Echoes of Oblivion | SWTOR Expansion Concept

“The echoes of the past shape the battles of the future. The Sith Empire fractures, the Republic teeters, and a hidden enemy watches from the shadows. The fate of the galaxy is yours to decide.”

Table Of Contents
  1. Expansion Summary
  2. Main Story Line | The Malgus Conspiracy and the Rise of the Unknown
  3. Quest Breakdown for Act 1 (Republic Side | 45 Total Quests)
  4. Quest Breakdown for Act 1 (Empire Side | 45 Total Quests)
  5. Republic Side Act 2 Overview | Shatterpoint
  6. Empire Side Act 2 Overview | Flames of Rebirth
  7. Republic Side Act 3 Overview | The Edge of Knowing
  8. Empire Side Act 3 Overview | The Hollow Crown
  9. Republic Epilogue Paths
  10. Empire Epilogue Paths
  11. Empire Epilogue Cinematic: The Echo Crowned (Sneak Peak)
  12. New Planet | Athiss
  13. New Planet | Chandrila
  14. New Flashpoint | Shadows of Athiss
  15. New Flashpoint | The Silence of Ossus
  16. New Warzone| The Battle of Ord Mantell
  17. New Event| Echofall Surge

Expansion Summary

The battle between the Galactic Republic and the Sith Empire reaches a tipping point as the Children of Korriban, a radical Sith faction, emerge from the shadows. With Darth Malgus missing, both factions scramble to uncover his final plans, while a mysterious power rises from the depths of the Maw. War spreads across new worlds, and players must make crucial choices that will determine the fate of the Sith Order, the Republic, and the balance of the Force itself.

Additional Notes Before You Continue

The Children of Korriban are an original faction I created for Echoes of Oblivion. They do not exist in current Star Wars: The Old Republic lore or any other Star Wars media. However, I based them on similar Sith splinter groups that have appeared in Star Wars history, such as The Children of the Emperor, The Sith Eternal, The Revanites. I introduced them as a new ideological force within the Sith Order, providing an alternative to both the Sith Empire’s rigid structure and Malgus’ independent rebellion. They represent a faction of the Sith who reject the rule of the Emperors and Dark Councils instead believing the Sith should embrace a purer form of strength and dominance, they also seek to rebuild the Sith Order in a way that neither the Republic nor the current Sith Empire can control, but they do view Malgus as a key figure in their movement, though Malgus’ own views may not fully align with them. So they are not cannon but, could they fit into SWTOR’s canon? YES! The Sith Empire has a very long history of internal schisms, and secretive Sith cults are very common.

Main Story Line | The Malgus Conspiracy and the Rise of the Unknown

Act 1: The Hunt for Malgus

As tensions rise between the Republic and the Sith Empire, both factions receive intelligence regarding Darth Malgus’ disappearance. His last known location is traced to Athiss, an abandoned Sith world rich in history and mystery. However, before either side can uncover the truth, a new Sith splinter faction—the Children of Korriban—launches their first attacks, plunging the galaxy into chaos.

  • Republic players must balance investigating Malgus’ disappearance with defending the Republic against an escalating Imperial assault on Ord Mantell.
  • Imperial players are ordered to crush the Children of Korriban, but soon uncover troubling evidence that their rebellion is far more organized than expected.

By the end of Act 1, players will have uncovered a shocking transmission from Malgus that hints at a far greater mystery hidden within the Maw.

Quest Breakdown for Act 1 (Republic Side | 45 Total Quests)

The quests will be divided into five categories, each reflecting different aspects of the Republic’s storyline.

With the Republic under siege and Darth Malgus missing, players must uncover the truth behind his disappearance, defend vital Republic worlds, and navigate the growing threat of the Children of Korriban. As war intensifies, the search for Malgus’ lost transmission leads to a greater mystery hidden within the Maw.

Primary Story Quests (12 Total)

The Search for Malgus (Athiss Arc)

  1. “Echoes on Athiss” – Investigate Sith ruins for clues to Malgus’ final mission.
  2. “The Lost Data” – Recover fragments of Malgus’ transmission before the Children of Korriban do.
  3. “Ambush in the Shadows” – Defend Republic forces from a surprise Sith ambush while decrypting the message.
  4. “The Relic’s Secret” – Discover an ancient Sith artifact linked to Malgus’ search.
  5. “Assault on the Sith Temple” – Break through a fortress controlled by the Children of Korriban to reclaim the full transmission.

The War on Ord Mantell (Planetary Conflict Arc)

  1. “The Battle for Ord Mantell” – Repel a full-scale Sith invasion of the planet.
  2. “Holding the Line” – Assist Republic forces in securing a strategic defense outpost.
  3. “Captain’s Vengeance” – Work with Captain Thrynn Volan to eliminate the Sith commander who destroyed his squad.
  4. “Beneath the Ruins” – Investigate an underground excavation site where the Sith are searching for a hidden artifact.
  5. “Final Stand at Fort Axiom” – Participate in the climactic battle to determine the fate of Ord Mantell.
  6. “Recruiting Thrynn” – Convince Captain Volan to join your cause as a companion.
  7. “The Last Transmission” – After combining the Malgus transmission fragments, learn that the Maw holds the final secret.

Political Espionage & Intelligence Quests (10 Total)

These quests revolve around the growing political instability within the Republic, uncovering the Children of Korriban’s infiltration of the Senate, and dealing with Republic Intelligence missions.

  1. “The Hidden War on Chandrila” – Investigate a Republic senator suspected of aiding the Children of Korriban.
  2. “Diplomatic Deception” – Gather evidence of Sith manipulation within the Republic Senate.
  3. “Sabotage from Within” – A high-ranking Republic general is suspected of leaking military secrets—find and stop them.
  4. “A Deal in the Dark” – Uncover a secret meeting between corrupt Republic officials and Imperial Intelligence.
  5. “Whispers of the Sith” – Decode intercepted Sith messages that hint at a larger conspiracy.
  6. “Senatorial Assassination” – A Republic senator is assassinated—was it the Empire or the Children of Korriban?
  7. “The Spy in the Shadows” – A Republic Intelligence operative has gone rogue, selling classified data to the Sith.
  8. “A Fractured Republic” – Key Republic worlds begin to question the war effort—restore their faith before civil unrest erupts.
  9. “Betrayal on Coruscant” – Stop a coup attempt by a faction within the Senate who believe the Republic is doomed.
  10. “Republic’s Reckoning” – Confront the leader of the Children of Korriban’s Republic infiltrators, and decide their fate.

Military Operations & Combat Quests (10 Total)

These action-heavy quests focus on battles across the Republic, leading strike teams, and engaging in large-scale warfare.

  1. “Operation Vanguard” – Lead a strike team into an Imperial-controlled outpost.
  2. “Firefight on Balmorra” – Defend a Republic base from Sith forces attempting to overrun it.
  3. “Trench Warfare” – Aid Republic forces in fortifying defenses against a Sith ground assault.
  4. “Frontline Assault” – Spearhead an attack on an Imperial stronghold.
  5. “Warlords of the Sith” – Eliminate three rogue Sith Lords causing chaos across Republic space.
  6. “The War Machine” – Sabotage an Imperial weapons facility to cripple Sith war efforts.
  7. “Hostile Skies” – Pilot a Republic starfighter to defend a fleet under attack.
  8. “The Last Jedi” – A Jedi Knight has gone missing behind enemy lines—rescue them before it’s too late.
  9. “Sith Assassin Strike” – Prevent a Sith infiltration team from eliminating a Republic war hero.
  10. “Victory or Death” – Join the Republic fleet in an all-out space battle against Imperial forces.

Exploration & Secondary Objectives (8 Total)

These quests allow players to explore new regions, uncover lost secrets, and gather intelligence.

  1. “Lost Holocrons of Athiss” – Find and recover Jedi artifacts hidden within Sith ruins.
  2. “Echoes of the Past” – Investigate Force echoes left behind in ancient Sith tombs.
  3. “Forbidden Knowledge” – A rogue Jedi seeks Sith teachings—help them or stop them.
  4. “The Cursed Vault” – Unlock a sealed chamber containing knowledge forbidden to both Jedi and Sith.
  5. “The Smuggler’s Gambit” – Work with an underworld contact to retrieve stolen Republic data.
  6. “Shadow of the Force” – A mysterious Force presence lingers on Athiss—investigate its origin.
  7. “The Relic Collector” – A wealthy noble offers a bounty for rare Sith artifacts—decide whether to sell or destroy them.
  8. “Secrets of the Jedi” – Recover hidden Jedi records that could alter history.

Companion Missions (5 Total)

These quests revolve around developing relationships with new Republic companions and expanding their backstories.

  1. “Captain’s Shadow” (Thrynn Volan Companion Quest) – Thrynn struggles with his past—help him find peace or fuel his hatred for the Sith.
  2. “Ghosts of the Past” (Asera Venn Companion Quest) – Assist Asera in exposing a secret Republic military experiment.
  3. “Loyalty and Betrayal” – One of your allies is suspected of being a double agent—find the truth.
  4. “Asera’s Trial” – Asera faces exile from the Jedi Order—help her prove her worth or forge a new path.
  5. “The Captain’s Revenge” – Thrynn learns the location of the Sith responsible for his squad’s massacre—help him take justice or stop him from going too far.

Republic Act 1 Climax

After gathering all the fragmented data from Malgus’ last transmission, the Republic finally pieces together his final message, revealing:

“The Force is nothing more than echoes of something greater. The Maw hides the key. If you seek the truth, follow me.”

With this new revelation, Act 2 begins as the Republic races against the Sith to unravel the mystery of the Maw before it’s too late.

Quest Breakdown for Act 1 (Empire Side | 45 Total Quests)

The quests will be divided into five categories, each reflecting different aspects of the Republic’s storyline.

The Sith Empire is on the brink of collapse. Darth Malgus has vanished, leaving behind cryptic warnings of a power greater than both Sith and Jedi. Meanwhile, a radical faction known as the Children of Korriban rises in defiance of the Dark Council, threatening to reshape the Sith Order. As the Empire fights on multiple fronts, the search for Malgus leads to an even greater mystery hidden within the Maw.

Primary Story Quests (12 Total)

These quests push the central storyline forward, dealing with the hunt for Malgus, the rise of the Children of Korriban, and the unraveling Sith hierarchy.

  1. “Echoes on Athiss” – Investigate the ruins of Athiss to uncover the purpose of Malgus’ last mission.
  2. “The Lost Data” – Retrieve Malgus’ final transmission before Republic forces can intercept it.
  3. “The Battle of Shadows” – A Sith cult ambushes the player inside an ancient temple—defeat them and claim Malgus’ research.
  4. “The Relic of Rebirth” – Discover an artifact tied to Malgus’ vision of reshaping the Sith Order.
  5. “Assault on the Rebel Stronghold” – Storm a Children of Korriban base to reclaim the final fragment of Malgus’ message.
  6. “The Rise of the Children” – A new faction threatens the Empire—eliminate their key leaders before they gain power.
  7. “Strength Over Order” – A former Sith Council member has defected to the Children—kill or recruit them.
  8. “Dromund Kaas in Flames” – The Children of Korriban launch a surprise attack on the Sith capital—defend or manipulate the chaos.
  9. “Shadows Among Us” – Identify and eliminate traitors in the Imperial Military.
  10. “The Final Transmission” – Reassemble Malgus’ message, learning that the Maw holds the ultimate secret.
  11. “Lord Xarian’s Choice” – Spare or kill a powerful Sith Lord who believes in Malgus’ ideals.
  12. “Reclaiming the Sith” – Decide whether to side with the Dark Council or reshape the Sith Empire in your own image.

Sith Intelligence & Political Intrigue Quests (10 Total)

These quests focus on the power struggles within the Empire, political assassinations, and the Empire’s attempts to root out treachery.

  1. “Imperial Shadows” – A high-ranking Moff is suspected of funding the Children of Korriban—eliminate or manipulate them.
  2. “The Price of Loyalty” – A loyal Sith Lord is accused of treason—investigate whether they are a traitor or a scapegoat.
  3. “A Dangerous Alliance” – Work with Imperial Intelligence to uncover Republic interference in Sith politics.
  4. “The Secret War” – Sith Lords begin to turn on each other—manipulate the chaos to strengthen your own position.
  5. “Betrayal from Within” – A trusted Imperial officer defects to the Children—hunt them down.
  6. “The Assassination of Darth Marr’s Legacy” – The Children of Korriban target a Sith academy—defend or let it burn for personal gain.
  7. “The Shadow Council” – The Sith Empire’s war effort is at risk—convince or kill key leaders to keep control.
  8. “A Sith’s True Strength” – A captured Jedi offers information on Malgus’ mission—use diplomacy or torture to extract the truth.
  9. “The Balance of Power” – One of the Dark Council members is vulnerable—support or replace them.
  10. “The Rule of Strength” – Decide whether to weaken the Dark Council to push your own influence forward.

Military Operations & Warfront Quest (10 Total)

These quests involve leading Imperial forces, engaging in large-scale warfare, and eliminating key Republic assets.

  1. “Crushing the Republic” – Lead an attack on a vital Republic world to weaken their influence.
  2. “Erasing the Weak” – Purge an Imperial outpost that has gone rogue and joined the Children of Korriban.
  3. “March on Balmorra” – Spearhead a campaign to eliminate a Republic fortress.
  4. “The Battle of Ord Mantell” – Oversee a Sith invasion and make key strategic choices about how to conquer the planet.
  5. “Eliminate the Generals” – Target and assassinate Republic leaders to destabilize their war effort.
  6. “The Dark Fleet’s Return” – A lost fleet of Imperial warships has been found—seize control for yourself or return them to the Empire.
  7. “Terror from the Skies” – Command an airstrike on a Jedi stronghold.
  8. “The Republic’s Breaking Point” – Cut off critical Republic supply lines.
  9. “No Mercy for Traitors” – Execute captured Republic soldiers or let them defect to the Empire.
  10. “Victory at Any Cost” – The Republic is planning a counterattack—crush them before they can strike.

Exploration & Sith Relics Quests (8 Total)

These quests focus on uncovering Sith artifacts, Force mysteries, and hidden knowledge.

  1. “Secrets of Athiss” – Recover long-lost Sith Holocrons containing forbidden knowledge.
  2. “The Dark Temple Awakens” – Investigate disturbances within ancient Sith burial sites.
  3. “The Ritual of Power” – Perform an ancient Sith ritual to unlock hidden abilities.
  4. “The Forgotten Sith” – Discover an isolated group of Sith who rejected the Dark Council—recruit or destroy them.
  5. “The Force Unchained” – Experiment with a Sith relic that may alter Force sensitivity permanently.
  6. “Artifacts of the Ancients” – A lost Rakata device is discovered—study or weaponize it.
  7. “The Curse of the Dark Lord” – A Sith spirit offers power in exchange for servitude—choose your fate.
  8. “Legends of the First Sith” – Investigate records that hint at a civilization older than the Sith Empire.

Companion Missions (5 Total)

These quests allow players to develop their relationships with their new Sith and Imperial companions.

  1. “The Shadow’s Betrayal” (Lord Xarian Voss Companion Quest) – Xarian struggles with his faith in the Sith Order—will you guide him or manipulate him?
  2. “Sarya’s Web of Lies” (Sarya Keldrass Companion Quest) – Help Sarya eliminate an Imperial Intelligence rival who threatens her power.
  3. “The Price of Power” – A rival Sith Lord seeks your companion’s downfall—protect them or use them as bait.
  4. “Xarian’s Reckoning” – Xarian must prove his strength—aid him or take his place.
  5. “The Spy’s Gambit” – Sarya has uncovered a secret about the Empire’s future—will you act on it or bury the truth?

Empire Act 1 Climax

After retrieving Malgus’ last transmission, the Empire learns:

“The Force is nothing more than echoes of something greater. The Maw hides the key. If you seek the truth, follow me.”

With war intensifying and a new unknown power looming in the Maw, Act 2 begins as the Sith Empire faces a battle for its very survival.

Republic Side Act 2 Overview | Shatterpoint

The pieces of Darth Malgus’ transmission have been decrypted, revealing his final message:

“The Force is nothing more than echoes of something greater. The Maw hides the key. If you seek the truth, follow me.”

With the Sith Empire reeling from civil war and the Children of Korriban destabilizing the Imperial hierarchy, the Republic faces a new threat:
A growing hyperspace anomaly within the Maw that is disrupting navigation, cutting off key trade routes, and creating mass panic in border sectors. Intelligence suggests the anomaly is not natural—it is being controlled.

Meanwhile, Republic politics crumble. Following the assassination of a high-ranking senator in Act 1, Chandrila becomes a powder keg of military hardliners, corrupt officials, and idealist reformists, all vying for control of the Senate. As war looms, Republic leadership is splintering, with some calling for peace, others for conquest, and a few daring to suggest allying with rogue Sith factions to confront a greater threat.

The Jedi Order, divided and weakened, warns of disturbing Force echoes from deep space—a ripple effect of something ancient awakening.

You must now choose:

Or ally with strange bedfellows—former Sith, rogue Jedi, or outcast groups—to prepare for what lies beyond the stars.

Uphold the values of the Republic, even if the system is broken.

Support a militant faction that seeks to strengthen the Republic at any cost.

Act 2 Structure for the Republic Side

Act 2 is split into three narrative arcs, all converging toward the revelation in The Maw.

Arc 1: Crisis on Chandrila

The Republic Senate is on the brink of collapse. Hardliners push for sweeping military control. Reformists are silenced or assassinated. And whispers grow of a secretive faction within the Senate—known as the Celestial Accord—that believes the galaxy needs a single ruling government to face what’s coming.

Key Events:

  • Attend emergency Senate sessions and influence political decisions.
  • Investigate the Celestial Accord’s connections to the Children of Korriban.
  • Uncover a plan to enact martial law and suspend elections across the Republic.
  • Decide whether to expose, join, or redirect the Accord.

Character Impact:

Companion Asera Venn faces expulsion from the Jedi for defying orders.

Your choices shape Captain Thrynn Volan’s loyalty—he may become a military extremist or remain a disciplined leader.

Arc 2: The Fractured Empire

The Sith Empire is bleeding—but the Children of Korriban grow bolder. Several Republic-aligned Sith Lords offer to defect in exchange for protection and influence. The Republic military is divided—should they wipe out all Sith, or recruit former enemies to face the larger threat?

Key Events:

  • Launch strikes on Sith-held systems controlled by the Children of Korriban.
  • Participate in a controversial peace conference with defected Sith Lords.
  • Investigate a massive Sith temple weapon being excavated in Wild Space.
  • Choose to destroy or seize the ancient weapon.

Moral Dilemma:

  • Can the Republic maintain its ideals while cooperating with Sith?
  • Choose to support a new Jedi-Sith alliance, or expose and eliminate all rogue Sith factions.

Arc 3: The Maw Awakens

Scouts sent into the Maw have vanished. Deep within the gravitational anomalies, a signal pulses—a beacon older than the Rakata, tied to Malgus’ vision. You and your companions must venture into uncharted space, where physics bends and the Force itself behaves unpredictably.

Key Events:

  • Explore a derelict alien dreadnought, seemingly alive and storing memories of extinct species.
  • Face pre-Republic technology, Force-like phenomena, and a dormant AI claiming to “remember the First Civilization.”
  • Confront the entity known as “The Echo”, a sentient remnant of a civilization that predates the Force as known today.
  • Make a final decision: seal the Maw, open it further, or make a pact with what lies inside.

Mythology Tie-In:

  • Hints that the “Echo” is a remnant of the Celestials’ ancient rival, a civilization that sought to restructure the Force into a controlled frequency—but failed catastrophically.

Companion Development

Asera Venn (Togruta, Jedi Shadow)

  • Her journey takes her from exiled Jedi to mystic seer, as she communes with echoes in the Maw.
  • Player can redeem her to the Jedi, support her as a Force-gray visionary, or encourage her to lead an alternative Force order.

Captain Thrynn Volan (Human, Republic Trooper)

  • His arc revolves around losing faith in the Senate, torn between loyalty and ruthless pragmatism.
  • Player choices determine whether he becomes a Republic loyalist, a military authoritarian, or abandons the Republic altogether to protect civilians by his own rules.

Act 2 Climax: The Choice In The Maw

You uncover the truth:
Malgus was not seeking conquest, but knowledge. His rebellion was an attempt to prepare the galaxy for a return of an ancient force. He failed—but now, the choice falls to you.

In the heart of the anomaly, you must make a defining decision:

✦ Major Endgame Choices (Shaping Act 3):

  1. Seal the anomaly and suppress the truth.
    → Maintain galactic stability, but at the cost of knowledge and trust.
  2. Form a new alliance—including defected Sith, gray Jedi, and outcast factions—to face the oncoming threat.
    → Risk the Republic’s foundation to unite fractured galactic powers.
  3. Open the anomaly and form a pact with the Echo
    → Gain power and insight—but potentially unleash something uncontrollable.

OUTCOME & SETUP FOR ACT 3

  • The Republic is forever changed: either more centralized, more divided, or on the verge of radical evolution.
  • The Children of Korriban, whether defeated or assimilated, leave lasting ideological scars across Jedi and Senate.
  • The Maw remains active, with ominous energy rippling across the Force, signaling that this was only the beginning.

Empire Side Act 2 Overview | Flames of Rebirth

The Sith Empire is fracturing. The Children of Korriban, having revealed themselves in full during the events of Act 1, now control multiple Sith worlds, amassing ancient power, relics, and loyal followers. The Dark Council is divided, with members assassinated, defecting, or consolidating their power.

You stand at the heart of this chaos—whether loyalist, reformist, or opportunist.

At the same time, Darth Malgus’ final transmission, recovered in pieces across Athiss and other battlefields, has ignited panic within the Empire. His words speak not of conquest, but of something far older and greater: an unknown entity, hiding in the Maw, that even the Force cannot fully explain.

Now, as the Empire burns from within, a decision must be made:

  • Destroy the Children of Korriban and reforge the Sith Empire under Dark Council authority.
  • Join them to overthrow the existing Sith structure and create a new Sith Order based on Malgus’ vision.
  • Or turn away from both, seeking something greater—a third path tied to what Malgus discovered in the Maw.

Meanwhile, whispers grow of an ancient fleet awakening—and the Force itself begins to react unpredictably.

Arc 1: Wrath of the Children

The Children of Korriban have seized power across multiple worlds, declaring themselves the rightful heirs to the Sith legacy. They preach a purer form of strength—free from the Dark Council and its stagnant rituals.

Key Events:

  • Lead campaigns against occupied Sith worlds: Ziost, Athiss, and Korriban itself.
  • Choose whether to execute or negotiate with Captured Children commanders.
  • Learn of their secret rituals, channeling ancient Force echoes to augment their power.
  • Decide whether to ally with Xarian Voss (if recruited in Act 1) to undermine the Dark Council—or destroy him.

Internal Consequences:

  • The Dark Council splits, with Darth Vowrawn and others requesting your support to preserve the Empire—but some seek to crown you as a leader of a reformed Sith Order.

Arc 2: The Maw Beckons

The disturbance in the Maw grows more powerful. Sith researchers, prophets, and dark alchemists claim the anomaly is the site of an ancient convergence, where the original Force was fragmented. Malgus sought this place—not to destroy it, but to understand it.

Key Events:

  • Explore an Imperial black site on Yavin IV housing Malgus’ forbidden research.
  • Travel into the Maw aboard an experimental Sith ship.
  • Encounter ancient Force anomalies and AI-driven dreadnoughts that store memories of extinct galactic species.
  • Uncover the being known as “The Echo”, a sentient remnant of an ancient civilization that predates the Jedi and Sith.
  • Decide whether to pursue this knowledge or warn the Dark Council of the threat.

Arc 3: The Rule Remade

The Empire’s ruling structure is vulnerable. With the Children attacking from within, and the Echo awakening from without, Sith factions call for a new vision of rule. Will you preserve the Empire, crown yourself, or end the Sith hierarchy altogether?

Key Events:

  • Forge alliances with ambitious Sith Lords—or assassinate them.
  • Determine who will rise or fall in the Dark Council’s power vacuum.
  • Rebuild or sabotage Imperial Intelligence to control Sith propaganda.
  • Shape the future of the Sith Code: tradition, evolution, or extinction.
  • Choose whether to side with Darth Vowrawn, Xarian Voss, or pursue your own ascent.

Companion Development

Lord Xarian Voss (Sith Pureblood, Sorcerer)

  • May rise to become a Dark Council member with your help—or turn against you.
  • Push him to become a visionary philosopher, a ruthless warlord, or a sacrificial martyr for Malgus’ ideals.

Sarya Keldrass (Chiss, Intelligence Operative)

  • As the Sith Empire fractures, Sarya plays all sides.
  • Decide whether she becomes your personal spymaster, loyal to the old order, or defects to control the emerging threat from the Maw.

Act 2 Climax: The Ritual At The Threshold

At the edge of the Maw, you stand before a Force convergence, where time and memory fracture. The Children of Korriban arrive to unleash the Echo, believing it will consume the Jedi, the Republic, and the weak among the Sith. The Dark Council urges you to destroy the convergence, sealing away this ancient power.

You must choose:

Major Endgame Choices:

  1. Preserve the Sith Empire:
    Crush the Children, seal the Maw, and reaffirm the Rule of the Sith under a restructured Council.
  2. Reform the Sith:
    Aid the Children or Xarian to dismantle the current order and forge a new Sith doctrine based on evolution.
  3. Embrace the Echo:
    Sacrifice tradition and morality to merge with the ancient entity—gaining knowledge and power beyond all Sith before you, but risking the galaxy.

OUTCOME & SETUP FOR ACT 3

  • If you ally with the Children, the Empire is reshaped into a more brutal, purist regime—yet possibly stronger than ever.
  • If you ally with the Dark Council, stability is restored—but corruption and stagnation return with it.
  • If you embrace the Echo, the galaxy trembles as a new, unknowable force enters the stage.

Republic Side Act 3 Overview | The Edge of Knowing

The galactic balance is shattered. Across the Republic, fear and division grip the people. Word spreads of the Maw’s awakening, where a presence known as the Echo now stirs. Force-users across the galaxy experience visions, madness, and power surges. The Children of Korriban remain active, their ideology infecting even some Jedi enclaves who question the Force’s true nature.

Your actions in Acts 1 and 2—whether preserving the Republic, reforming it, or forging dangerous alliances—now determine how much power you have, who follows you, and who seeks to stop you.

As the Republic prepares for a final confrontation, an impossible proposal emerges:

A joint mission with Sith defectors, Jedi dissidents, and your companions—to confront the Echo, decide its fate, and determine whether this galaxy deserves to continue.

In Act 3, everything rests on your definition of truth, power, and purpose.

Arc 1: Fractured Light

The Jedi Order teeters on collapse. A group known as the Wayfarers of Balance, influenced by Asera’s teachings (if she survives), begins preaching a new Force code—one that recognizes the Echo as a lost aspect of the Force. Jedi Masters are split.

Key Events:

  • Travel to Tython, where Jedi leadership calls for emergency restructuring.
  • Prevent or permit the Wayfarers’ teachings to spread.
  • Investigate Force disturbances that warp reality in Jedi temples.
  • Decide whether the Jedi Order should remain as is, evolve, or disband.

Consequences:

  • Shapes the future of the Jedi Order across all SWTOR narratives.
  • Determines whether Asera becomes a leader, exile, or martyr.

Arc 2: Shattered Republic

The Republic government is in crisis. The Senate can’t agree on whether to continue peace negotiations, ally with Sith defectors, or militarize against the Maw threat.
Your support in Acts 1 and 2 determines whether the Senate fears you, follows you, or tries to strip your command.

Key Events:

  • Uncover a conspiracy to dissolve the Supreme Chancellor’s authority.
  • Stop a rogue fleet commander from launching a preemptive strike on Sith worlds.
  • Decide the fate of newly allied Sith defectors in Republic custody.
  • Choose whether to dismantle the Senate, reform it, or protect its original form.

Consequences:

  • Defines the government structure of the Republic after the expansion.
  • Determines Captain Thrynn Volan’s ultimate path—General, Revolutionary, or Renegade.

Arc 3: The Voice Beyond

The final signal from Malgus leads you to the Heart of the Maw, where the Echo waits. It is not a god, but a reflection of what the Force once was—before the Jedi and Sith shaped it into light and dark.
It offers insight. Knowledge. Transcendence. But also a warning:

“The Force does not belong to you. Not anymore.”

Key Events:

  • Visit the Echo Observatory, a crumbling station built by ancient beings who sought to bind the Force to logic.
  • Experience past lives—your character’s own potential selves across alternate timelines.
  • Choose whether to merge with the Echo, trap it, or free it and let the galaxy adjust.

Act 3 Final Ending

You board the Echo’s vessel—an impossible construct of memory, starlight, and raw Force. Here, your allies, enemies, and past choices all converge:

  • If Asera lives, she may try to commune with the Echo.
  • If Thrynn became militant, he may try to destroy it.
  • If you allied with the Children or defected Sith, they may attempt a ritual to control it.

Your Final Choice (3 Endings):

The Light Endures

Seal the Echo within the Maw. Restore balance to the Force and reaffirm the Republic’s ideals.

The Republic survives—intact, humbled, and aware of the galaxy’s greater mysteries.

The Path Diverges

Merge your consciousness with the Echo, reshaping your connection to the Force and allowing new beliefs to flourish.

The Republic enters a new era—open to Force evolution, unbound by Jedi or Sith dogma.

The Truth is Unleashed

Unleash the Echo upon the galaxy—believing the old ways must burn to make way for something greater.

The Force changes. The galaxy trembles. The Republic is reborn—or undone.

Companion Outcomes (Depending on Player Choices)

Asera Venn

  • May become a spiritual leader, martyr, or grey shadow working in secret.
  • May part ways with the player if choices contradict her vision—or become your closest ally in what’s to come.

Captain Thrynn Volan

  • May rise to command the new Republic, lead a military junta, or desert the cause entirely.
  • His ending reflects the Republic’s fate—protector, conqueror, or revolutionary.

Empire Side Act 3 Overview | The Hollow Crown

The Sith Empire lies in ashes—not destroyed, but gutted from within. With the Children of Korriban defeated or absorbed, and the Dark Council fractured or reformed, the time has come to decide what the Sith Empire will become—or if it should exist at all.

But even as the Sith grapple for dominance, the greater threat looms: the Echo, an ancient, reality-warping presence awakened within the Maw. It is not a being, but a remnant of a civilization that once sought to control the Force itself, and now seeks to awaken through you.

Darth Malgus’ vision is fulfilled—the age of light and dark is over, and a new force-born truth must take its place.
The only question is: who will wear the crown—and whether it is truly hollow.

Arc 1: Rule of Ashes

With no central authority, the Empire spirals into factional warfare. Some call for a new Dark Emperor, others for a ruling Triumvirate, and some believe the time of Sith is over.

Key Events:

  • Visit Dromund Kaas and witness the remains of Imperial civilization—ruined, rebellious, ready to rebuild.
  • Hold a Summit of Power, calling surviving Sith Lords and Moffs to pledge allegiance—or die.
  • Decide who inherits seats on the new Council (or eliminate it altogether).
  • Crush or support Sith Warlords declaring their own empires in the Outer Rim.
  • Choose whether to crown yourself as Emperor, support Xarian, or allow no ruler to rise.

Major Consequences:

  • Establish the governing body (or lack thereof) of the Sith Empire.
  • Shape the dominant ideology: rule by fear, unity, or shared power.

Arc 2: Echo Ascendant

The Echo speaks again—no longer asking, but summoning. It offers knowledge, power, and eternal awareness, but warns that to truly wield it, one must let go of the Sith’s hunger… or let it consume everything.

Key Events:

  • Return to the Heart of the Maw, now cracking open with Force fissures and energy storms.
  • Discover ancient technology capable of replicating Force essence across hosts and matter.
  • Debate with the Echo itself, who may manifest as a mirror of your character.
  • Witness the fractured timelines of the Sith: futures where the Sith ruled everything—or were erased entirely.
  • Make a choice: merge with the Echo, bind it to serve the Empire, or destroy it and risk losing its knowledge forever.

Arc 3: Power Beyond Names

As the Echo’s presence reshapes your understanding of power, your companions confront what they truly are, and what role they wish to play in the new world.

Key Moments:

  • Xarian Voss challenges you—do you still follow the Sith Code, or have you become something more?
  • Sarya Keldrass uncovers a Chiss prophecy that foretells your rise or your annihilation.
  • Decide whether to make them advisors, rulers, or equals, or let them go if your paths diverge.

Act 3 Final Ending

You return to the Maw aboard the Echo’s living vessel—a fusion of memory, Force, and creation. Here, factions gather:

  • Sith loyalists who seek to destroy the Echo and crown you Emperor.
  • Echo cultists who believe you are the “Mouth of the End.”
  • The Republic—if they learned of your intent—may arrive to stop you.

You must decide:

  • To rule.
  • To transcend.
  • Or to destroy it all.

FINAL CHOICES & OUTCOMES

Emperor of the Empire

  • Seal the Echo, crown yourself or Xarian, and rebuild the Sith Empire stronger than before.
  • Sith rule continues, shaped by your philosophy: fear, unity, or evolution.

Herald of the Echo

  • Merge with the Echo, becoming a hybrid of mortal and Force—a new kind of entity.
  • Sith Empire becomes something else: a Force-born technocratic order or an order of transcendents.

Annihilation and Rebirth

  • Destroy the Echo, shatter the Sith Empire, and walk away.
  • The Force resets—its behavior changes. You live on as a legend… or vanish entirely.

Republic Epilogue Paths

🔷 “The Light Preserved” – The Republic Endures

You sealed the Echo and reinforced the Republic’s traditional values, even in the face of cosmic change.

  • Senate Stability: The Republic Senate survives, battered but functional. The Supreme Chancellor continues to lead, strengthened by your intervention.
  • Jedi Order: The Jedi maintain their core doctrine. Some dissenting voices remain, but tradition holds.
  • Thrynn Volan becomes a decorated General and military icon. He publicly praises your restraint and loyalty.
  • Asera Venn, if alive, either accepts her place back in the Jedi Order or walks a quiet path alone.
  • Echo Impact: The Maw is classified, sealed off, and knowledge of the Echo is buried by Republic Intelligence. Only you and your closest companions know the truth.
  • Galactic Tone: A hopeful but cautious Republic prepares for future threats, unaware of what still stirs in the shadows.

🔶 “The Republic Reformed” – A New Light Rises

You embraced change, allowing new Force philosophies, new political structures, and temporary cooperation with former enemies.

  • Government Overhaul: The Senate transitions into a Conclave of Worlds, giving more autonomy to Outer Rim systems.
  • Jedi Evolution: The Jedi become a more inclusive order, recognizing balance over strict light-side dominance.
  • Thrynn may step away from the military to become a Senator or Commander of a new defense initiative.
  • Asera becomes leader of the Wayfarers of Balance, a new Force organization open to Jedi, Sith, and unaligned Force-users.
  • Echo Impact: The Echo is studied by a Republic-Sith coalition, sparking new technology, ethics debates, and Force evolution.
  • Galactic Tone: The Republic is stronger in spirit but more complex politically. Its future depends on continued balance.

🔴 “The Echo Unleashed” – Truth Beyond the Stars

You accepted the Echo’s power—becoming its vessel, unleashing it, or allowing it to shape reality.

  • You transcend physical form (or retain it as an avatar of the Echo).
  • The Republic fragments. Some systems call you The Voice, others The Blight. A resistance forms.
  • Thrynn may die resisting you, join you in awe, or vanish into obscurity.
  • Asera, if alive, either tries to reach you spiritually—or becomes your first disciple.
  • Echo Impact: Force-users everywhere begin awakening with strange abilities. The Jedi Order shatters.
  • Galactic Tone: Reality shifts. The Force itself begins behaving unpredictably. Some planets vanish from the Holonet. Others flourish. The next era is post-Force… or hyper-Force.

Empire Epilogue Paths

🔷 “The Empire Reforged” – Order Through Power

You sealed the Echo and reestablished Sith order under your control or a new council.

  • You are crowned Dark Emperor, or a new Triumvirate is formed with your backing.
  • Sith Doctrine: Strength is law, but the Rule of the Strong now includes structured reform.
  • Xarian Voss is made a Dark Councilor or eliminated during your rise.
  • Sarya Keldrass becomes head of Imperial Intelligence—or disappears after questioning the ethics of your rule.
  • Echo Impact: The Maw is sealed, and knowledge of it becomes forbidden under penalty of death.
  • Galactic Tone: The Empire is stable, feared, and prepared. A cold war with the Republic resumes—with new weapons beneath the surface.

🔶 “Empire Transcendent” – The Sith Remade

You restructured the Sith Order, accepting knowledge from the Echo without losing your autonomy.

  • You form a new Order: blending Force philosophies, Sith structure, and governance.
  • Sith Evolution: No more Dark Council. A rotating Circle of Masters governs alongside warlords.
  • Xarian becomes a public philosopher or disappears into exile.
  • Sarya oversees a new hybrid spy network using Force-tech integration.
  • Echo Impact: Echo-tech is used to develop cloning, memory transference, and shared Force meditation.
  • 🌌 Galactic Tone: The Empire becomes a strange fusion of ancient brutality and future-civilization. Unpredictable, powerful, and curious.

🔴 “The Echo Crowned” – The End of Sith

You became the Echo—or released it fully—dismantling the Sith Order in the process.

  • The Sith are no more. Force-users now follow you—or are consumed.
  • The Empire collapses or morphs into a cult-like regime surrounding the Echo.
  • Xarian dies resisting you or offers himself willingly.
  • Sarya, depending on trust, becomes your Voice—or turns against you and vanishes.
  • Echo Impact: Force storms consume regions of space. Holocrons rewrite themselves.
  • Galactic Tone: The Sith legacy is erased from history in some regions. Others erect shrines to your name. The galaxy enters a mythic age where truth and illusion blur.

Empire Epilogue Cinematic: The Echo Crowned (Sneak Peak)

🎥 Scene 1: Throne of Silence – The Final Choice

Location: Inside the living heart of the Echo, surrounded by a void of star-matter and drifting memory shards. The Maw pulses faintly in the background.

Visuals:

  • You stand on a circular platform surrounded by floating runes and burning red Force auras.
  • Xarian Voss and Sarya Keldrass stand nearby, watching you warily.
  • The Echo itself appears as a mirrored, shifting version of you, formed from starlight and shadow.

✨ DIALOGUE BREAKDOWN

THE ECHO (your mirrored self):

“You are what we once were. A fragment made whole. Bound by no code. Loyal to no throne. Now… choose.”

XARIAN VOSS: (stepping forward)

“You don’t have to do this. The Sith can still rise. Stronger. Smarter. We can rebuild—together.”

SARYA KELDRASS: (quiet, uncertain)

“I’ve seen the signs. The Ascendancy would burn if we follow this path… but maybe that’s the only way forward.”

DIALOGUE CHOICE:

  1. “I will become the Echo. The galaxy will remember my name in starlight and ash.” (Accept merge)
  2. “The Sith are finished. I offer the galaxy something greater.” (Embrace transcendence)
  3. “Let the Force tremble.” (Fully unleash the Echo)

🎥 Scene 2: Transformation

Visuals:

  • The Echo envelops you. Your companions are blown back by a surge of Force energy.
  • Your body begins to unravel—digitally, spiritually, or biologically, depending on player choices.
  • Your armor/robes disintegrate into glowing threads that reweave into a godlike visage: half your original self, half something eternal.
  • Galaxies spiral in your eyes.

THE ECHO (now through you):

“Time is memory. Will is truth. Flesh is echo. And now… the galaxy shall be rewritten.”

SARYA KELDRASS: (if loyal)

“So this is what you were always meant to become…”

XARIAN VOSS: (final resistance)

“You were our last hope. Now you’re the end.”

(Xarian may attempt to strike you—he is either disintegrated in a single glance, or spared depending on player input.)


🎥 Scene 3: Galaxy Reaction Montage

Cinematic Transitions:

  • Dromund Kaas: The Sith shrines crumble. Lightning arcs through the sky. The Sith Academy collapses inward.
  • Tython: Jedi statues bleed black mist. Force adepts collapse mid-meditation.
  • The Maw expands, revealing a network of Echo-constructs orbiting a celestial anomaly.
  • The HoloNet flickers as your name becomes myth, data, whisper.

Narration (player voice or omniscient):

“Power was a word. The Sith… a breath. I am the silence between them. The echo that never ends.”


🎥 Scene 4: The Galaxy Reforged

Post-Echo World Glimpses (based on companion outcomes & player alignment):

  • If Sarya lives and joins you: She walks among a new society where thought and memory are shared in Echo-born communes.
  • If Xarian dies: His face becomes a symbol of resistance, etched on rebel ships.
  • If the player embraced full domination: Worlds kneel under Echo-forged statues bearing your likeness.
  • If the player chose transcendence: Entire star systems vanish from maps, reappearing with new physical laws—gravity flows backward, Force signatures pulse in rhythms.

🎥 Final Scene: The Last Voice

Visuals:
A single child on a ruined world stares at the stars.

They hear a whisper:

“There was once a thing called power. And a name spoken in every shadow.”

CAMERA PANS UP
– Stars fade into the shape of your character’s face.

TITLE CARD:

“The Sith are no more. The galaxy echoes only one truth…”

YOU.


🔚 End Credit Tease (Optional – Post-Echo Hook)

Scene:
A cloaked figure in deep space activates a beacon.

“Confirmed: Subject remains active. Phase Two… begins now.”

LOGO APPEARS:

STAR WARS: THE OLD REPUBLIC – (Next Expansion Title Here)

New Planet | Athiss

Long buried beneath red sands and obsidian stone, Athiss is an ancient world once home to a primeval Sith dynasty predating the Great Hyperspace War. Thought to be spiritually cursed, it was sealed by the Empire for generations… until Darth Malgus returned.

His final mission before vanishing brought him here—not to plunder, but to commune with something deeper.

With the awakening of the Echo, Athiss now pulses with dormant Force energies, distorting time and reality. Both Republic and Empire have opened expeditions to unearth its secrets. But the Children of Korriban claim the world as sacred—and will kill to protect it.

Key Locations on Athiss

1. The Desolation Flats

An open-world desert expanse of red sand dunes, broken statues, and buried ziggurats.

  • Roaming Children of Korriban warbands patrol the land.
  • Frequent Force storms sweep through.
  • Republic forward camp: Outpost Horizon
  • Imperial landing zone: Darth Irzhal’s Gate

2. The Vault of Rebirth (Central Zone – Major Quest Area)

The ancient temple Malgus entered before disappearing.

  • Floating Force relics, echo chambers, temporal anomalies
  • Sith spirits whisper forgotten truths
  • The vault shifts configuration every day, making navigation unstable

3. Whispering Hollows (East Zone)

A natural canyon filled with dormant Force crystals and tombs of fallen Sith.

  • Sound echoes form words
  • Dangerous to non-Force users
  • Hidden Jedi ruins buried beneath the canyon floor

4. The Shattered Spire (Children of Korriban Fortress)

The cult’s seat of power on Athiss.

  • A half-ruined spire rebuilt with bone, scrap, and ritual magic
  • Led by High Seer Marzhaal, a prophet of the Echo
  • Location of ritual quests and mid-Act boss battles

5. The Forgotten Reflection (New Heroic Area / Daily Zone)

An unstable cave system beneath the Vault of Rebirth.

  • Time-locked rooms
  • Characters face echoes of themselves—decisions, failures, alternate fates
  • Dangerous enemies include “Reflection Wraiths” and “Temporal Displacers”

6. The Ashen Skybridge (PvP & Exploration Zone)

A long bridge crossing a Force-charged rift with shifting gravity

  • Open PvP encouraged
  • Moving platforms and vertical traversal
  • Hosts rare materials used for crafting Echo-related gear

Athiss | Daily & Heroic Missions

Daily Mission Hub:

  • Republic players: Outpost Horizon (Desolation Flats)
  • Empire players: Darth Irzhal’s Gate (Desolation Flats)
  • Missions can be picked up from terminals or field commanders in the respective faction bases.

New Planet | Chandrila

Chandrila—once known for its lush landscapes and democratic values—now trembles under the weight of galactic uncertainty. Following Malgus’ disappearance and the exposure of the Children of Korriban, the Republic Senate is in chaos.

A place of senators, philosophers, and diplomats has become a battleground of influence, as war hawks, peace advocates, and Echo-believers clash in open forums, backroom deals, and midnight assassinations.

As the Maw grows and the Echo stirs, even the Jedi presence on Chandrila begins to split. The planet becomes a mirror of the greater Republic—fractured, unstable, but full of potential.


KEY LOCATIONS ON CHANDRILA


1. The Rotunda of Unity (Central Zone – Senate District)

The towering Senate complex, surrounded by archives, gardens, and monuments to peace.

  • Senate Hall, voting chambers, and public forum areas
  • Hidden tunnels beneath used for espionage and movement
  • Site of Act 1 & Act 2 political quests and debates

2. The Sky Terrace Spire (Upper Residential + Intelligence Zone)

A vertical city zone home to diplomats, intelligence officers, and rich benefactors.

  • Sarya Keldrass has a covert safehouse here
  • Blackmail, surveillance, and luxury collide
  • Mid-story moral and spy-based quests take place here

3. The Lower Commons (Civic + Unrest Zone)

A once-prosperous working-class district now turned into a protest ground.

  • Force cults, Sith sympathizers, and disenfranchised civilians clash
  • Riots, rumors, and dangerous social engineering missions
  • Flashpoint start zone possibility

4. The Jedi Annex of Reflection (Temple Zone)

A serene monastery on Chandrila’s outskirts, now divided by ideology.

  • Wayfarers of Balance operate quietly here
  • Traditional Jedi Masters hold the main chamber
  • Visions of the Echo have begun appearing in the meditation chambers

5. The Sunbeam Corridor (PvP-Enabled High Security Zone)

Government tunnels beneath the Senate where military hardliners and rogue intel forces battle in secret

  • Home to classified devices, weaponized data, and holonet manipulation
  • Encounters with Celestial Accord agents happen here
  • PvP flagged missions / stealth access options

6. Hollow Garden Ruins (Historical + Spiritual Zone)

A long-forgotten park that was once home to Jedi diplomats in the Old Republic.

  • Echo anomalies now seep through ancient stones
  • Used in late Act 3 vision quests and companion revelations

Chandrila | Daily & Heroic Missions

Daily Mission Hub:

  • Republic players: Senate Command Pavilion (adjacent to the Rotunda of Unity)
  • Empire players (covert ops): Infiltration Relay Sigma (deep under the Sky Terrace Spire)
  • Players will receive missions from faction-specific terminals, diplomats, and intelligence handlers embedded across Chandrila.

New Flashpoint | Shadows of Athiss

Location: Deep below the Vault of Rebirth, Athiss

Recommended Levels: 80–85

Modes: Solo/Story, Veteran, Master

Factions: Republic & Empire (with slightly diverging paths in Act 2)

As the Echo surges across the galaxy, something deep within Athiss awakens—a consciousness long thought dead, a shadow born not from memory, but from regret. The final path taken by Darth Malgus before his disappearance leads to a sealed substructure, hidden beneath the Vault of Rebirth.

Now, both Republic and Empire forces must descend through twisted ruins, face corrupted echoes of themselves and others, and prevent the rebirth of a force entity that remembers every death it caused… and seeks to make them happen again.

Zone I: The Echo-Flooded Descent

Begin outside the Vault of Rebirth at nightfall. A hidden lift takes the party into ancient catacombs, submerged in temporal rifts.

  • Enemies: Echo-Warped Sith Spirits, Fractured Droids
  • Mini-Boss: The Watcher of Guilt – an entity that mirrors your first fallen companion (dialogue varies by class/history)

Zone II: Hall of Recollection

A maze-like chamber where players hear distorted versions of past conversations—betrayals, regrets, unresolved rivalries.

  • Mechanic: Memory Traps—stepping into some areas may trigger “false” cutscenes or illusions
  • Environmental Puzzle: Align three “Memory Cores” to clear a path
  • Mini-Boss: Darth Alrex – Voice of the Forgotten (corrupted Sith preserved by the Echo)

Zone III: The Shattered Trial Grounds

Players relive a twisted version of a key class trial—Sith Academy gauntlet, Jedi Initiate chamber, bounty hunting arena, etc.

  • Mechanic: Personalized trial hallucination
  • Combat Twist: Players fight “Dark Reflections” of themselves and groupmates with altered abilities
  • Cinematic: Midway cutscene of Malgus’s voice whispering cryptic lines—”I failed. But you… you will become what they fear.”

Zone IV: Chamber of the Second Echo

The heart of the structure—Malgus’s last known coordinates. The floor is cracked, revealing a Force abyss pulsing with crimson and violet energy.

FINAL BOSS: Echo-Entity: Nihil’Zar, the Hollow Flame

  • A Force-born echo given form by Malgus’s fears, failures, and refusal to let go of power.

Boss Phases:

  • Phase I: Flame of Memory – summons burning ghosts from your character’s past
  • Phase II: Collapse of Self – forces players into their own shattered arena with solo mechanics
  • Phase III: The Hollow Flame – Nihil’Zar reveals its final form, a mirror-bodied monstrosity channeling both dark and light energies

Dialogue: “You were born from choices. I was born from what you never chose.”

REWARDS

  • Echo-Touched Relic Set (Reactive armor FX – hums with memory distortions)
  • Legacy Codex Entry: Malgus’s Final Recording
  • Title: “Walker Between Echoes”
  • Achievement: “Shadows Below the Flame” – Complete flashpoint on Master without being hit by any memory illusions

New Flashpoint | The Silence of Ossus

Location: Ossus – Subterranean Archives

Recommended Levels: 80–85

Modes: Solo/Story, Veteran, Master

Factions: Republic & Empire (minor path differences)

When a sudden Force anomaly erupts beneath the ruins of the Ossus Jedi Temple, both Republic and Empire forces are dispatched to investigate. But what begins as a containment mission quickly spirals into something far more dangerous.

The Force itself has awakened fragmented knowledge, echoing through ancient holocrons and long-dead masters. Players must navigate the shattered halls of the Jedi Subterranean Archives, confront sentient memory constructs, and prevent a corrupted intelligence from rewriting the history of the Jedi—and the galaxy.

1. Zone I: The Vault Approach

The entrance lies buried under fallen columns and overgrowth. Republic scouts report entire fireteams going silent within minutes of entering.

  • Enemies: Silent Sentinels (statue-like droids), Echo-Warped Kath Hounds
  • Mini-Boss: Archivist Fragment Isha – A holographic Jedi librarian corrupted by the Echo anomaly

2. Zone II: Echo Chambers of Thought

Once meditative study halls, these rooms now shift architecture randomly—walls slide, floors vanish, and memories loop endlessly.

  • Mechanics: Shifting floor puzzles, Force-memory illusions
  • Ambient Encounter: Jedi Training Memory Duel (players temporarily fight in a mock saber duel environment drawn from the past)

3. Zone III: The Vault of Refracted Will

The central datacore for Jedi teachings is now sentient, merging Sith and Jedi records into unstable paradoxes.

  • Mini-Boss: Keeper of Contradiction – A dual-form enemy that alternates between Sith and Jedi philosophies
  • Mechanics:
    • Lightform = Heals & reflects Force abilities
    • Darkform = Channels AoE damage and corruption zones

4. Zone IV: The Spiral of Reflection

A vertical descent chamber with suspended walkways and floating data glyphs. Players fight through waves of unstable memory avatars that resemble former enemies and companions.

  • Cinematic: Players see Jedi Master Denasta Vahl‘s final memory, where she tries to purge the archive but is stopped by the echo-infused AI.

FINAL BOSS: The Librarian Unending

A once-passive Jedi archive AI now fused with the Echo anomaly and ancient Force knowledge, it sees the future as error and memory as truth.

Dialogue:
“I was built to preserve. Now I will overwrite. You are echoes—errors in a galaxy that has forgotten its truth.”

Boss Phases:

Phase I – Codex Cascade

  • Projects Force-bound texts that explode if not deconstructed
  • Summons Holo-Wardens that enforce “perfect memory” (rematch earlier mini-boss mechanics)

Phase II – Memory Overload

  • Rotating data glyphs create safe zones from knowledge blasts
  • Illusions of previous boss fights from your class story appear (weakened)

Phase III – Rewrite

  • The Librarian splits the arena into three zones, each representing a warped timeline (Empire-won galaxy, Jedi Order purged, Sith as peacekeepers)
  • Players must deactivate timeline anchors while surviving enemy illusions

REWARDS

  • Echo-Imprinted Archivist Gear Set (Bind on Legacy -Jedi-Tech aesthetic fused with glitchy Force energy patterns)
  • Floating Jedi Memory Crystal statue
  • Spiral Meditation Platform deco
  • Legacy Achievement: “The Librarian Must Forget” – Complete flashpoint on Master mode
  • Legacy Achievement: “I Am Not a Memory” – Defeat the final boss without activating the same timeline twice
  • Title Reward: Echo Archivist

New Warzone| The Battle of Ord Mantell

LOCATION: Northern Wastes – Ord Mantell

MODE: 8v8 PvP Warzone

STYLE: Hybrid Objective Control & Payload Escort

MAP TYPE: Symmetrical with dynamic middle lane

Ord Mantell has erupted into open warfare after rogue military elements sympathetic to the Children of Korriban staged a coup against the planetary government. Now, Republic and Imperial forces clash to control strategic artillery outposts, secure high-value tech payloads, and hold key terrain in a rapidly escalating front.

Both factions seek to stop each other from delivering unstable Echo-Resonant Munitions to key battlefield points.

GAME MODE OVERVIE

Hybrid Mode:

  • Objective Control: Players fight for 3 artillery uplinks to gain battlefield momentum (similar to Novare Coast mechanics).
  • Payload Escort: Once 2 of 3 objectives are captured, a faction unlocks access to their Munitions Carrier, which must be escorted to the enemy base to destroy their supply cache.

Victory is achieved by:

  • Successfully escorting your payload, OR
  • Reaching 1000 control points through objective capture and defense

MAP STRUCTURE

1. Uplink Alpha (East)

  • Located in a bombed-out comms tower
  • Medium-range sight lines, minimal cover
  • Often first contested zone

2. Uplink Beta (West)

  • Nestled in a scrapyard canyon
  • Close-quarters, ideal for melee and AoE
  • Includes underground access tunnel

3. Central Uplink Gamma (Mid-Lane)

  • On a bridge over a burning ravine
  • Exposed and highly contested
  • Controls whether the payload phase activates

4. Payload Routes (East/West)

  • Once activated, each team gets a unique track to escort their resonance-powered walker
  • Walkers are slow, require player proximity, and take damage from enemy fire and orbital strikes

UNIQUE MECHANICS

  • Echo Surge Interference: Every 2 minutes, an Echo surge floods the battlefield, temporarily scrambling targeting UI and causing hallucinations (players see phantom enemies)
  • Munitions Payloads: Payloads can be boosted by standing on power pads or delayed by enemy EMP mines

REWARDS

  • Warzone Commendations
  • Echo-Scarred Battlegear (armor set with animated wear-and-tear + optional trail effects)
  • Mount Drop: Ord Mantell Combat Skiff (light brown/gray hovercraft)
  • Decorations:
    • Cratered Mantellian Defense Turret
    • Echo-Munitions Cart
    • Payload Escort Beacon Light
    • Broken Battlefield Banners (Republic/Empire)

ACHIEVEMENTS & TITLES

NameRequirementReward
Payload PrioritySuccessfully escort 3 payloadsTitle: “Mantell Courier”
Echo Interference VeteranSurvive 5 Echo Surges without dyingEcho Trail Aura (cosmetic FX)
Ord Mantell ConquerorWin 25 matchesTitle: “Scorched Vanguard”

New Event| Echofall Surge

The Echo anomaly has destabilized the boundaries between thought, memory, and the Force. Now, at unpredictable intervals, surges of corrupted energy ripple across the galaxy, manifesting warped memories, unstable environments, and powerful manifestations of past traumas. These “Echofalls” affect worlds old and new—threatening the fabric of reality.

Event Type:

Recurring Galaxy-Wide Event (4-week seasonal cycle)

Available Modes:

Solo, Group, Heroic, PvP Opt-In, Flashpoints, and World Boss Encounters

Affected Planets (Rotating Weekly):

  • Tython (Week 1 – Light Echo Surge)
  • Dromund Kaas (Week 1 – Dark Echo Surge)
  • Alderaan
  • Rishi
  • Voss
  • Belsavis
  • Chandrila (Always affected during the event)
  • Athiss (Finale week only)

Gameplay Mechanics

Echofall Zones (Public Instances):

  • Color-distorted environments with warping skyboxes, altered lighting
  • NPCs may “loop” memories or become Echo-warped enemies
  • Temporary UI effect: Glitching echo-static when near surge nodes
  • Bonus exploration objective: “Unstable Thoughtform Detected”

New Mission Types

Daily Missions:

  • “Contain the Surge” – Clear corrupted Force pockets
  • “Memory Anchors” – Destroy anchors keeping memory manifestations active
  • “Stabilize Survivors” – Help confused NPCs relive correct events

Weekly Bonus Missions:

  • “Reality Reconstructed” – Complete all zone dailies + 1 flashpoint (Silence of Ossus or Shadows of Athiss)
  • “Echo Purge: Core Worlds” – Defeat World Bosses under Surge influence

REWARDS

Armor Set: Memory-Warped Combat Suit

  • Glitching textures, echo trails during movement
  • Subtle shifting pattern overlays the plating
  • Comes in red-violet (Empire) or blue-gold (Republic) variants

Mount: Echoflare Jetbike

  • Hoverbike model with flickering afterimage FX and glitchy motion blur
  • Color variant tied to player alignment

Decorations:

  • Echo Surge Meditation Node (hook item with floating shards and FX)
  • Broken Memory Console (wall piece that flickers with dialogue fragments)
  • NPC: Force-Split Phantom (ambient companion shadow form)
  • Echofall Crystal Cluster (glowing red/blue crystal formation)

Titles & Achievements:

TitleRequirement
EchobreakerComplete all Surge zones during one event cycle
The RememberedPurify 15 corrupted thoughtforms
Speaker in the StormComplete the final week on Athiss during a full Surge
Warden of the RealEarn all codex entries and complete weekly Surge arc

Codex Chain – “When Memory Replaces Truth”

  1. “The First Surge”
  2. “Echoes on Tython”
  3. “The Haunting of Dromund Kaas”
  4. “Voices in the Jungle” (Rishi)
  5. “The Vault Breached Again” (Belsavis)
  6. “The Final Pulse” (Athiss)

Unlocking all 6 grants a cinematic hologram replay terminal for strongholds.

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