Expansions Intro

New Planets and Zones

New Gameplay

New Player Races

MeciniaLau's Collected Expansion Ideas


Madness of Arkania by MeciniaLau
Return to Mecinia Index

Long before the Galactic Civil War, before the Clone Wars there were others Empires and forces of darkness throughout the galaxy. In the time of Sith Empire, before the time of First Great Hyperspace War, Arkania was a part of the Sith Empire.

Impressed with the Arkanians the Sith Empire chose Arkania for one of its foremost libraries upon the world, Veeshas Tuwan. Though the library was believed to be destroyed in its entirety during the Great Hyperspace War, there might yet remain portions of the library which survived that great destruction wrought by the Jedi Knights.

During the time of the Old Republic before the rise of the New Order Arkania held a similar awe to the Jedi as once it held with the Sith. One of the foremost Jedi Academies was placed upon Arkania. Here the most conscientious of Arkania’s citizens were allies of the Jedi. The academy now lies in ruins, destroyed in the early days of the Empire. Yet it might remain that some portion of the academy remains, that perhaps the Jedi can rise again.

New Races


Arkanian:
A robust near-human species that are primarily distinguished from baseline humans by their white, seemingly pupiless eyes and their four fingered clawed hands. Males tend to be more heavily muscled than females.

Arkanians to a point are arrogant, beyond that of even the most dedicated Imperial Officer. They believe themselves to be at the pinnacle of evolution, a belief that has sustained them throughout their history.

They are accomplished cyberneticist, bio engineers, and droid engineers. They are perhaps one of the most scientifically minded races in existence. They have been credited with the transformation of the Yaka into a species of cyborgs, and the splitting of the Xexto race into two very different species. Arkanian projects make even projects like the Death Star seem pale as they span generations and often result in the total reshaping of planets and species.

Game Modifications: +15 Medical Experimentation. +3 Unarmed Damage. Safe Environment: Extreme Cold.


Quermian:
A gangly race of invertebrates hailing from the Outer Rim world of Quermia. They have four arms, two clawed feat, and a small body. The hands of one set of arms contain the species olfactory gland, while a Quermian's head sways almost hypnotically to and fro at the end of a long neck. Their small eyes are set deep above a lipless mouth that seems permenently set in a bemused smile. The Quermian brain is split between the head and chest cavatiy. Skin color ranges from ashen white to dark gray. Adults of the species stand between 1.6 and 2.3 meters in height, with no difference in size between males and females.

The Quermians are an offshoot of the Xexto species from Troiken. Almost seventeen thousand years ago, their primitive forebears were moved to the Quermia system by rogue Arkanian scientists. They were then genetically manipulated and allowed to evolve further.

A race long associated with the Jedi, the Quermians found themselves the target of the New Order. Many of their members were forced from their longtime positions as teachers and philosophers. Many of their number were killed by mob violence from the efforts of COMPNOR. They were forced to retreat to their homeworld.

In Game Statistics: +5 Force Regeneration. -200 Health, +100 Mind +50 Mind Regeneration.

New Planets

Arkania: A frigid inhosbitible world located in the Perave system of the Colonies region Arkania poses the environmental hazard extreme cold. Arkania is most widely noted for it rich gem mines and elaborately constructed trade cities.

POI:
Ruins of  Veeshas Tuwan:

Not far from the library one would find Lord Tremayne haven come to Arkania to investigate the rumor and see if he might find something of use to the Emperor.

The ruins of the Sith Library is largely forgotten by the general populace of Arkania. Perhaps that’s a good thing. There is indeed a portion of the library which remained intact, deep beneath the ruins, however access to it is restricted. Any force sensitive will instantly feel the presence of the Dark Side here. Several Sith alchemically created creatures stand at the ready to defend this old facility. They will be awakened by any force user that comes near ( and the door only opens for a force sensitive soul). They would be difficult creatures to defeat, being highly resistant to lightsabers and other energy weapons.

At the heart of the complex is a Sith Sarcophogas. Here a dark sider can contemplate the force and receive instruction from the ancient Sith spirit whose body lies inside the sarcophogous. However his instruction is not without cost.

An Armorer who is Force Sensitive can learn the secret of Cortosis Weave Armor from the Sith spirit. They have to complete a series of quests for it.

Ruins of Jedi Academy

In the days after the declaration that all Jedi were enemies of the Republic, the Emperor declared the First Galactic Empire. This was done in the wake of the destruction of the Jedi Council and the death of many masters. Lord Darth Vader led the armies of the Empire to the Academy on Arkania. Here as he had done at the Jedi Temple on Coruscant Vader destroyed the Jedi, including the young, and the old. There was no mercy.

The place is strewn with the bodies of the Jedi who died here, both younglings and even a couple of masters. Some killed by overwhelming firepower, others by the blade of Darth Vader. On another world they would have decomposed but in the frigid environs of Arkania they have been preserved a testament to the evil of the Empire.

Though they are dead there are treasures here to be found that were missed by Lord Vader in his anger, and by the Emperor’s troops. However there is also a danger. The Emperor knew that other Jedi might survive and attempt to come here thus he has deployed Camouflage Droids to eradicate any that would dare.

A Blue Glowie ( a Jedi Spirit ) can guide a lightside user to certain quests. Rewards might be a Jedi Holocron, a special lightsaber gem, or a force focus.

Research Facility of Grand Admiral Zaarin:

Nestled in the Mountains of Arkania is the research facility of Grand Admiral Zaarin. Currently the facility is working on a new version of the TIE, dubbed the TIE/df or TIE Defender.

Imperial Shipwrights can undergo a series of quest where they help in the development of this the most feared of all Imperial Starfighters. Once they complete the quests they gain a limited use schematic ( 3 uses ) for the TIE Defender. They can return at a later time and purchase with experience additional schematics as they need them ( these later ones are only 1 use, and cost not only shipwright experience but also faction ( 100k shipwright xp and probably 10k Imperial Faction) as the Empire wishes to keep a tight control on these fighters.

Arkanian Academy of Medicine:

The academy of medicine on Arkania is one of the foremost in the galaxy. It is here that a BE can uncover the secret ingredients for use in their projects ( though such is not without a cost, costing medicine crafting xp of 100k for a 3 use secret ingredient. )

A person interested can learn Cybernetics at the school too. ( Though it would require the med crafting line and cloning lines from BE) See below for more details.

Arkanian Bio-Reengineering Research Facility:

This hidden facility goes beyond the school of medicine in changing the very dna structure of those that undergo its procedures. However such is not without cost as with anything. The area around the facility is filled with reengineered critters that are deadlier than their normal counterparts having a higher degree of resistance to damage of all sorts.

Image Designers who study here can actually change the race of someone.

Gem mines:

The main source of money for the Arkania the Gem mines have been working since the time of the Sith Empire. There are rare gems found on Arkania that cannot be found anywheres else in the galaxy. These gems are valuable in a number of trades……shipwrights, droid engineers, and weaponsmiths all prize certain gems of Arkania as they can increase the effectiveness of many items.

Quermia: Once a nearly lifeless ball, Quermia was terraformed by the Arkania to suit their purposes of genetic research on the Xexto. It is a veritable paradise world now. It sports no dangerous predators to concern folks with. It has plenty of rich soil and warm seas providing it potable water full of vital minerals and nutrients.

POI: Arkania Research Lab ( This research lab has long been abandoned by the Arkania, it is guarded by several reengineered creatures. It is in a secluded valley. Moss has grown over the structure. One can gain entry to the old lab through a quest from someone at the Arkanian Academy of Medicine, this quest is part of the line to get the secret ingredients. ), Quermian Hermit (A former Jedi who managed to escape the purge, the hermit never made it to full fledged Knight. He can sense the force in others though and is willing to offer council to those he deems worthy. He will not help any force sensitive who has negative town person faction. He does not carry a lightsaber anymore. )

New Space Zone

Arkania: Despite being mostly nonhuman there is not a significant Imperial Presence in the space sector. The Empire primarily patrols only the asteroid belt and just in the vicinity of the space station. Gem Pirates hide in the asteroids and make occasionally forays to find riches.

Quermia: Floating above the idyllic world today is a COMPNOR base. They keep a constant vigilant eye out for any force users in the Quermia system and quietly send such information on to Palpatine. The space sector is subject to constant pirate attacks. The Quermian use their own planetary space defense fleet to defend.

New Deep Oceans:

Quermia: Although void of natural predators, Quermia's oceans are among the most beautiful in the galaxy. They are fortunate not yet to have suffered the same fate as Champala and other mineral rich and beautiful worlds. But it is only a matter of time before the Empire moves to spoil this world as well.

A group of Quarren seeking refuge have set up a colony in the oceans. It is a small colony.

Professions:

Architect: New structures for Arkania and Quermia.

Armorer: Cortosis weave armor schematic from Sith spirit. Cortosis weave armor is highly resistant to lightsabers.

Bio-Engineer: A Bio Engineer may come to the Arkanian Academy of Medicine and learn from his experience there gaining a secret ingredient that can greatly aid his efforts.

Components for the ID Re-engineer tool.

Chef: Would gain two new foods. One of these a Quarmian dish would boost force regeneration.

Combat Vehicle Engineer: Much like the Shipwright and Weaponsmith they can benefit from using the Arkania gems to focus their weapons making them stronger.

Dancer: 2 new dances

Droid-Engineer: Arkanian gems can be used to increase the efficiency of flight computers and droid data storage units giving them a greater capacity than normal.

Components for the ID Re-engineer tool.


Image Designer: Using Reengineering technology can change the race of someone. Rengineering requires a tool though that is built with components from BE and DE. Reengineering can only be done in salons.

Musician: 2 new songs

Shipwright: Arkanian gems can provide a bonus to the damage output of blasters and other weapons when they are used as the focusing gem. Shipwrights can also gain the schematic for the TIE Defender from Grand Admiral Zaarin.

Tailor: Quermian clothes.

Weaponsmith: Like the Shipwrights Weaponsmiths can use certain gems to increase the damage output of their weapons by using them as the focusing gem.

New Profession Ideas:

Cyberneticist: A combination Droid Engineer (The line that gives you droid schematics) and Bio Engineer (Cloning Line). The four rows of cyberneticist would concentrate on the following: Combat Cybernetics, Prostitic Cybernetics, Cybernetic Tech ( experimentation line), and Services Cybernetics.

Combat Cybernetics would allow the creation of cybernetic limbs that would give a bonus to one aspect of combat while penalizing another ( These would function similar to the Power Ups, having an Effectiveness Line and a Efficiency Line for experimentation. ). There would also be Body Cybernetics that could give someone natural armor, however this would be at the expense of movement speed ( the person would suffer a reduction to speed, the armor amount would be effectiveness line and how much a reduction to speed would be efficiency line )

Prostitic Cybernetics: These cybernetics are made to look more human. They would resemble Anakin's right arm or Luke's hand. They can have flesh like skin or not. These really are more for looks than really game purposes. They are meant for those that would like to emulate Luke or Anakin.

Services Cybernetics: Ever wanted to be like Lobot. This is the line for that. A person could be their on flight computer, store extra data etc with the cybernetics from this line.

Tech Line: Assembly and Experiment line.

Path of Darkness:

The use of the Dark Side of the Force is something that takes a terrible toll on an individual. However it is a quick path to power that most would consider unnatural. The Sith Ghost can help a Dark Sider onto the Path of Darkness, not truly a Sith yet, but something a bit more than just a Dark Jedi. The Sith will not teach any Dark Jedi who has more than 5 boxes in Jedi Healer Healer....such a person has not given themselves to the Dark Side truly. He will not teach any Dark Jedi with more than 9 boxes in Defender. He will also not teach any Dark Jedi who has positive townperson faction.

Through a series of Quest he will reveal this Path. This path is an enhancement of Jedi Abilities, the cost is not just in skill points though, at this point the Dark Side begins to eat away at you. It is not a full profession but more of a Jedi type skill progression. There are only 5 boxes: Novice, and four other boxes. ( If a box existed above these it would be Sith Apprentice ).

Novice Box: -100 Health 6 skill Point, Bonus to Powers accuracy and damage, Bonus to Lightsaber accuracy and damage. Bonus to Force Regeneration. (note these bonuses should be the same for each box, however the Dark Side exacts a greater toll on you as you begin to rely more upon it ), Townpeople appear as red boxes to you.

Box 1: -100 Health 2 Skill Point, More bonuses as above.

Box 2: -200 Health 3 Skill Point, More bonuses as above.


Box 3: -200 Health -50 Health Regeneration 4 Skill Point, More bonuses as above.

Box 4: -400 Health  -100 Health Regeneration 5 Skill Point, More bonuses as above.

Path of Light:

The Path of the Jedi is more in the Code than in the use of the force. By accepting precepts from the Code, a Jedi can gain a greater understanding of the force. The Quermian Hermit can help someone into these precepts. He will not teach any Jedi who has negative townperson faction. He also will not teach any Jedi who has more than 5 boxes in Force Powers.

Each box requires a quest too: These would require folks to go to other force locations such as Ruined Temple on Dantooine, Ben Kenobi's Hut on Tatooine, The Temple of Exar Kun on Yavin IV, and the Ruined Jedi Academy on Arkania.

Novice Box: The Jedi may not initiate attacks against yellow ( Non agro) NPCs ( he still can against red ones) though if they are attacked by the NPCs they can defend themselves to the fullest ability ( This just means that for this line and all others that they cannot get first strike, and can only attack creatures that are attacking them). 6 Skill Points. Bonus to Force Regeneration, Force Healing, and Force Defender abilities.

Box 1: The Jedi may not initiate attacks against yellow ( non agro ) Creatures though of course by some quirk the animals attacked them first they could defend themselves. 2 Skill Points. Bonuses as Novice box.


Box 2: The Jedi may not initiate attacks against red (agro) NPCs though of course they can defend themselves. 3 skill points. Bonuses as above, +3 Persuasion. +1 Luck


Box 3: The Jedi may not inititate attacks against red (agro) Creatures though of course if they are attacked first by the creatures they may defend themselves. 4 skill points Bonuses as above, +3 Persuasion, +1 Luck


Box 4: A Jedi cannot initiate the attack against other players ( but can once attacked fully reply with their abilities). 5 Skill Points  Bonuses above as in novice, +3 Persusation, +1 Luck.

GCW:

Quermia enters into the planetary control system. ( Arkania is to closely allied to the empire and thus does not )

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