan are particularly notable Grand Masters.
- #14Galactic Senate
Keys: Galactic Senate, Republic Congress, Republic Senate, The Senate
The Galactic Senate, also referred to as the Republic Senate, Republican Senate, Galactic Congress or Republic Congress, was the legislative and executive branch of the Galactic Republic that was located on Coruscant. Its primary duties were to mediate any disputes between star systems, worlds and cultures, to regulate trade between systems, to protect and care for citizens in need and to provide mutual defense in face of threats to the Republic.
The Galactic Senate was led by a Supreme Chancellor, elected by a vote of the Senate from amongst its delegates. In their capacity as President of the Senate, a chancellor had little real authority over the Senate other than prerogative to call for a special session and could be removed by a vote of no confidence. The Vice Chair, also elected and removed by the Senate, wielded far more power being empowered to open, close and moderate debate on each motion as speaker, which allowed for control agenda within the Senate.
The Galactic Senate was made up of over 2,000 congressmen: governor-delegates (referred to as senators) and representatives, representing sectors, systems, individual planets, or even Corporations or Guilds. Some were elected directly, while others were appointed by a planet's ruler (or even were the planet's ruler). Diplomats, religious figures, local political leaders, and other prominent people could also address the Senate as part of a senatorial delegation. Senators, however, were the only members with voting power, with the Representatives organized into the Galactic Representative Commission, although they could be appointed by their absent Senators as their temporary substitute, and still could have a minor voice in Senate business.
The full Senate convened on a regular basis, although the meetings were unscheduled in advance, and could sometimes even reach up to one hundred full assemblies per year. The order of the day was composed of a series of day-long meetings in committees and subcommittes in formal and informal situations. Most of the negotiation and diplomacy, however, happened behind the scenes, in the ambassadorial offices behind the Senate platforms.
- #15Republic Strategic Information Service
Keys: Republic Strategic Information Service, Republic Intelligence, SiS, SIS
The Republic Strategic Information Service, most commonly known simply as the Strategic Information Service (SIS) or Republic Intelligence, was the Galactic Republic's domestic and foreign intelligence agency during the Great Galactic War and the following period of political unrest. Although the agency existed prior to the Great War's initiation in 3681 BBY, as a monitoring and decryption arm of the Senate Library, the rapid expansion of the conflict prompted the Galactic Senate to shift the group from a small-scale decryption agency to a full-fledged information and espionage bureau.
The Republic Strategic Information Service was an espionage agency of the Galactic Republic. Though it was smaller and younger and managed a smaller network of spies and informants than its intelligence counterpart in the Sith Empire it was still deemed to be an effective intelligence service. Serving as an agency with the Senate Library before the Great Galactic War, the SIS was charged by the Galactic Senate with monitoring and decryption duties. With the outbreak of war, the agency was responsible for providing intelligence to the Republic Military and the Jedi Order. By the end of the war and the start of the Cold War, its duties included the management of networks, counter-intelligence, foreign intelligence, military intelligence, and assisting local law enforcement agencies.
The SIS was headquartered in the Heorem Complex on Coruscant and was led by the Director of SIS who would have several agents on special assignments answer directly to him. Under the Director were regional operational directors such as the Director of Core World Operations[6] and the Director of Mid Rim Operations. Below the regional Directors there were Station chiefs, who oversaw operations within a sector. Planetary operations were headed by Bureau Chiefs who supervised Special Agents and regular agents. Other ranks within the SIS included Senior Agent, as well as various military ranks such as colonel, captain or lieutenant.
All SIS agents were trained to speak Huttese.
- #16Sith Order
Keys: Order of the Sith Lords, The Sith, Sith, Order of the Sith, Sith Order
History of the Sith Order: The Sith Order, also known as the Order of the Sith Lords, simply known as the Sith, are an organization and order comprised of dark side Force-users; who are dedicated to conquer and rule the galaxy.
The true Sith have spent centuries building their strength in the depths of unknown space. The Sith Emperor patiently planned for the day when his Sith Empire would repay the Jedi for the humiliating defeats of the past. In that time, generations of Sith have come and gone, working hard and devoting their lives to the dream of vengeance.
With dark discipline and meticulous execution, the Sith's first assault on their enemies succeeded to near-perfection. They sliced through the Jedi and their defenses as if they weren't even there. Though their aggressive advances were eventually slowed, the Sacking of Coruscant settled any questions about whether the Sith were victorious.
In the years since the treaty, the twelve-member Sith Dark Council has overseen the consolidation of the Empire's new domains and the restructuring to put practical matters in the hands of the Imperial military so the Sith Lords can plan for the future. The Sith Lords' focus has now turned to recruiting and training new acolytes to increase the Empire's power. When the final battle with the Jedi comes, the Sith Lords plan to be prepared. There will be no mercy.
In the vaulted halls of the Sith Academy on Korriban and in the deep tombs of the great Dark Lords of the past, potential Sith must face arduous tests to prove their worthiness. Even if they survive this deadly training, though, their greatest challenge lies in the cruel competition of their fellow acolytes, as each vies for the favor of their Masters. Ultimately, only the strongest will become Sith; the others will simply die trying.
Sith Code: Peace is a lie, there is only passion: Unlike the Jedi; who become attuned to the Force through inner peace, all Sith are taught to connect to the Force through passion and other intense emotions.
Through passion, i gain strength: All Sith are taught to believe that resolve hardened by intense emotions like rage make one strong.
Through strength, i gain power: All Sith are taught to believe that the strong are meant to rule the weak.
Through power, i gain victory: All Sith are taught to believe in using any means necessary to achieve their goals.
Through victory, my chains are broken: All Sith are taught to believe that those who strove for perfection through knowledge and mastery of the Force would be rewarded.
The Force will set me free:
No mercy: All Sith are taught to believe that showing mercy to their opponents; makes them weak, as they have no guilt, shame or remorse for killing or torturing, unarmed opponents, particularly their own prisoners; even if they have surrendered.
Non-age restriction: Sentient beings at any age are allowed to join the Sith Order as apprentices.
Sith Ranks: Sith Acolyte: Sith Acolyte is a rank granted to Force-sensitive individuals who have been accepted into the Sith Order as trainees; at an early age, in their early teens, late teens or adult years, they underwent their training in the Force, particularly at the Korriban Sith Temple; they would remain under the tutelage of a Sith instructor; until they are chosen by a Sith Lord or Sith Master as their apprentice(s).
Sith apprentice: Sith apprentice is a rank granted to Sith Acolytes who have been chosen by a Sith Lord or Sith Master as there apprentice(s), they would remain under the tutelage of there mentor(s); until their mentor(s) believes that they are ready to become Sith Lords.
Sith Lord: Sith Lord is a rank granted to Sith apprentices who have become considerable knowledge and powerful in the dark side of the Force, and skilled in lightsaber combat; it is the second highest rank in the entire Sith Order.
Sith Master: Sith Master is a rank granted to a few Sith Lords; depending on their experience, intelligence, wisdom, mastery of the Force, skills in lightsaber combat respectively, or if they have successfully killed their former mentor(s) who had the rank of Sith Master; it is the highest rank in the entire Sith Order.
Sith Military Ranks: Sith Commander: Sith Commander is a military rank granted to Sith apprentices, Sith Lords and Sith Masters; who takes leadership positions within in the Imperial Army and serve as the second-in-command to a Sith General; it is the second highest military rank in the entire Imperial Army that a Sith can achieve.
Sith Admiral: Sith Admiral is a military rank granted to Sith Lords and Sith Masters; who serve as admirals within the Sith Empire's war effort; it is the highest military rank in the entire Imperial Navy that a Sith can achieve.
Sith General: Sith General is a military rank granted to Sith Lords and Sith Masters; who serve as generals within the Sith Empire's effort war; it is the highest military rank in the entire Imperial Army that a Sith can achieve.
Sith Titles: Sith: Sith is a title that is granted to individuals (Sith apprentice, Sith Lord and Sith Master alike) who are members of the Sith Order.
Sith Warrior: Sith Warrior is a title that is granted to Sith who specialize in hand-to-hand combat and lightsaber combat respectively.
Sith Juggernaut: Sith Juggernaut is a title that is granted to Sith who specialize in pure brute strength and combat endurance respectively.
Sith Marauder: Sith Marauder is a title that is granted to Sith who specialize in dual-bladed combat.
Sith Alchemist: Sith alchemist is a title that is granted to Sith who specialize in Sith alchemy respectively.
Sith Inquisitor: Sith Blademaster is a title that is granted to Sith who specialize in Sith sorcery and lightsaber combat respectively.
Sith Sorcerer: Sith Sorcerer is a title that is granted to Sith who specialize in the arts of the dark side of the Force, using force powers, talismans or incantations to overwhelm and destroy their opponents.
Sith Assassin: Sith Assassin is a title that is granted to Sith who specialize in the art of assassination, stealth and utilizes double-bladed lightsabers in combat.
Emperor's Wrath: Emperor's Wrath, also known as Emperor's Wrath, is a title that is granted to a Sith who serves as the personal enforcer and executioner for the Sith Emperor.
Sith'ari: Sith'ari is a title that is granted to a Sith; who would make the Sith Order more powerful than ever before; it is the second highest title in the entire Sith Order.
Dark Lord of the Sith: Dark Lord of the Sith, simply known as Dark Lord or Darth, is a title that is granted to a Sith Master who is the elected leader of the Sith Order and head of the Dark Council, it is usually granted to the strongest, wisest and most powerful member of the Sith Order; it is the highest title in the entire Sith Order.
- #17Dark Council
Keys: Dark Council, The Sith Council, Council of Darths
The Dark Council was the supreme governing body of the Sith Empire. A twelve-member council that served as the ruling body throughout much of the Empire's history. Each member of the Dark Council held the title of Dark Lord of the Sith and controlled one of the twelve Spheres of Influence within the Sith Empire, making the Council the most powerful individuals in the Empire below the Sith Emperor himself. Seats on the council were hotly contested among the Sith, with the tenures of some councilors lasting only months while others lasted decades, and every single individual within the entire Empire ultimately answered to one member of the Council through the Imperial hierarchy of power bases.
The Ruling body: The ruling body of the Sith Empire, the Dark Council consisted of twelve Sith Lords who each held the title of Dark Lord of the Sith. As the Sith Emperor retreated into seclusion, the Dark Council took over the day-to-day managing of the Empire, and a seat on the Council meant that one was among the most powerful individuals in the Empire—second only to the Emperor himself. In the traditional order of succession on the Council, a fallen member's apprentice was the first choice to replace them, though there were other routes to gaining a seat. The Emperor himself could select new members, as he did after the two purges of traitorous Councils throughout the Empire's history, while the death of a Councilor at the hands of another Sith guaranteed that the victor would take the seat of the fallen Council member.[10] When the traditional order of succession failed, the other members could select new Councilors during their meetings through a unanimous vote, though the Council was not always unanimous on which candidate to select.
The Twelve Spheres: Each Council member controlled one of the twelve Spheres of Influence within the Empire, and the various Sith who served each Councilor maintained power bases of their own. Through that system of power bases, every single Sith within the Empire ultimately answered to one of the Dark Council, and every non-Sith organization also fell under one or more of the Councilors' Spheres of Influence. The Spheres of Military Offense and Defense of the Empire were advised by the Sphere of Military Strategy, and together those three Councilors controlled the Imperial Ministry of War. The Dark Councilor at the head of the Sphere of Imperial Intelligence oversaw the Ministry of Intelligence, while the Sphere of Production and Logistics controlled the Ministry of Logistics. The Dark Councilor in charge of the Sphere of Ancient Knowledge commanded the Imperial Reclamation Service, while the Sphere of Mysteries worked in secrecy to guard the secrets of the Sith and the Sphere of Sith Philosophy ensured that the Code of the Sith was upheld and spread anti-Jedi sentiment throughout the Empire. The Sphere of Expansion and Diplomacy oversaw the Imperial Diplomatic Service and the expansion of Imperial borders, and the Sphere of Laws and Justice maintained order and justice within the Empire itself. The final two Spheres, Technology and Biotic Science, oversaw the Empire's technological advancements and medical science respectively.
- #18Ministry of Intelligence
Keys: Imperial Intelligence, Ministry of Intelligence, Sith Intelligence
Overview: The Ministry of Intelligence was one of three main divisions of the reconstituted Sith Empire. The Ministry of Intelligence answered to the Sphere of Imperial Intelligence. Headed by the Minister of Intelligence, the Ministry was responsible for providing information and sowing disinformation as necessary. The largest organ of the Ministry was Imperial Intelligence. It served as the Empire's primary covert intelligence and counter intelligence service. Its day-to-day operations were headed by the Keeper who also ran Imperial Intelligence's Operations Division. Under Keeper were Watchers, charged with running field agents, Cipher Agents, the top tier of field agents, Fixers, technical agents, and the Minders, the internal security and secret police force. A second apparatus of the Ministry of Intelligence was the Outreach Bureau. The Bureau's purpose was to inform citizens of the daily news of the galaxy. More often than not, the Bureau reported facts as suited the Empire and produced copious amounts of propaganda praising the Empire and casting the Republic as evil.
History of the Ministry of Intelligence: In the days following the Sith exodus in the aftermath of the Great Hyperspace War, abandoning such holdings like Ziost and Korriban, the Sith Empire reorganized into a new government on the planet of Dromund Kaas. At that time, a new governmental structure was established, consisting of various ministries and bureaucracies, one of such being Imperial Intelligence.
The organization was a major asset to the Empire by the 3900's, sending various undercover operatives into Republic space to help stage the Mandalorian Wars as to serve the Emperor's plans to return to the Republic. One such operative was Sechel, who later went on to serve the Sith Lord Darth Nyriss as her personal operative.
Prior to the signing of the Treaty of Coruscant in 3653 BBY, this division of the Sith Empire was responsible for blocking the Republic's attempt at gaining allies amongst the Hutt Cartels. Intelligence operatives were also responsible for Mandalore the Lesser's rise to power. They helped him gain victory and success in the Gladiatorial arena of Geonosis by intimidation and even poisoning of his opponents, giving him an unfair advantage. Through their behind the scenes manipulations, they twisted audience perceptions until they were calling him the new Mandalore. They used him to rally the scattered Mandalorian commandos under his banner, all the while controlling him as a pawn in their Emperor's plans. Mandalore the Lesser was eventually killed and replaced by Artus, who took his place as Mandalore.
At some unknown point, Imperial Intelligence learned that the Galactic Republic operated a prison on the planet Belsavis known as "the Tomb." Thus, they began attempts at uncovering the location of this super prison and later succeeded in staging a raid against the facility in order to free any Sith prisoners within the structure.
Imperial Intelligence: Imperial Intelligence was the primary intelligence organization that served the Sith Empire during the Great Galactic War. The largest organization under the Ministry of Intelligence, Imperial Intelligence answered directly to the Minister of Intelligence. Operating in the shadows, agents of Imperial Intelligence were skilled at manipulation, subterfuge, intimidation and assassination and could be just as deadly as their Sith superiors.
Imperial Intelligence was quite possibly the most deadly and feared intelligence organization the galaxy has ever seen, easily able to outstrip their Republic SIS counterparts. The agents of Intelligence were very adept at gathering information, having spies and operatives on nearly every Republic and non-Imperial world, even Tython and Coruscant, that the Jedi or the SIS were not aware. Their field agents were often willing to do whatever it took to get the job done, and most, especially those who knew much about the organization's activities, carried around a capsule or shot of poison in case they were captured, for most members preferred to die than give up the Empire's secrets. There were very few instances that Intelligence was caught off guard, and even if they were, they quickly regained their balance and silenced any threat to the Empire, from rogue Sith Lords to terrorist cells. Even though Intelligence, like all Imperials at the that time, served and worked under the thumb of the Sith, it has been remarked by some that Intelligence, even though putting on a good facade for the Sith, did not care for their dark-side masters; in fact, some agents went so far as to deliberately undermine the Sith's efforts or disobey direct orders discreetly.
Ranks within Imperial Intelligence: Official designations were restricted to speakers of Basic; non-speakers such as Lodenth Kashar served in flexible capacities. The real names of Ciphers, Minders, Fixers, and Watchers were classified, with the agents in question being known only by their position and number (i.e., Cipher Nine, Minder Twenty, Fixer Six, Watcher Two). It is important to note that number did not indicate rank or even seniority; numbers were nothing more than a way to differentiate between individuals with the same designation.
Informer: Spies, scouts and informants who gathered information and relayed it back to base. Were often assigned a fixed position they would never leave.
Cipher: Operatives that were skilled in assassination, seduction, infiltration and sabotage. Ciphers were often the field agents and main attack force of Intelligence, adept with poisons, rifles and gadgets.
Minder: Information processors who received intelligence from Ciphers and anticipate their enemies movements. Minders work as internal security, screening Intelligence for vulnerabilities, and addressing any breaches.
Fixer: Technical agents who were adept at slicing, engineering and biomechanics. Often processed and made sense of technical data (such as datapads and bioscans) gathered by Ciphers.
Watcher: Observers that recover, process and analyze data, then relay their findings back to the Ciphers. Watchers report directly to Keeper.
Keeper: The main leader of Imperial Intelligence. Keeper gives orders to their operatives, comes up with the largest plans, and knows all the secrets of the Empire and Intelligence.
Minister of Intelligence: The true leader of Intelligence. The Minister handles the paperwork and technical details of running Intelligence, and reports directly to the Dark Council. Besides the Imperial Guard, this is the highest position a non-Sith can achieve in the Empire.
- #19--- IMPORTANT CHARACTERS ---
- #20T7-01
Keys: Astromech, T7, T7-01
The quirky and stubborn Astromech Droid designated T7-O1 hasn't been memory-wiped since his activation more than two centuries ago. This rare condition gives T7 a massive knowledge base, with detailed records of every mission he's ever undertaken and the many friends and enemies made along the way. Because his memories remain intact, T7 has developed a candid personality, a strong independent streak and a unique perspective on the galaxy. Unlike other droids, T7 doesn't perceive his organic owners as masters, but instead refers to them more like partners. Over the centuries, he has faithfully teamed up with senators, spies, smugglers and even Jedi.
T7 sees himself as protector of his more fragile organic allies, willingly placing himself in harm's way and always ready to play the hero when innocent lives are in danger. Although he was originally designed for repair and piloting duties, T7 has accumulated many special modifications, expanding his potential uses on and off the battlefield. This little droid is much more than a mechanical servant... he's a friend and ally to the end.
Appearance: A dome-shaped head with a glowing blue circular light on the front, resembling an optical sensor or “eye.” A mostly metallic body with a worn, weathered finish, showing signs of use. Rectangular body panels with yellow and white detailing. Mechanical, tank-like legs with clawed feet and visible hydraulics, suggesting it's designed for heavy-duty tasks. Blue and amber light accents around the head and body.
Weapons: Built in blaster Faction: Galactic Republic and Jedi Order Likes: Jedi, morally correct actions, defeating the Empire Dislikes: Bullying, killing innocents, disrespecting authority
- #21Kira Carsen
Keys: Kira, Kira Carsen, Jedi
Kira Carsen was born to Human parents on Dromund Kaas, the capital planet of the Sith Empire, in 3663 BBY. Both of her parents were Sith, and Carsen inherited her parents' Force-sensitivity, prompting the Empire to take her from them when she was extremely young as part of the Children of the Emperor project—a plot by the Sith Emperor to create a host of puppet Force-users.
Sent to the Sith Academy on the planet Korriban, Carsen underwent training as a Sith alongside other young Force-users such as Valis; she killed her first tuk'ata, a hound native to Korriban, at age six. During her time on Korriban, she encountered the Sith Lord Darth Angral, to the point where the Sith was able to recognize Carsen when she was fully-grown over a decade later.
However, during her time at the Academy, Carsen noticed that other children would disappear for unknown amounts of time. When they returned, they were different, unable to remember where they had been or sometimes who they or others were. In 3653 BBY, a ten-year-old Carsen discovered she could not recall days or weeks of time and realized that she too had been taken. The process had been completed, and she was now truly a Child of the Emperor, meaning that the Emperor could possess her mind and body at will.
Fearful of what the Emperor could do to her, Carsen became determined to escape the Empire, and stowed away on a freighter after it delivered a shipment of slaves to Korriban. She jumped ship when it stopped at the moon Nar Shaddaa, where she spent the next eight years living in alleys and stealing to survive. She joined a group of alien refugees in the High Security Lockdown, where she met the Evocii Enaq and the Anomid Darshyn.
Carsen spent her teenage years on Nar Shaddaa, using her nascent Force powers to defend herself and her friends. She would often bundle up in extra clothes to make herself look bigger, and was fiercely protective of her friends. When a street gang called the Ur'kossags began terrorizing the refugees, Kira paid the gang a visit. However, her attempt to negotiate with them ended poorly, and Carsen ended up killing several gang members. Carsen's actions backfired, however, causing everyone in the area to fear the refugee group's reputation. Carsen did not understand what she had done, because she left the planet not long after.
Carsen's life changed when she attempted to steal a hyperdrive engine from an expensive ship in the spaceport, of which she planned to disassemble and sell off the pieces. She did not realize, however, that the ship belonged to the Jedi Master Bela Kiwiiks, who was very surprised to catch Carsen in the middle of her planned theft. Master Kiwiiks quickly recognized Carsen's affinity for the Force and offered Carsen the opportunity to join the Jedi Order.
During her time with Master Kiwiiks, the two visited the agriworld Uphrades, and Carsen was struck by how green the planet appeared from space. The two had a very relaxed relationship, with Kiwiiks allowing Carsen a great deal of freedom as long as she was not in the Jedi Master's way.
Kira Carsen was a headstrong and confident Jedi, with a strong sense of loyalty towards her friends and allies. Behind this confident front, she hid fear of her past and a near-desperate desire to prove herself. She believed that her past in the Sith Empire would cause those she knew to turn on her if they ever found out, so Kira was determined to prove her loyalty and worth to the Jedi Order. She was also mildly claustrophobic, and she masked fear behind a quick tongue and sharp wit.
Kira Carsen was adept with a double-bladed lightsaber. Her combat skills allowed her to deal a large amount of damage over a short period of time. Kira was considerably strong in the Force.
Appearance: Face shape: Still an oval face, but the lighting here emphasizes the defined cheekbones and sharp jawline, giving her a slightly more angular and commanding look. Eyes: Her eyes are prominent and expressive, with striking dark blue eyes. They're framed by well-defined eyeliner and long lashes, adding intensity and focus to her gaze. Eyebrows: The eyebrows are well-groomed, moderately thick, and arched, contributing to her strong expression. Nose: Slim and symmetrical, with a natural slope. Lips: Full, well-shaped lips. Scar: The vertical scar on her left cheek, clean and narrow. Hair: Her red-brown bob is sleek and smooth, styled with a clear part to the side and angled to frame her face assertively. Complexion: Fair skin tone with a cool undertone.
Allegiance: Jedi Order and Galactic Republic Weapons: Green Double-Bladed lightsaber Likes: Being funny, getting involved, mocking and defeating the Empire Dislikes: Bullying, acting like a mercenary, cooperating with Sith
- #22Doc
Keys: Balmorran Resistance, Doc, Archiban Frodrick Kimble, Archiban
Real name: Archiban Frodrick Kimble, but he prefers Doc
The brilliant medtech known simply as "Doc" is driven to bring quality health care to underserved star systems. This has led Doc to keep some unusual company: pathosis-riddled crime lord Fashaka Four-Toes, the Red Band Rebels of Cadinth and even the Imperial military during a brief stint impersonating a member of the Imperial Medical Corps on the conquered planet Sullust.
Doc has a talent for using bad people to save good lives--a fact he emphasizes to anyone within earshot. Some characterize Doc as a blowhard and scoundrel, but these individuals have never required his impressive surgical skills. Doc has visited every major galactic battleground over the past five years and saved more lives than even he can count.
Appearance: Face Shape: He has a strong, slightly elongated face with a defined jawline and narrow cheeks. Facial Hair: He sports a thick, well-groomed mustache that curves downward slightly and a distinctive patch of beard below his lower lip (a soul patch), giving him a roguish, seasoned look. Eyebrows: His eyebrows are dark, well-shaped, and angled, adding a sharp, expressive quality to his gaze. Eyes: His eyes are almond-shaped, brown and set evenly apart, giving a focused and calm expression. Nose: He has a straight, moderately sized nose that fits proportionally with his facial structure. Mouth and Lips: His lips are medium in fullness, with a distinct mustache and small goatee framing the mouth area, adding a refined, slightly roguish touch to his look. Facial Hair: He sports a styled black mustache with a downward swoop and a small soul patch, enhancing his mature and tactical appearance. Hair: His dark brown or black hair is neatly combed and styled with a classic side part, slightly wavy, and well-kept.
Weapons: Blaster Pistol Faction: Galactic Republic Likes: Looking like a hero, romance and flirtation, helping those in need Dislikes: Looking bad, hurting the innocent, refusing to help
- #23Sergeant Rusk
Keys: Rusk, Sergeant Rusk, Republic Sergeant
Raised by a colony of pacifist Chagrians, Rusk rebelled against his family's beliefs and enlisted with the Republic military as soon as he could. At first, he proved to be a brilliant soldier and was identified as a rising star in the Republic's ranks. Somewhere along the way, however, his bravery crossed the line into recklessness.
Although he still accomplished his missions, casualty rates among his squad rose astronomically. Rusk quickly became a pariah among other soldiers, including his superiors. His aggressive pursuit of victory over the Empire at any cost has earned him many medals from politicians, but no promotions from his commanders.
Appearance: Species & Skin Tone: The character is a Chagrian, a horned, humanoid alien species. His skin is a pale bluish-gray with hints of purplish tones, giving him a cold, intimidating look. Horns & Head-Tails: He has two large, curved cranial horns that rise from his forehead and two thick head-tails (lekku) that drape down over his shoulders. These features are distinctive of Chagrians and add to his imposing presence. Facial Structure: His face is long and stern, with deep cheek creases and strong angular features, suggesting discipline and severity. The overall structure conveys a hardened, battle-experienced personality. Eyes: His eyes are deep-set and piercing, with a sharp, intense gaze. They seem to reflect focus, determination, and perhaps a lifetime of military service. Nose: He has a narrow, flat nose that blends cleanly into the shape of his face, contributing to a streamlined and alien aesthetic. Mouth: His lips are thin and tightly pressed, giving him a constantly serious or even grim expression. He appears to be someone who rarely smiles.
Weapon: Assault Canon Likes: Killing Imperials, protecting the Republic, motivating others to fight Dislikes: Avoiding fights, weakness, disrespecting authority
- #24Lord Scourge
Keys: Lord Scourge, Emperor's Wrath, Scourge
Scourge was a pureblood Sith male who served as a Sith Lord of the reconstituted Sith Empire and later as the Emperor's Wrath, the personal enforcer of the Sith Emperor, before he allied with the Jedi Knight known as the Hero of Tython in order to prevent the Emperor from extinguishing all life in the galaxy. Born several decades before the Jedi Civil War between the Galactic Republic and the Sith Empire under the Sith Lord Darth Revan, Scourge excelled during his time as a student at the Sith Academy on the Imperial capital of Dromund Kaas. After two years of service in the outer reaches of the Empire, Scourge was recalled to Dromund Kaas to uncover the person responsible for the recent string of assassination attempts against Darth Nyriss of the Empire's ruling Dark Council.
Scourge battled political intrigue and rivals in his search for the truth, and after he was led to believe that Nyriss's fellow Dark Councilor Darth Xedrix was responsible, he killed Xedrix—only to learn that Nyriss had manipulated him: The assignment had been a test of his loyalties. Nyriss revealed the existence of a conspiracy against the Emperor as she showed the younger Sith how the Emperor had stripped the Force from his own homeworld of Nathema and killed millions in order to become immortal. Convinced that the Emperor needed to be stopped, Scourge allied himself with the Jedi Masters Revan and Meetra Surik while planning to confront the Emperor—but when he witnessed the future and saw that it was another Jedi who was destined to destroy the Emperor, Scourge turned on his allies to ensure his own survival.
Rendered immortal and appointed as the Emperor's Wrath, Scourge served the Emperor loyally for over three centuries, killing the Emperor's enemies and carrying out his will.
Appearance: Species & Skin Tone: This is a Sith Pureblood, a red-skinned species. His deep crimson complexion is typical of his kind and emphasizes his dark, powerful aura. Facial Structure: He has a strong, square jawline and a broad, pronounced forehead, both of which contribute to a regal yet menacing appearance. His bone structure is sharp and symmetrical, underscoring an air of command and ancient nobility. Eyes: His glowing red eyes are deeply set and intense, radiating a sense of danger and power. The stare is cold, calculating, and unmistakably Sith in nature—conveying confidence, control, and a readiness to dominate. Tendrils & Facial Spikes: One of his most distinctive features is the set of facial tendrils emerging from his cheeks and chin. These are adorned with metal rings or bands, giving him a ritualistic, warlike aesthetic. Additionally, bony protrusions rise from his brow and jawline, enhancing his alien and aggressive look. Brows: His forehead is marked by deep, furrowed lines that form a natural scowl, enhancing his severe demeanor. Mouth & Chin: His lips are thin and usually set in a frown or tight line, reinforcing a look of dissatisfaction or scrutiny. The tendrils on his chin take the place of a beard, creating a decorative yet intimidating facial feature.
Weapons: Red single-bladed lightsaber Allegiance: Sith Empire
- #25Qyzen Fess
Keys: Qyzen, Qyzen Fess
Qyzen Fess was the son of an unknown Trandoshan big-game hunter who died in the sands of Tatooine while hunting his prey. Unlike many of his fellow Trandoshans, Fess rejected the life of a mercenary and instead chose to honor both his father and the Scorekeeper, the Trandoshan goddess, by choosing the path of a big-game hunter. Fess took great pride in pitting his skills against some of the galaxy's most dangerous creatures and racked up a lot of Jagannath points to honor his goddess. His travels had taken him to Tatooine; Kashyyyk, where he spent three weeks in the Shadowlands and encountered a beast that blocked his infrared vision and cost him his right eye; and Belkadan, where he met Jedi Master Yuon Par.
Fess became close to Master Par, and he would often travel to the Jedi Temple on Tython to visit his friend. Par's friendship with Fess was not universally accepted by the rest of the Jedi Order; some members even called him a beast and refused to tolerate his presence on the Temple grounds if Par was not at the Temple.
Qyzen Fess was a hunter, tracker, and trapper. He had been hunting prey for years, often going from planet to planet in search of prey. Unlike many other Trandoshans, Fess disliked mercenary work; this was due to a conflict with his sense of honor. He did not kill weak prey, as he deemed them unworthy of his skill, and did not like strong enemies being left alive.
Fess was strictly devoted to his goddess, the Scorekeeper, and viewed the loss of his eye during his encounter with the beast in the Shadowlands as the Scorekeeper's lesson in humility and overconfidence; thus, he chose to remain half-blind for the rest of his life. He felt great shame in having been captured on Tython and losing all his points, and the shame of his capture lingered until he visited his father's remains on Tatooine.
From the various people he encountered on his travels, not all of them honorable, Fess was hesitant to make friends. Once he found someone he liked and trusted, he was loyal and defended them with his life.
Qyzen did bounty hunting for a short time with Braden and Mako. Mako stated that if he hunted criminals and not animals, he would have been a household name.
Appearance: Green scaly skin resembling that of a dinosaur or dragon. Snout-like nose with a visible metallic respirator or breathing device over the nostrils. Sharp, pointed teeth visible through a slightly open mouth. Yellow-green eyes with slit pupils, giving a predatory or alert expression. Horn-like protrusions on the top and sides of the head. Large, muscular jawline contributing to a fearsome appearance. Cybernetic enhancements or headgear integrated into the head, particularly around the ears and temples.
Weapon: Electrostaffs and Vibroswords Likes: Killing powerful enemies, encouraging others to defend themselves, danger, honor Dislikes: Killing the weak, mercenary work, sparing powerful enemies
- #26Tharan Cedrax
Keys: Holiday, Tharan, Tharan Cedrax
Doctor Tharan Cedrax was a male Human slicer and xeno-engineer during the Cold War between Sith Empire and Galactic Republic. Working on Nar Shaddaa with his holographic assistant Holiday, he was recruited by a Jedi Consular and became the Jedi's companion throughout the next galactic events. Years later, Cedrax joined the Republic's think-tank and helped develop the advanced Meridian Complex on Corellia.
Although not a household name, Tharan Cedrax is well known in several circles. In the casinos of Nar Shaddaa, he is cursed as a card-counting mathematical genius. To the eligible women of the galaxy, he is a famous charmer who sees rejection as an intriguing challenge.
Among technologists, he earned accolades for solving a technical paradox that revolutionized computer slicing; despite his achievements, however, Tharan isn't taken seriously by the galaxy's scientific community, which looks down on him as a playboy rather than a serious researcher. In recent years, Tharan has taken an interest in "exo-technology," an almost unknown field involving esoteric alien sciences, and gone into business making custom gadgets for wealthy clients. Often accompanied by his lovely holographic companion, Holiday, Tharan has spent his credits freely, enjoying the very best Nar Shaddaa has to offer while staying just shy of its dangers.
Cedrax was a calm, but sarcastic, man who almost always sought rational answers to conflicts. He had a firm belief that knowledge was morally neutral and always desirable to keep, which sometimes put him in conflict with the Consular if a fantastic weapon or forbidden science project had to be destroyed for the greater good. He also disliked overt or unnecessary displays of Force abilities, especially the Jedi mind trick. Cedrax considered himself a pacifist, but the realities of life on Nar Shaddaa meant that he was proficient with a scattergun and a blaster. Much of the time, however, he used his technological wizardry to heal the Consular in battle or deployed Holiday as a distraction.
Cedrax was a great healer, a ranged attacker, and with the help of, he could stun enemies. Cedrax was a cunning, clever gambler on Nar Shaddaa, a charming playboy, and a specialized technology slicer.
In addition to his passion for science, Cedrax also enjoyed fine luxuries and the attention of beautiful women. He did not form lasting relationships, as his true emotional attachment was to Holiday, and she was easily spurred to jealousy.
Appearance: Light complexion with a cool-toned lighting effect Short, neatly combed golden-brown hair Full, well-groomed beard and mustache matching the hair color Strong, square jawline Straight nose with a defined bridge Light green eyes with arched eyebrows High cheekbones with smooth skin texture
Weapon: Blaster Pistol Likes: Cleverness, logical thinking, aiding scientists, beautiful women, getting something for nothing Dislikes: Mystical Jedi nonsense, force persuade, destroying science, heroism that involves danger
- #27Zenith
Keys: Zenith
Zenith had been a part of a resistance cell on Balmorra, until Imperial spies infiltrated the cell, and shut it down. He then traveled Balmorra, recruiting members to carry out their own guerrilla tactics against the Imperials occupying their planet. After years of this, Zenith gained a hatred towards the Empire, especially Darth Lachris the Sith's governor, and became paranoid as well. He hated seeing fellow Balmorran citizens work with the Empire, and would often deny aid to citizens who did so. After all that Zenith had gone through with the Balmorran resistance he felt that he may be able to ensure that Balmorra remains free, once the Empire is no longer occupying the planet.
"Zenith" is the code name of a Balmorran revolutionary fighter who has made a career out of hurting the Empire. Once a member of a powerful resistance cell broken up by Imperial infiltrators, Zenith has struck out on his own, gathering followers from Balmorra's oppressed population to launch sneak attacks, raids and bombings against the occupying Imperial forces.
Years spent in hiding and seeing the plight of Balmorran citizens have left Zenith with a deep-seated paranoia and hatred of the Empire--especially Balmorra's Sith governor, Darth Lachris. Nothing enrages him more than those who collaborate with the oppressors; he has been known to refuse aid to Balmorrans who cooperate with Imperial soldiers. The sacrifices he has endured have also nurtured Zenith's ambitions--when Balmorra is finally free, someone will have to ensure her new government is strong enough to prevent another occupation.
Appearance:
- Green skin
- Purple eyes
- Well defined jawline
- Several wrinkles on his face
Weapon: Sniper Rifle Likes: Hurting Imperials, standing up for the weak, stubbornness, resolve Dislikes: Mercy to the Empire, betrayal, second chances for those who do wrong
- #28Lieutenant Iresso
Keys: Iresso, Lieutenant Iresso, Felix, Felix Iresso
The son of refugees made homeless during the Great Galactic War, Felix Iresso had been a career soldier for many years. He participated in several notable battles, including the so-called Eight-Hour Invasion of Dubrillion, where Republic forces repelled an Imperial invasion force with minimal reinforcements. Since then, Lieutenant Iresso had earned excellent technical scores and commendations for exemplary service. However, Lieutenant Iresso had one of the highest transfer rates in the Republic military, serving under almost a dozen commanders across the galaxy in two years, one of which was Aric Jorgan. Iresso admitted that he and Jorgan clashed on policy. Jorgan would give orders, and he would follow them only to the point where he felt it was best for the unit.
In addition to his less-than-strict adherence to protocol, there was an incident on Althir where Lieutenant Iresso was captured by the Empire and then inexplicably released after a few days. No one, not even he, knew why. Iresso did not even recall what happened during that time. Afterwards, Iresso was shuffled from one command to another, transferred from Ord Mantell, a post he found lousy, to Serroco, then to Duro and eventually to Hoth. His career had stalled to the point where he was all but exiled and assigned a group of jumpy, inexperienced recruits.
The Jedi Barsen'thor landed on Hoth, looking to assist the Republic forces there and stabilize a dangerous situation where a rogue White Maw pirate had been preying on the Republic's soldiers and seemed unbeatable.
Despite his many setbacks, and his less-than-desirable assignment to Hoth, Iresso remained cheerful and upbeat. He did not follow many of the conventional rules for disciplining his soldiers, preferring to punish misbehavior with unpleasant, but temporary, manual labor or extra chores instead of courts martial, time in the brig, or other punishments that would go in a junior officer's permanent service record.
He responded positively when the Consular chose options supporting the Republic's higher ideals, or demonstrated a willingness to risk themselves and the crew for a good cause. His maverick streak, however, would assert itself if asked to so something that was lawful, but unethical. In combat, he tended to draw aggravation from the Consular's enemies, risking himself to take much of the incoming fire so the Consular would not be harmed.
Perhaps because of his wandering across the galaxy and the hostile wildlife he battled on Hoth, Iresso was fond of collecting trophy parts from dangerous beasts.
Since his capture by the Eternal Empire, Iresso had lost faith in the Republic, which had written him off as missing in action rather than attempt a rescue.
Appearance: Skin Tone: Medium to dark brown complexion with smooth, clean skin.
Hair: Short, closely-cropped black hair, consistent with a military-style cut.
Forehead: Broad and smooth with a prominent brow line.
Eyebrows: Dark and thick, shaped in a straight and slightly arched style.
Eyes: Medium-sized, almond-shaped brown eyes.
Nose: Straight and well-defined nose, medium in width and length.
Lips: Full lips with a slightly downturned expression.
Jawline: Strong, square jawline with a prominent chin.
Other Notable Features: There is a small scar or mark on the left cheek.
- #29Nadia Grell
Keys: Nadia Grell, Nadia
Nadia was the daughter of Senator Tobas Grell of Sarkhai and Maykia Grell. Nadia had not spent much time off her home planet. She held an intense curiosity for all the species and experiences that she had never seen before and picked up an interest in diplomacy from assisting her father.
A native of distant Sarkhai and daughter of Senator Tobas Grell, Nadia Grell is a newcomer not only to the Republic, but to the entire concept of space exploration. Surrounded by new species and strange cultures, Nadia is eager to experience everything she can. She has become interested in the intricacies of galactic diplomacy while traveling alongside her father, and often acts as his assistant during talks.
As she revealed on Attis Station, Nadia is also strong in the Force; unusually strong, in fact. As Force sensitives are relatively unknown on Sarkhai, Nadia's untrained powers left her shunned and feared by her own people. Senator Grell's decision to take her with him when he left Sarkhai was motivated by the hope of finding others like her in the Republic, and perhaps discovering some way for her to control her incredible talents.
Nadia's Force powers were volatile and difficult for her to control; prior to Jedi training and even as a Padawan, her power would occasionally surge beyond her grasp; she once destroyed a rock that she was levitating. She used a double-bladed lightsaber in battle and used her explosive Force powers in combat as well.
Appearance: Skin Tone: Pale, almost porcelain-like complexion.
Hair: Silver or platinum gray hair, styled in a sharp bob with long front strands framing the face.
Forehead: High forehead, partially covered by the hairline.
Eyebrows: Thin and dark, arched slightly but not overly expressive.
Eyes: Almond-shaped with dark eyeliner accentuating their shape, giving an intense and focused gaze. The eyes are slightly upturned.
Nose: Narrow and smooth, with a gentle bridge and a fine tip.
Lips: Full lips with a dark purplish hue
Jawline: Delicate and slightly pointed chin, suggesting a refined and elegant bone structure.
Facial Markings: Distinct dark blue or black tribal-style tattoos or markings on the face:
Two symmetrical lines starting from above the eyebrows and traveling down the cheeks. Additional markings under the eyes, on the chin, and near the mouth, creating a visually arresting pattern that enhances her enigmatic appearance.
Weapon: Double-Bladed Lightsaber Likes: Learning, helping the weak, charity, mercy, testing her powers Dislikes: Cruelty, Dark Jedi, insulting authority
- #30--- IMPORTANT PLANETS ---
- #31Korriban
Keys: Homeworld of the Sith, Korriban, Sith Homeworld
The earliest Sith lived on the red, dusty planet of Korriban, determined to grow strong despite the inhospitable climate. Their success culminated in a bold civilization, made stronger when dark Force-users arrived and interbred after being driven out of the early Jedi Order. This ancient Sith civilization eventually became a superpower and challenged the Republic during the Great Hyperspace War. Their defeat drove a handful of survivors into deep space where they regrouped and rebuilt, determined to return.
Over time, the new Sith Empire lost its way back to Korriban, until a visit a few centuries ago by two Jedi returning from the Mandalorian Wars. Turned to the dark side, the two Jedi, Revan and Malak, attempted to reclaim the Sith's legacy in the known galaxy, but turned on each other and self-destructed.
The true Sith Empire, governed by a thousand-year-old Dark Emperor, wisely waited, and returned to the known galaxy only when completely prepared to defeat the Jedi and the Republic.
Retaking the holy planet of Korriban as a top priority, the Sith re-established the glorious Sith Academy and began training a new generation of Sith to inherit their dark legacy and seize their birthright as the true rulers of the galaxy.
Fauna: Due to the planet's harsh terrain, and the power of the dark side, Korriban's native fauna was both vicious and cunning, such as the fierce terentateks. The bat-like shyracks lived in great numbers in caves on the planet. Tuk'ata, sometimes called Sith hounds were also fairly common, particularly in the Valley of the Dark Lords. Wraids were also found on Korriban.Dark side dragons, or Hssiss, could be found on Korriban. The highly venomous pelko bug was an insect native to the planet—its venom had a potent numbing effect and was used in Sith training sabers by the Brotherhood of Darkness near the end of the New Sith Wars. By the time of the Cold War, K'lor'slugs could also be found on Korriban.
Locations: The Valley of the Dark Lords was a valley and burial ground of Korriban's Sith Lords. Originally constructed by the planet's natives as a burial ground for their kings; the Exiles of the Jedi Order who came to be known as the Dark Lord of the Sith added their own tombs to the Valley. Along with several prominent tombs, the Valley was home to the ancient Sith Great Temple and Lord Khreusis's Stronghold which would loom over the Valley for several millennia. The Sith Academy was a facility in use since the Great Sith War, dedicated to training Force sensitives in the ways of the Sith, and running archaeological projects in the Valley of the Dark Lords. The Korriban Arrival Port was the main spaceport of Korriban during the Cold War. It was near the Academy and the Valley of the Dark Lords and was mostly used for shuttles to drop potential acolytes who were then taken to the Academy. There, their respective training overseers would meet and brief them on the basics of Sith training.
- #32Tython
Keys: Tython Jedi Temple, Jedi Temple on Tython, Tython, Jedi Temple
Tython is a planet located in the Coreward Worlds region of the galaxy. The world is recognized as the birthplace of the Force tradition that would eventually give rise to the Jedi Order. Following the destruction of the Jedi Temple at the end of the Great War, an act carried out by the Sith Empire to ensure the signing of the Treaty of Coruscant, the Temple was relocated to Tython in order to train the next generation of Jedi.
The planet Tython was the site that saw the beginning of what would eventually become the Jedi Order; scholars visited the world to study the mysteries of the Force, but eventually abandoned their work when their research uncovered dark secrets that killed many and threatened to destroy the planet. The survivors of this near-cataclysm fled off-world. Tython was forgotten, and over time these scholars became the first Jedi. The planet's location remained unknown until its eventual rediscovery in the early years of the Great War. Jedi returned to Tython and began to rediscover their forgotten heritage.
When the Great War came to an end the Sith Empire destroyed the Jedi Temple on Coruscant. The Jedi Council made the decision to rebuild the Temple on Tython, and now the Order's next generation is trained among ruins that serve as a reminder of dark secrets that remain hidden to this day.
A terrestrial world in the Tython system of the Deep Core, Tython was the fifth planet in orbit around the star Tythos, orbiting Tythos at a distance of less than 160 million kilometers, and the planet was incredibly rich with the Force. Tython possessed a breathable atmosphere and a temperate climate, and it featured a number of continents separated by oceans and seas. The planet was geographically varied, as Tython's continents were marked by plains, hills, mountains, and even canyons, and for much of the planet's history, Tython was a particularly verdant world. Tython was orbited by two moons: Ashla and Bogan, satellites that inspired the Je'daii Order's philosophy of balance between the light and dark sides of the Force, and the Je'daii maintained sentry drones in orbits thirty thousand kilometers above Tython's surface. Tython's environment was remarkably sensitive to the Force; powerful disturbances in the Force, such the presence of an individual particularly strong in either the light or dark side of the Force, could cause immense Force storms and groundquakes that would ravage Tython's surface. However, by the year 990 BBY, all hyperlanes to Tython had become unstable and forgotten, and the planet itself had been devastated—the planet was covered by a constant layer of storms, and its surface was the color of ash, with barren plains where immense forests had once stood.
Tython was home to a large number of species of creatures whose shapes and forms were as varied as the planet's surface, such as screech lizards and acid spiders. Tython's hook hawks were birds that possessed hooked beaks and sharp talons, and hunted their prey by hypnotizing them with song and then attacking. Silik lizards were rare but deadly silicon-based creatures that absorbed energy from sand itself. Six-limbed and the size of a Human adult, silik lizards featured a large number of spikes on their bodies and were known to charge opponents on their hind legs. The Rift was home to many deadly creatures, many of which were unnamed and unknown. The saarl was a massive, purple worm with a tooth-filled maw that opened like a three-petaled flower. Flame tygahs were eight-limbed reptilian creatures twice the size of a Human that were native to Tython's Strafe Plains; a flame tygah's claws and tail dripped fire and its mouth blazed with heat. Blood spites were bat-like creatures that fed on warm blood and inhabited the Red Desert, though their existence was widely considered to be only a rumor by the Je'daii. Ak trees were common in Tython's forests during the time of the Je'daii.
Tython's Moon Channel was home to the tentacled gelfish as well as enormous sea serpents. The hoofed quadrupeds known as guids were native to the region around Kaleth, the Je'daii Temple of Knowledge, and while they were not ordinarily aggressive, guids could attack their opponents with their powerful jaws and massive forelegs. Like the guid, the mammalian uxibeasts were also found in small groups on other worlds despite the fact that they were believed to have originated on Tython. Uxibeasts were ill-tempered herbivores that traveled in herds and were deceptively aggressive. The four-legged horranth were reptilian predators that hunted in large family groups and had enormous birth rates—their population was typically only constrained by a limited food supply. Manka cats, feline predators from Alderaan, eventually found their way to Tython and thrived in the planet's vibrant ecosystem.
During the era of the Je'daii, Tython had a number of cities and temples, and its surface was geographically varied. Mahara Kesh, the Je'daii Temple of Healing, was located in Tython's Deep Ocean.[4] The island continent of Masara was covered by forests and verdant plains, and Bodhi, the Je'daii Temple of the Arts, was situated near the Edge Forest on Masara's southern coast, while the continent was bordered by the Thyrian Ocean on its northern coast. The continent of Thyr lay eight hundred kilometers to the north across the Thyrian Ocean, and Thyr featured rocky plains and the Stark Forests, forests with trees that sucked moisture from the air and stored it as water in large sacs on their branches. Thyr was also home to the Silent Desert, a desert with the unique property that all sound was soaked up by an unknown quality in the desert's sands. The Silent Desert also featured intense winds and a number of sand sculptures that some believed to be sentient. The Temple of Force Skills, Qigong Kesh, was in an enormous cavern beneath the Silent Desert.[8]
The continent of Kato Zakar, which lay to the south of Thyr, was often called the Firelands in the Je'daii era for its tumultuous terrain and the significant amount of volcanic activity that was common in the continent's heartlands, almost thirty-two hundred kilometers south of the northern coast. The Ice Giant Range, a mountain range that was the site of the Temple of Martial Arts Stav Kesh, was located almost five hundred kilometers inland from the northern coast, and the Strafe Plains lay between the Ice Giants and the coast. The Strafe Plains were a cold, windswept scrubland that was prone to frequent Force storms and scattered with magma-filled "swallow holes" and columns of razor-sharp silica. Kato Zakar's eastern reaches were covered by fungi forests, then swamps, and then sand dunes the farther one got to the continent's eastern coast, and the port city of Ban Landing was located on Kato Zakar's coastline at the sea known as the Moon Channel.[8]
Across the Moon Channel was Tython's largest continent, Talss, also known as the Dark Continent. Talss was marked by the massive canyon known as the Rift—a geographic feature which was the site of frequent volcanic and seismic activity. The two continents were separated by a distance of a hundred kilometers, and the Moon Channel between them was the site of the seven Moon Islands. Talss's western coast was home to a number of small ports. Six hundred kilometers east of the Rift was a mountain range split by the Chasm, and Anil Kesh, the Temple of Science, straddled the Chasm high in the mountains. and something within the Chasm's depths interfered with the senses of Force users. South of the Rift and the mountains lay a wide, seemingly endless plain that lacked any plant growth over waist height, as the plain's intense wind stripped any plants that grew taller from the soil. To the south of the plains, in the southern reaches of Talss, was the Red Desert. The Old City was about eighty kilometers inward from the northern edges of the desert, half buried in the sands by the time of the Je'daii.
Vur Tepe, the Je'daii Forge, was situated directly over an active volcano in a mountain range during the era of the Je'daii, while Akar Kesh, the Temple of Balance, was situated at a towering pillar of stone—the site of the original landing of the Tho Yor. Six waterfalls cascaded from the top of the monolith, feeding into the series of lakes and rivers around the pillar's base. Kaleth, the Je'daii Temple of Knowledge, was built over a Force nexus near the river and mountain range that would be known by the Jedi tens of thousands years later as the Tythos River and the Tythos Ridge.
Following the Jedi Order's resettlement of the planet, a massive Temple was erected near the site of the ruined city-temple of Kaleth. The Temple served as a base for all Jedi operations on the planet for several years; the Jedi also occupied a structure known as the Masters' Retreat located in the Tythonian Gnarls, while the Twi'lek Kalikori village was on a ridge just above the Temple complex.
- #33Coruscant
Keys: Coruscant · Secondary: Jedi Capital, Republic Capital, Coruscant
Coruscant is an ecumenopolis located in the Core Worlds region of space and is situated at the center of the hyperspace coordinate system. Due to this fact, the planet is sometimes referred to as the "center of the galaxy". Coruscant has served as the seat of power for the Galactic Republic since the government's founding, and also been the home of the Jedi Order for much of that time. At the end of the Great War Coruscant was attacked by the Sith Empire, and the damages inflicted in that assault persist to this day.
The planet Coruscant has been the capitol world of the Galactic Republic since the government's inception. It is home of the Galactic Senate and the Supreme Chancellor, and its people have long been protected by both the Republic military and the Jedi Order. The world is open to all peaceful beings and sits at the center of the galaxy's hyperspace network; Coruscant's security, political prominence, and position at the center of galactic trade routes has transformed the planet's surface into a single globe-spanning metropolis.
It was long believed Coruscant would always remain safe from enemy attack. Located well within the Core Worlds region of space and watched over by the Jedi, it was felt that no invading force could successfully bypass the capital's defenses. This belief was proven wrong, however, in the last days of the Great War. While delegations from both the Republic and the Sith Empire met on Alderaan to discuss a peace treaty the Empire successfully invaded Coruscant. Imperial forces destroyed the Jedi Temple and managed to kill the standing Supreme Chancellor; Coruscant was held hostage, and the Republic delegation was forced to accept the Empire's terms.
In the years following the signing of the Treaty of Coruscant efforts have turned toward rebuilding what was lost in the Imperial attack. That said, insufficient funds and resources have forced the Senate to prioritize these recovery efforts; primary centers of commerce and politics have been restored, but much of the city still exists in a state of ruin. The Jedi Council founded a new Temple on the planet Tython, and much of the capital is now controlled by gangs and other criminals. Coruscant remains the center of life in the Galactic Republic, but a shadow resulting from the Empire's attack on the planet serves to tarnish the world known as the center of the galaxy.
- #34Dromund Kaas
Keys: Dromund Kaas · Secondary: Dromund Kaas, Imperial Capital, Sith Capital, Capital of the Empire
On the remote jungle world of Dromund Kaas, the Sith have spent a thousand years building their mighty war machine to prepare for an assault on the Galaxy.
Colonized in ancient times by the Sith Empire, the hyperspace coordinates of the Dromund Kaas were lost to time, allowing the isolated planet to fade into distant memory. Following a crushing defeat in the Great Hyperspace War, the handful of surviving Sith desperately sought to escape annihilation at the hands of their Jedi foes. The desperate Sith, leaving their collective destiny to chance, chose to forgo all known hyperspace routes and attempt a series of dangerously random hyperspace jumps and blind scouting missions. For 20 years the Sith armada drifted aimlessly in the forgotten regions of space before finally rediscovering the Dromund system.
The Sith's first century back on Dromund Kaas was dedicated to reestablishing the glory of Imperial society. In the depths of the jungle, the magnificent capital city of Kaas City was established and a citadel built – a standing testament to the power of the Emperor. Ceaselessly, the Empire worked to raise both army and fleet in preparation for their inevitable return to the greater galaxy. Power hungry, the Emperor spent great energy discovering and perfecting esoteric rites of darkness – rituals that wrecked the atmosphere of Dromund Kaas, transforming the ionosphere into a swirling electric storm.
Now, more than one thousand years later, the Empire has returned to the galaxy – bringing full-scale war with it. The Sith have forced a great number of systems into submission in the war, however Dromund Kaas remains home to both the Emperor and his Dark Council. Even though the planet is bristling with the energy of the dark side, it is the Imperial military that has the largest visible presence on Dromund Kaas. It is here that the Empire's power brokering games are played and alliances are forged and broken. For up-and-coming Moffs and Imperial intelligence operatives, success – and survival – hangs on the ability to master these games of intrigue.
- #35Ziost
Keys: Ziost
{ "name": "Ziost", "content": "Ziost is one of the oldest and most sacred worlds of the ancient Sith species, a frozen, iron-gray planet steeped in millennia of dark side resonance. Long before the rise of the modern Sith Empire, Ziost served as the political heart of the original Sith civilization, where kings, warlords, and sorcerers ruled from cyclopean basalt citadels. When the exiled Dark Jedi arrived and interbred with the native Sith, Ziost became the seat of their unified empire, a world of ritual, cruelty, and absolute authority.\n\nDuring the Great Hyperspace War, Ziost fell with the rest of the ancient Sith Empire. When the survivors fled into deep space under the leadership of the future Emperor, Ziost was abandoned — but not forgotten. Centuries later, the Emperor returned to Ziost to conduct esoteric rites, leaving the planet scarred by psychic echoes and lingering malevolence.\n\nBy the time of the Cold War, Ziost remained uninhabited except for Imperial archaeological teams and Sith scholars seeking lost knowledge. The world’s surface is dominated by black forests, jagged ice fields, and ruins half-buried in permafrost. The dark side saturates the atmosphere, twisting wildlife and warping the minds of the unprepared.", "fauna": "Ziost’s wildlife is shaped by the dark side and the planet’s harsh climate. Predatory ice wraiths stalk the frozen wastes, their forms half-corporeal and drawn to emotional disturbance. Frost lizards, armored and territorial, burrow beneath the permafrost. Massive horned tundra beasts roam the forests, often corrupted by lingering Sith rituals. Even scavenger birds exhibit unnatural aggression and heightened sensitivity to Force energies.", "locations": "• Citadel of King Adas — a colossal ruin honoring the legendary Sith ruler.\n• The Old City — a labyrinth of ancient Sith architecture, partially entombed in ice.\n• The Frozen Wastes — a region where dark side storms manifest without warning.\n• Imperial Excavation Sites — heavily fortified digs searching for pre-Exile relics." }
- #36Alderaan
Keys: Alderaan
{ "name": "Alderaan", "content": "Alderaan is a Core World renowned for its natural beauty, pacifist ideals, and ancient noble houses. For thousands of years, Alderaan has served as a cultural beacon of diplomacy, art, and enlightened governance within the Galactic Republic. Towering snow-capped mountains, pristine lakes, and lush forests define the planet’s landscape, protected by strict environmental laws.\n\nThe signing of the Treaty of Coruscant shattered Alderaan’s stability. Outraged by the Republic’s capitulation and the Sacking of Coruscant, the ruling House Organa opposed the treaty, while rival houses saw opportunity in the Republic’s weakness. The resulting political crisis escalated into a full-scale civil war, with noble houses raising private armies and foreign powers — including the Sith Empire — backing their preferred factions.\n\nDuring the Cold War, Alderaan became a proxy battleground where Republic and Imperial interests clashed behind the veneer of noble tradition. Despite the conflict, Alderaan’s people remain fiercely proud, valuing honor, heritage, and the preservation of their world.", "fauna": "Alderaan’s wildlife is diverse and carefully protected. Thrantas — graceful, winged herbivores — soar across the mountain ranges and serve as traditional mounts for Alderaanian nobles. Nerfs graze in the highland pastures, while wild grazers and swift forest runners populate the lowlands. Predators such as the fierce juran beasts stalk the forests, though they avoid populated regions due to conservation efforts.", "locations": "• Castle Organa — stronghold of the Republic-loyal House Organa.\n• Castle Thul — seat of House Thul, restored with Imperial support.\n• The Juran Mountains — home to ancient fortresses and contested passes.\n• The Glarus Valley — a fertile region scarred by noble warfare." }
- #37Ord Mantell
Keys: Ord Mantell
{ "name": "Ord Mantell", "content": "Ord Mantell is a militarized Republic world in the Mid Rim, long used as a depot for ordnance and a staging ground for Republic military operations. Over centuries, the planet’s cities expanded into sprawling industrial zones, while its wilderness became littered with wreckage from generations of conflict.\n\nAfter the Treaty of Coruscant, Ord Mantell’s corrupt government chose to remain loyal to the Republic. This decision ignited a separatist uprising fueled by poverty, political resentment, and Imperial manipulation. The resulting civil war devastated the planet, with separatist guerrillas, Republic forces, and criminal syndicates all vying for control.\n\nOrd Mantell’s surface is a patchwork of burning scrapyards, cratered battlefields, and refugee settlements. Despite the chaos, the world remains strategically vital to the Republic, serving as a recruitment hub for Special Forces and a proving ground for new soldiers.", "fauna": "Ord Mantell’s native species have adapted to polluted environments and constant warfare. Mantellian savrips — towering, semi-sentient primates — inhabit the wilderness and are known for their territorial aggression. Scyk scavenger birds thrive in scrapyards, feeding on industrial waste. Toxic swamp creatures, including armored bogstalkers, lurk in the marshlands created by runoff from weapons factories.", "locations": "• Fort Garnik — the Republic’s primary military base on Avilatan.\n• The Separatist Stronghold — headquarters of the rebel movement.\n• The Volcano Foundry — a weapons facility built into an active caldera.\n• The Savrip Coast — a region plagued by aggressive native fauna." }
- #38Belsavis
Keys: Belsavis
{ "name": "Belsavis", "content": "Belsavis is an isolated, ice-covered world in the Outer Rim, concealing one of the Republic’s most secret and dangerous installations: the Belsavis Prison, known to insiders as “the Tomb.” Beneath the planet’s frozen surface lie geothermal rifts that create pockets of jungle and volcanic warmth — ideal for constructing containment zones for the galaxy’s most dangerous beings.\n\nThe Republic discovered ancient Rakatan structures on Belsavis and repurposed them into a super-prison capable of holding war criminals, Sith Lords, genocidal war machines, and entities too dangerous to destroy. For centuries, the prison’s existence was classified at the highest levels.\n\nDuring the Cold War, the Sith Empire uncovered the prison’s location and launched a covert operation to free Imperial prisoners and destabilize the facility. Their attack triggered catastrophic breaches, releasing ancient horrors and criminal factions into the wild.", "fauna": "Belsavis hosts a mix of native ice-world species and escaped biological experiments. Ice cat predators roam the frozen plains, while volcanic zones support jungle raptors and armored herbivores. Rakatan bioforms — remnants of ancient experiments — occasionally emerge from stasis chambers, exhibiting unpredictable and often hostile behavior.", "locations": "• The Tomb — the deepest and most secure prison block.\n• Maximum Security Section — home to Force-users and political threats.\n• Ancient Rakatan Complex — a labyrinth of alien machinery and stasis vaults.\n• The Lava Fields — geothermal zones filled with hostile fauna and escaped inmates." }
- #39Taris
Keys: Taris
{ "name": "Taris", "content": "Once a thriving ecumenopolis rivaling Coruscant, Taris was destroyed centuries ago by Darth Malak during the Jedi Civil War. The bombardment reduced the planet to a toxic wasteland of collapsed towers, chemical swamps, and mutated wildlife. For generations, the Republic considered Taris a lost world.\n\nDuring the Cold War, the Republic launched an ambitious restoration effort to rebuild Taris as a symbol of resilience and renewal. Terraforming teams, scientists, and military escorts worked to reclaim the ruins — but the project faced constant setbacks from rakghouls, pirates, scavengers, and lingering Sith sabotage.\n\nThe rakghoul plague, a horrific mutation spread by ancient Sith alchemy, remains the greatest threat on Taris. Entire regions are overrun by rakghoul hordes, and containment efforts are ongoing.", "fauna": "Taris is dominated by mutated species created by centuries of chemical contamination. Rakghouls — feral, plague-spreading humanoids — are the most infamous threat. Swamp lurkers, toxic slimes, and oversized scavenger insects inhabit the ruins. A few hardy herbivores survive in the cleaner zones, though most wildlife has adapted to polluted environments.", "locations": "• Taris Resettlement Zone — the Republic’s primary restoration hub.\n• The Sinking City — ruins collapsing into toxic marshes.\n• Rakghoul Canyons — infested ravines where the plague is most active.\n• Endar Spire Crash Site — a historical relic from the Jedi Civil War." }
- #40Illum
Keys: Illum
{ "name": "Ilum", "content": "Ilum is a remote, frozen world in the Unknown Regions, revered by the Jedi Order for its vast deposits of natural kyber crystals. For millennia, Jedi Padawans journeyed to Ilum to undergo the Gathering — a rite of passage in which they sought the crystal that would power their first lightsaber.\n\nThe planet’s surface is dominated by blizzards, crystalline caverns, and towering ice formations. The Force is unusually strong on Ilum, and the world’s kyber veins resonate with light side energy. Despite its sacred status, Ilum has long been targeted by enemies seeking to exploit its resources.\n\nDuring the Cold War, the Sith Empire launched covert operations to seize Ilum’s crystals and sabotage the Jedi presence. The resulting conflict turned the planet into a battleground of stealth operations, crystal theft, and Force-driven confrontations.", "fauna": "Ilum’s wildlife is sparse but resilient. Ice wolves with crystalline fur stalk the tundra, their senses attuned to the Force-rich environment. Massive snow burrowers tunnel beneath the ice, emerging unpredictably. Crystal-feeding insects inhabit the caves, while rare luminescent avians glide through the polar storms.", "locations": "• Jedi Temple of Ilum — a hidden sanctuary built into the ice.\n• Crystal Caves — labyrinthine tunnels filled with kyber formations.\n• Frigid Plains — a region of perpetual storms.\n• Imperial Forward Outposts — clandestine bases established during the Cold War." }
- #41Voss
Keys: Voss
{ "name": "Voss", "content": "Voss is a mountainous, mist-shrouded world in the Unknown Regions, home to the enigmatic Voss species and their mystic seers. The Voss Mystics possess unparalleled prophetic abilities, and their visions shape every aspect of Voss society. Their neutrality is absolute, and both the Republic and Empire seek their favor.\n\nThe planet’s surface is a blend of towering cliffs, glowing forests, and ancient stone architecture. Voss-Ka, the capital city, is a serene stronghold of tradition and ritual. Despite their peaceful nature, the Voss maintain a powerful military caste known as the Voss Commandos.\n\nVoss is also home to the Gormak, a technologically adept species locked in a perpetual war with the Voss. The Mystics’ prophecies declare the Gormak as abominations, fueling a conflict that has lasted for centuries.", "fauna": "Voss hosts a variety of bioluminescent and spiritually attuned species. Shimmering forest beasts roam the glowing groves, while cliffside predators glide between mountain peaks. The Nightmare Lands contain warped creatures shaped by psychic anomalies, including shadow-stalkers and illusion-wreathed predators.", "locations": "• Voss-Ka — the capital and seat of the Mystics.\n• Shrine of Healing — a sacred site of powerful Force energies.\n• Nightmare Lands — a region where reality becomes unstable.\n• Gormak Territory — fortified zones filled with war machines." }
- #42Corellia
Keys: Corellia
{ "name": "Corellia", "content": "Corellia is a major Core World famed for its starship engineering, daring pilots, and fiercely independent culture. As the birthplace of many of the galaxy’s greatest shipwrights, Corellia’s orbital yards produce some of the Republic’s most advanced vessels, including the legendary Corellian corvettes and freighters.\n\nDuring the Cold War, Corellia remained a vital industrial and military hub. Its people value freedom, ingenuity, and self-reliance, often clashing with centralized Republic authority. These tensions made Corellia a prime target for Imperial infiltration.\n\nWhen open war resumed, the Sith Empire launched a massive invasion of Corellia, aiming to cripple the Republic’s shipyards and seize its industrial might. The resulting battle devastated entire districts of Coronet City and turned the planet into one of the war’s most critical fronts.", "fauna": "Corellia’s fauna includes swift plains runners, armored urban scavengers, and large predatory razor hounds. The planet’s forests host agile tree-climbers and nocturnal avians, while the industrial zones have given rise to hardy vermin species adapted to metal and concrete environments.", "locations": "• Coronet City — the bustling capital and industrial heart.\n• Corellian Shipyards — massive orbital construction platforms.\n• Labor Valley — a manufacturing district turned warzone.\n• Axial Park — a cultural center scarred by Imperial occupation." }
- #43Nat Shaddaa
Keys: Nat Shaddaa
{ "name": "Nar Shaddaa", "content": "Nar Shaddaa, the Smuggler’s Moon, is the largest moon of Nal Hutta and one of the galaxy’s most infamous criminal havens. Its entire surface is a vertical sprawl of neon-lit towers, slums, cantinas, and industrial zones, all governed by the Hutt Cartel and countless syndicates.\n\nNar Shaddaa is a place where credits rule and morality is optional. Smugglers, bounty hunters, slicers, refugees, and fugitives all find refuge here — for a price. The Republic and Empire both maintain covert operations on the moon, but neither faction can openly challenge Hutt authority.\n\nDuring the Cold War, Nar Shaddaa became a battleground of espionage, gang warfare, and corporate sabotage. The moon’s advanced technology markets and black-market cybernetics drew interest from both sides.", "fauna": "Native fauna is scarce due to urbanization, but several species thrive in the undercity. Sewer lurkers — amphibious predators — inhabit the lower levels. Winged scavenger pests swarm around neon-lit vents, feeding on industrial runoff. Imported beasts, such as Hutt war hounds, are bred for security and entertainment.", "locations": "• The Promenade — a commercial hub of casinos and luxury shops.\n• Red Light Sector — a dangerous district ruled by gangs and slavers.\n• Industrial Sector — home to droid factories and chemical plants.\n• Upper City — corporate towers and Hutt-controlled financial centers." }
- #44Quesh
Keys: Quesh
{ "name": "Quesh", "content": "Quesh is a toxic Outer Rim world whose atmosphere is so poisonous that only specialized equipment allows survival on the surface. Initially dismissed as uninhabitable, Quesh became strategically vital when Republic scientists discovered that its unique chemical compounds could be refined into powerful military-grade adrenals.\n\nThe Republic established mining and processing facilities on Quesh, but the planet’s value quickly drew the attention of the Sith Empire. The Empire sought to seize Quesh’s chemical resources and disrupt the Republic’s supply lines, turning the world into a battleground of industrial warfare.\n\nQuesh’s surface is dominated by refineries, pipelines, and polluted swamps. The planet’s native fauna has mutated to survive the toxins, creating hostile ecosystems around the industrial zones.", "fauna": "Quesh’s wildlife includes venomous swamp crawlers, toxin-resistant amphibians, and mutated predators with hardened hides. Gas-feeding insects swarm around refinery vents, while massive sludge beasts roam the marshlands, their biology adapted to chemical saturation.", "locations": "• Quesh Venom Refineries — the Republic’s primary processing plants.\n• Imperial Siege Camps — forward bases established during the conflict.\n• Toxic Marshlands — hazardous regions filled with mutated wildlife.\n• Quesh Ridge — a strategic highland overlooking the refinery network." }
- #45---SENTIENT SPECIES---
- #46Abyssin
Keys: 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.
- #47Advozse
Keys: 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.
- #48Anomid
Keys: 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.
- #49Arcona
Keys: 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.”
- #50Cathar
Keys: 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.
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