There is no emotion... (A Jedi Order Quest)

Just finished reading through this quest and have to say, it's been getting me through many a night shift.

I've never really looked into the KOTOR lore before and its gotten me interested enough to try the games out. Loving how this is slowly becoming a sort of Star Wars alternative of Star Fleet Quest, doing missions, exploring and saving lives rather than the typical CK2 empire building that so often populates the sub-forum. The chance to build, shape and nurture the slowly ressurecting Jedi Order at a time when it's come closer to destruction perhaps more than any other period in galactic history, including Order 66 and to create the foundations of a Order that just maybe, might be able to hold the line against the Sith should they return.
 
Just finished reading through this quest and have to say, it's been getting me through many a night shift.

I've never really looked into the KOTOR lore before and its gotten me interested enough to try the games out. Loving how this is slowly becoming a sort of Star Wars alternative of Star Fleet Quest, doing missions, exploring and saving lives rather than the typical CK2 empire building that so often populates the sub-forum. The chance to build, shape and nurture the slowly ressurecting Jedi Order at a time when it's come closer to destruction perhaps more than any other period in galactic history, including Order 66 and to create the foundations of a Order that just maybe, might be able to hold the line against the Sith should they return.
Thank you!
 
Vote closed
Scheduled vote count started by Voikirium on Jan 8, 2021 at 11:24 PM, finished with 20 posts and 15 votes.

  • [X] Plan: Light Help
    -[X] Send a Jedi with a Republic archeological expedition(15 PP)
    -[X] Claim Tojora (90 PP)
    -[X] Send a Liason to Ithorian Technical Institute (20 PP, 4 Knowledge a Turn)
    [X] Plan Arm Yourself (With Knowledge)
    [X] Plan Go Big or Go Home
    -[X] Recolonize Jedha (100 PP)
    -[X] Establish an Inner Rim Patrol Route (What would normally be one of the more quiet areas of the galaxy is, in actuality, positively swimming in pro-Sith sentiment, organized crime, and worse.) (+15 PP)
    -[X] As the Republic's borders have expanded, it has found itself contacting new worlds, new life and new civilizations. To help keep the Republic free from more war, they have requested help training their ambassadors. While your consulars are decidedly more mystic than diplomat, they are still somewhat helpful in the matter. But if they do this, they cannot patrol. A balancing act, then? (+20 PP, at least 3 Consulars must be deployed training Republic Ambassadors through the year.)
    -[X] Recruitment Drive-- Recruit 2d5 Initiates (30 PP)
    -[X] Send a Liason to Ithorian Technical Institute (20 PP, 4 Knowledge a Turn)
    -[X] Establish a Patrol Route in the Deep Core (Located near the Yuuzhan Vong Republic, this is the area where the borders touch. Keeping it safe and contained is a necessity.) (+10 PP)
 
Negotation Results 3944 Q4
Negotiation Results

-Send a Jedi with a Republic archeological expedition

Initiate Jalzaz is of highly limited help at the current moment. A part of the High Zeal religious current, despite coming from the same Kattaranian religious movement on the homeworld in the broadest sense he finds many of the chapels we are attempting to excavate from the Northern continent offensive to his sensibilities; while he is putting on a great front and a good effort to be objective, and is certainly no fan of the Pius Dea crusaders who cleansed the area, the fact remains he is not putting forward a comparable effort to the rest of the team.
-Department Head Valnaz Dar

Force's sake, Atton.
(+2 Knowledge)

-Claim Tojora (90 PP)

Deciding that you would prefer not to deal with, say, discovering that the Jal Shey have decided to set up camp on the planet for ease of access, you finally have your colony ships touch down on the world. The old CCV proves very helpful, as you'd sort of expect: a detachable, inverted bowl, it allows you to establish a cheap and easy colony center outside of which you can easily expand. Work progresses apace, with a new group of initiates being taken to be trained there: old soldiers, mostly, hoping to recover outside of the core of galactic society, in a place of peace and comfort.

(Tojora Enclave established!) (0/300 Progress to Praxeum)

(6/100 Jedi, 1 Jedi Guardian, 5 Jedi Initiates)

-Send a Liason to Ithorian Technical Institute (20 PP, 4 Knowledge a Turn)

There are a number of Jedi artifacts, particularly old treaties and treatises, safely ensconced within Ithor, in hidden vaults protected by their government. In return for helping them perform various, otherwise impossible experiments, the Technical Institute is both willing and able to toss their hat into the ring to get a few of your Jedi access, mostly the Consulars.
(+4 Knowledge a turn)
--
Sorry about that. Bad writer's block led to procrastination led to "oh shit it's been two months." I would expect this not to happen again, seriously if it's been more than like a week feel free to yell at me.
 
Overall, good results.
while he is putting on a great front and a good effort to be objective, and is certainly no fan of the Pius Dea crusaders who cleansed the area, the fact remains he is not putting forward a comparable effort to the rest of the team.
Well, at least he's trying and putting an effort.
(Tojora Enclave established!) (0/300 Progress to Praxeum)
Lot of work ahead of us.
 
Year In Summary 3944 BBY
End of Year Summary
3944 BBY


-57 PP
-30 Knowledge
-Enclave established on Tojora (0/300)
-Held the Synod of Dantooine, clarifying several administrative matters including but not limited to placing the HQ of the new order on Dantooine
-+4 to Hundred Bonfires Infrastructure
-Master's Trial (14/20)
-5 Luke Drew First
-Make first contact with the Anurion
-May establish a Sentinel Facility on Phorsa Gedd
--
Deployment up tomorrow.
 
Jedi Order Patrol Routes 3943 BBY
Jedi Order Patrol Routes:

Available Jedi
25 Padawans
12 Jedi Sentinels
8 Jedi Guardians
6 Jedi Consulars
Councilor Bastila Shan (Combat 4 Wisdom 4 Skill 3 Diplomacy 3 Vigilance 3 Vitality 3)
Grandmaster Bao-Dur (Combat 6, Wisdom 4, Skill 4, Diplomacy 5 Vigilance 2, Vitality 5)
Councilor Atton Rand (Combat 4, Wisdom 3, Skill 3, Diplomacy 3, Vigilance 4, Vitality 3)
Councilor Visas Marr (Combat 5, Wisdom 3, Skill 3, Diplomacy 1, Vigilance 4, Vitality 3)
Councilor Mira (Combat 3, Wisdom 4, Skill 4, Diplomacy 3, Vigilance 4, Vitality 3)
Padawan Atris (Combat 6 Wisdom 5 Skill 2 Diplomacy 2 Vigilance 4 Vitality 3)

Patrol Routes:

[] The Core: To be honest, this is likely the safest part of the Galaxy. You'd be surprised if anything more threatening than a few gangsters show up here anytime soon, and not very threatening ones either. Still, whatever does happen here, the entire galaxy knows about it, so if you just want to fly the flag, so to speak, this would be a good place for it.
([] Assign Jedi to patrol, needs 4 Vigilance)

[] The Mid-Rim: Wealthier than the Outer Rim, but without the commiserate military force, a surprising amount of Jedi patrols have always been focused here, being pirate bait and all. This is likely where combat, if it takes place, will take place. Sending some real muscle out here would be a wise plan.
([] Assign Jedi to patrol, needs 6 Vigilance)

[] The Outer Rim: A sparsely populated collection of agri worlds, you don't see too much trouble coming here, if it weren't for the Mandalorians. On the other hand, this is likely to be where the majority of your apprentices come from for the time being, so perhaps those more in tune with the Force would be a wise plan.
([] Assign Jedi to patrol, needs 1 Vigilance)

[] The Colonies: A wealthy, industrialized part of the Mid-Rim, they are a usually safe area, not often requiring much work. Though the current war may change that...
([] Assign Jedi to Patrol, needs 1 Vigilance)

[] The Expansion Region: Part of the Galaxy brutally exploited by corporate interests, pushed to the brink by war, and left to die once it was no longer lucrative enough. Chaos rains as Sith-Imposed regimes fall apart. In many cases, the Jedi dispatched here will be the first, last, and only order on world. (Needs 6 Vigilance)
--
Vote will open in one hour. Sorry I did not post this earlier today, last night kind of sucked.
 
Ah it's nice to see us having enough jedi to get stuff done now perhaps it's time for us to expand and stat patrolling other regions?
 
57 Jedi to spread across 5 regions. Not sure if The Outer Rim and The Colonies requiring only 1 Vigilance means that they're the calmest at the moment, or that the trouble is simply really bad at hiding there.
 
Lets not skimp and take chances. Leave the most secure sectors to padawas with a single master to back them up while flooding the most outlaw sectors full of Jedi masters.

Or we could do a full court press where all of our senior members head to the Expansion region to really bring down the hammer on the outlaw elements there.
 
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[X] Plan Strunkriidiisk
[X] The Core
-[X] Councilor Mira, 1 Jedi Consular, 1 Jedi Sentinel, 1 Jedi Guardian, 4 Padawans
[X] The Mid-Rim
-[X] Councilor Bastila Shan, Consular Atris, 2 Jedi Sentinels, 3 Jedi Guardians, 6 Padawans
[X] The Outer Rim
-[X] Councilor Atton Rand, 3 Jedi Consulars, 3 Jedi Sentinels, 5 Padawans
[X] The Colonies
-[X] Councilor Visas Marr, 4 Jedi Sentinels, 4 Padawans
[X] The Expansion Region
-[X] Grandmaster Bao-Dur, 4 Jedi Guardians, 2 Jedi Consulars, 2 Jedi Sentinels, 6 Padawans
 
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