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The children are our future. It is in them that the Empire shall see its future citizens develop and grow. Life is to be celebrated and nurtured.

With this objective in mind, Director Berdrin Asteilard of the Ministry of Intelligence's Ubiqtorate division, helped to organize this year's charity gala in honor of the I.W.O.O. The foundation, known as the Imperial War Orphan Organization, provides aid for the children left behind by the Empire's heroic men and women that serve in both times of peace and strife. No child shall be left behind as the I.W.O.O continues its efforts.
Niatara *giggles* Omg...this is so reminiscent of SWG and the "Orphans of Alderaan" foundation run by Shade xD ...
The Great Eski "I for one am pleased to see that the Empire's orphans are being taken care of, and are being turned into productiv ...
Exel Kar It's a great article! Loved the bit about the "emotional" person who collapsed (knowing what really happened). ...


Though the peace treaty between the Galactic Republic and Sith Empire remains in tact, it is no secret that many worlds are still engulfed in conflict. Ord Mantell, Alderaan, and Coruscant hold mini-pits of war between the two mega factions of our galaxy, and the military services are stretched thin to maintain peace and order. However, recent reports from Ord Mantell and Quesh have revealed that since the Great War, the military have been utilising means other than food and water to keep their troops on the go—military adrenals are being manufactured and shipped to military outposts around the galaxy in an effort to keep soldiers fit and healthy. 

"The adrenals are safe," states a Captain of the Republic Military. "They're non-addictive stimulants which enhances a soldier's endurance, stamina and reflexes. Usage of these adrenals are maintained across the board to limit adrenal abuse."

Despite the military's efforts to ensure that dosage amounts are kept in check, there have been instances where soldier's have relied too heavily on the adrenals, causing their bodies to become overstressed. Additionally, theft of these adrenals have increased, and stocks have begun appearing in the black market. 

Kit Saren
CBNS Reporter


Welcome to another edition of the SWTOR-RP Dev Tracker Report. In today's collection of developer posts from the official forum, we've left out majority of the complaints about the games' minor bugs. Most of us are aware of them, and the development team are most likely on top of it. However, we've compiled some of the more interesting posts by the developers that relate to gameplay and – potentially – roleplay. PvPers may have noticed a reduction in healing whilst engaged in PvP combat, and Georg Zoeller comments on that issue. So when you jab a shot of kolto into a fellow Republican or Imperial during PvP, be sure to emote a curse at your medic at their incompetence in healing. Connection to roleplay. Voilà. Also mentioned after the break is the colour unification system, Quesh's difficulty level, the problems that coincide with hitting the level fifty cap too soon, and the 1.0.2 public server patch notes. Enjoy!
Sinreiko From what little I have seen of Quesh, it is a noticeable difference in difficulty compared to previous planets/areas, a ...
Alor THE FOLLOWING IS ALL THAT I GOT FROM THESE Q&A: .....Wait, people had trouble with Quesh? ._. o_o 0_0 O_O xDDD ...


My recent galactic travels saw me entering Hutt Space where I traversed the toxic-filled lands of Quesh. Upon landing in the spaceport, it wasn't long before I was approached by dock workers who screened my equipment to ensure I was carrying the appropriate protection against the planet's aggressive airborn venom. Donning my breath mask, I made my way out of the spaceport and into an industrial district which appeared to be doing no favours for the already unpleasant and unaccommodating atmosphere. Quesh is no place for a vacation, unless you've got a desire to explore the uninhabitable worlds in the known galaxy – unless of course you're a Hutt, as you'll have no problem living in the toxicity. 

I spoke with a local doctor who provided some insight into the planet's atmosphere. It was about a millennia ago that a devastating quake rocked the core of Quesh which released venomous poison into its atmosphere. The air never dissolved, and it still continues to engulf the planet with a dense orange hue. "I never leave home without my mask," the Doctor said. "Alternatively, my practice houses adrenal countermeasures to the toxic air. I usually get quite a few visits a week of patients who have inhaled the air into their lungs which their bodies just cannot handle and circulate. With a powerful dosage of those countermeasures, my patients' lungs are back in working order and the toxic poison is as good as gone."

Not only is Quesh's air toxic to sentient and non-sentient species, mechanical equipment takes quite the beating as well. Droids and manufacturing equipment has been known to degrade at a much faster pace than equipment on other planets which provides clean and breathable air. If you're going to be travelling to Quesh, don't forget your breath masks, and note the nearest medical centre in case of an emergency. And don't be leaving your equipment behind. You might just find it to be nothing but a pile of rust and dust when you return. 

Kit Saren
CBNS Reporter
Archistratege Strat scans the column, and makes a mental note of not visiting Quesh anytime soon. 'What a thoroughly unpleasant plane ...

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Welcome to the fourth edition of Worlds of the Old Republic. For viewers who are new to the series, Worlds of the Old Republic covers all the current planets that have been announced to feature in the upcoming BioWare game, The Old Republic. Parts I, II and III have already covered a number of these worlds, so be sure to check them out. Two worlds associated with the Jedi made it to the spotlight in Part III, consisting of Tython, the newly proclaimed homeworld of the Jedi, and Ilum, the home of the Adegan Crystals. Part IV takes a step in to the wild side, covering three worlds engulfed with crime lords, spice and smuggling. Hutta, Nar Shaddaa and Quesh all share a similarity -- the Hutts hold a share of power and control over each of the worlds. Smugglers rejoice as this is your territory. Keep your blasters holstered and give yourselves a break from the Sabaac tables by taking a journey through some of the worlds featured in The Old Republic that you will most likely call home. 

Sometimes, a deal is too good to be true. So the Hutts have discovered on Quesh. When Quesh was discovered by the Republic during the Great War, it was abandoned due to dangerous environmental toxins. However, when these toxins were discovered to have potential for creating powerful adrenals, the Republic saw the planet for the Jewel it was.

These toxins had the potential to be almost as potent as venenit shadaaga (Hut Venom), which was a primary ingredient for adrenals that helped create substances for enhanced healing, reflexes, and concentration.

Unfortunately, Republic scientists were unable to properly process the materials and were forced to turn to the most unlikely of allies - the Hutts. Promised a cut of the profits from the sale of the materials. The Hutts couldn’t refuse a chance for such a large profit, and as long as the Cartel got its cut, it looked the other way.

That is until the Sith Empire learned of Quesh. The Hutts had a treaty of neutrality with the Empire, and when word got out about Quesh, the Cartel was forced to declare the Republic-aligned Hutts traitors. Now, the Republic struggles to hold the world against the onslaught from the Sith and the Hutt Cartel.

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