Requirements to Join the Clan Alvaak: Having been the First
HeadMaster of the Dark Jedi Shadow Academy and a Master of the Dark Side of
the Force, the Grand Admiral has begun personal tutelage of several Dark
Jedi Apprentices and younger Dark Jedi. In fact, Ronin prefers new pupils
with no previous training in the Force that will require 'unlearning' prior
to their training in the Dark Side. Consequently, the ONLY requirement to
join the Clan Alvaak is Membership in the Dark Brotherhood SubGroup of the
Emperor's Hammer. However. Clansmen warriors should realize that they
represent the finest of the Emperor's Hammer and the Grand Admiral himself.
Thus, the highest ethical and moral standards regarding activity and online
conduct are required (i.e. follow the EH Bylaws to the letter). You will
become personal protectors of the Fleet Commander and Aurora Prime and your
names will be recorded in the history of the Fleet. Those that can not meet
these requirements will be summarily 'terminated' by the ProConsul's
Lightsaber...personally...:)
Dark Jedi Brotherhood Houses:
House Tarentum
Roll of the Alvaak Clansmen Jedi (As of April 9, 1997)
jeremyj@winternet.com
tiggersd@earthlink.net
misner@teleport.com
shotgun@cybernex.net
megatron@webspan.net
darkmantok@aol.com
mattlee@labyrinth.net.au
The Alvaak Clan has contributed many fine fighter pilots and command
officers to the ranks of the Imperial Navy and has exhibited a strong and
loyal military tradition, even during the days of the Old Republic. The
family tree of the Alvaak Clan can reportedly be traced back 538 generations.
One of the more notable, recent examples of the combat ability and tenacity
of the Alvaak Clan spirit was during the Kanz Disorders back in the time of
the Old Republic. The Lorrdians, the human inhabitants of Lorrd, developed a
form of silent communication consisting of facial gestures and 'kinetic
communication' while under the yoke of wrongful slavery. The Alvaaks, having
endangered emissaries and merchant guild houses on Lorrd, were the first of
the Old Republic forces to respond. A handful of Clansmen Jedi, a precious
commodity within the Clan, armed with their distinctive, lengthened
purple-hued LightSabers and nimble starfighters, held the Lorrdians' captors
at bay for 3 days while a Republic Planetary Suppression Fleet made way for
the system. This holding action allowed the Republic to capture the slavers
almost to a man.
The Alvaaks demonstrated their tactical and strategic prowess often in Fleet
and personal level engagements. The Clone Wars saw the Clan engaged in dozens
of bloody, drawn-out planetary assaults with Alvaak troopers and scouts
perishing by the thousands in battles against the inhuman clone warriors.
Hundreds of planetary 'drops' and mechanized engagements galvanized the
standards for ground combat tactics for years to come. A common site in the
Senate Hall on Coruscant was an Alvaak noble, commander, Jedi or warrior
receiving a medal or honor as the Clansmen won every engagement in which they
participated, despite their own casualties.
Lord Krenn Alvaak, the adoptive father of Stephan Ronin, took command of the
Clan Alvaak when his father, Lord Gerulius Alvaak died during a cruiser
engagement over the Planet Tammuz-an while fighting Lord Toda during the
early days of the Empire. When Senator Palpatine was named President of the
Republic Senate and the euphoria over Palpatine's New Order was winning over
the hearts and minds of Republic Citizens, Clan Alvaak was at the side of
Darth Vader, Dark Lord of the Sith. The Jedi Purges, occurring beneath the
watchful gaze of the Imperial Senate, were sweeping the newly formed Empire
of this ancient religion. With ever-increasing expansion of the Empire,
proliferation of new technologies, promises of a New Order in the chaos that
was the corrupt Old Republic, Imperial Citizens were enjoying prosperity
never before seen. Thus, they cared little for the Jedi, ancient symbols of
a corrupt galactic government. Clan Alvaak enjoyed a major resurgence in
popularity, wealth, prestige, power and unprecedented mercantile contracts
in the new Imperial Court on Coruscant. It is said that Lord Krenn Alvaak
had the ear of not only Vader, but Palpatine as well. There are even rumors
that the noble Clan Lord, Krenn, and the Emperor made plans for Ronin's
future destiny, years before he would enter the Imperial Academy on Coruscant.
As a child, Ronin remembers Vader visiting Corellia and the Great Clan Hall.
Lord Vader and Krenn would often spar with their Lightsabers and study the
ways of the Dark Side. Following Vader's fateful battle with Obi-Wan Kenobi,
he longed for a partner other than the reclusive and often pre-occupied
Palpatine. A fellow Jedi and Dark Side Jedi, Krenn eagerly filled the role.
Although never instructed personally by Vader, Stephan was personally tutored
by his father in the mystical ways of the Dark Side of the Force. In fact,
Krenn Alvaak had, unbeknownst to Vader and Palpatine, created a small cadre
of Jedi Adepts and Knights to help defend future Clan interests. Krenn
simply referred to these elite warriors as the "Clansmen". Their
distinctive, overly-long, purple-hued Lightsabers were a sight to behold,
modeled after an early design of the ancient Jedi weapon from the early days
of the Old Republic. Prior to entering the Imperial Academy, Ronin and
dozens of other lesser, Force-capable noble Clansmen were sparring and
competing with these Dark Jedi, learning their weapons and ways.
Current History
The still young Stephan Ronin took command of the Clan "In Absentia"when his
father, Krenn Alvaak, perished during the Battle of Yavin while aboard the
first Deathstar. He had been requested to come aboard for a series of
personal demonstrations and meetings with the new Grand Moff Tarkin.
Eagerly seizing the opportunity to gain some insight as to the mind of the
Emperor following the dissolution of the Imperial Senate and perhaps a few
lucrative military supply contracts, Krenn Alvaak rushed to his own doom.
Ronin received word of his adoptive father's demise just prior to his first
assignment aboard the FRG Inamo. Crushed at hearing of the death of his
father, Ronin immediately notified the Clan ProConsul to begin preparations
to move the Clan Hall to the Outer Rim and await his orders. It took 6 years
for Ronin to be named a Grand Admiral and have the personal resources to move
the entire Clan Hall to the Outer Rim from the Inner Core.
With the Emperor's Hammer resurging in the Outer Rim Territories and Ronin's
adoption of Aurora Prime in the Aurora home system (please see the EH Systems
Manual) as his new capital, the Clan system of Dark Jedi government has been
reinstated. Thus, GA Ronin, has called for the Clan Crest to be moved to
Aurora Prime in his new Palace in New Imperial City. Since the Rebellion
victories at Yavin and Endor, Clan Alvaak had spread its once immense
resources to various hidden systems throughout the Inner and Outer Core.
Although fragmented, the Clansmen Dark Jedi clamor for the chance to strike
at their former enemies, the New Republic. Hundreds of engineers, artists,
politicians, nobles, warriors, pilots, Dark Jedi and others have heard the
call and have already begun the arduous journey to the hidden star system via
passage with various smugglers and free traders. The Clan Hall is nearing
its final stages of construction on Aurora Prime. Although suspected to be a
native of Sif, which Ronin holds dear to his heart as his birthworld, Aurora
Prime more suits his purposes for the Fleet.
The Dark Jedi Clansmen of Clan Alvaak are among the best trained and most
loyal of all Dark Jedi in the Emperor's Hammer Territories. Their skills in
battle and prowess in the Dark Side of the Force have been feared for
centuries throughout the Old Republic and the early days of the Empire.
During Palpatine's Jedi Purges in the early days of the Empire (~18 years
before the events of Star Wars: A New Hope), the Clansmen Dark Jedi went
underground, fearing Palpatine would have had them executed out of fear they
would one day challenge Lord Vader's power. Although most of the Clansmen
on other Imperial worlds were eventually caught and executed by the then
young Anakin Skywalker turned Sith Lord, several survived the Jedi Purges.
Ronin's father, grandfather and now Ronin were among the survivors who saw
the outcome of the Galactic Civil War with the Rebel Alliance. Ronin has
sworn to reactivate the Clan and has called for the Crest Of the Clan to be
moved to Aurora Prime, his new capital planet.
As former First Headmaster of tthe Dark Jedi Shadow Academy, Ronin has
transferred several instructors from all three Orders of the Dark Brotherhood
(Sith, Krath and Obelisk) to the Clan Hall on Aurora Prime. The Clan Alvaak
Hall has been constructed underground adjacent near the Fleet Commander's
Palace. Almost daily can be heard lightsaber duels and arcance instructions
into the Dark Side of the Force. Due to the isolated location of the Hall and
the abundant life in the jungles of Laconica, this locale provides an
excellent and undisturbed training area for Dark Jedi.
LightSabers
The following "canon" description of the Star Wars(tm) LightSaber was
excerpted from A Guide to the Star Wars Universe, Bill Slaviscek, Del
Rey Books, 1994, pp. 279-280:
"The lightsaber is the elegant weapon of the Jedi Knights. These power
swords project blades of pure energy capable of cutting through most
materials-except the blade of another lightsaber. The design seems simple
from the outside: a handgrip with several switches ends in a mirror-like,
concave metal disk. Inside the handgrip, power cells and variously shaped
crystals are activated to produce the narrow beam of meter-long light that
gives the lightsaber its name. When activated, a lightsaber hums with power.
Considered archaic when compared to blasters and other modern weapons,
lightsabers are nonetheless impressive and powerful personal weapons that
require extensive training to use effectively. Tradition dictates that
lightsabers be constructed by their Jedi owners as part of the knighthood
training.
The lightsaber is a compact technological wonder built into a handle from
twenty-four to thirty centimeters long. A single power cell produces a
tremendous charge of energy which flows through a series of multifaceted
jewels within the handle's interior. The jewels focus the energy into a
tight beam that can be emitted from the concave disk atop the handle. Sabers
with a single jewel have a fixed amplitude and blade length. Those with
multiple jewels (usually no more than three) can alter their amplitude and
change the length of the light blade. This is accomplished by rotating an
exterior control that varies the distance between the jewels. The emitted
beam arcs back from its positively charged continuous energy lens to a
negatively charged high-energy flux aperture set in the disk atop the handle.
The power amplitude determines the point at which the beam arcs back, setting
the blade's length. The lightsaber's blade emits no heat, though it does
fluoresce."
The Alvaak Dark Jedi Clansmen Lightsaber is based on an ancient design used
in the days of the Sith and the Krath. This designs differs mostly in the
length of the handle and the blade. The handles typically measure 33-35
centimeters and the blades can extend to as much as 1.3-1.4 meters
(approximately 5 feet)! This is achieved through the use of boosted
powercells and a total of FIVE focusing crystals of the highest quality.
Although the length of the blade is fixed during its construction, the
additional crystals are required to maintain the unusually lengthened
amplitude. Due to the use of additional crystals and to make the Alvaak
Lightsabers recognizable in battle, each has been modified to flouresce a
disctinctive, purple-hued color. There are tales of horror spun by survivors
of battles with the Alvaak Clansmen wielding these monstrous lightsabers.
With intensive and unusually long training, the Clansmen have learned to
wield these effective and deadly weapons with the utmost precision. Dark
Jedi Clansmen do not receive their Lightsaber until they have reached the
Rank of Dark Jedi Knight in the EH Dark Brotherhood.
General Reason Why: Wide variety of weapons, High speed
capability, Very Maneuverable
EH Ships
A-9b Vigilance Interceptor 90%
Phalanx Assault Gunboat 2%
Tie Guardian 2%
Tie Protector 2%
Spectre Missile Boat 1%
Tie Dragon 1%
Tie Phantom 1%
Scimitar Assault Bomber 1%
Winner: A-9b Vigilance Interceptor
General Reason Why: Powerful, Speed and weapons
While I didn't run into Chewie, exchange pleasantries with Darth, or witness
any heavy petting between Han and Leia during a recent visit to George's
fabled Ranch, I'm happy to say I did see and play some of next year's biggest
and baddest games. Well, it wasn't really the Ranch; I didn't sit down to a
nice lunch at George's palatial spread nestled in some of the few undeveloped
Marin hills. Instead, I checked in at a concrete monstrosity off the
northern reaches of the crowded California interstate known as 101. Here,
residing on several floors, Mr. Lucas' dedicated crew at LucasArts is
churning out three hugely anticipated Star Wars games and a spaghetti western
to make Sergio Leone proud. To get the real details on LucasArts' new
multiplayer combat simulator X-Wing vs. TIE Fighter; its true-3D,
first-person action/adventure Jedi Knight: Dark Forces II; its meaty Star
Wars strategy game Rebellion; and its artful, first-person shooter Outlaws,
I went right to the source and got the story from the horse's mouth. Not
surprisingly, the hype about all four games is not unfounded.
Even with arguably the biggest license in the universe, LucasArts is not
resting on its laurels. All three Star Wars games are ahead of the curve,
incorporating the latest in 3D graphics, Internet gameplay, and hot design
features. And while Outlaws' first-person engine is not state-of-the-art, its
beautiful animation and attention to story stands to forever alter people's
expectations about first-person shooters.
X-Wing vs. TIE Fighter
We are standing in the cavernous lower reaches of the LucasArts compound as
the X-Wing vs. TIE Fighter tech lead bangs away at an early version of the
game to show off the game's improved graphics and blazing frame rate. I
pepper Larry Holland, president of Totally Games (which has designed all of
LucasArts' Star Wars simulators), with questions. On the top of my list is
the TCP/IP question. Happily, Holland confirms that X-Wing vs. TIE Fighter
will in fact support TCP/IP confrontations between the Rebels and the Empire,
as well as the original LAN and modem play. Holland claims that a
four-player cooperative or competitive Internet game will run smoothly over
your 28.8-kbps connection. Even better, you won't have to wait for inspired
players to create modifications to add needed variety. X-Wing vs. TIE Fighter
isn't just about joining a chaotic round of melee without any order. From the
get-go, an assortment of different missions and play modes will be built in.
While you'll be able to blow the crap out of the Dark Side or the fledgling
Rebel Cause in many of the game's 60 missions (20 of which are single
player), two-thirds of the missions will be cooperative combat engagements,
each with its own interesting strategic objectives and combat roles.
Rebellion
After covering what I thought was most of LucasArts' floor plan to see X-Wing
vs. TIE Fighter and Jedi Knight, upstairs in yet another voluminous quarter
filled with endless partitioned cubes, I sat down with Tom Byron, the product
marketing manager, to take a look at LucasArts' latest Star Wars strategy
effort, Rebellion. As he quickly closed a fantasy football Web page and fired
up an alpha version of Rebellion, one misconception was quickly put to rest.
Sorry, real-time combat fans: Rebellion is not Star Wars meets Warcraft and
C&C, designed to compete with the likes of Dominion, Dark Reign, or Star
Control. Rather, as Byron puts it, "Rebellion is a strategy game in
real-time." Don't stop reading! Rebellion is not just trying to keep up
with the prevailing breezes; it's aimed at expanding the Star Wars franchise
into virgin territory. Mixing tactical combat with a unique game of planetary
management, Byron says Rebellion "works because of the vastness of the whole
[Star Wars] universe." The game begins after the destruction of the first
Death Star, at a time when Rebel confidence is high, and the Empire hopes to
cut its losses and reassert its dominance. Offering the chance to play as the
Empire or the Alliance, and for the first time, incorporating multiple
characters from the films, Rebellion presents three strategic goals per side.
Explore the Star Wars galaxy, secure planetary bases, and deploy various
military, diplomatic, and espionage missions to achieve the objective. As the
Empire, capture Luke and the diplomat Mon Mothma and destroy the rebel
headquarters. As the Rebels, seize Darth Vader and the Emperor Palpatine and
overthrow the Imperial seat at Coruscant. Unlike Master of Orion II, no
matter how few planets you own, victory is achieved when these goals are met.
"A lot of the strategy in Rebellion is building planet loyalty," says Byron.
To build up planet loyalty and recruit new planets, the game features 55
different authentic Star Wars characters from the saga's various films,
books, and comics. These varied players, ranging from the heavyweights like
Luke and Darth to lesser known smugglers, bounty hunters, and galactic
nomads, all have different strengths that make them more appropriate for
particular tasks.
"A lot of the gameplay is setting up missions," says Byron. "The chosen
character's ability is going to determine the outcome." If you are forced to
take a planet militarily, make Darth Vader your leader; his force power will
automatically strengthen the fleet. If it's a neutral rim planet, send one of
your side's shrewd diplomats or stealthy spies. Also, if an opposing
character is causing you particular problems, send a more powerful envoy to
seduce him to the other side of the force. That's right, the force plays an
integral part in the game. According to Byron, "Characters are linked
spiritually." On one hand, characters strong in the force will have a
positive impact on achieving objectives. On the other hand, they can also be
an uncontrollable liability. If you accidentally move Luke and Darth near
each other, they'll drop their important mission and confront each other for
better or worse. This is especially important to remember in the early stages
of the game, since Luke's control of the force increases as the game
progresses. An unseasoned Luke is no match for his father. Other force
relationships apply to the game's 55 characters. Of course, Han will ditch
his duties and fire up the Millennium Falcon to rescue Leia the minute she is
in trouble.
Beyond micromanaging your planets' loyalty and infrastructure, including
mining resources and manufacturing new fleets and toys, Rebellion's other
important component is its real-time tactical combat. While not turn-based,
Rebellion's combat interface is still not the action gamer's ideal. Unlike
Star Control's Hyper Melee combat, engagements in Rebellion seem most
appropriate for the more seasoned strategist who enjoys the Xs and Os of war
gaming, not the thrill of the fight. For those who like watching how enemy
ship relationships play themselves out, it's a win. But don't fret: with such
promising character interaction and mission play, you could easily automate
the combat and still love this game. Byron says it best: "Because it's a Star
Wars game, you need to make it accessible to the Star Wars fan." Expect it
next spring with modem play. Real-time."
Jedi Knight: Dark Forces II
To put it simply, LucasArts' upcoming first-person blastfest marries the
imaginative and beloved Star Wars universe with the fast and furious 3D
gameplay of Quake. "We took [Dark Forces'] whole engine and made it a true-3D
engine," says Brett Tosti, product manager of Jedi Knight: Dark Forces II.
No longer will you be limited to looking straight ahead or up and down
through various keyboard gymnastics as Kyle Katarn. Like Quake and SkyNet,
you once again use the powerful combination of the mouse and keyboard to
achieve lightning-fast changes of direction with a 360-degree field of
vision. Controlling the touchy mouse takes some getting used to, but once
mastered, keyboard control will seem like something from the Dark Ages. And
since the 3D engine forces you to actually aim, the mouse is critical to
making subtle changes in targeting. Beyond improving the game's playability
and realism, Jedi Knight's 3D engine also ups the graphics. Play Kyle from a
first- or a third-person view, and he is a full-3D model, walking and running
in true human fashion. Likewise, your enemies (the usual collection of
Stormtroopers, bizarre Imperial alien scum, and new dark Jedi Knights), are
full-3D polygon characters. Moreover, Tosti claims that you will battle
plenty of other large 3D objects, including two-legged walkers. Finally,
despite the difficulty of rendering wide-open 3D spaces, Jedi Knight will
have dank, dark interiors with real-time light effects and voluminous
exteriors reminiscent of the original.
Battle seven dark Jedi Knights through various stages of the game and stop
their malignant quest to take control of an ancient Jedi burial ground. The
dark knights will be seriously tough and similar to final bosses. Waste the
boss's henchmen, figure out the maze, and then capture or destroy the head
honcho. Sounds pretty straightforward, right? Well, not exactly. Just like
the original, which upped the ante in terms of adding some tricky puzzlers,
Jedi Knight has some new twists of its own. "Each enemy character will have
its own specific AI," says Tosti. Also, not unlike an RPG, Jedi Knight
incorporates experience points, which effect your force power. "You gain
experience as you become a Jedi," says Tosti. "You become more proficient
as you gain more experience." Appropriately, Kyle doesn't start as a Jedi
right off the bat. While there are no late-night meetings with Yoda, he gains
better control of the force by battling through the game. As experience gets
higher, the level of force power will increase and provide you with an array
of cool force powers, such as persuasion or invisibility. Tosti is keeping
these final force powers under wraps, but adds, "A lot of the game takes its
cue from the movies." Hmm, Jedi mind tricks?
Cline did reveal one gameplay innovation. Saving at every opportunity will
detract from the amount of experience points and force powers awarded.
Also, combat proficiency with the game's ten weapons, including thermal
detonators, new rail guns (which fire explosives that stick to their
victims), and the quintessential Star Wars weapon, the light saber, won't
improve as rapidly. Save all the time, and you may not be able to go
Luke-style and block those incoming laser blasts with your saber. Use the
force next fall.
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