TABLE OF CONTENTS - wchsmun.weebly.com · Core worlds, like Coruscant, and the Southern Mid Rim,...
Transcript of TABLE OF CONTENTS - wchsmun.weebly.com · Core worlds, like Coruscant, and the Southern Mid Rim,...
2
TABLE OF CONTENTS
Letter from the Coordinating Crisis Director 4
Letter from the Chair 5
A Brief History of Star Wars 6
A Note on the Canon of this Committee 11
Knights of the Old Republic: Is it Important? 12
Jedi High Council: The Basics 15
Jedi High Council: The Structure 16
Jedi High Council: The Objectives 17
Jedi High Council: Need-to-Know Organizations and Locations 18
Jedi High Council: Characters 26
Aulauni, of the Rift Alliance 26
Barsen’thor, Warden of the Order 27
Dorian Janarus, Supreme Chancellor 28
Gaul Panteer of Alderaan 29
Gray Star of the Balmorran Resistance 30
House Ulgo 31
Jace Malcom of the Havoc Squad 32
Jaric Kaedan, The Order’s Watchmen of the Jedi High Council 33
Lama Be of the Ruling Council of Kamino 34
Marcus “The Director” Trant of the Strategic Information Service 35
Mitrael, Governor of the Ord Mantell Central Authority 36
Orgus “Plain Jedi” Din, Warrior of the Jedi High Council 37
Oric Traless, Combat Advisor of the Jedi High Council 38
Satele Shan, Grand Master of the Jedi Order 39
Suuddaa Nem’ro of the Hutt Cartel 40
Syo Bakarn, Healer of the Jedi High Council 41
Ukabi of the Exchange 42
3
Know Your Enemy - Sith Council: Characters 43
Chlodwig, Trade Leader of the Tion Hegemony 43
Darth Acharon, Sphere of Biotic Science 44
Darth Arctis, Sphere of Ancient Knowledge 45
Darth Aruk, Sphere of Sith Philosophy 46
Darth Decimus, Sphere of Military Strategy 47
Darth Jadus, Sphere of Imperial Intelligence 48
Darth Marr, Sphere of Defense of the Empire 49
Darth Mekhis, Sphere of Technology 50
Darth Mortis, Sphere of Laws and Justice 51
Darth Ravage, Sphere of Expansion and Diplomacy 52
Darth Rictus, Sphere of Mysteries 53
Darth Vengean, Sphere of Military Offense 54
Darth Vowrawn, Sphere of Production and Logistics 55
Godoba the Hutt of the Shadow Syndicate 56
House Nuruodo 57
House Thul 58
Mandalore the Vindicated 59
Additional Notes and Information: 60
Should I research on top of reading the background guide? 60
The importance of transportation and hyperspace lanes 60
How will character powers be implemented? 61
What’s the dress code? 61
Battle Strategy 61
The Technology of Star Wars 62
Ships 62
Ground Troops 68
Other (Armored Vehicles, Heavy Artillery, Lightsabers, etc.) 75
Maps of The Star Wars Universe 80
Additional Research 82
4
Letter from the Coordinating Crisis Director
*queues up the Star Wars Music* (Imagine the text scroll for the first paragraph)
Welcome to the Star Wars Joint Crisis Committee!
The year is 3653 BBY. It has only been a year since the Treaty of Coruscant was signed,
drastically altering the galaxy forevermore. Through the Great Galactic Civil War, the Sith Empire has
established dominance throughout the northern half of the galaxy. However, tensions still run high in the
core worlds. Millions of denizens mutter in the shadows about the true intent of the government, whether
it be the Republic or the Empire. Nonetheless, the duty lies with you to carry on the situation left before
you, restoring the might of the Republic or creating crushing domination of the galaxy under your rule.
The challenges you’ll have to endure will prove to be complex, intriguing, unpredictable, and inspiring.
Economic, educational, cultural, military, and technological progress must be sustained, if not surpassed.
All the while, the enemy remains looming and imposing. The only deciding factor is… you.
Hello delegates, my name is Nathan Chong and I will be your coordinating crisis director for this
committee. I’m an IB student at WCHS, who is interested in history, international relations, and video
game/book lore. This will be my second year within the MUN programme, and I’m very excited about
merging my interests into something that can be enjoyed by everyone from a master tactician to some guy
who wants to hit others with a plastic lightsaber.
As your CCD for Star Wars JCC, I am looking forward to encountering delegates who are
informed in military and political maneuvering who can apply their knowledge to insane sci-fi
circumstances; delegates which can incorporate their knowledge of Star Wars into creative and detailed
directives, in addition to productive, worthwhile, and progressive debate. Considering the nature of this
committee, there will be passionate, powerful, bright, and ‘memey’ character personalities, which
delegates are expected to represent accordingly. As a delegate, your role is not to bring about the demise
of the other committee; your job is to expertly utilize your special abilities to flourish in your respective
councils. That may mean killing fellow delegates to cement power or bringing about the stability of the
Republic through bravery and intellect – the means are left up to you. Will the fragile alliance of the
Republic be destroyed through political blunder? Or will excessive murder undo the progress of the
Galactic Empire? – it’s all up to you!
With all this being said, it is still my expectation that all delegates maintain a positive attitude,
treat each other with respect, and play their part in making our committee the best it can possibly be. If at
any time during our conference you have concerns over how the committee is being run, or questions
about procedure or certain decisions, please do not hesitate to reach out to me!
Sincerely,
Nathan Chong
(contacts: [email protected] or [email protected])
5
Letter from the Chair
Hello there! (Couldn’t resist)
My name is Kevin Yang, and on behalf of all the chairs, welcome to WCHSMUN 2018,
and in particular the Star Wars: The Old Republic joint crisis committee! I hope that you are as
excited to immerse yourselves in this universe as we are. As chairs for this committee, we aim to
provide a fun, energetic, and compelling committee that will also prove to be a valuable learning
experience.
In line with our duties as chairs, we promise to encourage the flow of debate and
maintain order. Although we will take any opportunity to incorporate fresh perspectives and
new speakers, we also intend to showcase and encourage exemplary speakers as well. In short,
we wish to choose speakers on an impartial basis as to allow every delegate to engage in debate.
We will also be diligent in observing unmoderated caucuses for leadership and logical
thinking. In terms of awards consideration, your performance in committee must be further
supplemented by strong directives and unique, well-thought out crisis notes.
After working closely with my fellow co-chairs, as well as the crisis staff, I am confident
that Star Wars: The Old Republic will be a committee to remember. We are proud to present
such an engaging and nostalgic universe to you, and we hope to see thoughtful debate and clever
crisis management take this committee into new levels of depth and immersion. Above all
however, we hope you thoroughly enjoy yourself; we’ve created this committee with fun and
novelty in mind.
In terms of this guide, do not be alarmed by its length; we have designed it so that you
need not look outside of it for information. If you have any questions, feel free to reach out to
us.
Good luck, godspeed, and may the force be with you.
Best,
Kevin Yang
Sith Chair, Star Wars: The Old Republic
6
A Brief History of Star Wars
In accordance with our wish for a successful committee, we are obligated to provide the
information necessary to participate in the Star Wars JCC. However, the situation at hand is
rooted in all facets of the Star Wars Legends Timeline, so allow us to supply a brief explanation.
**BBY= Before Battle of Yavin (the destruction of the Death Star in episode IV)
13,000,000,000 BBY
The Star Wars galaxy is created when an
immense cloud of dust and gas collapse in
on itself due to gravity, and transforms into
a revolving disc.
5,000,000,000 BBY
The first sentient lifeforms start to emerge
around the galaxy. They first appear in the
Core worlds, like Coruscant, and the
Southern Mid Rim, like Goroth Prime. (see
map)
100,000 BBY
A mysterious race, known as the Celestials,
have control over wide portions of the
galaxy through the usage of highly advanced
technology like satellite based colonies.
With their machines, they create entire
worlds, including the Corellian system.
After the Celestials achieved galactic
dominance, they took slaves to work
machines and hard labour galaxy-wide.
35,000 BBY
Celestial slaves known as the Rakata
develop a connection to the Force -
specifically the Dark side. They use this
connection to create new Force-based
technologies that surpass the Celestials.
With an immense increase in power, the
Rakata use their newfound machines to
overthrow the Celestials and create their
own Empire called the Infinite Empire. The
Infinite Empire continues to expand by
taking slaves and using them to power and
create Force-based machines.
27,500 BBY
The civilizations of Coruscant reach a
technological boom, which rapidly improves
the planet. They begin to send out sub-light
speed colony worlds, which colonize the
nearby planets. However, after colonizing
only the northern sections of the Core,
Coruscant is enslaved by the Infinite
Empire.
7
25,783 BBY
Scholars and philosophers are gathered on
the planet Tython, eventually becoming the
wise Je’daii, studying the ways of the
Balanced Force. Fearsome conflicts known
as the Force Wars erupt between the Je’daii,
resulting in a tremendous Force Cataclysm
that devastates the planet. From the ashes of
the Force Wars, the survivors form the Jedi
Order. The Jedi leave Tython, and flourish
on the distant world of Ossus.
25,200 BBY
The Rakatans find Ossus and begin to
combat with the Jedi Order. However, the
Rakatans are suddenly overcome with a
mysterious plague that destroys their
connection to the force. Their Force
technology now useless, including light
sabers, the Rakatans are defeated by the Jedi
Order while slave revolts begin galaxy-wide.
25,100 BBY
Ravaged by millennia of enslavement by the
Infinite Empire, the Core Worlds rebuild
and unite to form the Republic. The Galactic
Constitution is signed on the planet of
Coruscant to officially lay down the
foundation of Republic democracy.
Hyperdrive technology, reverse-engineered
from the Republic’s former Rakatan
overlords, allows scouts to explore the Jedi
meet the government and pledge their
support as defenders of the Republic.
24,500 BBY
The Jedi Order experiences the First Great
Schism when a group of Jedi request to
make an academy for the purpose of
studying the Dark Side of the Force. When
their requests are denied, the group forms
the Legions of Lettow who then call upon
other Jedi to join them. The Jedi Order
declares war on the group and destroys
them.
22,800 BBY
A Jedi follows the call of the Force to the
Unknown Regions (see map) where he finds
the planet Ilium. The planet becomes a
sacred site to the Jedi Order, and the main
source of Khyber crystals and other force
sensitive materials.
20,000 BBY
Peace and prosperity grace the Republic as it
grows and charts the Expansion Region. (see
maps) But the 3,000 years of good fortune
cease when internal strife erupts within the
Republic’s borders. As the planet Alsakan
challenges Coruscant for the right to be
capital of the galaxy, the Alsakan Conflicts
officially end the peaceful Great Manifest
Period. The conflicts escalate into a civil
war, with Coruscant and the Core world
emerging victorious.
8
11,965 BBY
The Republic and the Hutts finally meet, and
the Hutts attempt to forcefully remove
Republic scouts from Hutt space. The act
sparks multiple Republic crusades against
the Hutts, known as the Pius Dea Crusades,
but none are successful. Eventually, the
Republic accepts the Hutts as foreign
sovereigns.
10,000 BBY
Ryloth, a section of the southern Mid Rim,
officially joins the Republic. This marks the
Republic’s control of most of the inhabited
galaxy, excluding Hutt Space and the
Southern Outer Rim. (see map)
7,000 BBY
The Jedi Order splits asunder as members of
its ranks begin to practise the dark side of
the Force. These Jedi use their dark powers
to twist life itself and create horrific
mutations. Exiled for their abominable art,
the Dark Jedi create a monstrous army to
assault the Jedi Order. This attack begins the
Hundred-Year Darkness, a relentless
conflict that ends with the banishment of the
Dark Jedi survivors.
6,900 BBY
The Jedi exiles who survived the Hundred-
Year Darkness discover the world of
Korriban and its ancient inhabitants: the
Sith. Powerful, Force-sensitive, and
malleable, the Sith worship the Dark Jedi
and serve them as willing slaves. The Jedi
exiles forge a new Sith civilization and
begin to interbreed with the powerful
species, sowing the seeds of the Sith
Empire.
5,500 BBY
The Republic finally colonizes the
remaining sections of the Southern galaxy.
The sole sections of the galaxy are now Hutt
Space, Republic Space, Sith Space, and the
Unknown Regions to the West of the Core.
5,113 BBY
The child who will come to be known as the
Sith Emperor is born. Black-eyed, heartless,
and supremely strong in the dark side of the
Force, the boy seizes control of his home
world by the age of 13 and earns the title
Lord Vitiate. He amasses an army of Sith
followers and turns his back on Imperial
politics to hone his skills in the dark side.
9
5,000 BBY
The first war ignites between the Sith
Empire and the Galactic Republic as
unwitting hyperspace explorers lead the
vengeful Sith to the Republic that exiled
their ancestors. Under the banner of the
Dark Lord Naga Sadow, the Empire
launches an attack on Republic space. The
conflict rages across entire worlds and
threatens to consume Coruscant, but strong
defences, and deceit within the Sith ranks,
force them to retreat. The Republic gives
chase, wins the war, and attempts to
decimate all remnants of the Sith Empire,
but several survivors escape.
4,980 BBY
After two decades spent scouring deep
space, the Sith Empire discovers the
forgotten jungle world of Dromund Kaas.
The Emperor reveals his vision to forge a
new Imperial civilization unified by one
vengeful goal: the complete annihilation of
the Republic. In anticipation of this day, the
Empire builds its capital on Dromund Kaas,
trains its military in the hostile jungles, and
begins construction of the Imperial armada.
3,976 BBY
Fearsome, proud, and battle-hungry
warriors, the legendary Mandalorian clans
unite under Mandalore the Ultimate to attack
the fringes of Republic Space. The
Republic’s aversion to another violent war
allows the Mandalorian crusade to rage
unchecked for a decade. Rogue Jedi led by
Jedi Knights Revan and Malak defy the
Republic’s wishes and fight to drive back
the Mandalorian invasion. Under Revan’s
command, these Jedi ultimately defeat
Mandalore the Ultimate, disarm his Neo-
Crusaders, and win the Mandalorian Wars
for the Republic.
3,960 BBY
Heroes of the Mandalorian Wars, Jedi
Knights Revan and Malak explore the
Unknown Regions and discover the hidden
Sith Empire on Dromund Kaas. The
Emperor turns Revan and Malak to the dark
side and bids them to strengthen the Empire.
Revan then betrays the Emperor to create his
own Sith Empire.
3,959 BBY
Former Jedi turned Sith, Darth Revan and
Darth Malak invade the Republic and seek
to conquer the people they once defended.
Revan nearly defeats the Republic, but he is
betrayed and left for dead by his ally, Darth
Malak. The Jedi Order rescues Revan and
reprograms his mind to make him believe
that he actually serves the Republic. Revan
later rediscovers his dark past, strikes down
Darth Malak, and brings an end to the Jedi
Civil War.
10
3,955 BBY
The death of Darth Malak nearly destroys
his Empire – until a triumvirate of Sith rises
to restore order. Unaware of the Sith Empire
gathering strength on Dromund Kaas, Darth
Sion, Darth Nihilus, and Darth Traya begin
a brutal campaign that nearly wipes out he
Jedi Order. The Jedi are saved from
extinction when an exiled Jedi named
Meetra Surik rises from obscurity to destroy
the Sith Triumvirate and paves the way for
the Republic’s recovery.
3,950 BBY
Haunted by visions of the Emperor who
once corrupted him, Revan hunts for
remnants of the hidden Sith Empire. His
search ends in disaster when Sith capture
Revan and imprison him on Dromund Kaas.
He escapes captivity thanks to a daring
rescue by Meetra Surik and Sith Lord
Scourge. Revan and Scourge attempt to
assassinate the Emperor, but the ruler’s
power overwhelms them. Scourge betrays
Revan and is rewarded with the title of the
Emperor’s Wrath. Revan is imprisoned
while the Sith prepare for war.
3,681 BBY
The Sith Empire returns from exile to launch
a devastating and bitter war against the
Republic. The cunning genius of the
Emperor orchestrates the surprise onslaught,
inciting terror and despair in the Republic as
Imperial fleets dominate battles, old allies
side with the Empire, and Republic
politicians panic and turn against each other.
Hope finally returns to the Republic when
the Battle of Bothawui ends in a stalemate.
The Empire’s hope for a quick, decisive
victory descends into three decades of
violent warfare. In a surprise move, the
Empire offers a chance to negotiate a truce.
But as the galaxy’s attention turns to the
peace talks on Alderaan, the Empire
launches a surprise assault on the Republic’s
capital world, Coruscant. The Sacking of
Coruscant leaves the Republic capital in
ruins and gives the Empire leverage it needs
to demand the terms of peace.
3,653 BBY (Present Day):
The Treaty of Coruscant ends the Great War
in Sith victory and an uneasy truce. Tensions
replace open warfare as the Republic is
forced to cease fire and withdraw from
battle fields across the galaxy. The Sith
Empire absorbs abandoned worlds and
consolidates its power. The Republic
rebuilds, and the Jedi Order relocates to its
ancient home world of Tython.
11
A Note on the Canon of this Committee Any hardcore Star Wars fan is probably a bit miffed at this point, considering the amount of
information changed or totally disregarded in the timeline. However, this was actually quite intentional,
as the Crisis Team decided to change Canon to better fit the flow of debate and balance of power. The
major changes follow as such:
General Timeline:
For the most part, both committees will be following the Legends Timeline; for anyone who
doesn’t know, this was the official Canon of the Star Wars Universe based on comics, novels and concept
art prior to the Disney acquisition of the Star Wars creative rights. So, this basically accounts for any of
the broad strokes in the Universe: what species exist, what planets exist, the major universe changing
events, who is in power, etc.
Disregarded information:
Now, the largest discontinuities in our time is the lack of technologies - like Center Point Station,
and certain Civilizations - like the Lost Tribe of the Sith. This was done for two different reasons. Firstly,
some of this stuff is so mind-bendingly overpowered or problematic that if it existed, it would totally
destroy the balance of committees. This means that, for the most part, we have eliminated ancient
technologies and timeless super-beings. Secondly, there’s a lot of jargon in the Star Wars Legends
Timeline that essentially adds nothing in the eyes of the Crisis Team. However, none of the civilizations,
planets, or technologies would tilt the favour of combat drastically to one committee. Therefore, if a
delegate was to travel to Korriban and acquire a Sith artifact, even though Crisis/the Background Guide
had not mentioned it, it would still be a totally acceptable action. Since we have these two ways of
looking at any information not provided, its best to send a note to Crisis questioning the possibility, as we
are more than happy to clarify what exists and what does not.
Time shifts:
If any delegates have looked at the character lists for the two committees, it becomes clear that
there are a lot of direct equivalents in terms of committee roles. This was in no way just a lucky miracle,
quite a few of the characters had to be taken from other times and moved to 3653 BBY. The most notable
changes are the inclusion of Lama Be and Chlodwig. For the most part, this is just a shift in when the
character existed; their backstory, experience, and roles are exactly the same. However, we have done a
total time shift for the planet of Kamino and all its inhabitants. The role played by the Kaminoans is that
of genetic engineers, but they only gained this ability after their planet completely flooded and
endangered the entire Kaminoan species. So, to preserve this role, act as if Kamino has only recently
finished flooding, rather than expecting the flood to happen later in the future.
Minor conflicts:
As a note, there were a myriad of small-scale civil wars along the lines created by the Treaty of
Coruscant; however, trying to manage so many conflicts would be near impossible for the number of
delegates we have. So, these minor conflicts only exist if explicitly mentioned by the Chairs or Crisis.
12
Knights of the Old Republic: Is It Important?
As you can probably tell from the Background Guide cover, there is a pretty big emphasis
on the ‘Old Republic’ theme. There are a couple reasons for this: the committee is based on the
time period when the old republic was most active, and a lot of our information comes from the
Old Republic. Star Wars: KOTOR, Star Wars: KOTOR 2, and Star Wars: The Old Republic
cover the years 3,960 BBY-3,640BBY in excruciating detail, much more than any other source
like comic books. Just based off this one would assume we follow the games closely.
However, all three games are MMORPGs. (massively multiplayer online role-playing
games) This means that the games focus on lots on side quests, repetitive activities, and a ramp
in difficulty from beginners to benders of fate. Obviously over the course of a two-day period
nobody could replicate this sense of progression, so we have decided to forgo the actual events
of the games despite being set in the same time period. That means no quests, stories, and
multiplayer events will be taken from the game; there is no need to play or know about them.
(that being said KOTOR is on the app store for like 8 bucks and its totally worth it)
As we were going through and deciding this, a few of the Crisis Directors were a bit miffed
about the whole no-video game thing. Therefore, we have decided to gamify the committee in a
way the would befit the game. This was done in a couple of ways:
1. Dice based Crisis
We know, we know, this type of thing can go real south real fast, but here us out. There are a lot
of actions that any one delegate can take, considering we’re using an entire universe as a theatre,
so we split the types of crisis notes and directives into different sections. Since it would be
counter intuitive to tell everyone how it works, we’ll only describe the gamified ones. The first
one is combat. The outcome of any such tactical maneuver, space or ground, is decided by dice
roll with the required role set based on how difficult the action is. This requirement can then be
lowered by the detail of the Crisis note: things like numbers, times, actual tactical strategy,
equipment, explanation of weaknesses etc. The die is then rolled once, and the decision is final.
The other time die roles are used is for blockades of major trade routes. As described much later
on in this guide, trade routes are ultra-important for travel, making blockades a smart move.
However, blocking hyperspace is kind of an impossible task to deal with, so the required role is
set very high. Thus, these types of Crisis notes require extreme detail (down to the class of ship
and how they’re fueled) to actually have a reasonable role requirement. With the exception of
those two things, Crisis will function as it would in any other joint-crisis committee. (for the
most part)
13
2. Character Classes
If you didn’t already know, MMORPGs are class based, meaning you choose a character with
special abilities at the start of the game. Since classes and skill trees are one of our favourite
things in video games (especially the class system for Borderlands), there’s no way we couldn’t
add them in. So, here’s the list of all the types of classes; to see which your character is, look at
the top of the character page. (listed below allegiance)
Fighter
Fighters are any character who depend mostly on conflict to complete their tasks and
objectives, which may include ground combat, strategizing, or space warfare. As such, fighters
have the advantage when it comes to combat. They get additives to their combat rolls (+d6) as
well as Bonus Benefit. Bonus Benefit triggers when a roll is made above the requirement set by
the Crisis Directors; depending on how high over the requirement the roll is, their character will
go above and beyond the specified task. For example, if the objective was to take a stronghold
and Bonus Benefit was activated, the character would take the stronghold and also deal a
crippling blow to the retreating defenders, making the defense of whichever location they retreat
to weak.
Trader
Traders are the backbone of the Republic, Empire, and multiple affiliate groups that have
managed to maintain a separate identity. With this in mind, they also have their fingers in many
pies strewn across the galaxy; any trader wishing to leverage these strengths will find it easier to
make galactic deals, move supplies and block trade routes than other characters. In addition,
trade is of upmost importance to any who wants to stay in power in any part of the galaxy, so
priority will be given to trade directives and action orders with the ability Trade Ties. (This
works as a simple trade pile and non-trade pile in the Crisis room, meaning directives of non-
trade characters will still be processed at the same time.)
Politician
Whether it be with a charismatic smile, feigning legitimate interest, a backroom deal, or
direct and decimating force, politicians in the galaxy are the ones who make cooperation happen,
whether everyone likes it or not. As such, politicians have advantage in any given situation that
requires the agreements of the galactic senate or the Sith council through the ability Golden
Tongue. Golden Tongue lowers the quorum of room for any piece of legislature voted on by the
committee, so long as the politician is a sponsor of the paper. (from 13 to 9) However, Golden
Tongue can be ‘deactivated’ for any one character by sending a request to the Dias.
14
Spy
“Power resides where men believe it resides. It’s a trick. A shadow on the wall. And a
very small man can cast a very large shadow.”
What holds true to fantasy holds true to sci-fi, from the supposeds who claim power to
those who puppeteer from the darkness. Spies form the majority of the later group, using
complex webs of informants and trickery to gain information required for blackmail, trading, and
combat. Through this web, Spies gain the ability Little Birds; in addition to receiving occasional
updates previously made connections, Spies will also find it simple to set up informants on other
characters, the going-ons of the Republic and Empire, and the long-forgotten mysteries of the
galaxy.
Specialist
Engineers, doctors, physicist, demolition man, battleship architect. Every trade in the
galaxy has a Specialist, someone who knows what needs to happen to get the job done. For most
specialists, this comes from years of experience, allowing them to form a Trick of the Trade
ability. The most prominent of those in the galaxy include:
Biotics Specialist
Cruel, heartless, and unflinching, the Biotic Specialist holds no remorse for the
patient, only hoping to extract information on the inner workings of organic
beings. And the work pays of too. Biotic Specialists are able to expertly and
cleanly add cybernetic upgrades to beings, improve the natural states of all types
or organic life, and even alter DNA, thanks to a huge boost in skill and
understanding from their Trick of the Trade.
Technology Specialist
Like any good mad scientist, the Technology Specialist is passionately devoted to
work, improving every aspect of any piece of technology lucky enough to hit their
workbench. Literal years of trial and error has lead the Technology Specialist to
their Trick of the Trade, allowing them to easily modify and improve armour,
weapons, starships, cyber security and of course lightsabers, given adequate time
and materials as a balance to the immense range of boosting capabilities.
Force Specialist
Decades of balancing the mind and soul have left of Force Specialist with the
rarest Trick of the Trade, the ability to commune the Force at will. However, the
Force is all powerful and extremely difficult to control, restricting the Force
Specialist to the aiding of others. Force Specialist will find themselves able to use
abilities such as Force healing, Force sense, Battle meditation, and Force
Strengthening to assist allies in multiple ways.
15
Jedi High Council: The Basics
To start off, the name of this council is a bit of a misnomer. While many of the characters are part
of the Jedi High Council, there are also representatives from the Republic Senate, the Republic Military,
Splintering groups, and powerful orbiting organizations. Its really a grab bag of everyone, and this reflects
the Republic as a whole. At its inception, the Republic was founded purely based off the want to expand
and better the galaxy, something stays true till today. However, thanks to the myriad of opinions,
positions, and similar powers, this council is much more of a political battle than the Dark Council. With
the near unanimous agreement that the council should work together to achieve its goals, allocation of
troops and resources becomes a major problem. And even if one person makes major progress, at least
one other person is unable to complete their task. This boils down the council to a very intricate game of
push and shove, where careful cooperation can slowly move the Republic into an advantageous position.
However, there are other factors to consider. At the starting of this committee, the Republic and
its affiliates are at an disadvantage. The Great War blew horrible longstanding blows to all parts of the
Republic: troops and ship numbers are low, the Empire has control of most hyperspace lanes, there are
rumours of Sith spies in Republic power, and the Sacking of Coruscant has left the Republic without a
functioning capital. The situation the Republic has been left in is not a good one, and very few options
going forward exist. The probability of restarting a full-blown war against the Empire is slim to none, as
both sides of the Great War have been left in weak condition. That being said, the Empire cannot be left
to itself. In the Treaty of Coruscant many of the core worlds were handed over to the Empire; these
worlds were the first to form the Republic and thus are easily the most industrialized and important
worlds along the border.
This situation has left many of the council to totally change the way that characters interact.
When the council meets on Tython, as Coruscant is now in ruins, tensions will most definitely be high.
For the most part, Republic and Jedi political leaders want to focus on preventing war and consolidating
power, but their focus has been mainly drawn towards splinter groups who feel that they would be better
off as separate entities instead of a part of the Republic. Republic military forces have tried to act
aggressively on this and face the encroaching Empire, much to the dismay of much of the Jedi Order. At
the same time, more of the rogue intelligence groups complete whatever task they set for themselves,
which has brought up a variance of allies and rivalries depending on the situation. This has been further
compounded by more detached characters picking and choosing advantageous positions to support, which
might help them, but it messes with the balance of power at the same time.
All in all, the situation is a dire one. The mish-mashing of groups within the Republic has caused
an extremely complex political environment, while the end of the Great War has set a ticking time bomb
that the council must deal with.
16
Jedi High Council: Structure
In terms of actual structure, the council meets and acts in the same way as the Galactic
Senate. Wielding both legislative and executive powers the Senate is comprised of Senators and
representatives from across the galaxy. Normally these senators only hold power over a planet;
however, since the council is comprised a small number of members and is focused on large-
scale external and integral affairs, characters often represent multiple planets and areas of the
galaxy. (ex. Ord Mantell Central authority, the Rift alliance) Normally, the supreme chancellor
would oversee the senate and guide the Republic’s political vison. Unfortunately, as the Senate
tower on Coruscant has been destroyed, along with many of the Senators, the supreme chancellor
will act as any other delegate, with a focus on representing the concerns of Senators who could
not be present.
In addition, the Senate has also been home to many third-party observers not officially
part of Republic government. This includes groups, like the Jedi, the Ruling Council of Kamino,
and (covertly) sleazier organizations like the Exchange. These organizations and personnel
operate like any Senator in the room; each can speak, act, and vote on any subject matter. The
one way that they do differ, is in the application of legislature. If there is any direct call to action
from the Republic, whether it be resource usage or troop movement, all forces within the
Republic are required to obey. On the other hand, third parties have no such obligations and can
choose to ignore certain orders or even go back on previous arrangements. However, this power
does not apply when a group is specifically named in legislature. If that piece of legislature
passes, than by-law the third parties must full-fill their obligations, whatever that may mean.
(going against would prove to cause some issues between third parties and the Republic)
So, to finally get to how the council does things, the focus is on Military Strategy, trade
regulations, diplomacy, and collective action. What happens is someone brings a concern to
light, or one happens to fall into the lap of the council, and it dealt with in each of the sections
mentioned above. Through discussion, everyone comes to an ultimatum on how they want to
deal with the issue, then it is put into legislature. Between the time that the decisions are made
and voting begins things often change, sparking another set of discussions to finely tune the
document before a final vote is completed. Basically, it follows normal MUN structure, but
clauses are normally categorized.
The one major change from a normal Senate meeting in this council is the inclusion of
Military and Intelligence officials. These are trying time and most of the resolutions will include
some sort of military operation or undercover mission, so it was deemed a requirement that these
officials partake under the same rules as Senators.
17
Jedi High Council: Objectives
1. Consolidation
As of now the Republic is in a broken and bitter state. Bickering is common, there is
serious reason for most character not to work together, planets are still ravaged by war,
and the Republic doesn’t have the means to protect itself. The only way that these
problems can be solved, is if serious personnel and collective action can be taken to
improve conditions. Things like rebuilding destroyed worlds, improving industrialization,
and attempting to unify leadership are of upmost importance. At the same time, the
Republic cannot drop its external affairs and simply focus on internal issues, the Empire
is still a huge and unpredictable threat. So, there is also issue in the allocation of
resources, to who, at what time, for what objective. Unlike the Sith, the Republic has no
set leadership for production and logistics, so cooperation on this front should be priority
number one.
2. The Core Worlds
After the embarrassing Treaty of Coruscant, the galaxy was split in half, with the
majority of close border planets falling the Core region. The Core worlds were the ones
that founded the Galactic Republic, and since its founding have seen no subjugation.
However, the Treaty of Coruscant split the Core worlds into Republic and Empire
governed sections. For denizens of these planets, the change of leadership was
unwelcomed and extremely disliked, leading to revolts and civil wars along the border.
While some planets as far out as the Expansion Region have been able to regain Republic
control and support (Ord Mantell), for the most part these worlds are serving no side and
acting as a resource drain on both the Republic and Empire. Fixing this current state of
affairs is of great importance, as some of these planets serve as manufacturing, political,
or intellectual hubs when fully operational. Should worlds like Alderaan, Corellia, Duto,
or Castell fall firmly into the hands of the Empire, it is no doubt that their outputs could
become the undoing of the Republic.
3. The Empire
The Empire were the ones to win the Great War, and they still have that advantage. In
terms of efficiency, scope of power, and availability to start war, the Empire easily
outclasses the Republic. Should they be left to their own devices, it is only a matter of
time before they rekindle the war. However, the Republic is in no state to re-enter total
war, so the covert undermining of the Empire is the go-to course of action. Whether its in
terms of intel, force, production, or trade, beating the Empire should be a focus.
18
Jedi High Council: Need-to-Know Organizations and
Locations
Republic Special Forces
The Republic Army’s special forces
division, or “SpecForce”, is wholly different
from any other military organization. The
rest of the military focuses on a grand scale,
while SpecForce has small teams of elite
solders to outmaneuver the enemy and strike
where they are most vulnerable. The most
prominent of these forces is the Havoc
Squad, which has been known to turn the
tide of entire planetary battles. With their
advanced equipment, extensive training, and
high degree of operational flexibility, even a
single SpecForce soldier is a force to be
reckoned with.
Ord Mantell Central Authority
The Ord Mantell Central Authority controls
Ord Mantell and the planets surrounding it.
Following the Great Galactic War, Ord
Mantell sought to remain within the
Republic. However, the popularity of the
Central Authority and their sleazier trade
undermines the efforts to form closer bonds
with the Republic. Corruption plays a key
role in the Central Authority’s decision-
making progress, choosing to normal side
with the most lucrative deal.
Balmorran Resistance
After the Treaty of Coruscant, Balmorra was
granted to the Sith Empire. Due to this, all
Republic forces still on the planet from the
Great War were supposed to leave, but some
managed to stay behind. These soldiers
banded together with Balmorran citizens to
form the Balmorran Resistance, whose main
goal is to end the Empire’s occupation of
Balmorra and other Core world planets. The
resistance is carried out through stealing of
arms and guerrilla warfare carried out by
regular citizens. This makes it quite difficult
for the Empire to attack the root of the weed.
Rift Alliance
The Rift alliance is a collection of extremely
important trade leaders in the Republic,
attempting to vouch for better conditions
and treatment of sections of the galaxy.
Individually, the members of the alliance
only control small amounts or trade, but
collectively they are vital to the Republic.
The alliance is primarily focused with
mutual protection and are not outwardly
hating of the Republic. However, it is the
lack of action and assistance from the
Republic government that the alliance
attempts to change through leveraging their
economic, and military power.
19
Strategic Information Service
The SIS is the Republic’s first truly
successful espionage and intelligence
agency. Although smaller than its rival
organization, Imperial Intelligence, the SIS
has more than held its own in the war for
secrets. SIS agents focus on “pure”
intelligence work, such as gathering accurate
data, spreading misinformation, and
uncovering enemy plots. When direct
intervention is unavoidable, the organization
employs trained agents to carry out
sabotages, abductions, or any other action
required. It is usually preferable to have the
Republic Military of the Jedi act on any
intelligence gathered, however, rather than
risking covert agents in the field.
Jedi Order
For over 20,000 years, members of the Jedi
Order have served as guardians of peace and
justice in the Galactic Republic. A society of
teacher, scientists, philosophers, and
warriors, the Jedi Order is dedicated to the
study and understanding of the Force, an
ever-present energy that surrounds and binds
together all life in the galaxy. Though the
Force can be manipulated to serve many
purposes, the Jedi Order follows the
compassionate, merciful, and benevolent
path of the Light Side.
The Exchange
The Exchange is a criminal organization
allied with the Republic that deals in spice
refinement, smuggling, extortion, weapon
trafficking, slave trading, and bounty
hunting. The organization is active on many
planets, but for the most part is focused in
the Outer Rim. The Exchange is run by a
selection of crime bosses operating on their
own planet; however, the newest kingpin has
solidified command to be more in line.
Generally speaking, the organization uses
extortion to complete the most lucrative
tasks, but the deny and hate the Empire with
a burning passion.
Hutt Cartels
The early Hutts were brilliant military
strategists and unparalleled conquerors.
They amassed a sprawling and decadent
empire comprised of a hundred star systems
and billions of slaves. However, as so often
happens with empires, the Hutts were
eventually brought low by their own
complacency. The Hutts who remained in
power found that lasting wealth and
influence would be achieved only through
cunning bargains and skillful manipulation.
They discovered that the best slaves were
those who submitted of their own free will.
Over centuries, Hutt leaders mastered the art
of cultivating exploitative relationships with
the poor, greedy, and desperate. Criminal
enterprises provided a tremendous return on
investment, allowing the Hutts to forge a
new type of empire through economic trade,
illicit deals, and a mix of gang and
legitimate businesses.
20
Sith Spheres
Each member of the Dark Council, the
leaders of the Sith, oversees and controls
one aspect of the Empire. From military
strategy and Imperial logistics to
Intelligence and Sith philosophy, each
sphere of influence is served by countless
citizens and Sith lords who answer to the
Dark Council member atop the hierarchy
pyramid. The 12 spheres occasionally
overlap, sparking disagreement and conflict
between Sith who refuse to cooperate. But
ultimately, each Dark Council member is
responsible for ensuring the success of their
spheres. To fail is to incur the displeasure of
the Sith Emperor himself.
The Shadow Syndicate
The Shadow Syndicate is a criminal
organization allied with the Empire that
deals in spice refinement, smuggling,
extortion, weapon trafficking, slave trading,
and bounty hunting. The shadow Syndicate
is currently in an all out war against the
Exchange, after their leader refused to join
the Syndicate at its inception. The
organization is active on many planets, but
for the most part is focused in the Outer Rim
and specifically Nar Shaddaa. The Syndicate
is run by a selection of crime bosses in
different business fields throughout Hutt
Space. As of now, the organization is
extremely loyal to the Sith and are willing to
use extortion to complete most of the
Empires task, but they are also looking to
profit from their arrangements.
Tion Hegemony
The Tion Hegemony is a collection of
system under one governing body with at
focus on trade. Both the Perlemian and Tion
Trade Route border the Hegemony, leading
to an extreme amount of business in the
region. The economics of the area have lead
to great prosperity in a section of the
Hegemony called the Livien Worlds with
wealthy systems who hold trade power and
lavish lifestyles. However, the Hegemony is
also home to the Back Spiral, one of the
poorest regions in the galaxy. This drastic
difference in income is due to the
exploitation of work to provide services at
the cheapest prices. This has allowed the
Hegemony to continually maintain trade
dominance, at the cost of the lowest rungs of
society.
Green Jedi of Corellia
The Green Jedi are a reclusive sect of the
Jedi Order serving the Corellian sector.
Known for their distinctive customs and
practices, the Corellian Jedi are highly
independent and separate from the Order’s
central governing body, the Jedi High
Council. Holding the well-being of Corellia
over that of the Galactic Republic, the
Corellian Jedi often butted heads with their
traditional counterparts within the Order
over how certain situations should be
handled and where their duty lay. The Green
Jedi are willing to use drastic force to
protect the Corellian system, which the
Council does not condone, but up until this
point there has been no outward aggression
between the Jedi Order and Corellian Jedi.
21
The Black Sun
The most recent criminal gang to rise in the
Republic literally exploded onto the scene
with a series of horrific bombings and
brazen murders of Republic peace officers
on Coruscant. Although the gang is
nominally involved in spice dealing,
kidnapping, and weapons trafficking, these
appear to be “recreational” business pursuits
that permit Black Sun’s members to pursue
their true joy: causing wanton destruction
and sowing terror. Some Republic
authorities speculate that Black Sun may be
an Imperial terrorist cell left behind after the
Sacking of Coruscant, while others fear
these vicious thugs are simply a warning of
where the galaxy is headed.
Tython
Tython is the home of the Jedi Council and
birthplace of the Jedi Order. Thousands of
years before the founding of the Republic,
Tython was home to an ancient society of
Force-sensitive beings known as the Je’daii.
Over the next thousand years, this
civilization would rise, fall, and finally
evolve to become the Jedi Order. In time,
the Jedi would leave Tython and spread
across the galaxy. When the Jedi Temple
was destroyed in the Sacking of Coruscant,
the Jedi returned to their ancestral home to
seek guidance from the Force and reclaim
the ancient knowledge and wisdom that had
been left by their ancestors. A new Jedi
Temple was raised on the ruins of an ancient
temple, and it now serves as the base of the
Jedi High Council.
22
Ord Mantell
Located at the heart of the Bright Jewel
Cluster of the Mid Rim, Ord Mantell is a
world of stunning natural beauty marred by
crime and civil war. After being colonized
over 8,000 years ago as a military depot, the
planet fell into obscurity, and corruption
gripped the local government. Smuggling
and vice became the planet’s primary
industries. Plagued by a corrupt government
and a Republic that refused to intervene, the
people of Ord Mantell grew restless and
angry. When the Great War ended, a
separatist movement emerged on Ord
Mantell and fought for their independence
from Empire and Republic. Republic
military forces have managed to suppress
the fighting, but bitterness is ingrained in the
people and local government.
Coruscant
Covered in vast cities that stretch beyond all
horizons and located at the center of the
galaxy, Coruscant has been the heart of the
Republic since its most ancient beginnings.
Many experts believe Coruscant to be the
original home world of the human species.
Today, beings from the most remote
stretches of the Outer Rim known
Coruscant’s name by heart, and many could
describe its towering spires and seemingly
bottomless urban canyons. Scars are still
fresh from the Sacking of Coruscant at the
end of the Great War. And for every
beautiful garden or magnificent plaza, there
is a squalid apartment block or blood-
splattered back alley somewhere below.
23
Dromund Kaas
Endless night, deadly jungles, and violent
electrical storms enshroud the hostile world
of Dromund Kaas. After suffering a crushing
defeat against the Republic in the Great
Hyperspace War, Dromund Kaas became
the capital of the Empire. For centuries, the
world grew in step with the Empire’s
resurgence. Sith orchestrated the
construction, fueled by slaves and dedicated
Imperial citizens. Dromund Kaas remains
the seat of the Empire to this day. Political
machinations, Sith power games, and rule of
the Emperor emanate from the planet in the
wake of the recent Great War against the
Republic.
Balmorra
Balmorra is a world based on a single
dominant industry: arms manufacturing.
From infantry weapons to vehicle cannons
to combat droids, the planet has vast factory
complexes to produce them all. The
Republic military has always been the top
client of Balmorra’s manufacturers;
unfortunately, fierce fighting in the Great
War lead to Balmorra’s occupation by
Imperial forces to stop arms deals. The
factories that survived have now been turned
wholly toward supporting the Imperial war
effort – or secretly supplying the planet’s
vast resistance movement.
24
Nar Shaddaa
The moon named Nar Shaddaa was first
settled by impoverished Evocii refugees,
who had been pushed off their own home
world by the rapacious Hutt Cartel. Once the
Hutts had thoroughly exploited and polluted
their capital world, they turned to the bright
globe that orbited their decaying planet.
With obscene wealth obtained from their
illicit activities, the Hutts transformed Nar
Shaddaa into the galaxy’s glitziest and most
desirable hotspot. When the Empire returned
from exile to battle the Republic, both sides
found welcome refuge with the dissolute
Hutts ruling Nar Shaddaa. People gamble
their fortunes, reputations, and lives amid
the opulent towers. The only limits to
indulging one’s appetites are economics and
ethics.
Alderaan
Alderaan is a planet of stark contrasts. To
most, it is a progressive society of peace-
lovers who protect their natural environment
and foster a refined culture renowned by the
Republic it helped build. Those who truly
understand Alderaan’s history know it is
also a world mired in strife between
competing noble houses. For every diplomat
passionately advocating harmony, an
assassin waits to strike from the shadows.
Only recently has Alderaan known strife,
with burning cities, razed meadows, and
enormous engines of war. Proud royal
families have been reduced to desperate
refugees, and majestic monuments that stood
for millennia lie in ruin.
25
Belsavis
The Rakata infinite empire, one of the most
powerful civilizations to ever dominate the
galaxy, constructed an elaborate prison on
Belsavis over 20,000 years ago. The
Rakata’s goal was to contain threats to their
superiority, so elaborate impregnable vaults
were built across the planet to store
dangerous devices and house prisoners. The
Republic eventually used Belsacis to house
its own prisoners, including thousands of
Imperials and Sith captured during the Great
War. When the Empire finally discovered
Belsavis, orchestrated a prison break that left
the planet surprisingly empty.
Corellia
Both famous and infamous, Corellia has
long been a world where profit and
ingenuity reign. The world is home to
shipyards, factories, corporations, and
artisans, but its most noted export is its own
people. Corellians are renowned for their
love of space travel and can be found
serving on starships in every corner of the
galaxy. This has made them a major fixture
in commerce, exploration, and warfare since
before the foundation of the Republic itself.
However, Corellia has long struggled with
high crime rates among its population.
Violent crimes are comparatively rare, but
theft, smuggling, extortion, and bribery are
common elements in Corellian life.
Recently, this endemic corruption almost
lead to revolt due to corrupted government.
26
Jedi High Council: Characters
Aulauni, of the Rift Alliance
Allegiance: The Rift Worlds
Class: Trader
Title: Leader of the Rift Alliance
Alauni is a Twi’lek Senator within the Rift Alliance who
represents the planet of Saleucami. The Rift Alliance plays a
major role in the success and survival of the Republic, having
control over critical resources, armies, and trade centers. This
makes Alauni’s role within the conference one of utmost
importance. The planet that Alauni represents, Saleucami, is the
Republic’s most powerful trade hub in the outer rim, resulting in
Alauni’s rise to power within the Alliance. Her opinion and stern personality reign supreme
within the group, which leads the Alliance to outwardly express that the Republic is incompetent
at best. This results in Alauni making decisions that are detrimental to the Republic should it
damage the Rift Worlds. In order to fight against the Republic
(in a relatively non-militaristic way, which was greatly
appreciated) Alauni and her fellow Rift members (such as Tai
Cordan and Senator Tobas Grell) staged formal protests and
trade embargoes against the Republic. While the Republic
didn’t exactly like this, they were in no position to do
anything about it, because the Rift Alliance was such a
crucial part of the Republic’s economy that if any one of the planets were to drop out, it would
be catastrophic. Alauni has direct control over the economies of Saleucami, Aeten II, Manaan,
and Erigorm. Between them Alauni has control over fleet construction, trade, the administration
of Republic finances, healing supplies in all med kits, and assortments of raw resources. These
resources are essential to Republic military and civilian life, giving Alauni major sway in the
Republic. In order to utilize this power, Alauni has in the past created trade embargoes,
blockades, and even sold occasionally to the Empire. (which she still does) As Alauni you must
make decisions for the Rift Alliance to focus on the economic success of Rift Worlds, no matter
what that means to the Republic. While you will most likely criticize the decisions of the
Republic, you have enough power to change some of those decisions. Some potential interests of
the Alliance would most definitely be expanding the alliance and your economy, and with that
your power. Make yourself indispensable. You, as an alliance, hold the Republic’s economic
hubs, produce some of the most valuable resources in the construction of Republic fleets, and
produce a fantastic amount of profit. Because of this, it would be beneficial to have the Republic
on your side, but don’t let them push you around. You are stern, forward, and you don’t wield
threats idlily. Remember: power is with those with money, with that the galaxy can shift.
“Get on Representative Alauni’s
good side. Though between us, I’m
not certain she has one.”
- Supreme Chancellor
Dorian Janarus
27
Barsen’thor, Warden of the Order
Allegiance: The Jedi Order
Class: Politician
Title: Guardian of the Jedi Order
Barsen’thor is titled bestowed upon only the most distinguished
and venerated members of the Jedi Order, and the current
Barsen’thor is only the third individual in the Jedi Order’s
thousands of years of history to have acquired this elusive title.
At a young age, the Barsen’thor was trained as a Jedi Consular in
the Jedi Order, and she was trained under the tutelage of Jedi
Master Yuon Par. As a young Padawan, she would prove herself
to be crucial in the discovery of the Fount of Rajivari, an ancient
Jedi archive abundant with knowledge; she would also prevent
the destruction of Forge, a valuable Jedi artefact, capable of
producing lightsabers. After she became a Jedi Knight, the
Barsen’thor successfully prevented the outbreak of a Force-
based Dark Plague, a Force-based illness which drove several
Jedi Masters across the galaxy insane. However, nowadays the
Barsen’thor acts as the Jedi Order’s most prized diplomats,
shown by her successful negotiation with the Rift Alliance,
which stopped them from leaving the Republic. Trained as a
Jedi Consular, the Barsen’thor has the ability to detect lies using the Force, make other negotiators more
lenient, and using immensely strong telekinesis. With exception of the later ability, the Barsen’thor rarely
uses the Force to complete her missions, instead her amazing charisma and ability to understand both
sides of a situation allow her to prevail in diplomatic missions. These abilities have made the Barsen’thor
a major boon to the Republic and Jedi alike, but it has also placed a large target on her head. Criminal
organizations, Sith wising to claim greatness, and even Dark lords like Darth Mekhis and Darth Marr all
wish to see the Barsen’thor dead. The Barsen’thor is known as the calmest of all the Jedi Masters, with
not even a single Jedi or Padawan claiming to have issue with her. However, this is partly due to the fact
that the Barsen’thor must strictly and solely represent the Jedi Code, leaving her options somewhat
limited in terms of operational objectives. As the Barsen’thor, you seek to promote peace and harmony
across the Republic, and you wish to resolve the lack of unification in the Committee. Diplomacy is your
favoured tool for addressing conflicts, however you understand the necessity of utilizing force as a last
resort. Compassionate and considerate towards the plight of those who are suffering, as the Barsen’thor,
you will always choose to provide assistance to those that need it, rather than denying anyone aid. At your
heart, kindness and an innate desire for peace guide your desires, and you always adhere to your strong
sense of ethics and morals provided by the Jedi Code. The galaxy is a tumultuous place that has been
embroiled in conflict for decades, so perpetuating this turmoil with further violence will never resolve the
galaxy’s conflicts.
“There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.”
28
Supreme Chancellor Dorian Janarus
Allegiance: The Republic
Class: Politician
Title: Spokesperson of the Republic Senate
Prior to his election as Supreme Chancellor of the Republic,
Dorian Janarus faithfully served the Galactic Republic as the
Senator of Coruscant. After the surprise Sith invasion of
Coruscant, referred to as the Sacking of Coruscant, Janarus was
unanimously elected by his colleagues as the replacement to the
interim Supreme Chancellor Paran Am-Ris. After the Sacking of
Coruscant, when several of the Republic’s worlds threatened to
splinter away from the Republic and form the Rift Alliance,
Janarus requested the Jedi Council to send a skilled diplomat,
capable of resolving this crisis. This Jedi diplomat was successful
and ever since, Janarus has fostered a good relationship with the Jedi Order, for his willingness
to seek their aid and counsel. However, the situation in the senate is not a nice one. Janarus
refuses to ignite another war, which has caused great outcry from Senators and close advisors
alike. This has lead to major shifts in the political climate that divides nearly all sections of the
Republic. Ironically, the only reason even the smallest amount of cooperation exists is due to
Janarus. As mentioned beforehand, Janarus has connections with almost every major member of
the Jedi Order, making discussion easier even if they share different stances on the necessity of
war. In addition, near all the politicians, traders, and third parties have some sort of tie to
Janarus, which allows him to sway many of the decisions made in the galaxy. However, the one
group in which Janarus has very little say is the most dangerous of all: the pro-war faction. After
years of devastation during the Great War, planets on the frontier lost everything. Fueled by this
hatred for the Empire and desire to help their home worlds, the senators of the pro-war faction
grow by the month. While Janarus has attempted to make headway with such groups,
stubbornness from both sides has only served to alienate allies. As Janarus, you wish to avoid a
direct military confrontation with the Sith Empire, as you believe that the Republic has not fully
recovered and stabilized from the previous war to facilitate another conflict with the Sith. Your
primary goal is to prevent the more militaristic delegates from taking any drastic actions. With
them stabilized, it is also important to strengthen the Republic in terms of both economics and
defense. However, these goals obviously cannot be achieved on your own. Instead you must
leverage your great knack for leadership and uniting people for a common cause, if you ever
want to achieve anything. Your relationship with the Jedi and senators in the committee is
positive, and you’re willing to listen and cooperate. That being said, you are also not opposed to
cooperating with the military, pro-war faction, or the third parties. You represent a beacon of
hope for the Republic: a symbol of benevolence as well as prosperity. Actions that go against
this pre-existing expectation would be sure to limit your power in committee. Despite this, the
betterment of the Republic always come first and your willing to lay down your life for it.
“This isn’t about me. It’s
about the truth. A republic
cannot be based on deception,
especially on matters of war.”
29
Gaul Panteer of Alderaan
Allegiance: Alderaan
Class: Politician
Title: Crown Prince and Senator of Alderaan
Crown Prince Gaul Panteer is a human male who is the heir to the
Alderaanian Throne and the planet’s designated Senator. Gaul
Panteer is a voice of military action within the Senate and Republic,
which is quite in contrast with the historical peacefulness of his
peoples. Also, quite contrary to the opinions of the people of
Alderaan is Gaul’s belief that their home world should completely
exit the Republic. This opinion is held by a lot of Alderaanians,
though of course there are still many who strongly disagree and voice their opinions on the subject at a
regular frequency. Gaul is the son of Queen Silara Panteer, who is the rightful Queen of Alderaan, and it
generally quite loved throughout the planet and the Senate. Gaul focuses his time on voting to solve
galactic crises and problems, and often feels that his opinion should be held high above those of the
others. This attitude often gets him into some form of trouble, as arrogance is not always the best attribute
to have. Gaul is always very headstrong and passionate about what he believes is right. If there is
something that he believes should be done within the galaxy, he will most likely get it done. That being
said, it is your job within this conference to push the agenda that will best benefit Alderaan as not only a
planet, but a home. As a beloved senator and crown prince, Gaul holds both political and military power.
The Houses of Alderaan, who have access to armadas and a large number of ground forces, are
subservient to your demands. However, the majority of Gaul’s power comes from his political sway.
Rivalled only by Dorian Janarus, Gaul is well known in pretty much every political circle in the galaxy,
even in the Empire. His ability to broker for both sides has lead to both harm and peace in the past, but
doubtless to say his connections make him extremely important to any galaxy wide talks. As Gaul
Panteer, your methods are sometimes slightly radical, but you only want what is best for your people,
despite your arrogant character. You won’t be pushed around if it means that Alderaan will be impacted
in a negative way. You also believe that, in order to protect your planet, further advancement with the
Republic and the Empire is a must. You believe that if the Republic does not make forward military
movements, then the Sith Order will, and once they have the upper hand, the war is over. Convince those
who disagree with you of the direness of the situation, and why immediate action is the only way for the
Republic to win this war. Gaul also has access to the military of Alderaan if needed, though it is not
exactly the most powerful force in the galaxy. As Gaul, your main task, as stated before, will of course be
to provide safety and a solid future for your peoples, and will stop at nothing to do that; the best way to do
this is most likely leveraging your political power. Your job is to make sure this war ends, whether that be
through peace or conflict, but you know very well that the latter is the only option. So fight for it. Make
them understand why it is important to push forward, to get the upper hand on the Sith Order. If you fail
in this, who knows what may become of the Republic, and of Alderaan.
30
Gray Star of the Balmorran Resistance
Allegiance: The Balmorran people
Class: Spy
Title: Leader of the Balmorran Resistance
Near the resolution of the Great Galactic War, the factory
world of Balmorra was transferred to the Sith
Empire. Already stationed Republic forces were ordered to
evacuate, but a handful managed to remain, choosing to work
with civilian populations to resist and disrupt the Empire’s
hegemony of Balmorra. Thus, the Balmorran Resistance was
born, with Gray Star at the helm as one of the first leaders.
Gray Star himself is a Gran, a species native to the planet
Kinyen but with colonies spread throughout the galaxy. He is
willing to organize ‘terror cell’ operations involving guerilla
warfare in order to defy the Empire; he is also willing to go to
great lengths to conceal the resistance’s operations from its intruders. The Balmorran resistance, is
strongly aligned under a hatred of the Empire, albeit localized to the Empire’s presence on Balmorra. That
being said, they are indifferent to the Republic, which abandoned them in the Great Galactic War. Grey
Star reflects this attitude; he fights for independence, not for any particular side. Regardless, there is an
mass of resistance fighters devoted to the cause that look up to Gray Star to lead them towards a liberated
future. Over the years of fighting, Gray Star became wise and much more careful. What started out as
occasional factory attacks has become a wide net of co-conspirators that assassinate key targets in the
Core Worlds. However, this strategy has kept the Resistance waiting for ample opportunity to finally
strike the blow to Empire that will force them to leave Balmorra for good. The Balmorran Resistance
operates in an convoluted manner, using secrecy and cooperation to their advantage. Arms and goods
required to arm agents are stolen from factories across Balmorra; those who do so are factory workers,
who don’t know the weapons use. The arms are then distributed with objectives to co-conspiring citizens
across the galaxy. These agents normally deal with assassination, but occasionally participate in guerilla
warfare. Assassination targets range from Imperial officers, to couriers with documents calling for a shift
in factory on Balmorra. However, no matter the hit, its end goal is to weaken the Empire’s grip on the
Core Worlds. Often, agents for the resistance are caught by the Empire, but such little information is
provided to agents (who are essentially just citizens) that it is nearly impossible for data leaks. As Gray
Star, you are looking out for the good of your people and no one else. The years have made you wise and
patient, with secrecy and careful selection of targets being the only reason that you have survived this
long. Your goal is to finally break the Empire’s grip on the Core Worlds, no matter what this means.
Targeting Empire officials and trying to influence the tactical decisions of the Empire are equally as
concerning as the inner workings of the Republic. Either course may lead to freedom, so both must be
considered in your thought process. The present is ominous Gray Star, but so was the past. Through
patience, wisdom, and calculation, we will have our freedom.
“I am Gray Star, leader of this
‘terror cell.’ Trapped by my own
arrogance.”
31
House Ulgo
Allegiance: The Republic
Class: Fighter
Title: Republic Loyalists
House Ulgo is an Alderaanian noble family with an
illustrious and prestigious history and is capable of
tracing its lineage back to the early formation of
Alderaan as an independent state. For hundreds of
years House Ulgo has faithfully served the Republic,
with every member of the House joining the Republic
to serve in the military and producing
generations of distinguished military
officers. House Ulgo disdains the traditional
pampered lifestyle that the vast majority of aristocratic families enjoy and have forsaken such
practices in favour of valuing the principles of honour, disciple, duty and family above all. House
Ulgo comes from a distinguished line of soldiers that have faithfully served the Republic; 300
years prior to the modern era, the Republic Navy ensign Trask Ulgo was killed by Darth Bandon;
Ensign Trask sacrificed himself to ensure that Revan, hero of the Republic, could safely escape
from Bandon, and live to fight another day. To this day, Trask Ulgo is revered as a martyr of the
Republic, by the people of Alderaan. The current representative of House Ulgo in the Republic is
General Bouris Ulgo, a man who quickly rose through the ranks of the Republic’s military to
become General. Bouris Ulgo single-handedly won the Battle of Rordak by personally boarding
the ship of Moff Ceptor and defeating him in combat. Currently House Ulgo extremely angry
with House Thul, which has been allowed to live on Alderaan despite being quite publicly back
by the Empire. This growing resentment has lead to House Ulgo consolidating much of its
military prowess on Alderaan, rather than dispersing it through the Republic military. This power
includes battle droids, scores of soldiers, armoured vehicles, advanced weaponry, and immense
funds. As the representative for House Ulgo, your primary goal is to prevent any of the Houses
aligned with the Sith Empire from gaining control of Alderaan, at any cost; the Sith embody
everything you hate in the galaxy, and you have a near single-minded focus to completely
eliminate the Sith, or Sith-affiliated groups. In order to preserve the stability of Alderaan, you are
willing to employ brutal means to prevent House Thul from gaining control over the planet.
However, maintaining dignity and honour through these proceedings is an absolute must. On a
more galactic scale, protecting the Republic’s front from possible Sith invasion and civil war is
an absolute requirement of House Ulgo. You are fervently devoted to serving the Republic, and
willing to approach most problems with military force; the politics and bureaucracy that plague
the Republic disgust you, as you wish to direct confront the root of the problem in an efficient
manner. You seek to unify the other Republic-aligned noble houses of Alderaan in order to
strengthen the Republic, and you believe that the remainder of the Republic should follow suit,
otherwise the growing strength of the Sith will overwhelm the galaxy.
“I’ll be dammed if I let House Thul stay on this planet.”
- Bouris Ulgo
32
Jace Malcom of the Havoc Squad
Allegiance: The Republic
Class: Fighter
Title: Commander of the Havoc Squad
Jace Malcom is a highly respected war hero of the Republic,
having served with his squad during The Battle of Alderaan, in
which he personally defeated two Sith Warriors and fought in
hand-to-hand combat with Darth Malgus to save Satele Shan.
Malcom is an exceptional soldier and has been involved in
numerous battles, such as the Sith Assault on Republic-
Occupied Korriban, in which he escaped alongside Grand
Master Satele Shan, whom he became very close with
romantically and then had a very major falling-out with.
After proving his skill in numerous battles, Malcom was
granted complete control of Infantry Squad 326, or “The
Havoc Squad.” The Havoc Squad was an elite squadron of
commandos, who succeeded against all odds in numerous
operations in which they found
themselves outmanned and
outgunned. The Havoc Squad specializes in covert operations, such as
extractions of targets, assassinations, and general attacks/operations
behind enemy lines; they operate independently under Malcom’s
command, but the Senate (pictured left) can also issue them orders. Malcom wears Republic
Trooper battle armour, even when out of combat, and in combat he tends to lean towards heavy
weaponry, like chainguns and rocket launchers. He also serves often as a military advisor to the
Republic, however he often attends meetings over hologram, as he is typically preoccupied
leading the Havoc Squad. As Commander Jace Malcom you are a brave and proud soldier, who
stands stoically in the face of almost certain death. You’ve fought tooth and nail to keep the
Republic safe, and you’ve got the scars to prove it. Your military experience has also left you
rather stubborn, and you aren't afraid to call someone out if they’re being a moron (basically, you
can be a bit abrasive sometimes). You’ve got a stinging personal relationship with Satele Shan,
but in general you are a fan of the Jedi order. In terms of powers, you will be directly leading an
elite and battle-proven squadron of special forces soldiers, who can be used for anything from
assassinations to sabotage, and pretty much anything else you can think of that requires a little
extra blaster fire.
"With every battle, there are fewer
of us to keep up the fight. Those who remain pay a heavy price. But
we know the Force is with us. We will never surrender, and we are
not alone. The long night is finally
ending."
33
Jaric Kaedan, Watchman of the Jedi High Council
Allegiance: The Jedi Order
Class: Fighter
Title: Jedi Master of the High Council
Jaric Kaedan was born on the Outer Rim territories as a force sensitive
child before being taken in by Ngani Zho to begin training as a Jedi at
the age of 12. Becoming a Jedi Knight, Kaedan led a team of troopers
from the Republic Special Forces Division to infiltrate a Sith
Dreadnought, capturing 6 ancient sith masters known as the “Dread
Masters”, resisting their powerful battle meditation in the process. Many
considered him a living weapon, wielded by the force itself. Towards the
end of the war, he fought in the Battle of Rhen Var, being appointed to the
Jedi High Council shortly afterwards. Kaedan firmly believes that peace in the galaxy can not be achieved
while the resurgent Sith Empire continues to exist, and isn’t able to bluntly state his opinion. Though he is
quick to judge and criticize, Kaedan also knows when he is wrong will admit when he is wrong. Stern,
uncompromising, and strong in the Force, Kaedan is the Jedi Council’s undisputed expert on defensive
warfare against the Sith. His peers often refer to him as “the Order’s Watchman” for his grim
guardianship of Padawans and Masters alike. The stronger the colleague or opponent, the more they spark
Kaedan’s scrutiny; he has been known to send his Padawan’s or Jedi under him back to their Masters for
additional training in Jedi philosophy. Perhaps the greatest difference between Kaedan and his fellow
Council members is that he does not believe in redemption for the Sith. In his mind, those former enemies
who abandon the Sith Code to follow the Jedi path are fooling themselves as much as others. Kaedan and
Syo Bakran have been known to occupy the Council chamber for hours, quietly but intensely debating
their clashing philosophies while the other Masters retire to meditate. When the Great War started to
affect of the Republic people on the world of Ilum, Kaedan was the first to answer the call for help. He
lead his fellow Jedi guardians to protect people, temples, and the Republic way of life, despite their
drastically low numbers. Kaedan commands the Guardians of the Jedi Order, a group of Jedi devoted to
protection and service. While most of the hundred or so Guardians are protecting Jedi temples or holy
sights, when on the battle field they adopt the stance of ‘immovable object.’ Their extremely heavy
armour and mental fortitude allows them to take heavy blows without falling, all while continuing to draw
enemies away from other less protected soldiers. Kaedan often personally embarks on missions he sets for
his Guardians, believing that it is his utter and sole responsibility to protect as many people as he can. As
Master Jaric Kaedan, you take on the same role as your Guardians, stern, unmoving, and dedicated to
defending the Republic. Your focus should be the more militaristic side of humanitarian, responding to
crises by protecting the people. However, you are not one to back away from your beliefs, and you are
willing to try to make others follow this same ideal set. This personal code of conduct is your everything,
and it is imperative that the Order and Republic act in accordance with it. Remember that only those on
the righteous path are truly on your side, and may the Force be with you!
“Rest assured, this war
can only end one way.”
34
Lama Be of the Ruling Council of Kamino
Allegiance: The Republic
Class: Biotic Specialist
Title: Prime Minister of the Ruling Council
Around 19,000 BBY, dramatic climate shifts began to melt the
extensive glaciers of Kamino. This quickly killed off the native
Kaminoans, with only a handful surviving. Thanks to
resourceful adaptation, the surviving Kaminoans were able to
construct cities above the now flooded planet. However, their
lives were altered forever. In order to keep disputes to a
minimum, since each of the 100 Kaminoans were of major
importance, the race biotically shifted themselves so they feel no
emotion and will only act to further themselves. In addition
extreme cloning initiatives were started to repopulate the planet. Now the Kaminoans are
plentiful and no longer in danger, but the species is unfeeling, extremely prejudiced, and seeking
to improve themselves through genetic modification. For the vast majority of the galaxy’s history
Kamino has maintained an isolationist approach to interacting with the rest of the galaxy, and
Lama Be’s efforts to expand Kamino’s influence beyond its own borders is highly unusual.
Proud of his species’ accomplishments, Lama Be has made it his responsibility to expand and
spread Kamino’s influence. Beyond their cloning technology, Kamino is sole source of kyber
darts, a weapon notorious for its proliferous usage by bounty hunters and assassins across the
galaxy. As the Prime Minister of the Ruling Council Kamino, Lama Be’s ascent to power was
unique in that once he became a High Councillor of the Ruling Council, he created dozens of
new government positions and appointed several incompetent individuals to these roles. Over the
course of 2 decades, through the sheer increase of bureaucracy and inefficiency several of his
fellow rivals in the Ruling Council resigned from their positions, leaving Lama Be as the de
facto leader of Kamino. The majority of Lama Be’s power on the galactic stage come from his
control over genetic modifications. Both the Republic and Bounty Hunters are willing to pay an
extreme amount for even the slightest changes, which has proven to be an extremely profitable
business venture. In addition, the ability to produce clones en mass proves to be extremely
useful, through Lama Be has yet to extend this power to non-Kaminoans. As Lama Be your
participation in this galactic conflict is solely for the purposes of business transactions and
furthering the wealth of Kamino. Your allegiance with the Republic is only maintained by their
desire to enter a financial partnership with the government of Kamino, and you wish to ensure
the Republic remains committed to this investment; you don’t have any sentimental feelings for
the Republic. Despite your desire to advertise Kamino’s cloning technology and advocate for the
Republic to increase military aggression against the Sith Empire, you do not want Kamino
directly involved in any conflicts; unnecessarily involving Kamino in a war is the last thing you
have in mind. You have no qualms ignoring ethics and morality to resolve a crisis and utilizing
the most indirect method to approach these issues is your preferred modus operandi.
35
Marcus “The Director” Trant, of the SIS
Allegiance: The Republic
Class: Spy
Title: Director of the Strategic Information Service
Marcus Trant is the director of the SIS, the primary covert intelligence agency of
the Republic. Trant began as a decryption analyst in the SIS, back when it was
still a branch of the Senate Library. Over the years, with need of more advanced
intelligence systems, the SIS transitioned to an advanced galactic clandestine
intelligence agency (as most libraries do). During the Great War Trant
became Bureau Chief (in charge of an ‘operation zone’ sizing from city to
planet), and eventually head-honcho. The SIS gathers most of its intel
through hacking, signal interception, and spies in the Empire’s orbiting
organizations, just like when the SIS was part of the Senate Library.
However, since the Treaty of Coruscant it has become easier for spies to
infiltrate into ranks of Imperial military, though very few agents are in the field. Recently, Trant
introduced faked “secret broadcasts” due to sneaking suspicion that the Empire is becoming more active
in terms of spying. Trant is a utilitarian, willing to sacrifice lives for the greater good. Trant isn’t afraid of
getting the hands of the SIS dirty, and in his mind the SIS’s duty is to do what others are too afraid to do
for the Republic, no matter the cost… or the legality (he’s the sort of guy who would plan the Iran-Contra
operation or Watergate… a little shady at times…). Trant is often in conflict with the senate and the
bureaucratic wings of the Republic, as they seem to constantly want more information about his covert
operations, which he cannot share. Because of this secrecy he finds himself fighting to keep the SIS
funded, despite the incredible feats they accomplish under the table. Trant oversees providing intelligence
on crime syndicates, Sith history, and various Republic organizations on top of his usual duties (in this
way he’s like a super space librarian). Aside from this, Trant’s leadership over the SIS grants him power
over informants and spies across the galaxy, experts at operating behind enemy lines, and blending in
with the crowd, Trant’s operatives differ from those of say, Jace Malcom, as they prefer to see an
operation conclude with minimal blasters fired. Because of this, you may find yourself butting heads with
Malcom over whose men should be deployed, but know that whenever you need an undetected operation,
your men are the go-to. As Trant you will be tasked with running complex networks of spies, recovering
intel from enemy sources, and sabotaging enemy plans. You are a bit ornery, and very defensive of the
SIS; people who question the SIS question you, and you’re not afraid to give some choice words (let’s
hear your best galactic insults you dirty nerf-herder!). You will be managing most information the
republic has access to, and as such will need to give this out to those who need it, but give it sparingly, as
you aren’t sure everyone can be trusted. For you, all that matters is republic victory, no matter the cost;
the ends always justify the means, and this may cause you to butt heads with arms of the Republic
leadership. As questionable as your methods are, you stand between the Sith and control of the entire
galaxy, and some of your operations may be the only things that keep the Republic alive. Good luck
commander, and remember, no one can be trusted.
"I don't have to explain
things! I'm the boss,
remember!? I give you
an order and you follow
it!"
36
Governor Mitrael of the Ord Mantell Central
Authority
Allegiance: The Republic
Class: Trader
Title: Leader of the Central Authority
Ord Mantell is a world of contrasts. On one hand, the stunning
natural beauty of the planet; on the other, the crime riddled
world leaves very little to be desired by the outside world.
However, its locational contrast, sitting directly between the
Expansion Region and Outer Rim Territories, has made Ord
Mantell the financial hub and trading post of the Bright Jewel,
Dohu, and Qiilura Sectors. While this itself was a great boon to
the planet, it was Governor Mitrael who made Ord Mantell
relevant on a galactic scale. Rather than attempting to fix the
issues of the planet, Mitrael doubled down on them by
encouraging syndicated crime and bounty hunting. When this was combined with the addition of new
trade routes which connected Ord Mantell to the rest of the galaxy, Or Mantell became the hub for
smugglers, bounty hunters, and illegal purchases of arms/ships. This has been an extremely useful
business venture for Mitrael, but it has caused problems for his people. Due to the corrupt governance, a
separatist movement began on Ord Mantell, which Mitrael has refused to acknowledge. This has lead to
drastic concerns from the politicians in the Republic. Both Dorian Janarus and Gaul Panteer have publicly
denounced Mitrael on the Senate floor. However, this has done nothing to quell Mitrael’s self-centred
behaviour. Instead of dealing with issues from an ethical standpoint, Mitrael deals with issues through
smugglers and bounty hunters. Through them, he is able to attack enemies and require more resources, all
of which is usually used to increase Ord Mantell’s weapon industry or shipyards. This sound investment
has lead to Mitrael being incredibly useful to the Republic, despite being despised. The only circle Mitrael
is admired in is the underground crime syndicates. Groups like the Exchange, the Shadow Syndicate, and
the various Bounty Hunter Guilds all respect Mitrael for creating a safe haven for their practices. Mitrael
has struck deals with them before, even terrorist groups like the Black Sun, which has made alliances with
these groups quite easy. As Governor Mitrael, you seek only to better yourself. Moral and ethics or no
matter, only what will become the best deal for you. To achieve this goal, you have the collective trade
dominance of Ord Mantell, but more importantly access to smugglers and bounty hunters to complete
your objectives. A good balance between public deals and back-handed undermining is sure to make you
go far. However, noting can be achieved alone. While you have one of the most diverse power sets, you
lack numbers. Alliances with the more morally ambiguous members of the council will be important to
ensure your powers are used to the fullest possible extent. At the same time, it is important to be wary of
the political leaders of the republic. Neither the military nor the senators support your action, and they
will likely try to stop you. Be careful, be calculating, and be precise Governor Mitrael…
"Dignity? What of dignity? A job
done is a job done, no matter the
means of completing it!”
37
Orgus “Plain Jedi” Din, Warrior of the Jedi High
Council
Allegiance: The Jedi Order
Class: Fighter
Title: Jedi Master of the High Council
Member of the Jedi Council and famous hero of the Great War, Master
Orgus Din spent more time serving among Republic soldiers than
anyone else in the Order. It was during this period that Master Orgus
and Lieutenant Harron Tavus of the Havoc Squad became friends.
Together they led a series of highly successful commando raids against
Imperial forces. Unfourtuentely, Tavus died near the end of the war;
unwilling to let this taint his relationship with the Republic military, Din
has made serious bonds with Jace Malcom, the new leader of the Havoc
Squad. Din upholds other Republic relations extremely, holding strong
bonds with military commanders, strategists, and regular soldiers he served
with. This has given Din sway within Republic ranks, due to the respect he
commands. However, the same respect that allowed him to excel in the military has created issues within
the political aspects of the Republic. Din prefers direct and decisive action over long deliberations and
debate. His refusal of orders single-handily saved the SpecForce division on Karideph, but his rash and
often un-empathizing personality has caused conflict with the more careful Jedi Masters, such as Syo
Bakarn. While the two are respectful of each other, Din believes that the solution is often straightforward,
so rather than waste time talking, he deals with a problem before it exacerbates. Either way, Din has
earned the nickname “the Plain Jedi” due to his lack of political tact. But, what Din lacks in the intricacies
of the political world, he more than makes up on the battlefield. Din has extensive experience in leading
smaller squadrons of men, telekinetic abilities, lightsaber dueling, dealing with foes equipped with anti-
jedi weaponry (flame throwers and current day bullets), as well as an array of Force powers such as Force
whirlwind, Force stun, and Force suppression. In addition, Orgus is the leader of the couple hundred Jedi
Knights in the Jedi Order. Unlike Sentinels or Guardians, Knights see frequent deployment for lone
reconnaissance, enemy stronghold assaults, point defense, rallying forces, Anti-artillery strikes, and
Starship command, all at the whim of Din. However, this is not a responsibility Din takes lightly, as every
single Jedi deployed is an extremely skilled and irreplaceable warrior, whose loss would greatly affect the
stance of the Jedi Order. This has resulted in Din seldom sending out groups no more than 11 or 12 Jedi
apiece, despite having more available for deployment. As Master Orgus Din, politics are not your forte,
nor should it be your primary concern. Instead, your focus should be the betterment and safety of those
you swore to protect, no matter what your colleagues say. However, you are not one to disrespect the
council or your peers, so finding the right balance between acting and humoring others is the primary
concern. In addition, your ties to the Republic Military haven’t led you astray, and it doesn’t look like that
will change in the future. You must take command of one of the galaxy’s most skilled and legendary
militaries, defend your people from harm, all while adhering to the Jedi Code and keeping ties with the
Republic. The light of the Order will guide your path Orgus Din, and may the Force be with you!
“Damn those council
meetings. I’d die of old
age before my colleagues
ran out of things to say.”
38
Oric Traless, Combat Advisor of the Jedi High
Council
Allegiance: The Jedi Order
Class: Fighter
Title: Jedi Master of the High Council
As a decorated, compelling, and undefeated strategist and general
in the Jedi Order, Master Oric Traless is an expert in the art of war.
As the chief combat advisor for the Order, he has instructed
hundreds of Jedi in lightsaber combat, while many more have
studied his battle journals. Oric warns that the Treaty of Coruscant is a
sham created to destroy the Republic, and is preparing for the inevitable
return to war in the only way he knows how. As both combat advisor
and Jedi Master, Oric has a surprising amount of influence in political
circles; he even has a personal friendship with Supreme Chancellor Janarus. He has used this accord to
push for Janarus to break the peace and attack the Sith. If asked, Oric can calmly cite extracts of the Jedi
Code that support his actions, but in actuality destroying the Sith has become a personal obsession of his.
Armoured by his certainty, political power, and skill, Oric makes a formidable opponent to any Sith plot.
As chief combat advisor, Traless has a variety of abilities at his disposal, one of which is obviously his
influence over the Republic’s military. However, this control is not absolute, Traless must remain a
convincing leader; he is only an advisor after all. Diplomacy and unity within the Jedi Order is crucial in
order to allow the combat advisor to exert the full extent of his influence. That being said, Traless
maintains such a high standing among his fellow Jedi warriors that internal strife should not be the
highest concern on his mind. Instead, the battle plan is everything to Traless. The time Traless spends
crafting the most comprehensive and resource-efficient battle plan possible is perhaps his greatest asset
for it convinces his peers to have faith in his plan and ensures that the Sith forever operate within his
strategic game, and play into his hand. The fact that Traless is an advisor actually plays to his advantage;
he can propose strategy that utilizes nearly the full force of the Republic’s military, provided that he can
convince the rest of the high council to follow his lead. In addition, Traless also has control over the Jedi
War Room, where information on the Jedi’s war efforts are received and then distributed. Traless is not
one to conceal the information he gains, but has a high affinity to presenting the information that best fits
his position when the opportunity arises. As Oric Traless, your sole objective is bringing about an end to
the Sith. However, this is not a goal you can achieve on your own, in fact you are dependant on your
peers to provide the means by which to exact your plans. The difficulty comes in convincing those you
already have ties with, always showing the best of your plans, and maneuvering around those who
disagree with your position. You have the heart of a warrior Oric Traless, and let nothing suppress it. May
the Force be with you…
“This is the Jedi Temple. You
are not welcome. Leave this
sacred place – now. You’ll not
get a second warning.”
39
Satele Shan, Grand Master of the Jedi Order
Allegiance: The Jedi Order
Class: Politician
Title: Grand Master and Council Spokesperson
Satele Shan, descendant of Revan, became a Padawan of the Jedi order
at a young age, inheriting her family’s legendary force sensitivity.
Satele witnessed the Sith recapture of Korriban as she escaped from it
with Jace Malcom, with whom she would later have a romantic
relationship, and eventually a child. She later broke off these relations
with him, fearing darkness in his heart, and left their son Theron under
the watch of the Jedi order. In terms of abilities, Shan serves as a jack
of all trades, thanks to her number of Jedi Masters she served under.
She has been trained in the ancient wisdom and knowledge, forgotten
combat, and most recently in political strategy and diplomacy. Despite
her extremely impressive combat abilities, it was this final skill set that
garners so much respect from friend and foe alike. In the later years of
the Great War, Shan learned under the tutelage of Master Dar’Nala, the diplomat of the Jedi Order at the
time. Under her, Shan learned much about the political system of Republic, including splitting factions
that still respect her till this day. However, it was in Chancellor Janarus and the Republic military that
Shan found her greatest allies, and these connections allow Shan to serve well as the Grand Master.
Unfourtuentely, when learning under Dar’Nala Shan adopted her impatience and occasional lack of
foresight. After the Treaty of Corusucant, Shan took up a pilgrimage across the galaxy, during which she
rediscovered the Jedi home world of Tython. This discovery prompted the Jedi Council to appoint her to
the role of Grand Master, and grant her leadership of the entire Jedi Order. Satele Shan was extremely
involved in the Great Galactic War, and her role in battles have left her hardened, and stronger than
almost any foe. Satele’s exploits have earned her respect across the Galaxy, as even those skeptical of her
plans hold great admiration for her. Satele attempts to uphold the highest ideals, however her own
emotions can sometimes draw her away from the order’s ancient teachings (you know like, having a kid
with a guy and then abandoning that kid and divorcing that guy is frowned upon on a lot of levels by the
Jedi code). As Satele Shan you will act as an immensely respected and experienced Jedi Master, but you
will have heavy responsibilities on your shoulders. You must learn to contain your feelings and emotions,
as powerful as they may be, while still operating with compassion for those you are sworn to protect.
Further, you technically guide the Order to do what you want, however, keep in mind that these are trying
times, and should you overstep your leadership, less faithful members of the Order may start to question
you… or worse… lose faith in the order and seek new guidance under the teachings of the Sith. Tread
lightly, as although your respect and command are rightfully earned, these challenging times can make
even the most devoted Jedi waiver. Will you be the light that guides your order, and the whole galaxy
through the darkness of the Sith, or will your followers stray from your light, falling to the tempting and
attractively indulgent teachings of the dark side. Good luck Satele, and may the force be with you…
"These are the moments we
strive for: when the hope of
victory becomes real. When we
can see peace on the horizon."
40
Suuddaa Nem’ro
Allegiance: Hutt Cartel
Class: Trader
Title: Nem’ro the Tenacious
Suudaa Nem’ro, respectfully known by his Cartel
peers as Nem’ro the Tenacious, controls Hutt’a
spaceport in the dangerous city of Jiguuna.
Controlling this major trade hub on the Cartel’s
home world allows Nem’ro to dip his greedy
fingers in anything attractive that passes within
his reach. Having fought his way up from
nothing to become one of the most powerful beings on the planet, Nem’ro makes certain he
always gets a taste of the action. Guards and servants always get a share in his wealth, for
Nem’ro has long understood that a lasting rule requires a foundation of stratified supporters.
Those who do not number among Nem’ro’s entourage face a far different experience. He is
notably tight-fisted in his dealings with would-be business partners and famously slow to
acknowledge friendship. Anyone who persists through Nem’ro’s high-handed dismissals to
impress him will eventually bask in his generosity. Recent rumours suggesting that Nem’ro has
retreated into seclusion due to illness have been met with concern by his supporters and joy from
his rivals, specifically the Exchange and the Shadow Syndicate. However, the Great Galactic
War has forced Nem’ro to seek strange bedfellows, leading to him pursuing an alliance with the
Republic, in order to prevent his nephew Godoba the Hutt from gaining too much control over
Nar Shaddaa. The encroaching influences of both the Sith Empire and the rival criminal
organizations have proven to be highly dangerous threats to Nem’ro’s reign. Despite this,
Nem’ro’s control over the legal side of Hutt trade has given him massive power. He has control
over massive oil and gas reserves, manufacturing plants, mining operations (adrenals and
tibanna), construction, and even the filing of papers necessary to travel through Hutt Space. As
Nem’ro, your preliminary concern is the prevention of any foreign parties from interfering with
your control over Hutt Space; maintaining your iron grip on power and ensuring that you remain
wealthy and influential is your sole focus. You trust no one in the Republic, and you have
possess access to a vast network of criminals and bounty hunters, and always crush your
opposition with brutal force; no one else is reliable or trustworthy enough in your eyes, not even
your fellow Cartel members. The Sith Empire’s attempts at subterfuge and infiltration through
criminal organizations are extremely dangerous and must be rooted out and eliminated
immediately. Despite your alliance with the Republic, business opportunities are rife across the
galaxy, and you are willing to expand your influence, regardless of anyone’s affiliations.
However, your primary tool of expanding your power is through business deals and contracts;
controlling the flow of commerce in your favour is the ultimate form of control, and your wish to
leverage your alliance with the Republic to foster new business opportunities. Your loyalty to
your Hutt clan is tenuous at best, and your ultimate loyalty is towards yourself.
“You stand in the court of Nem’ro. All you see in
Jiguuna is under my authority. Welcome.”
41
Syo Bakarn, Healer of the High Jedi Council
Allegiance: The Jedi Order
Class: Force Specialist
Title: Jedi Master of the High Council
Syo Bakarn, the Healer of the High Jedi Council, is a member of the Bakarn
family, a once noble Corellian family known as the Bakvalens. When he
was just a child Bakarn was abducted from his parents but mysteriously he
returned, with no memories of the weeks for which he had been missing.
Eventually Bakarn’s force sensitivity was discovered, and he became a
Padawan of the Jedi order. As a Padawan, Bakarn gained respect after
saving his master’s life from a Mandalorian Jedi Hunter, and he eventually
gained the rank of Jedi Knight, when he began to focus on his healing skills.
During the Great Galactic war Bakarn served on the front line and displayed
impressive combat skills. Despite his skill, Bakarn disliked violence and
fighting, and instead wished to focus on healing and rebuilding battle sites,
and preformed actions like distributing medicine in the alleyways of Corellia to earn him the names “The
Wise Son of Corellia” and “The Quiet Healer”. Bakarn continued his service as a Knight into the final
years of the war, and after the treaty of Coruscant he was promoted to Jedi Master, and gained a seat on
the council. The first thing Bakarn did with this power was found the Jedi Restoration Concord
organization, which centered around rebuilding Republic planets through agriculture, engineering, and
construction. Its is this act of selflessness and utter devotion to the Republic that makes Bakarn easily one
of the most well-known and popular Jedi in the Republic. In terms of military influence, Bakarn uses rare
force powers to assist his allies. While Force healing and Force senses is used predominately when he is
near an actual battlefield, it is Battle Meditation and Force Strengthening that get the job done. Battle
Meditation is used to control hundreds of lifeforms to unify their action and strengthen them. (like ants!)
However, as Bakarn is a Light-Side Jedi, he does not control others, instead simply increasing
coordination and skills. Due to his distaste for war, the only instances in which Bakarn has used Battle
Meditation is in the defense of neutral planets under attack, and to increase crop yield as part of the Jedi
Restoration Concord. In contrast, Bakarn has willingly used Force Strengthening (an extreme boost to
strength, reaction time, and Force sensitivity) on allies heading into battle, but only to other members of
the Jedi High Council. In addition, Bakarn has influence over the Circle of Jedi Healers and the Medical
Corps, organizations centered around study and practice of Jedi healing techniques. This influence will be
needed to treat the injured after battles, and to handle outbreaks of disease or viruses among both
Republic forces and friendly populations. Knowing the shady science of the Sith, it is likely that you will
encounter biological weaponry that these organizations may need to combat for the health and safety of
all of the Republic. As Syo Bakarn you are a proud and noble (maybe a little bit annoyingly so)
descendant of galactic royalty, a kind, compassionate healer, tasked with the health of all of the republic.
May the force be with you, Syo Bakarn.
"Yes, I remember…my
father and I, walking
Axial Park. He said, ‘Syo,
we were…once…’"
42
Ukabi, of the Exchange
Allegiance: Himself (Republic?)
Class: Spy
Title: Leader of the Exchange
Ukabi is a human cyborg from Nar Shadda, a ruthless crime boss
and skilled leader, Ukabi has refused to work with the Sith
Empire, a decision which has made him a primary target of Sith
assassins. The Exchange itself was a long standing criminal
organization, which was destroyed by the Sith some years ago.
After fighting for the remnants of the operations with the Hutt
Cartel, Ukabi has finally gained control and major power after
the signing of the Treaty of Coruscant. This is due to the fact
that Ukabi runs the Exchange as sleeker and hungrier versions
of other operations. Risky ship-based operations, along with
field operations most others would never take, are the basis of
the Exchange’s main operations. The Exchange has become the
go-to seller of illicit weapons to anyone but the Empire, and as such has to keep a complex web
fully operation, including constant covert ship raids, investment in technology research, and lots
and lots of fighters and operatives. Ukabi was to be united with other crime lords under the
Shadow Syndicate, however he refused to join the group and work under the Empire. Ukabi’s
skillful leadership has turned his crime organization from a nuisance to a full-on army in the face
of the empire, and his merciless iron-fisted leadership strikes fear into the hearts of those who
challenge him, in every corner of the Galaxy. Ukabi is a no-nonsense leader, who can stand his
own in hand to hand combat. Ukabi’s several cybernetic enhancements grant him an edge in
combat, and enhance his survival capabilities. As Ukabi you will take command over a small
army, one large enough to pose a decent threat to the Empire, yet frail enough to be annihilated
without reliance on covert operations and business. The management of underground operations
through your criminal networks throughout the galaxy should be the main concern, as it is truly
the tool that keeps the Exchange in the game. In addition, a lot of your operations should be
focused in the Outer Rim, as the Exchange’s web of crime lords already have the means to
complete cover jobs and support more aggressive action. You and your gang don’t take
command from anybody, and you don’t have to cooperate with the Republic unless they provide
you with enough incentive to make it worth your time (Don’t let the Republic be jerks… if they
are, maybe kidnap one of their kids or something, just remind them that you’re pretty badass). At
the same time, cooperation with the Empire is absolutely not an option, and you face a bounty on
your head open to any Sith willing to bring your head to the Emperor. You must constantly
watch your back, as there are plenty of Sith, and potentially Republic knives ready to stab you in
it. Can you convince the Republic to make your cooperation worth your time, or will your
relationship be an alliance of convenience and nothing more? Good luck Ukabi, and remember:
the place for those who do not respect you is underneath your iron boot.
"Look upon my body. Cortosis
skin grafts. Intravenous kolto
injection system. Holographic
targetting array. You are only
mortal, I will always prevail."
43
Know Your Enemy – Sith Council: Characters
Chlodwig of the Tion Hegemony
Allegiance: The Empire
Class: Trader
Title: Trade Leader of the Tion Hegemony
Chlodwig is the trade leader of and the Empire’s representative from
the Tion Hegemony. The Tion Hegemony represents a large sector
within the Tion Cluster of planets, encompassing a total of twenty-
seven star systems. The Hegemony is a sector filled with proud and
ambitious economically powerful planets, which finds itself on one of
the edges of the arms of the galaxy, but also around several strategically crucial trade routes, specifically
the Perlemain Trade Route (the busiest route in the galaxy), used for transporting both goods and
weapons across the galaxy. This positioning allowed for ambitious merchant leaders to profit greatly,
however poor management and miscalculations have left this sector “a poorly administered backwater”
(in the kind words of the wiki), several times in the past. One such time the Hegemony found itself in
such dire straits that it declared war on the Empire in its formative years, attempting to gain power and
wealth, and restore themselves to former glory. The Tionese wars were eventually lost by the Hegemony,
but years have since passed, and there is little grudge still held between the two factions, as the
Hegemony found themselves economically satisfied with the Empire in power. As such, their alliance
with the Empire remains a questionable one, as their actions in the past suggest they are willing to turn to
whoever is willing to offer the most coin. Chlodwig is extremely prideful, and looks out for both his name
and titles, of which he is extremely proud, which he often chooses to list all of whenever he is speaking
about himself, often using the royal third person. He is pragmatic and at the end of the day is always
looking out for his own pockets, and the pockets of the Tionese he represents. Chlodwig’s powers include
control of all of the economic dealings of the Hegemony, including shipment information, fund transfer
and management, trade route security, export/import tariffs, and various other methods of managing the
economy of the sector. While these are normal requirements of any regional leader in office, Chlodwig is
special due to his control over the Perlemain Trade Route. The Tion Hegemony is the first stop on the
route exiting the Core Worlds, meaning that Chlodwig has control over who and what enters and exists
Empire space. This type of control, if used properly, give Chlodwig even footing with trade juggernauts
like Darth Vowrawn and Darth Mortis. However, the Tion Hegemony has a non-existent military
presence, meaning they are reliant on others to adhere to route rules and such. As Chlodwig, you are the
latest in a long line of merchant nobility, who built their empire from the ground up thousands of years
ago using only your economic genius (and extremely shifty dealings legally speaking). Your goal is to
increase the power of the Tion Hegemony, whether it hurts the Empire or not. To do so, it will be required
to use the Perlemain trade route to your advantage, shaping commerce in the Empire. Unfourtuentely, this
will undoubtedly lead to other attempting to squash your advances, meaning that military alliances with
those in the Ministry of War are necessary to survive. God luck Chlodwig, and glory to the Hegemony!
44
Darth Acharon, Sphere of Biotic Science
Allegiance: The Empire
Class: Biotic Specialist
Title: Leader of the Sphere of Biotic Science
Darth Acharon is a human Sith Lord
and leader of the Sphere of Biotic
Science of the Dark Council. As head
of the Sphere of Biotic Science,
Acharon deals with medical science,
cybernetic augmentation, and physical enhancement, often
utilizing Sith magic and alchemy. Acharon is notorious and
despised universally by the Imperial Military for his intolerance
of incompetence (seriously, almost every picture of him is of
him force-choking random people). Over his career he has
executed over 200 soldiers, for doing anything from failing missions, to wearing uniforms
incorrectly (basically, he’s a huge jerk, imagine the officer in a war movie who everyone hates).
Archaron also hates yes-men and kiss-ups with a burning passion (study those pictures on the
right, if you ever force choke someone I want to see perfect form and stance). In terms of
position, Acharon focuses mainly on enhancement, plagues and Sithspwan. The public is aware
of Acharon’s biotic enhancements, as seen in the moster-like appearnce of many Sith leaders
over the age of 100. Aside from lengthening age, these body enhancements usually better the
abilites of the Sith in terms of power and ability, but there have been rare occasions of Force
conduits in Kyber crystals being implanted. The results of these expiriments have been…Mixed.
What the public doesn’t know about is Sith plagues. Acharon excels in Force created plagues,
which range from weakening troops, to full-blown madness, or even a fall to the Dark side. For
the most part, Acharon likes to ‘spray’ the plagues directly before or during combat (which
creates tensions with the Imperial Military), or place them in Force-sensitive beasts on Repbulic
planents. On rare occasions, Sith Alchemy has also been used to make Sithspawn, monstrous
beasts that attack others out of pure hate. Such creatures are extremely powerful, yet difficult to
control. As Darth Acharon you control research and production of medical, cyber, and genetic
technologies, which can be used for anything from insane genetic and cyber enhancements of
soldiers, to bio weapons designed to devastate rebelious populations, to massive war beasts
created with Sith Alchemy (the sky is really the limit on this one, you could do pretty much
anything. Maybe look into like Korriban zombies and especially Sith Alchemy, you’ve got some
crazy potential to create some awesome monsters and warriors there). You must play the role of
an unyielding Sith Lord, with absolutely no patience for failure in Imperial Ranks. Don’t be
afraid to get-up in everyone’s faces for their failures, as when you’re doing your job you are a
necessity to multiple fields of the Empire. However, should your mouth run while your work
results in nothing, your fate may be…. precarious. May the force be with you Darth Acharon,
and remember, failure will not be tolerated.
(Darth Acharon Force-Chokes Someone)
(Darth Acharon Force-Chokes Someone Else)
"Soldiers are often more
trouble than they're
worth. You deserve better
from your opponents."
45
Darth Arctis, Sphere of Ancient Knowledge
Allegiance: The Empire
Class: Politician
Title: Leader of the Sphere of Ancient Knowledge
Darth Arctis is a Zabrak, and an active member of the Dark Council. He
is the leader of the Sphere of Ancient Knowledge and is tasked with the
protection and expansion of Sith knowledge. Arctis leads the Sphere with
a firm hand, holding the mystical knowledge and secrets of the Sith order
above all else. Arctis’ branching knowledge of Sith mythologies and
ancient works were rooted in his frequent visits to the libraries of the Sith
Academy (he must have some sort of library card or something). While
his understanding of intricate Sith histories was profound, so too was his
lust for greater power (as any Sith should possess) and the continued
expansion of his personal knowledge base. This lust developed a hatred
towards others that led to hostile relations between him and other Sith
leaders, but also instilled fear within his enemies. As the leader of the
Sphere of Ancient Knowledge, Arctis’ main priority is always to expand
and protect the knowledge base of the Sith order. In order to do so, Arctis
has full control of the Sphere’s database of ancient knowledge (of course), and holds ruling power over all
members of the Sphere (examples would be Darth Zash, and Darth Achelon [of which generally subscribe
to the same beliefs as Arctis himself]). Arctis also works alongside the Imperial Reclamation Service,
which is tasked with the discovery and retrieval of ancient Sith artifacts such as: Sith holocrons,
knowledge of the Jed’aii Order (plus other ancient civilizations), and forgotten force techniques. Arctis as
an individual is driven by, as stated before, his desire for true knowledge and a complete understanding of
the ancient ways of the Dark Side. While his knowledge base is truly superior to a majority of other Sith,
his lust continues to fester in his mind with each passing day; slowly consuming him, destroying him,
empowering him. This should have lead to his elimination by other Sith Lords, but Arctis’ knowledge
also spreads to that of the political world. His massive background of blackmail, political skill, and
understanding of others positions have lead him to political power both inside and outside the Empire.
However, to keep up this stream of information Arctis has had to take many personal journeys through
un-conventional means, so danger is a big part of his life. As Darth Arctis, your primary concern is the
growth of your own knowledgebase. However, anything that can and will benefit the perseveration and
expansion of Ancient Knowledge for your Sphere will most definitely be in your best interest. Remember
that any form of shrine, ancient artifact, or ancient text is extremely important to Arctis, so fight for the
protection of those. Always emphasize the importance of learning from Sith history, and leverage that to
your political advantage; rather through the mastery of the Dark Side. Push for what you desire. Fight for
what you may learn. Master what you may know. And kick some ass while you do it. Darth Arctis would
never let anyone show him up, so proceed to out-nerd everyone.
“We do a more conceptual
sort of soldiering. We fight
the dark army of forgetting
that threatens our history”
- Talos Drellik, IRS
46
Darth Aruk, Sphere of Sith Philosophy
Allegiance: The Empire
Class: Politician
Title: Leader of the Sphere of Sith Philosophy
Darth Aruk is a Sith lord of the Sith Empire and serves
as the councillor of the Sphere of Sith Philosophy in his
seat on the Dark Council. Darth Aruk is in charge of
managing the galactic propaganda efforts of the entire
Empire, a very important role in a time like the Cold
War, when major victories, and potentially the fate of
the entire galaxy, rests on the allegiances of planets to
the faction that needs them the most. In a time of proxy
wars, counter-intelligence, and espionage, you must
ensure that the Sith Code is upheld above all else. You should familiarize yourself with the code,
which is summed up quite nicely in the basic code verses that Sith are taught; the primary tenants
of Sith philosophy is not about evil, as the Jedi might state, no, they are about strength, and
victory, and above all: passion. Furthermore, Darth Aruk controls the Inquisitors, a small Sith
organization who correct ‘misinformation’. These Inquisitors act as a force Darth Aruk uses to
either act diplomatically and protect Sith diplomats, to spread the teachings of the one true
Empire, or as covert operatives, hunting down blasphemers, or integrating themselves into the
community, searching for those who speak out against the Empire, and bringing them to justice.
In addition, Darth Aruk has access to the Outreach Bureau. On the surface, this organization
spreads news and information throughout the Empire, keeping citizens up to date. But in reality,
the Bureau functions as a propaganda machine, boosting the Imperial citizenry with exaggerated
optimism while waging psychological warfare on its enemies. Disinformation and Imperial
indoctrination are but a few methods of propaganda that the Empire has unleashed on contested
worlds, inciting rebellious populations to revolt against the Republic and push the galaxy ever
closer to the next conflict. As Darth Aruk, you are one of the proudest followers of the doctrines
of the Sith, and you are firm in both your adherence to them and your belief that to uphold the
Sith code is to uphold the greatest truth in the galaxy. You cannot tolerate naysayers in Sith
controlled populations, and much less anywhere near the Dark Council. As councillor of the
Sphere of Sith Philosophy, you must ensure that the entire galaxy is to understand this, how the
Sith are not some evil Empire set on creating death throughout the galaxy, and rather, are acting
as liberators for those planets so lucky to be touched by them, finally allowing them to develop
their own strength, and indulge in their inner feelings. And don’t forget how corrupt and
hypocritical members of the Republic have been in the past, there is plenty of information about
their former oppressors that the newly-liberated people of the Sith Planets deserve to know. You
must manage both the Inquisitors and the entire propaganda and public-relations sector of the
entirety of the Sith Empire. This will be no small task, but it is one that you accept with open
arms and great pride, as you finally have been granted your opportunity to ensure that the Sith
Empire maintains the glory and the truth of the one true philosophy: The Sith Code.
“Peace is a lie, there is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.”
47
Darth Decimus, Sphere of Military Strategy
Allegiance: The Empire
Class: Fighter
Title: Leader of the Sphere of Military Strategy
Darth Decimus is a ‘human’ Sith Lord, and leader of the Sith
Sphere of Military Strategy of the Dark Council. In a broader
sense, Decimus is also one of the leaders of the Ministry of
War. As such, his strategical talents reach everything from the
Imperial Armada to number of deployed ground troops.
However, Decimus is a firm believer in the delegation of tasks
in the Empire and Sith Council, so he readily chooses to stay
of Korriban where he exclusively focuses on preparing battle
strategies and managing war logistics. In terms of his actual
job, Decimus excels at and enjoys ‘capture and consolidation’ strategy. This involves overtaking
an entire planet, followed by armada defense until control of the planet can be consolidated and
then changed into an Empire outpost or production planet. Decimus gained his seat on the
Council in the Great Galactic War, after a Jedi Strike Team killed the previous Councillor Darth
Azamin in his hidden stronghold. There are whispers that Decimus himself sold the Jedi
information on Azamin’s location to ensure his death and usurp his position on the council,
however these rumours remain unproven (but I mean… your actions aren’t exactly doing too
much to dispel these rumours…). Following his appointment on the Council, Decimus was
tasked with planning the invasion of Corellia, which under his lead went almost effortlessly, and
much of the Green Jedi were eliminated. Decimus is well known for his exceptional strategic
skills, and his ability to exploit almost any situation for his own benefit. Decimus is incredibly
loyal to the Sith Emperor and holds the well-being of the Empire as his highest priority. In
addition, Decimus takes a personal disliking to the inner politics of the Sith, specifically in the
case of Darth Mekhis who has stolen valuable ships from the military effort, and has been able to
keep them since she has support from Darth Vowrawn. (which doesn’t make much sense,
because Decimus could just kill her… but he is pretty against that stuff) As Darth Decimus you
will have practically the entire Imperial Fleet at your disposal in planning strategies for your
assaults. These assaults cannot be personal escapades, as the waning and waxing the strength of
Empire military in different sections of the galaxy can be more than enough to turn other Sith
against you. You must take this responsibility extremely seriously, as the fate of the entire
Empire rests strongly on its military might. Further, should you fail to succeed in your missions,
another ambitious Sith Lord may decide to take it upon themselves to see to it that you are
quickly removed from your seat on the Council (and then probably shot into space, or maybe
decapitated and fed to a Sarlaac. Who knows? There are really a lot of interesting ways you Sith
could kill each other, so get creative!). You must bring your strategic brilliance and willingness
to… “bend”… the law to the Empire if the Sith are to take their rightful place as rulers of all life
in the galaxy. May the force be with you Darth Decimus, and let’s make some skulls roll…
"The Republic is on its knees. I
intend to see it fall."
48
Darth Jadus, Sphere of Imperial Intelligence
Allegiance: The Empire
Class: Spy
Title: Leader of the Sphere of Imperial Intelligence
Shrouded in secrecy, the brilliant and enigmatic Darth Jadus
controls the Imperial Intelligence from his seat on the Dark
Council. Beneath his cold mast lies a face no living being has
seen, and the words spoken through his vocalizer bear no trace of
humanity. Records of Jadus’ history, his former Sith master, and
even his true identity have been wiped from all Imperial
databases. A prominent yet enigmatic figure among the Sith,
Jadus is known for showing more self-restraint than his fellow
Lords, rarely succumbing to the passions and emotions that power the dark side of the Force. By the end
of the Great War, Jadus had completely withdrawn from the power struggles of the Dark Council. Instead,
he devotes his full attention to the operation of Imperial Intelligence, which he controls through
intermediaries. Distrustful of Sith, Jadus’ power base is composed solely of Imperial citizens who
worship the Dark Council member with the fervor of religious zealots. Little is known as to if Jadus takes
part in his own operations or even has been in combat. Yet every member of the Sith Empire knows and
respects Darth Jadus’s power. Immensely powerful with the dark side of the Force, Jadus is capable of
utilizing his high Force-sensitivity to conceal himself (Force stealth), choke and electrocute his enemies
(Force choke and lightning) and heal himself. He is also extremely talented with his single-bladed
lightsaber. However, more impressive than his personal abilities is his crowing achievement: Imperial
Intelligence. Unlike Darth Rictus, who focuses on assassination, Jadus completes the other tasks of the
Ministry of Intelligence, including: information gathering, propaganda, analysis, recruitment, and
propaganda. The type of work Jadus prefers to take on usually involves agent infiltration of multiple
bodies. For the most part, these entails enemy factions in the Sith Empire, enemies of the Empire, and all
those who oppose Imperial Intelligence. However, Jadus has also focused on dispersing agents into the
public, a sort of secret police that has yet to take aggressive action. What Jadus does with the knowledge
he gains or the equipment he steals varies greatly. There have been times where he immediately brings
issues before the Dark Council to be discussed, but for each time he does this, he also conceals important
Republic data. In either situation, his motives are unknown, which makes most Dark Council members
uneasy; especially Darth Rictus, who Jadus has a rivalry with. (murderous intent included!) As Darth
Jadus your ambitions are unknown, making the decision really up to you. However, what is clear is your
devotion to how Imperial Intelligence normally conducts business, along with your disinterest in the Dark
Council power struggles. While your mysterious demeanor has somewhat alienated a few of your allies,
the power you hold both in knowledge and, mostly likely, blackmail establishes you as a force to be
reckoned with in the Empire. However, not as is good, as clearly there are those on the Council who seek
to eliminate you. Tread carefully and carve your own path Darth Jadus. It’s time for your move.
“Everything that has transpired has
been at my command. My will is the
destiny of lesser men.”
49
Darth Marr, Sphere of Defense of the Empire
Allegiance: The Empire
Class: Fighter
Title: Leader of the Sphere of Defense of the Empire
Warlord and master of the dark side, few know how Marr rose to
power, and none speak of the man before he became a Lord of the
Sith. Despite Marr’s harsh warning against internal strife, he fellow
Sith continue to plot against each other for power and influence. To
Marr, such deadly games riddle the Empire’s Pyramidal power with
hairline fractures in a time when they must stand united against the
Republic threat. As the Great Galactic War continued, Darth Marr
attained a fearsome reputation among both the Republic and the
Empire, defending the Empire’s conquests against Republic
counterattacks with fearless determination. In the Great War, Marr
drove back a Republic offensive against the planet Korriban and
the Republic attempt to strike at Ziost. In recent years, Marr has tightened his grip on the Empire’s
domain. But beneath Marr’s armour lies a mind and body transformed by decades of immersion in the
dark side. Stripped of emotions and most of his humanity, Marr recognizes that his death is approaching.
As his final legacy, Marr vows to ensure that the Empire is strong enough to survive long into the future.
To do this, Marr believes understands that the Empire needs to evolve to survive, and he is frustrated by
his fellow Councillors’ bigotry and the way that they cling to the old anti-alien philosophies. In addition,
Marr is different from most Sith, who view the Jedi with contempt. Instead he respects them as warriors
and Force Wielders, even viewing Jedi Grand Master Satele Shan as worthy of being his equal. In terms
of power, Marr is a remarkably powerful practitioner of the dark side. One of his most devastating
abilities is Force lightning, which he uses to devastating effect to those who oppose him. However,
Marr’s greatest tool is his command of the Sphere of Defense of the Empire, where he shares joint control
of the military with the Spheres of Military Offense and Military Strategy. Consensus with the respective
leaders of these spheres will often be required to initiate large-scale military operations; but Marr has
personal control of a large amount of the Imperial Navy. He choses to place these ships along the
Empire’s galactic border, to maximize efficiency and reduce warp time in the case of an incident. In
addition, Marr is a firm believer in respondance efficiency, and has the majority of his ground forces
constantly prepped for shock trooper deployment to protect ground objectives. As Darth Marr, your eyes
are on the Empire itself, trying to build a long-lasting legacy and eternal super power. Time is not your
friend, as you are nearing your death, so trying to solve the divisions in the Dark Council is an immediate
and top priority. On top of this, you are one of the few who truly understand the threat of the Republic, so
dealing with them is also a focus. However, the military and political sides of the Empire have little
agreeance on how to deal with this issue. Division is the enemy, and you let now enemy stand. In your
words, “Life is the enemy. Death is solace. Glory to the Empire.”
“My ‘vision’ is of an Empire ready
to fight across the battlefield of life.
That is all I require.”
50
Darth Mekhis, Sphere of Technology
Allegiance: The Empire
Class: Technology Specialist
Title: Leader of the Sphere of Technology
A scientist and Dark Lord of the Sith, Darth Mekhis serves on
the Dark Council of the Sith Empire, and is responsible for the
scientific advancement of the Empire. Mekhis is responsible for
the creation of the Sith Knights, a legion of mechanical slaves,
created from captured Jedi and corrupted by Mekhis’
technology. As the Dark Councillor responsible for the Sphere of
Technology in the Sith Empire, Mekhis is responsible for the
latest military technology, cybernetics, superweapons, and other
power weapons created for the Empire. Thanks to the Empire’s
control of resource rich planets and slave labour, Mekhis has
essentially no limits to resources, instead only being restricted by
commitment and time. Before her rise to the head of the Sphere
of Technology, Mekhis created the Fury-class Imperial
Interceptor, a powerful starship used by the Sith throughout the
Cold War. During her tenure as head of the Sphere of
Technology, Mekhis created the Sun Razer, space stations
capable of leeching energy from stars to create destructive superweapons for the Sith. Due to her
efforts in improving the technology and weaponry of the Sith, Mekhis was rewarded with the
title of Darth. Mekhis is a being fueled with rage, and has very little in terms of other emotions.
During the Great War she encountered, and was defeated by Grand Master Satele Shan. The
experience left her lacking the majority of her body, but it was replaced with cybernetics. Since
then, Mekhis has had no other goal then to see to it the Satele Shan has a painful death. In the
case of literally everyone else, she has an extremely robotic air and lack of personal connection,
alienating her from her colleagues. In terms of her work, Mekhis prefers to focus on grandiose
projects rather than the whims of any one individual. The majority of her work has been centered
around Dreadnoughts and Space Stations, normally changing them into weapons well beyond the
scope of the normal Imperial military. However, Mekhis is also extremely adept with cybernetic
implants and poison. (sometimes both at the same time) As Darth Mekhis, you are an ambitious,
curious scientist, and angry Sith Lord driven to advance the technology and weaponry of the Sith
Empire. Your aim, beyond killing Satele Shan, is to continue producing weapons with even
greater destructive potential. You have little personal connections to the rest of the members of
the Dark Council, and you don’t share a close relationship to anyone else. However, that does
not mean you cannot forge alliances, as your talents are in great demand. Your goal is to ensure
your own survival, amidst the treachery and deceit within the Dark Council, and maintain your
position as leader of the Sphere of Technology. Anything that brings you closer to your goals is
worth looking into, and be sure to keep a cold robotic approach to any agreements you find
yourself in. This galaxy is sick Darth Mekhis, and only technology will purge sickness.
“These worlds, lush like fruit.
Crushed in our hands, juice
bleeding down our wrists- this
is the Empire as it should be.”
51
Darth Mortis, Sphere of Laws and Justice
Allegiance: The Empire
Class: Politician
Title: Leader of the Sphere of Laws and Justice
Darth Mortis is the Dark
Councillor in charge of the
Sith Sphere of Laws and
Justice; a man concerned with
one thing and one thing only: the
law. Mortis’s strong adherence to official Sith Law above all
else has brought him both respect and ridicule from other members of the Empire, regardless, he
stands as a staunch defender of the Laws of the Sith. Most notably being the Treaty of Coruscant;
as the high tensions of the cold war bring the peace treaty into question, Mortis has made it his
primary goal to keep the fragile peace between the Empire and the Republic, something which
has become increasingly difficult as the cold war drags on and diplomacy continues to fail at
relieving the tensions felt by either side. While strictly adherent to modern Sith Laws, Mortis is
also notable for his concerns with ancient Sith tradition, seeing them as out-dated and antiquated
rules that should serve as guidelines, if that. These two personality traits have brought Darth
Mortis into direct conflict with many on the Dark Council, such as: Darth Aruk, Darth Rictus,
and Darth Decimus. While tensions remain high in the Dark Council, Darth Mortis asserts total
control in his domain in the Ministry of Logistics, thanks to his extremly rigid structure of
governance. While Darth Vowrawn focuses on the war related aspects of the ministry, Darth
Mortis oversees the Factories and Mega corporations that create the goods of the Empire, the
scheduling of port cities, agriculture, and the Empire’s massive slave population. Through these
facilities Darth Mortis has taken to appeasment strategies in the Dark Council, making alliances
where nessecary to keep conflict and war against the Republic on the far horizon. However,
thanks to the ever changing nature of the Dark Council these alliances are very short-lived. In
addition, Mortis’s position on the Dark Council means he holds the most sway in judicial matters
of the Sith Empire, and in a way acts as a one-man supreme court, dealing with some of the
largest crimes facing the empire. As part of this, Darth Mortis is normally the Dark Council
member who deals with third parties like the Shadow Syndicate and the Mandalorians, making
partnerships with these groups appealing and easy. As Darth Mortis you will find yourself in the
position of judge, jury, and executioner for some of the most notable criminals in the entire
empire. Your primary goal should be stopping conflict and the warmongering delegates in
committee; finding allies to do so will be key. This can chiefly be done through the resources
you control and allocating them to your supporters and allies. You must however always act true
to the laws of the Empire, as you know in your heart that they are the truest laws in the entire
galaxy. This rings true when dealing with those both inside and outside the Empire. Sacrificing
these moral standards is unacceptable. Good luck Darth Mortis, and remember: Sith law must be
upheld at all costs, lest the entire Empire join the graveyard of so many grand empires before it.
Darth Mortis, pictured here after just
being told his armour looks stupid.
"If you had lived as long
as I have, Thanaton, you
would not revere the past
so unquestioningly."
52
Darth Ravage, Sphere of Expansion and Diplomacy
Allegiance: The Empire
Class: Politician
Title: Leader of the Sphere of Expansion and Diplomacy
Darth Ravage is a human Dark Lord of the Sith and the leader of
the Sphere of Expansion & Diplomacy. His roles on the Dark
Council include strategizing the expansion of the Sith Order,
dealing with diplomatic relations, and to participate in the general
decisions made by the council (obviously). Ravage, as an
individual however, is quite mysterious and hateful. He despises
Darth Arctis to an extent that is rarely found, even among the ranks of the Sith Order, but does so
from the back of the room. He often discusses his hatred with the higher ups of the Dark Council,
and often pushes for a say in who can and cannot be promoted to a Councillor. Because of his
nature, Ravage has also been known to organize the betrayal of his enemies alongside some of
his likeminded allies. His hatred often builds to a point where the only option for him is to
eliminate those who oppose him, but in an environment like the Dark Council, the only effective
way to that is by organizing in the shadows. As part of his role leading the Sphere of Expansion
and Diplomacy, Ravage is in charge of the Imperial Diplomatic Service. They are the delegates
who meet with the Republic, coordinative with Empire allies, and deal with any internal strife
between planets. This gives Ravage an extreme amount of power, as he chooses what the
objective are for the diplomats sent out. For example, it was Ravage and a group of his allies that
drafted and negotiated the Treaty of Coruscant. When Ravage is using his power a Sphere leader,
the focus is the expansion of borders in areas that personally benefit him. At no point during the
Great War did Ravage ever attempt to find peace, it was only the possibility of acquiring Core
Worlds like Balmorra that drove him to try and end the war. As Darth Ravage, your primary job
will be expanding into new regions of the Galaxy. Focus on regions that will grant you more
military power, economic power, and culture. But, at the same time, work towards others goals
within the Dark Council. Work towards your goals in the shadows. If you hate somebody, take
them out. Find people who will support you, and challenge those who will not. Do not be afraid
to intervene in the decisions of the Council, as you have your own agenda as well. Just know that
Darth Arctis cannot be trusted. Your hatred for him motivates your every decision, so the sooner
he is taken out, the better. But do not let this get in your way of your job. While you may still
focus on your own, personal agenda, Ravage still focuses heavily on his diplomatic work. Darth
Ravage, however, is merciless, so try to go along with that mentality. If he wants somebody
gone, they will, at some point in time, be gone. This is the attitude you must adapt in order to
play the role of Darth Ravage. You always showed more emotion than your fellow Councillors,
which makes you all that much more dangerous. That being said, do what you must do in order
to get your way. Push your will, expand your empire, plot from the dark, conspire, plan,
strategize. Darth Ravage is a force to be reckoned with, so you must be as well.
Darth Rictus, Sphere of Mysteries
“The Kaggath is a playground
game. Murder has no rules.”
53
Allegiance: The Empire
Class: Spy
Title: Leader of the Sphere of Mysteries
"Are you scared of her?" [to Darth Marr about Darth Karrid, an alien Sith Lord]
Darth Rictus is a human Sith Lord and leader of the Sphere of Mysteries on the Dark Council. Darth
Rictus is incredibly secretive, and little is known about him or his past (seriously, spend 5 minutes on
google and there’s pretty slim pickings [thankfully we have a Star Wars Encyclopedia!]). As part of his
job, the less information about him, the better. Empire text has effectively blocked out anything but his
name and position to maintain the upmost secrecy. The only thing known about Rictus to the public is
that he strongly believes that aliens do not belong on the Dark Council, and also that he is the oldest
member of the Dark Council (which garners respect among the other Dark Counselors). Officially
speaking, the Sphere of Mysteries is a subsect of the Ministry of Logistics; this means that the Sphere
should be finding artifacts and searching for wisdom, then making the information widely available to the
Sith Empire. However, the Sphere of Mysteries is secretly part of the Ministry of Intelligence, dealing
specifically with the dirtier side of operations. Under Rictus’ 300+ year leadership, the Sphere has
focused on protection for imperial secrets and lore, creation and rediscovery of Dark Side Force
techniques, searching for holocrons, and serving as the central operations center for Sith assassins, being
dubbed the “Assassin’s Pyramid” due to its bloody operations. Unlike other similar underground
organizations, the Sphere of Mysteries seems to have an endless supply of highly trained Imperial Agents
at their disposal. Skill sets of said agents predominantly include extremely strong one-on-one combat,
impressive manipulation, and of course assassination. It has been suspected that Rictus’ planning has been
the reason for the Sacking of Coruscant and the largest prison break of all time, however nothing has been
confirmed or acted upon. It is on this platform of uncertainty that Rictus’ flourishes, as his opponents lack
of knowledge regarding his methods allows him to strike at any place, at any time. There have been times
when the Sphere of Mysteries necessity has been called into question from within the Empire, on account
of how little the Sphere seems to do. These voices for the most part have been silenced. Despite this, in
these trying times the Dark Council has become more hostile towards Rictus, specifically those in the
Ministry of War. This has lead to subtle and slow moving fights over budget during the Great War, and
the sentiments continue to this day. As Darth Rictus you will be a very secretive and secluded Sith lord,
with some of the most skilled assassins in all of the galaxy at your disposal, to be used to eliminate high
value targets in the Republic… or perhaps those in the Empire who make the mistake of getting in your
way… (How high do you think you could get your kill count before people realize it’s you killing
everyone?). As you… Dispose… of obstacles in your way, the biggest task will be maintaining secrecy
and concealing your methods. Otherwise you are nothing. To Darth Rictus, a true Sith protects none but
himself, and is willing to strike down anyone who gets in his way, especially other Sith lords. May the
force be with you Darth Rictus, and remember… there is no foe above death… not even an Emperor…
(No Photograph
Available)
54
Darth Vengean, Sphere of Military Offense
Allegiance: The Empire
Class: Fighter
Title: Leader of the Sphere of Military Offense
Darth Vengean is a humanoid Sith Lord within the Sith Empire,
and a member of the Dark Council. Being the Council’s Head of
the Sphere of Military Offense, Vengean is a radical warmonger
seeking to re-ignite war between the Republic and the Sith Order
to finally attain revenge for the Sith’s exile a millennium ago.
Because of this, Vengean was outraged when the peace accord
known as “The Treaty of Coruscant” was signed, calling for an
end to the Great Galactic War and the Sith Empire’s occupation of
Coruscant. This outrage led Vengean and his apprentice, Darth Baras, to begin plotting the
reignition of the war and the disintegration of the peace treaty. Darth Vengean, as an individual,
is highly obsessed with the prospect of war. Combined with his hatred for the Jedi Order and the
Republic, these traits combined to form a dangerously aggressive foe; one with a sense of anger
about him that would frighten even the most powerful of creatures, and with the skills and
strategies to tear down the entirety of an empire with the push of a button. Unlike the Spheres of
Defense and Military Strategy, whose roles are extremely solidified, the Sphere of Military
Offense operates in variety of ways depending on the situation. Vengean has been direct in the
path, using almost total control of ground forces to complete the tasks he hope to achieve;
however, nearing the end of the Great War, Vengean spent much of his time preparing joint’s
operations with other member of the Ministry of War. While this did lead to great results,
Vengean prefers total and absolute power, opting to normally work as a sole leader for the most
part. To do so, Vengean has been known to manipulate others from the shadows. Bribery and
intimidation are a large part of how Vengean has magically gotten control of larger armies,
classified information, and Jedi prisoners. But Vengean takes no obvious part in this, instead
using his apprentice Darth Baras or other less influential figures to achieve his tasks. As Darth
Vengean, your goal in this committee will be to will crumble the Republic beneath your
oppressive shoes… even if you must do it on your own. You are a warmonger; the deliverer of
hate and deviser of doom. With such power and devotion, you fear none. Your main goal is, of
course, to re-ignite war between the Republic and the Empire, and to ultimately destroy the Jedi.
You are highly proficient in ground combat, and are personally adept at utilizing the Dark Side
of the Force. You have contacts and the ability to cover up any actions you may choose. Do what
you will with this (but I swear, it’d better be fricking good. This man is a beast, and if you don’t
do some cool s**t I’m going to be very disappointed. You have potential. Do something with it).
You also have close relations with your apprentice, Darth Baras, and may send him orders and
tasks that you wish him to perform. You also, naturally, have very low levels of respect for
anybody who sympathizes with the Republic, and are disgusted by individuals who support the
Treaty of Coruscant, or just the idea of “peace” between the two powers in the slightest. Make
them pay, Darth Vengean.
“Such an advantage will prod
the rest of the Council out of
passivity. They will see war is
the only answer.”
55
Darth Vowrawn, Sphere of Production and Logistics
Allegiance: The Empire
Class: Trader
Title: Leader of the Sphere of Production and Logistics
The sophisticated Darth Vowrawn bring charm and wit to the
severe proceedings of the Dark Council. As an elder statesman
and pureblood Sith, Vowrawn commands respect for holding his
Dark Council seat for decades, a rare feat in the world of
backstabbing and treachery that define Sith politics. Vowrawn
survived largely due to his reputation as a master gamesman;
fueled by his enthusiastic passion for power grabs and well-
played deception, Vowrawn has orchestrated the rise and fall of
many a Dark Council member. And when his opponents retire –
often in death- Vowrawn is always the first to politely bid them a
regretful and peaceful passing. A man of refinement, Darth
Vowrawn owns estates on every major Sith world. He often
operates from these extravagant fortresses, curtailing favours,
indulging in hedonistic pleasures, and ensnaring allies in grandiose promises of wealth and
dominance. It was during one such meeting that Vowrawn conspired to win Darth Decimus a
seat on the Dark Council. As payment, the savvy Darth Vowrawn received a fully crewed
Dreadnought as his personal army. Originally, Vowrawn was never destined for the Dark
Council, and was trained as a Sith Inquisitor. But age has crippled his physical form, leaving his
combat days well behind him. His strength lies in his intellect. Vowrawn is very good with
numbers, and realizing that the republic have more soldiers and firepower than the empire,
criticizes the empire’s anti-alien policies and recognizes the importance of conquering new
planets to build up the empire’s numbers and resources - political stances also held by Darth
Marr. Vowrawn is able to continue this intellectual game of allies and enemies due to his
position as leader of the Sphere of Production and Logistics. Though not the most prestigious of
spheres, it is vital to the day to day running of the empire, as well as to waging war. The
authority of the Ministry encompasses logistics of war (eg. transportation, food, shelter, etc.),
finances, transportation, and food networks. More importantly, Vowrawn has a large amount of
say over when and were these services are provided, making him a major player to all other
Darths. However, his situation is somewhat precarious. Vowrawn doesn’t have the physical
ability nor the army size required to protect himself from others. Instead, it is his political ties
and trades that grant him protection and strength. As Darth Vowrawn, your primary concern is
asserting your dominance on the Council. This mainly involves using trade and logistic ties to
maneuver into positions to make allies and eliminate enemies. However, merely picking a side
isn’t an option. If you do you will certainty be killed. Instead the focus is on helping everyone,
all the while preparing a situation in which un-desirables can be eliminated in one fell swoop.
Your story will be one filled with deceit, Darth Vowrawn; may the games begin!
“Is that coming from you or
from the Emperor, Baras? It’s
hard to tell the difference.”
-Darth Vowrawn mocking
others in front of the Dark
Council
56
Godoba the Hutt, of the Shadow Syndicate
Allegiance: The Empire
Class: Trader
Title: Leader of the Shadow Syndicate
The ambitious leader of the Shadow Syndicate, based
on Nar Shaddaa, Godoba serves as a crime lord for
the Hutt Cartel. Breaking away from the traditional
Hutt stance of neutrality in any galactic conflict,
Godoba sought an alliance with the Sith to prevent
the growing influence of a rival criminal
organization, the Exchange, from spreading its
control to Nar Shaddaa. On the surface, Godoba owns
five city sectors on Nar Shaddaa, which he uses for
warehouses, casinos, and other business. However, in
reality it serves as the base of operations for the Shadow
Syndicate acting on behalf of the Empire. The Shadow Syndicate is a criminal organization, led
by Godoba the Hutt is allied to the Sith Empire. The Cho’mash Vaarko Tiyai and droid DX-TX
have partnered together with Godoba to consolidate their power on the planet of Nar Shaddaa
and combat the growing influence of the rival criminal organization, the Exchange. Nar Shaddaa
is the hub of the galaxy-spanning conflict between the Exchange and the Hutt Cartel, and the
creation of the Shadow Syndicate led to a conflict between Godoba the Hutt, and Ukabi, one the
Exchange’s crime lords. This rivalry has always been a focus of Godoba’s, which in his mind
dwarfs even direct orders from the Empire. The reason for this is his lust for power; control over
Nar Shaddaa would allow Godoba to completely control the economics of the underground,
giving him immense power and influence all across the galaxy. Personally, Godoba is a shrewd
and cold-blooded leader, who see things only through the terms of economic gain. This has
allowed Godoba to make vast amounts of money, purchase numerous ships, have effects on
business galaxy wide, and manipulate others with no show of remorse. However, this attitude has
made it near impossible to attract any allies. In fact, in Hutt circles he is considered an outcast
and looked down upon. The few allies Godoba has been able to make, Darth Ravage and Darth
Marr, only see him as a way to achieve their goals. Regardless, Godoba’s criminal presence on
nearly all planets makes it extremely easy to flex his power through resource bans, cutting
funding, or even using bruisers to temporarily shut down competitors. As Godoba your objective
is the complete destruction of the rival criminal organization, the Exchange; you hold a vicious
hatred of the Exchange and the consequences of its expansion across the galaxy. The destruction
of the Exchange will allow you to further and expand your influence across Nar Shaddaa and
allow you to regain control of Nar Shaddaa for the Cartel. Greed consumes your thoughts and
allying with the Sith was a convenient path to power and control. Your alliance with the Sith is
tentative, but you’re willing to do anything to maintain your power and control over Nar
Shaddaa, and anything that can further your malicious desires and cement your position in this
galactic conflict is valuable to your agenda.
“Raise an army? Bah! If you cannot
afford mercenaries, trick your
enemies into fighting each other!”
57
House Nuruodo
Allegiance: The Empire
Class: Fighter
Title: Sith Loyalists
The Nuruodo Family, or House Nuruodo acts as a ruling family of the
Chiss Ascendancy, the only race of beings truly loyal to the Sith. As
opposed to other races, who typically served the Sith as slaves or
begrudgingly out of fear, the Chiss fully accepted cooperation with
the Sith, and often work as agents in the Empire. House Nuruodo is
responsible for military, foreign policy and commands the Chiss
Expansionary Defense Force or CEDF (I would like to highlight
the oxymoron of “Expansionary Defense”) and the Chiss
Phalanxes, elite paramilitary units. Other than their home world
Csilla, the only planet to host Chiss and their government is
Alderaan, thanks to Gaul Panteer’s openness to all in an attempt to
reduce tensions. However, Alderaan does not host any sections of
the CEDF (that is done in a multitude of Empire hangers in the Outer Core), instead Alderaan
hosts ground troops and Chiss officials. While on Alderaan, House Nuruodo has expressed
distaste for both House Ulgo and House Organa in a multitude of minor political stand-offs. The
biggest of this, between House Nuruodo and House Ulgo, resulted in Nuruodo’s loss of a
personal hangar, which still irritates them to this day. House Nuruodo has a reputation to uphold
for all of the Chiss as a proud, intelligent, and powerful species; they have never been
subjugated, and this pride bleeds into the conduct of the Chiss and House Nuruodo especially.
The Chiss are often considered by outsiders to be arrogant and self-absorbed, but the Chiss don’t
really care too much about these conceptions, and typically would rather keep to themselves.
Each of the 28 Chiss colonies are protected by a phalanx, essentially the garrison of a planet, and
Chiss space is patrolled by the CEDF. In the wider scope of the galaxy, House Nuruodo oversees
the use of the CEDF when the Empire requests while also serving as military planners in a
myriad of positions. For the most part, the CEDF completes missions without the assistance of
other Empire military groups, instead choosing to reach objectives solely through the force of the
CEDF and a small amount of diplomacy here and there. However, this itself has created issues as
the CEDF is not a large armada in the grand scheme of things. So, instead of relying on pure
force to achieve tasks, like much of the Empire, the Chiss must fall back upon their intelligence
and ingenuity in maneuver. Should this intelligence fade, the Chiss and House Nuruodo would
be nothing but another pawn of the Empire. As the representative from the Nuruodo family, you
must assert your house, and further, your species’ reputation as powerful and intelligent
conquerors. You must take command of one of the galaxy’s strongest militaries, and defend your
proud people from threats, both external and internal, as mismanagement of the Chiss could
prompt other families to attempt to usurp your place in Chiss society, or Sith circles. Good luck
House Nuruodo, and remember, the Chiss will not be disrespected!
(Hess’irolia’nuruodo)
"As an officer of the
Expansionary Defense
Force, I believe it is my duty
to ensure the safety and
security of the Chiss realm.
That directive, as you are
well aware, supersedes all
others."
58
House Thul
Allegiance: The Empire
Class: Trader
Title: Sith Loyalists
The House of Thul is one of the most ancient organizations of their
native planet Alderaan, founded almost 4,000 years before even the
Galactic Empire. House Thul are descendants of a wealthy merchant
who bought his way into nobility, something which the bartering and
business-savvy house Thul takes great pride in. Around 3700 BBY
House Thul was exiled by the Alderaanian Parliament after
attempting to take power over the planet by switching an Organa child with a Thul baby, which
was eventually exposed by a young Jedi (I really don’t know what they hoped to accomplish by
doing this, like I’m pretty sure they just would have kicked the guy out when they did finally
realize he wasn’t an Organa, so it’s not like you could’ve said “Hey, that guy’s not an Organa!
We get the throne now!). It’s pretty clear to see that House Organa and House Thul are not
friends. Before the beginning of the Cold War, House Thul became backed by the Sith Empire,
trained and protected off of Alderaan, in preparation for them to reclaim their position of power
on the planet. Alderaan itself is actually an extremely advantageous position, as it is near the rest
of the core worlds, well developed, and directly beside three of the galaxy’s largest and most
important Hyperspace Trade Routes. In recent times, House Thul has been investigating the Dark
Side of the Force. Multiple force sensitive members of the Thul family have been integrated into
the Sphere of Biotic Science to learn Sith Alchemy. This has turned into a lucrative trading
resources, in which House Thul deals. (exclusively to Empire affiliates or through the
underworld) In fact, most of House Thul’s power comes from its economic power. Through
Empire backing and underworld economics, House Thul has the means to hire mercenaries,
preform blockades, bribe, and mass produce equipment. However, a lot of the funding is
controlled by the Sphere of Production and Logistics, which Darth Vowrawn leads. (basically,
keep him happy [candy works well in my experience] and produce economic benefits) As the
representative from House Thul, you will be tasked with organizing the Sith efforts to take back
what is yours through military and economic means. You have everything from trained Thul
soldiers, to Sith Alchemy, to Embargo methods under your direct control, and it is up to you to
ensure the Empire continues to fund your claim to power in the core worlds. But remember, you
are not a combat driven House, and mix of politics, economics, and combat strategy will be the
only was to assure victory. While protecting your ancient pride, be sure to make it clear that you
are worthy of the Empire’s support, lest they deem you unnecessary, and decide to leave you for
dead at the hands of others who wish to take the throne of Alderaan. Good luck House Thul and
remember your past.
(Elana Thul, Lady of House Thul)
59
Mandalore the Vindicated
Allegiance: The Empire?
Class: Fighter
Title: Space Dictator of the Mandalorians
Artus Lok or “Mandalore the Vindicated” is a Mandalorian
warrior or Clan Lok, who eventually claimed the title of
Mandalore after killing Mandalore the Lesser in a duel on
Geonosis following his success as Grand Champion of the
Great Hunt. In the Great War, the Mandalorians first major
move was to blockade the Hydian Way Trade Route in
support of the Empire, a strong military move. However,
the Mandalorians were duped into breaking their own
blockade, which resulted in a spiral of losses for the
Mandalorian military. As combat is literally the end all be
all in Mandalorian society, it wasn’t long before Lok
challenged the previous Mandalore. In his climb to power he put down several rebellions of Mandalorians
who wished to support the republic and ensured that the Mandalorians would remain allies of the Sith
Empire during the cold war. Since his predecessor’s appointment as Mandalore, the Mandalorian clans
have acted as pawns for the Sith empire, and although their allegiance has not changed under Mandalore
the Vindicated, Lok seems more hesitant to pronounce unwavering loyalty to the Sith. He ensures the
Mandalorians remain well-paid albeit cautious allies of the Empire. Some around Mandalore suggest that
he is unhappy under the rule of the Sith, and potentially has other ambitions for his people (maybe that
involves killing off a few Sith Lords). As Mandalore, Lok has been very cautious in only accepting tasks
from the Empire surrounding small targets, rather than large-scale operations. Some view this once again
as lack of loyalty to the Sith, but it is also possible that Lok is simply trying to take a different tactical
approach than the previous Mandalore. Despite this, Mandalorians are experts in all types of large-scale
combat. Their particular ruthlessness and disregard for preservation in space combat and one-on-one
fights have made the species known galaxy wide as the best and most successful fighters. However, not
all clans choose to take up the missions provided by Lok, limiting an otherwise unstoppable force due to
numbers. As Mandalore the Vindicated you must take command over dozens of divided clans of
extremely skilled warrior Mandalorians, each with their own ideas for the future of your peoples. You
must walk the line between cooperation and subordination with the Sith. Can the Mandalorians truly
become the great conquers they are destined to be under the thumb of the Sith? Will you continue your
predecessor’s practice of blind fidelity to the Empire, or will you challenge the Empire’s command over
your people and craft the fate of your strong people with your own two hands? Good luck Mandalore, and
remember, a warrior is more than his armour. (and let me be straight with you, it’d be dope if you called a
Great Hunt. Search it up.)
"Mandalore was slain recently and his killer,
the new Mandalore, has taken his place.
Whether or not he's another Imperial puppet
remains to be seen but we must watch him
closely."
60
Additional Notes and Information
Should I research on top of reading the background guide?
I’m going to say it right now, we have very little expectation for additional research
outside of the background guide, simply because we tried to include everything necessary for the
committee. However, if there’s one thing missing from the guide it would be additional
technologies and more of the basics of the Star Wars Universe. While knowing a little bit about
this would most definitely improve speaking and crisis notes, a strong delegate could easily do
without. The one thing we ask that you stay away from is trying to look at characters. The
majority of them come from Star Wars: The Old Republic, meaning some defining moments for
characters are listed, even though they haven’t happened in our committee. (and probably never
will) So, to sum up, if you research just look at technology and world building; the research
guide at the end should help.
The importance of transportation and hyperspace lanes
Here’s a quick little note on Star Wars history. When hyperspace travel was invented it
went…poorly. Basically, ships flew into objects at speeds faster than light; even a tiny pebble
could destroy a ship and then kill the entire crew. So, the solution to this was two-fold. One:
travel in the areas of space that are a void of nothingness and clear the path to connect these
places. Two: create in ship monitoring system to notify pilots of the appropriate changes needed
to be made to avoid dying. (usually involves jumping out of hyperspace) The end result was the
creation of hyperspace lanes and the ability to very slowly travel through parts of the galaxy
without the lanes. Just for a frame of reference, it would take about two weeks to go from
Bonadan to Alderaan using the Hydian Way hyperspace lanes, and the same trip could take over
half a year without it. So, hyperspace lanes are super important to get around the galaxy, but it is
not the only way.
In addition, neither the Empire or the Republic have standing armies. Instead, masses of
troops live on dreadnought class star-ships, which then meet en mass at a location near (or
directly above) a battle. But, the only thing that allows this to happen is proper scheduling of
time-tables and ensuring the most efficient transportation. This means that hyperspace lanes, the
most efficient way to get around, tend to be used a lot. It also happens that control of the
hyperspace lanes belong to most of the trader classes in committee; this is where those characters
gain their powers, whereas other classes gain their power through more obvious means.
61
How will character powers be implemented?
One of the tools at the disposal of every character is their actual physical ability when
taking direct action. So, things like a Kaggath, or fight between two characters, is pretty much
guaranteed to happen. At the same time, we can’t really have two delegates stand up and actually
duke it out. We’re a conference based on politics, not athletic ability. Instead, if a character
power is used directly on another it is described through crisis notes before the action occurs. If
the powers are being used by two people to fight each other, situational advantage, specificity of
notes, actual combat tactics, and a dice roll will determine the victor.
With that being said, at the chairs discretion, the end result of the battle can be played out
if all the delegates really want it to happen. (We hope that everyone tries to make this happen in
a Kaggath, that’d be pretty dope)
What’s the dress code?
For any politician in the real world, a suit is like battle armour. It’s what they where
before their fights, it gives the confidence they need, it is a symbol of the role they play in that
society. So, logically speaking, if we are a conference trying to simulate politics, we should also
allow the ability to wear this battle armour. If this politician happens to be Oric Traless or some
other warrior who wears literal battle armour, that is also in some way his metaphorical armour.
To take that away would be stopping something we’re trying to promote.
So, without any memeing, we’ll allow suits or Star Wars Costumes. Appropriate
Costumes. None of that Slave Leia or Ben Swolo rubbish.
Battle Strategy
As you can imagine, everyone who’s running Star Wars JCC is pretty nerdy. (except for
Salma, she hasn’t seen any of the movies ☹) That means that we’ve also looked into other
nerdy things, like history and major battles. From this we’ve gathered a decently strong grasp on
good military moves vs stupid ones. This distinction between good and bad moves is going to be
very evident in the way that we mark crisis notes and directives, so try and use good battle
strategy if you want your actions to be more effective.
Battle Strategy also applies to the battles of traders and technology/biology specialists.
Understanding the intricacies of sound economic investment or what materials are used to make
ships in the Star Wars Universe would help crisis notes and directives. Information that would
help with all of this can be found in the researching section at the end of the background guide.
62
The Technology of Star Wars
Ships:
Thranta-Class Corvette
No ship class in the Republic fleet is more recognizable than the
venerable Thranta-class corvette. Various iterations of the Thranta have
been in service fore decades, and its flexible, modular design ensures
its continued use for years to come. Although it cannot match the
firepower of its imperial counterparts, the Thranta compensates with
higher overall speed and a greater operational range, allowing it to conduct hit-and-run attacks
and effectively scout the way for larger vessels. Engineering crews aboard Thrantas often
compete to make their ships the fastest in their assigned sectors, through no officer captaining
one of these vessels will admit to actually racing them.
Liberator-Class Starfighter
Fast, nimble, and deadly, the
Liberator is a true multi-
mode starfighter design, able
to serve as an escort,
interceptor, or precision air-
to-ground attack craft with
equal prowess. Liberators
can even make attack runs on
enemy capital ships or space
stations if dedicated bombers are unavailable. Swivel-mounted wings
allow the Liberator to be stored aboard larder vessels with impressive
efficiency, often catching enemy forces by surprise when multiple squadrons are deployed from
a single starship. A new and highly advanced Liberator variant, known as the Striker, is
gradually being introduced into Republic starfighter squadrons. Due to its enhanced capabilities
and complex controls, the Striker is reserved only for the most experienced combat pilots.
Crew Complement:
300
Troop Capacity:
200
Starfighter Capacity:
14
Additional Craft:
3 bombers, 4 shuttles
Standard Armament:
Twin-mounted turbolaser
cannons, laser turrets, ion
cannon, concussion
missile launchers
Crew Complement:
1
Max. Mission Time:
37 Hours
Max. Life Support Time:
150 Hours (approx..)
Standard Cargo:
Field survival kit, medpac,
blaster pistol
Standard Armament:
Laser cannons, concussion
missile launcher
63
Valor-Class Cruiser
The largest and most heavily armed warships in Republic use, Valor-class cruisers generally
serve as the flagships for their assigned fleets. Like the Thranta, the Valor is unusually quick for
its size, though the design’s extremely high production cost has resulted in these valuable ships
being resigned largely to defense operations. Due to their relative rarity and strategic importance,
Valor-class cruisers are manned almost exclusively be veteran crews with many years of combat
experience. Many joke that being assigned to one of these ships is a sure sign of advancing age.
Defender-Class Corvette
When the Great War
broke out, the Jedi
Order recognized the
need for a starship
custom-designed to
suit their specialised
requirements. They
envisioned the
Defender-class
corvette as a fast,
maneuverable, and
well-armed base of operations for Jedi on assignment. The vessel they produced for the Jedi
Order achieved exactly that. Modeled after the Republic’s larger Thranta-class corvettes, the
Defender’s twin turbo laser turrets, heavy shields, and powerful thruster engines gave the Jedi all
the armaments they needed to carry out their missions and defend the Republic across the galaxy.
Crew Complement:
1,900
Troop Capacity:
5,000
Starfighter Capacity:
110
Additional Craft:
40 bombers, 25 shuttles
Standard Armament:
Turbolaser cannons, quad
laser turrets, ion cannons,
proton torpedo tubes,
concussion missile
launchers
Classification:
Light Corvette
Origin:
Rendili Vehicle
Corporation
Dimensions:
71 x 94 x 29m
Features:
Meditation chamber,
diplomatic amenities
Standard Armament:
Twin laser cannons,
missiles
64
BT-7 Thunderclap
The ability to quickly
deploy troops into combat
scenarios is a key
advantage in any military
engagement and was the
primary design goal for
the BT-7 Thunderclap.
Realizing a need for
deployment craft with
greater operational
flexibility than standard troop shuttles, Republic Command contracted
Rendili Hyperworks to develop an all-new type of combat vessel. The
company’s eccentric lead designer, Ryden Pollad, delivered a radically advanced design
featuring durable armor plating, state-of-the-art shields, and a full array of heavy weaponry.
Larger and faster than any military shuttle in production, the Thunderclap can operate for
extended periods without fleet support, easily outmaneuver enemy capital ships, and hold its own
in battle against even the nimblest starfighters.
Harrower-Class Dreadnought
Thefmainstay of the Imperial navy and active symbol of the Empire’s power, Harrower-class
dreadnoughts are among the most powerful and deadly starships ever designed. The ship’s
wedge-shaped hull allows virtually all of its firepower to be concentrated directly forward, while
also helping to minimize the ship’s massive profile and deflect damage from head-on-fire. Most
servicemen consider the Harrower to be the high standard against which all other Imperial ships
are judged, and these ships’ crews often conduct themselves accordingly, offering only token
respect for anyone who serves on a “lesser” vessel.
Classification:
Rapid assault/deployment
craft
Manufacturer:
Rendili Hyperworks
Dimensions:
96 x 61 x 80m
Special Features:
Command briefing room,
on board armory, medical
bay
Standard Armament:
Heavy laser cannons,
missiles
Crew Complement:
2,400
Troop Capacity:
7,300
Starfighter Capacity:
95
Additional Craft:
32 bombers, 35 shuttles
Standard Armament:
Turbolaser cannons, quad
laser turrets, ion cannons,
proton torpedo tubes,
concussion missile
launchers
65
Terminus-Class Destroyer
Unlike the Empire’s other ship designs, the Terminus-class destroyer is built for speed over
firepower, although it still outguns most Republic ships of similar size. Like the Harrower
dreadnought, the Terminus also relies on a wedge-like shape to minimize its forward profile
while maximizing forward firepower. Coupled with the ship’s powerful engines, the Terminus is
the perfect design for interdiction and pursuit missions. Service on a Terminus destroyer is often
the first capital ship assignment for new naval officers and crewmen, giving them an opportunity
to prove their mettle before transitioning to larger ship classes like the Harrower.
Mark VI Supremacy-Class Starfighter
Imperial naval doctrine states
that individual starfighters
aren’t a deciding factor in the
outcomes of starship
engagements. Designs like the
Supremacy-class are tailored
to that belief. These
starfighters are specially built
for mass group maneuvers,
attacking enemy forces in bulk
and overwhelming them with more targets that they can successfully engage. Each Supremacy is
equipped with rapid-fire laser cannons and powerful engines to aid swarm tactics. Their
shielding is minimal, and the starfighters aren’t equipped with heavier weapons like concussion
missile launchers or proton torpedoes. Supremacy pilots accept these limitations as a point of
pride, drilling constantly to carry out their complex group maneuvers with absolute precision.
Crew Complement:
520
Troop Capacity:
285
Starfighter Capacity:
14
Additional Craft:
2 bombers, 3 shuttles
Standard Armament:
Turbolaser cannons, laser
turrets, ion cannon,
concussion missile
launchers
Crew Complement:
1
Max. Mission Time:
6 hours
Max. Life Support Time:
36 hours
Standard Cargo:
Field survival kit, blaster
carbine
Standard Armament:
Laser cannons
66
X-70B Phantom
The phantom is one of the most sophisticated starship designs ever
developed. Specially created for use by the most elite Imperial Intelligence agents, the Phantom-
class prototype uses ultra-compact components to fit extensive power and computing capabilities
into a sleek design that easily passes for a civilian luxury shuttle. All of its military-grade
components are shielded from detection by enemy sensors, while the Phantom’s sophisticated
sensor array is able to track and scan the interiors of other ships over tremendous distances. All
of these advanced elements come at a cost: the design of the Phantom is too complex for current
mass-production methods.
Fury-Class Interceptor
Imposing, Heavily
Shielded, and a viscous
instrument of
destruction, the Fury-
class Imperial
interceptor was forged
to serve the vengeful
spirit of the Sith. In the
years leading up to the Great War, Sith Lord Darth Mekhis
personally oversaw the Fury’s evolution from a military interceptor
to the ruthless Sith attack vessel that would lead the Empire’s
charge against the Republic. The Fury’s ultimate purpose:
attack with sudden ferocity, decimate Republic fleets, and pursue the crippled enemy to their
grave. Darth Mekhis called the completed Fury “the hammer that would shatter the rib cage of
the Republic.” A symbol of the destructive might of the Sith, the Fury continues to strike fear
into the hearts of Republic pilots across the galaxy.
Classification:
Prototype covert
operations craft
Manufacturer:
[CLASSIFIED]
Dimensions:
80 x 94 x 18m
Features:
Stealth hull plating, high-
power sensor array,
capacity for limited-use
cloaking device
Standard Armament:
Heavy laser cannons,
missiles
Classification:
Interceptor
Design Consultants:
Darth Mekhis, Grand Moff
Kilran
Dimensions:
100 x 88 x 33m
Special Features:
“Strike foils” for increased
close-range mobility,
interrogation chambers
Standard Armament:
Precisions laser cannons,
missiles
67
XS Stock Light Freighter
In response to heavy demand for better cargo vessels, Corellian
shipwrights unveiled their most advanced design yet; the XS stock
light Freighter. Equal parts merchant ship, sport racer, gunboat, and
mobile home, the XS was quickly adopted by independent space captains and commercial fleets
alike. Rumors that the Hutt Cartel had purchased the entire first manufacturing run of these
starships accelerated demand for the XS – Corellia’s shipyards could barely keep pace with the
flood of orders.
D5-Mantis Patrol Craft
Menacing,
deadly, and
outfitted for
battle, the D5-
Mantis patrol
craft is a bounty
hunter’s dream.
This stellar
marauder bristles
with heavy weaponry designed for capital ships. Retracting its weapon
foils reduces an already minimal profile, allowing the ship to pursue
most vessels without fear of detection. Its powerful engines easily
outclass every stock freighter on the galactic market. Designed to be an all-in-one patrol ship, the
initial production run of the Mantis was priced far too high for the Republic navy. The ship was
quickly snapped up by individuals and organizations eager to harness its potential for mayhem.
For this reason, the Mantis found dubious service with a variety of bounty hunter guilds,
smugglers, and crime lords. The Mantis remains in high demand, but the ship’s rarity means
replacement parts are expensive and difficult to come by.
Classification:
Light Freighter
Manufacturer:
Bravis Halcyon, Corellian
Engineering Corporation
Dimensions:
88 x 101 x 27m
Special Features:
Easy-to-customize cargo holds
and numerous undocumented
“maintenance compartments”
hidden throughout the ship’s
interior
Standard Armament:
Heavy laser turrets, multiple
missile batteries
Classification:
Patrol Class
Manufacturer:
Kuat Drive Yards
Dimensions:
68 x 74 x 58m
Special Features:
Compact frame, force
cage, long-range capability
Standard Armament:
Three retractable,
independently powered
weapon foils
68
Ground Troops:
Republic trooper
Standard Weapons: Rifle, sidearm, grenades
Carried Provisions: 4 days of rations
Gear Weight: 18-40kg (40-88lb)
Service Period: 5 years per enlistment
Operational Specializations:
Forward Assault, Search-and-Destroy,
Advanced Reconnaissance, Hostage Rescue,
Starship Combat. Additional specializations
can include Heavy Escort, Field Medicine,
and Guerrilla Warfare
Weapon Certifications:
Blaster Rifles; Blaster Pistols (Close-
Quarters Combat Emphasis); Combat
Vibroknives, Integrated Multipurpose
Munition Launchers (multiple varieties);
Grenades; Demolition Charges; Shoulder-
Launched Missiles (Anti Personnel and
Antivehicle); Fixed-Emplacement Cannons.
Certification for Assault Cannons (Rotary
and Fixed-Barrel) requires additional
advanced training
The Republic Army enlists more new
recruits per year than most of the other
branches of the armed forces combined, with
the overwhelming majority serving in
infantry units. Basic training for new recruits
is a grueling 18-week barrage of drills, tests,
and exercises, with additional training
programs that can last up to 12 months
depending on the recruit’s assigned
specialization. Graduates are then organized
into new units under the command of
experienced officers or divided and assigned
to fill gaps in existing units as required.
Percentage-wise, infantry units do the bulk
of the fighting on the war’s front lines. More
than 80 percent of engagements against the
Sith Empire involve some degree of infantry
combat.
69
Republic Vanguards
Vanguards are renowned as the heaviest
infantry forces in galactic warfare. Their
armor and shielding capabilities are
unmatched, allowing Vanguards to
effectively protect valuable assets and
personnel even in the midst of battle.
Republic Commandos
Commandos focus on the self-reliance
necessary for extended assault missions in
enemy territory. This training program
equips soldiers with the most devastative=ng
infantry weapons available, as well as
advanced medical training and equipment to
keep them in the fight even after suffering
sever injuries.
Jedi Knight
Battlefield Duties:
Lone Reconnaissance, Enemy Stronghold
Assaults, Point Defense, Rallying Forces,
Anti-Artillery Strikes, Starship Combat
Primary Weapon:
Jedi Knight’s lightsabers are deadly energy
swords that can also deflect and redirect
incoming blaster fire as a potent defense
Code of Conduct:
All Jedi are trained to act only in self-
defence. These does not mean they must
wait for enemies to attack first. Knights
entering a battlefield are permitted to attack
enemies at will until the fight is won.
Few enemies can match the raw power of a
trained Jedi Knight in combat. These brave
champions or light spend their entire lives
mastering the Force and testing themselves
against all manner of challenges and
opponents. By the time they are ready to
pass their final trials to become Jedi
Knights, young Jedi Padawans have already
spent more time in battle than the average
veteran soldier. It is tempting to think of Jedi
Knights as lone warriors standing firm
against waves of enemies, but the way of the
Jedi teaches cooperation and leadership. The
most successful Knights are those who can
rally others around them to battle as one.
Jedi Sentinels
Sentinels seek flaws in enemy defenses and
quickly deliver crippling strikes to send their
foes reeling. Knights who pursue this path
favour lighter armour that allows them to
move quickly across a battle zone and take
the fight with them. These Knights often
wield two lightsabers at once, creating a
vortex of destruction most opponents are
powerless to escape.
70
Jedi Guardians
Guardians adopt the stance of “immovable
object” on the battlefield, drawing enemies
to them and decisively striking foes to end
their lives quickly and without suffering.
These Knights learn how to fight effectively
in the heaviest armour, making them ideal
leaders for Republic soldiers on the war’s
front lines. A trained guardian can shrug off
blows that would disable lesser Jedi.
Jedi Consular
Masters of the force and scholars of its many
mysteries, Jedi Consular serve the order as
diplomats and teachers of the ancient past.
Drawing on years of strenuous training,
Consular’s hone their minds and bodies to
seek forgotten knowledge, deepen their
understanding of the Force, and work for the
good of both the Jedi and the Republic.
Whether it is a lie spoken by a smiling
negotiator or the subtle feint of a deadly
enemy, a Consular is always a master at
uncovering the truth.
Jedi Sages
Sages immerse themselves entirely in the
deepest mysteries of the Force. Insightful
advisors and skilled healers, Sages apply
their hard-earned wisdom to aid their allies,
overcome any obstacle, and shape the flow
of galaxy.
Jedi Shadows
Shadows harness the Force to conceal
themselves from the perceptions of others.
As a result, these Jedi can move unobserved
among their enemies, and use their dual-
bladed lightsabers to strike only where they
must.
Imperial Infantry
Standard Weapons: Rifle, sidearm, grenades
Carried Provisions: 5 days of rations
Gear weight: 45kg
Service Period: 25-30 years
Organizational units: Assault Group
(40,000+), Division (20,000-40,000), Brigade
(5,000-7,500), Battalion (700-1,500), Company
(100-300), Platoon (50-100), Squad (5-10), Fire
Team (2-3)
The armies of the Sith Empire are a
masterpiece of military ingenuity. Their
training is as effective as it is efficient. Their
equipment is second to none. But most of
all, their dedication to serving the Empire
process that there is more to Imperial society
than following the commands of Sith Lords
out of fear, as some would argue. These elite
soldiers truly believe in the superiority and
power of their culture, readily laying down
their lives to achieve the Emperor’s goals.
71
Imperial War Droids
Primary Weapons: Heavy blaster cannons
Secondary weapons: Repeating blaster
cannons, grenade launchers, or micro-
missile launchers
Weight: 152kg
Maximum speed: 47km/h
Putting the Empire’s massive industrial base
to use, the Imperial military relies heavily on
combat-specialized war droids to
supplement its infantry and armoured forces.
Designed primarily to act as shock troops
and mobile heavy weapon platforms, these
droids also frequently serve in patrol and
escort duties where long hours of constant
vigilance are required. Integrated
communications systems ensure that the
droids obey and cooperate with their human
counterparts, through their tactual
intelligence is limited when left without
supervision.
Imperial Agents
Operational specializations: surveillance,
Infiltration, Assassination, Espionage
Equipment certifications: concealed
surveillance devices, holo-disguise suites,
scanning drones
Imperial intelligence employs many
informants, saboteurs, and assassins to carry
out necessary tasks in the field. But only
those who prove themselves to be truly
ingenious and resourceful in their work and
are elevated to the designation Cipher,
reserved for the most elite of Imperial
agents. These men and women are masters
of the spy trade, infiltrating guarded
facilities and insular organizations with
equal ease. Their missions require fast
thinking and deadly skill, with absolutely no
room for hesitation or doubt. All Imperial
agents must be willing to do anything and
everything to ensure the security and
ultimate victory of the Sith Empire.
72
Imperial Operatives
Operatives focus on close-quarters combat.
These agents are masters with a vibroblade
and know how to maximize the use of their
stealth field generators to get within striking
distance of their targets or avoid enemy
patrols. First aid training is also key for
operatives, given the higher injury rates of
point-blank combat.
Imperial Snipers
Snipers prefer to do heir work from the
maximum distance possible. These elite
marksmen train in the use of high-powered,
highly accurate rifles to quickly and
precisely eliminate individual enemies. To
protect from retaliatory fire, snipers employ
the latest in portable cover shielding
technology, making them very difficult to
drive back once they have taken position.
Sith Warriors
Battle duties: Intimidation, commanding
armies, assaults, breaking enemy defenses
Primary weapons: lightsaber, Force
Lightsaber forms: Shii-Cho, Juyo, Soresu,
Shien
Millions strive to become Sith, but many
prove too weak to earn the honor. Among
the powerful survivors, only the most
stalwart and aggressive warriors possess the
relentless tenacity to lead the forefront of the
Empire’s war. Charging in to the fray with
fearsome battle cries and deadly lightsabers,
Sith warriors break their enemies with sheer
dominating will and crush any foe who
doesn’t flee from their unforgiving march.
The most triumphant warriors inspire
legions of allies with fear and reverence.
Under Sith command, bolstered armies fight
with roused passion and pride, often
decimating superior numbers with their
indomitable assaults. Whether striking for
the Empire’s glory or for personal renown,
there is no more dominating force than that
of the Sith warrior.
Sith Juggernauts
Juggernauts charge into battle wielding
fearsome strength while breaking enemy
lines with unrelenting attacks. Ravaging
their foes with a single lightsaber,
Juggernauts direct the full force of their
might behind each staggering blow. Heavy
armour and unassailable rage help
Juggernauts shrug off attacks that would fell
a lesser Sith.
Sith Marauders
Marauders cut down their enemies with two
lightsabers, their strikes fueled by raw
aggression and directed by a warrior’s eye
for weakness. Lighter armour gives
marauders the freedom to deal swift
violence and dominate the battle field.
73
Sith Assassins
Assassins cloak themselves in darkness and
manipulate the minds of their enemies to
disappear from view. When concealment
must be abandoned, Sith assassins emerge
from the shadows. They bolster their
defenses with the dark side while striking
with cold efficiency and vicious dual-bladed
lightsabers
Sith Sorcerers
Sorcerers wield the power of the dark side to
lay waste to their enemies. By bending the
Force to their will, sorcerers also use the
dark side to mend wounds and shield worthy
allies. Whether cutting down a foe with a
lightsaber or dominating them with a storm
of Force lightning, a Sith sorcerer displays
terrifying power on and off the battlefield.
Smugglers
Tools of the trade: Portable “cover point”
projectors, flash grenades, stealth field
generators, and modified blaster pistols
In times of war, steely nerved starship
captains risk everything in the name of
freedom, victory, and riches. These
smugglers transport cargo and passengers
through hostile space, often illegally. Some
smugglers use their talents to aid the
Republic, while others forge criminal
empires and only look out for themselves.
Whether they are drawn to do good, evil, or
are simply indifferent to moral concerns,
smugglers achieve their victories with
unmatched style. Competition is fierce
among these mercenaries, and double-
crosses are as plentiful as stars in the night
sky.
Gunslingers
Gunslingers overwhelm the opposition with
a barrage of blaster fire, shooting two pistols
at once for maximum intimidation. They are
also quick to take cover and can sabotage
the enemy with explosives and other
distractions. Thanks to their lightning
reflexes, precise aim and coolness under
fire, gunslingers can stand their ground and
keep blasting until there’s no one left to
shoot back.
Scoundrels
Scoundrels are the tricksters of the
battlefield, using deception and cleverness to
evade a fight until they can sneak up and
undermine the enemy from behind. They
make heavy use of stealth tactics to get up
close and dispatch goes with high-impact
attacks. Rather than fighting prolonged
shootouts, Scoundrels prefer a single
devastating blast from a scattergun to end a
disagreement quickly.
74
Bounty Hunters
Bounty hunting guilds: Ragnar Syndicate,
Vengeance Factory, Blood for Credits,
Aggression Management, Spikefist Runners,
The Simple Truth, Killsisters’ Continuum,
Retribution, Galactic Retrieval Specialists,
Sung-Tarr Corporation, We Feed Your
Bounty To Our Rancor (aka “Rancofodder”)
Reckless thrill seekers, vicious blasters-for-
hire, or self-made manhunters: a bounty
hunter doesn’t care what the galaxy thinks,
as long as the credits keep flowing. Bounty
hunters often pour these credits back into the
tools of their trade, be it weapons, armour,
or starships. Others spend their riches on a
network of contacts who can point them
toward a bounty – or warn them when a rival
is after the same target. Though bounty
hunters work as independent professionals,
they find the most lucrative and rewarding
business with the Empire. As Imperial
contracts pit them against the Republic and
other dangerous opponents, bounty hunters
rake in the credits and live a free, if risky,
life on the deadly galactic frontier.
Powertechs
Powertechs sacrifice long-range firepower
for cutting edge technology. Advanced
shielding lets these mobile blockades get up
close and personal with their targets. High-
powered flamethrowers and other
technological tricks lock enemies in place
while the Powertech stays mobile.
Mercenaries
Mercenaries rely on overwhelming
firepower to destroy anything keeping them
from their targets. These walking arsenals
know their success relates to the quality of
their equipment, which is why they bring
everything with them. Dual blasters, heat-
seeking missiles, ad emergency medical
equipment are always within reach.
75
Other:
Armoured Vehicles
Crew: 1 driver, 1-3 gunners
Passenger Capacity: 16
Weight: 108 tonnes
Max. Speed: 52 km/h (32 miles/h)
Combat walkers, tanks, and the pilots and
crewmen who operate them make up the
Republic Army’s armored vehicle units.
These units take on a variety of tasks, from
punching holes through enemy lines to
transporting infantry squads into areas where
shuttles cannot risk landing. Their heavy
armor and weaponry allows them to make
quick work of most Imperial infantry forces.
Common military parlance generally
shortens “armored vehicle unit” to the
simpler “armored unit”. This often confuses
civilian reporters and other laymen, who
mistakenly use the latter term to describe
any infantry unit whose soldiers wear armor.
Artillery
Main Cannon Range: 27 km (16.7 miles)
Secondary Cannon Range: 8 km (5 miles)
Standard Munition: Superheated Plasma
Crew: 1-4, depending on beam settings
“Cannon Wranglers,” as the members of
artillery units are often called, operate all
long-range weaponry that isn’t mounted on
vehicles, from simple mortars to massive
planetary defense cannon. Advanced
targeting computers process the calculations
required by such long-distance firing. This
automated element frees the artillery
crewmen to focus on the weapons’ operation
and munitions selection, ensuring that the
right type of projectile or blaster dispersal
pattern is used for any given circumstance.
Like most other servicemen, artillery
specialists tend to be highly competitive,
often nicknaming one another based on the
explosive yield or power rating of the largest
weapon an individual has operated in
combat.
76
Grenades
Although grenade launching systems are
integrated into all military-grade rifles and
assault cannons, hand-thrown grenades are
still a mainstay in Republic arsenals.
Specialized explosive payloads provide a
variety of combat options, from total plasma
incineration to cryogenic flash-freezing to
traditional high explosive detonations. One
grenade type, the infamous “sticky grenade”,
uses a combination of electromagnetic
clamps and high-friction gel dispensers to
cling relentlessly to any surface it impacts.
The technology was originally cobbled
together as a method of gauging trainees’
throwing accuracy, and was only later
applied to live munitions once its military
application had been realized.
Assault Cannons
Manufacturers: BlasTech Industries,
Balmorran Arms, Taim Corporation
Shot capacity: 2000-5000 rounds
Additional features: micro-repulsorlift
system, integrated grenade launcher,
adaptable-munition power system
The most powerful infantry blaster weapons
ever designed, assault cannons combine the
firepower of an entire squad and put it in the
hands of a single soldier. Intensive training
it required to handle and fire these
devastating weapons effectively, as their
components can be damaged by overheating
if not handled properly. Most assault
cannons are equipped with their own super
coolant system to help compensate for this
issue, with some sporting additional barrels
mounted on rotating or reciprocating
mechanisms to further decrease heat
buildup.
Blaster Rifles
Manufacturers: BlasTech Industries, Core
World Arms, Merr-Sonn Munitions
Shot capacity: 200-400 rounds
Additional features: Integrated grenade
launcher, adaptable munition power system,
durable modular design
The primary weapon of most Republic
infantry forces is the blaster rifle. The longer
barrels of military blasters allow the particle
beams generated by these weapons to be
more tightly focused, resulting in greater
range and higher accuracy. Military blaster
rifles are equipped with grenade launcher
systems, wither integrated into the barrel or
attached to the rifle’s frame. Despite
numerous attempts by Senate subcommittees
and Command personnel, there is no single
universal “standard-issue” rifle for the
Republic military. Supply line limitations,
competing manufacturers, and opinionated
field commanders have led to different
weapons being issued in different parts of
the galaxy.
77
Jedi Lightsabers
Average weight: 1.8kg
Blade length: 1m
Primary components: Power cell, blade
emitter, focusing crystals
Both a symbol of peace and an instrument of
battle, the lightsaber is eternally associated
with the Jedi Order. Second only to the
Force, a lightsaber is the Jedi’s chosen
weapon, consisting of a hilt that emits a
plasma beam capable of cutting through
nearly any substance with ease. The energy
blade is amplified by crystals in the hilt that
focus and alter the beam. Some of these
crystals also give the lightsaber’s blade its
familiar blue or green hues.
Jedi build their first lightsaber near the end
of their apprenticeship as a Padawan. Many
complete a pilgrimage to the crystal-rich
planet of Ilum where they seek out the
crystal to be used in their lightsaber.
Padawans then enter a deep meditation,
forging a personal bond with their weapon
as they use the Force to assemble its many
components. Once completed, a Jedi’s
lightsaber is a personal and precious
instrument, carried at all times to aid a Jedi’s
defense of the galaxy.
Sith Lightsabers
Average weight: 1.8kg
Blade length: 1m
Primary components: Power cell, blade
emitter, focusing crystals
Elegant and supremely deadly, lightsabers
are the weapon of choice for Sith across the
galaxy. Composed of a hilt that emits a
beam of plasma energy, lightsabers can
cleave through nearly any material –
cauterizing flesh and melting durasteel.
Originally, a weapon of the Jedi, ancient
Sith refined and perfected lightsabers to
forge the ultimate weapons of battle that are
still wielded to this day.
Unlike the Jedi, who construct their first
lightsabers as part of their training, Sith
must earn their blades – either through
conquest or as a reward for incredible deeds.
Later in life, many Sith construct their own
lightsabers to match their skills and tastes
for combat. Within a lightsaber’s hilt, self-
replenishing power cells fuel the energy
blade while focusing crystals augment the
blade’s strength and provide a red colour.
The menacing crimson hue of a Sith
lightsaber is an iconic symbol respected
within the Empire and feared by its enemies.
78
Sniper Rifles
Manufacturers: BlasTech Industries, Czerka
Corporation, Sporting Arms Limited
Shot capacity: 80-100 rounds
Additional features: Multi-zoom optical
scope, enhanced targeting system, variable
beam emitter
The ability to target and eliminate hostile
personnel from a distance is ideal for agents
wishing to strike while remaining
undetected. Rifles designed especially for
long-range marksmanship are therefore
highly popular among Imperial Intelligence
personnel, who often take pride in tweaking
them for maximum power and accuracy.
Such agents also make sure to have cover
stories involving a love of game hunting or
competitive shooting to mask their reasons
for possessing such weapons.
Blaster Pistols
Weight: 0.975kg
Ammo capacity: 300 rounds
Effective range: 50-90m
It is in the nature of underworld business
that deals seem to go bad at lightning speed,
which is why most mercenaries carry a
quick-draw weapon that packs maximum
firepower into minimal space. Just as there
is no such thing as a “stock” freighter,
blaster pistols are usually heavily modified
by their owners after purchase. Barrels are
lengthened to increase accuracy, cooling
units are replaced to triple firing rates, and
scopes normally reserved for sniper rifles
are attached to give a weapon’s owner a
decisive edge in any shootout.
Scatterguns
Weight: 2.7kg
Ammo capacity: 50 plasma shells
Effective range: 10m
For those times when a pistol is insufficient
to discourage problems, short-barreled
“scattergun” rifles have become increasingly
popular among discriminating smugglers.
These weapons combine the best aspects of
pistols and rifles to produce a unique
weapon that requires great skill to use
effectively. Foes who take a point-blank shot
from a fully charged scattergun usually sped
a fair amount of time knocked down on the
ground – assuming they ever stand up again.
Showdowns rarely start by drawing
scatterguns, but these formidable weapons
are often the last ones to be holstered.
Flamethrowers
Manufacturers: Czerka Corporation, Merr-
Sonn Munitions, various custom designers
Fuel type: Compressed incendiary liquid or
gas
Max firing time: 40 sec-6min per fuel
canister, depending on settings
Optimum Range: 10-15m
Few weapons can match the psychological
impact of the flamethrower. These deadly
devices, often built into wrist-mounted
gauntlets with their own liquid or gas fuel
reserves, give bounty hunters a tremendous
advantage in close-quarters fighting. Entire
rooms full of opponents can often be cleared
with a single flame burst, and even well-
trained Jedi and Sith are commonly laid low
by the overwhelming viciousness of this
weapon.
79
Jet Packs
Max altitude: 30m
Flight range: 400m
Lifting capacity: 180kg
Max speed: 60km/h
Bounty hunting is all about the chase, so
anything that can increase a hunter’s
mobility is highly desirable. Few
technologies can match the jet pack in this
regard, allowing the user to vault over
obstacles and rain fiery death on their
opponents from above. However, for all of
their advantages, jet packs lacking proper
armour can become a bounty hunter’s
greatest weakness, giving their enemies a
bulky and highly explosive target to aim for.
Wrist Rockets
Manufacturers: Merr-Sonn Munitions,
Kelvarek Industries, Balmorran Arms
Range: 20-40m
Warhead types: High explosive, armour
piercing, tracking probe
Lock-on time: 0.5-3.2 seconds depending on
target size and speed
One of the most popular weapons in a
bounty hunter’s arsenal, wrist rockets
provide unmatched stopping power in a
highly compact design. The capabilities of
these rockets can vary greatly, from simple
unguided models to highly advanced
versions with internal guidance systems and
maneuvering fins for maximum accuracy.
Few targets can withstand a hit from even
one of these weapons, and most hunters
carry dozens of them at any time.
80
Maps of the Star Wars universe
http://starwars.wikia.com/wiki/File:MainGalaxy.png (Larger and Clearer)
As a note to all delegates, we will also have large (poster-size) maps in the
committee rooms themselves for continual reference throughout sessions.
82
Additional research
As stated beforehand, the focus of research should be on technology and getting to know the Star
Wars universe. With that being said, we will not be providing any links to character specific
information.
So, to start us off, how could we not mention Wookieepedia?
http://starwars.wikia.com/wiki/Main_Page
Wookieepedia is the one stop shop to find information on blasters, blorgons, botany, betrayers,
beneficiaries, and bashful buddies of the Star Wars universe. Plus some other stuff too I guess.
But in all seriousness, Wookieepedia is great for finding information on literally anything within
the Star Wars anthology, whether it be Cannon or Legends. As a note for using the site, always
make sure you click the Legends tab at the top of articles, since it will have for information
almost 100% of time. Also, look for citations to the comics, novels, or video games as they tend
to have the lore down pat in comparison to the Disney owned content like Star Wars Rebels.
Even though Wookieepedia is great it requires an enormous amount of reading. Reading is
boring. Reading is for nerds. (Yes I do see the extreme irony in this statement) So instead, like
the hip and spry millennials we are, lets use YouTube instead. The best place to start is most
likely Star Wars Explained.
https://www.youtube.com/channel/UCIKlsX1qfGqKPt4KAW-JOZg
83
This channel was probably the biggest influence on our own research besides Wookieepedia. The
best place to start off is probably the video showing the complete legends timeline here. Between
this video, which describes literally everything that’s ever happened in Star Wars, and the
character sections of the background guide, every delegate should have enough information to go
into the conference and stay active. However, for the go-getters and people with too much time
on their hands, Star Wars Explained also has some great gems. The Knights of the Old Republic
Lore Play is great since it covers stories of planets and people within the same period of time as
this committee. But if this is a little too time intensive, check out the Star Wars History Playlist,
which consists of minute long videos that explain parts of the Star Wars universe.
The one thing that Star Wars Explained does wrong is mapping; in all of their videos, there is a
ridiculous lack of scale for any of the actions described. Thankfully, Vologda Mapping fixes this
issue.
https://www.youtube.com/watch?v=HSm-HJaqSTw
This video is super short, about six minutes, but its great for understanding the relative power of
each faction in the Star Wars universe. By seeing the peaks and decent of groups like the Old
Republic or the Coalition of Independent Systems, you can get a sense of relative strength. In
addition, about half-way through the video Vologda shows the Star Wars galaxy immediately
after the Treaty of Coruscant. This is the starting point for our committee, so we highly suggest
that you take a picture of those few frames.
Now these sources are great and all, but they all have a fatal flaw. Each and every source only
looks at what has happened, not what COULD happen. As we are a crisis committee, and the
events of each session are determined by the delegates, its clear that what happens in our
universe is going to stray from all these sources. So that begs the question: How can we prepare
for theoretical situations? Well, a good amount of that is to be decided by the crisis directors (and
that’s all hush-hush), but we can provide the reasoning behind their decisions. This comes from
the YouTube channel Star Wars Theory.
84
https://www.youtube.com/channel/UC8CbFnDTYkiVweaz8y9wd_Q
Two series really make this channel standout. The Fanfiction Playlist is the first of the two. Even
just watching one of the videos from the playlist, you can get the idea of how stupid and geeky
this guy’s ideas are on how certain events would take place. But, for the most part, this is how
the crisis directors think as well. So, if you want a foray into how exactly crisis thinks, and how
story will progress, this is the place to go. If your looking for something to actually improve your
in committee performance, we would suggest the Why Did They Lose Playlist. These videos
break down lightsaber fights and whatnot from the Star Wars movies, explaining what tactics or
cool tricks let one Jedi defeat another. This is the type of psychoanalytic breakdown that all crisis
directors do in all committees. Therefore, the types of things pointed out in the video are also
things your crisis team is looking for in notes. Unfortunately, these videos only focus on
lightsabre duels, so for our non-force sensitive delegates try looking at Knights of the Old
Republic Cinematics, or surfing Wookieepedia for space fighting tactics.
Last, but certainty not least, we have the penultimate channel for finding information on obscure
technology and individuals in the Star Wars Universe: The Lore Master.
https://www.youtube.com/channel/UC6X0WHKm7Po3FlBepIEg5og
Have you ever thought about what Palpatine did in his free time? Or why Jar Jar’s father tried to
kill himself? No? Too Bad! The Lore Master’s videos are a beautiful garbage dump of literally
useless Star Wars information. Thankfully, the situation at hand calls for a wide array of rare
knowledge, all of which can be found on this channel. Though any one of the videos is
interesting, but not necessarily useful, we suggest the VS series, the all types of [INSERT
TECHNOLOGY] series, and how the Galactic Civil War ended.