Welcome to the third edition of Worlds of the Old Republic. In Part II, we ventured down the dark path as we looked at two worlds of the Sith -- Korriban and Dromund Kaas. Part III of the series of articles based on the worlds in The Old Republic focuses on the opposites of the two Sith worlds. We clap our hands twice and the lights turn on as we bask ourselves in a luminous glow on the planets Tython and Ilum. Though both worlds were originally occupied by the Jedi at some point, events in The Old Republic add a slight twist. Tython is under the control of the Jedi, chosen as their new sanctuary after the catastrophe dubbed the Sacking of Coruscant. Ilum on the other hand has not served a purpose of solitude but a place of conflict. With the crystal caves located on Ilum supplying Jedi with a vital material for the construction of their lightsabers, the Sith have gained interest in the planet and have begun excavations. The question remains: is it the crystal caves that the Sith give pursuit to? Or perhaps something else of far greater value?
There are two ways we learn in life: through our experiences and through our mentors. It is said that we learn something new everyday, and we're either taught this by someone else or we figure it out for ourselves. Throughout the Star Wars
story, key characters have grown to be better beings by taking on the knowledge of someone older and wiser. Jedi and Sith alike take on the teachings of their masters, whilst soldiers of the Republic and the Empire have the knowledge of tact and battle bred into them through discipline and sweat.
was taught the ways of the Force by Obi-Wan
. The Jedi Exile
took on the teachings of the cryptic old woman we know as Kreia
taught Obi-Wan, and Darth Sidious
. The list is endless, and it is not restricted to the Jedi and Sith. Each mentor had their own ways of teaching and discipline, forging different products of the flesh. This brings us to today's Force Reflection; Who is the greatest mentor in all of Star Wars
and why? Post your answers in the comments section.
Welcome to second edition of Worlds of the Old Republic. In Part I, we had a look at two worlds that value peace and independence -- Alderaan and Balmorra. Part II of Worlds of the Old Republic migrates from peace and submerges in to the shadows. We go from light to dark as we take a look at two worlds associated deeply with the dark side of the force -- Dromund Kaas and Korriban. Both worlds are available for players to visit in The Old Republic, though members of the Republic and the Jedi Order should tread very carefully. Dromund Kaas and Korriban are likely to be swamped with proud and loyal servants of the Emperor. However, whilst one world is of the living, the other is of the dead. It is a resting place for some of the most fearsome and powerful Sith in Star Wars history.
That was our promise from BioWare, that our choices will matter, and they will have significant consequences as the story progresses in Fallen Empire. But did they actually matter and did they really change anything?
SWTOR-RP resident writer Takrael is currently releasing his reviews of each chapter of Fallen Empire. We've waited to do this so we didn't spoil the story for you. Now that all chapters have been released, we thought it appropriate to slowly release these reviews. It's unfortunate, but Tak may be onto something with his reviews.
It appears that BioWare may have failed in their promises. The story, though entertaining, lacked depth. We had plenty of choices to make, but the result always seemed to be the same regardless of the dark-side or light-side choice. One of the most pivotal moments in chapter 16 was the finale where you were given a choice to either kill someone or let them go. Regardless of our choice, the result was the same.
That same issue occurred throughout all sixteen chapters. Here we are thinking that saving this fellow or killing this other fellow is going to come back and either save us or haunt us in chapters to come, but all we got was a big fat NOPE!
In today's Friday Focus, what do you think about Fallen Empire and its choices? Did they really matter, and did they have any actual consequences to our characters? Let us know in the comments section below.
Escaping the carbonite/LSD/dream realm is a giant relief, especially when Lana’s there to greet me. Squinty looks and quips are sure to follow. There’s an astromech there too - T7. I’ve seen enough Star Wars to know the astromechs are the best characters. Lana pumps me full of alka seltzer with a gun (It’s Star Wars. I’m letting it go.) and then we’re off.
But not before I’m told that everyone’s dead or in danger and I’m the galaxy’s last hope. Good luck with that; I don’t even know how to work a macro. Just as I’m about to throw in the towel, a bunch of mooky skytroopers toddle around the corner and open fire just to demonstrate their inability to hit anything approaching nearby.
Maybe this won’t be so hard after all. Kinda makes you wonder how this lot beat the entire galaxy.
The Star Wars galaxy is an enormous place, far greater than a single individual could imagine. It is said that the galaxy is 120,000 light years in size. To give you an idea of how great that number is, a single light year is ten trillion kilometers, or more precisely 9,460,800,000 kilometers. That is an awfully large space to cover in movies, TV series, books and games. However, with those forms of entertainment, we have taken our imaginations through journeys that have captured and riveted us. These journeys continue with The Old Republic, where the game gives us the opportunity to visit and explore Star Wars worlds. These worlds ranging from the galaxy's nominated core planet of Coruscant, to the sands of Tatooine, and through the blizzards of Hoth. Worlds of The Old Republic will take you through each of the planets, its history, and some handy information that might help you in your roleplaying endeavors. The worlds will be covered in twos, so stay tuned for further editions of Worlds of the Old Republic over the next few weeks.
Perhaps when you think of an Imperial Agent
, you think of Secret Agent Man
. I certainly do. But beyond that, what is the appeal of the Imperial Agent? Well, many would find that hard to answer -- after all, beyond being James Bond with a laser gun, there is little to say on the part of Imperial Agents... or is there
? Being an Imperial Agent is more than simply toting an English accent and charming Twi'lek
ladies. To be an agent is to be a part of Imperial Intelligence, which brings us (at last) to the core of this rambling article.
Lately, this Reporter has been a bit slack in his duties, and can't help but wonder what that kind of laziness would warrant, in terms of retribution, from those members of Imperial Intelligence that deal with the propaganda department. Alas, we shall never know, but what we can talk on is the sheer awesome that is the imperial intelligence network. After all, with flashy Phantoms
and bravado to fit five men, Imperial Agents are but a single organism in the greater body of theEmpire
's espionage agencies.
How is it, players, that the Imperial Intelligence division will influence your character? Will you be intimately apart of it, or perhaps attempting to thwart it? Will you sell secrets and information to the Imperials, or simply attempt to hoard it until such time as it could be necessary? Will Imperial Untelligence have played a significant role in your character's life -- or will they be yet another organisation that falls by the wayside of your story? Let us know!
In an article miniseries based on Daniel Wallace's
instruction book for students of the Jedi Order
– The Jedi Path –
we've taken you through some of the lessons taught to Initiates and Padawans, as well as discussing some of the roles available to Jedi talented enough to make it to the rank of Jedi Knight. The Jedi Path: Teachings of the Jedi Order
has acted as a guide for roleplayers who wish to learn more about the lore covering the different ranks within the Jedi Order, exclusively on SWTOR-RP
Note that most of the knowledge extracted from the book has been of the teachings after the Ruusan Reformation – an event which occurred much later in the Star Wars
timeline than the events which take place in The Old Republic
. However, any major differences in the structure of the Order have been pointed out in Parts I through IV so far of the miniseries, with the major difference being the manner in which the Jedi Trials are carried out. The Jedi Code, teachings of Initiates and Padawans, and the different roles of the Jedi Knights discussed in Part IV
can be said to be very much the same in the era of The Old Republic
, as there is no evidence to the contrary.
In Part V, we conclude the miniseries with some additional Force powers and lightsaber techniques available for Jedi Knights to learn. We will dabble in both Jedi recruitment and a brief history of the Sith, we learn what it means to take on a Padawan learner, what it takes to become a Master and Grand Master of the Jedi Order, and at the end of a Jedi's career, becoming "one" with the Force.
Learning Alter abilities as a Jedi Knight is a part of the fundamental teachings of that rank, as Jedi Seer Sabla-Mandibu states that without the Alter abilities, a Jedi is like a "mud limpet" – perceiving the world around them but unable to touch it. Telekinesis is one of the most commonly used abilities by Jedi Knights. To learn this ability, Jedi are instructed to enter the Temple's Kuddaka chamber where the Muntuur Stones are kept. Each stone weighs several tons, and if a Jedi Knight can lift at least one of these stones, it is seen as a step in the right direction to mastery of Telekinesis. It is noted that Grand Master Fae Coven is capable of lifting all six stones after entering a deep state of meditation, whilst Yoda after 700 years of age can only lift five.
There are only a few instances in life where the gift of choice is taken from us. You can choose your friends, your line of work, the games you play, and the websites
you follow. In all the countless choices that we're faced with on a day-to-day basis, there is one choice that we cannot make, and that is the choosing of our family. They are our blood, and they are our life long-companions that we will be connected with till the day we or they die, no matter how much we despise them.
In Star Wars
, the concept of family is very much alive. Luke Skywalker lived with his aunt and uncle at their moister farm on Tatooine. Anakin Skywalker lived with his mother until he was taken away by Qui-Gon Jinn, beginning his long and epic journey of becoming a Jedi. In Anakin's case, you get to see the effect family has on an individual. His anger and hatred was unparalleled when he learned of his mother's death. He went on a murderous rampage, killing an entire encampment of Tusken Raiders, including the children.
In today's Force Reflection, tell us what the situation of your character's family is during The Old Republic
. Do you have brothers or sisters? Are your parents still around? Did they have a significant influence on your characters and their development? Or are you running with the standard bad-boy rundown where your parents have been viciously murdered and you're now seeking revenge? Whatever the situation may be, post your answers in the comments section.
The path of a Jedi during their years as an Initiate and Padawan learner is difficult and demanding to say the least. In Parts I
, and III
of The Jedi Path: Teachings of the Jedi Order
, we've taken you through some of the activities that an Initiate and Padawan may have to partake in to progress through the ranks. After years of endless training and tutoring by senior peers, a Jedi Padawan must pass the Jedi Trials in order to obtain the rank of Jedi Knight. However, the learning does not end there. In The Jedi Path
, a Jedi lore guide written by Daniel Wallace
, we learn from the perspective of Grand Master Fae Coven that there are more Knights than any other rank in the Jedi Order
, and for good reason. Demands for the services of the Jedi are high, as the Order serves to protect all living beings, especially those aligned with the Galactic Republic
. The galaxy is a large place, and crime fills every corner of known space.
In Part IV of the article miniseries based on Daniel Wallace's novel aimed at students of the Jedi and the Force, we look at the different roles of a Jedi Knight. They are no different to that seen in Knights of the Old Republic
, though each role within the rank of Knight is much deeper than how it is depicted in BioWare's
RPG. The Jedi Guardian, Jedi Consular, and Jedi Sentinal are very much in existence in Jedi lore, and we now get to find out their true roles and duties within the Jedi Order. Before we get started though, know that the purpose of this article is to serve as a knowledge base for those who wish to take on the role of a Jedi in The Old Republic
. Your roleplaying endeavours should be as seamless as a battle droid conveyor belt (when R2 and 3PO aren't getting in the way of things), and if this miniseries helps you do just that, we can yell out in our best Borat impersonation voice, "Success!"