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Tempting Fate

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Tempting Fate
The Republic is fighting to win favor with the Voss, the inhabitants of a newly discovered and mysterious world. Unfortunately, the Empire has also recognized the Voss's potential as allies. Lord Beldiss, the Empire's lead diplomat, is actively working to discredit the Republic. You have been asked to assist Ambassador Jannik in his efforts to repair the Republic's image.

After discovering Lord Beldiss's spy network in Voss-Ka, you rescued one of the spies named Malcom Terrax from execution. In exchange, Terrax revealed Lord Beldiss's plans: He is recruiting failed Mystics and training them to become Sith. If you can catch him in the act, the Empire's real plans for the Voss will be exposed.

The failed Mystics were told to meet Lord Beldiss and his Sith recruiters in the Ruined City in the Old Paths. Travel to the Ruined City and locate the Sith encampment.
Tasks:
1)
Locate the Sith Encampment
2)
Access the Sith Comm Station
Requires:Jedi Consular, Jedi Knight, Smuggler, Trooper
Mission Rewards
Credits:5360
Select One Reward:
Jedi Consular 1-75
Visionary Relic of Serendipitous Assault
Visionary Relic of Focused Retribution
Jedi Guardian 1-75
Visionary Relic of the Fortunate Redoubt
Visionary Relic of Reactive Warding
Jedi Knight 1-75
Visionary Relic of Serendipitous Assault
Visionary Relic of Focused Retribution
Jedi Shadow 1-75
Visionary Relic of the Fortunate Redoubt
Visionary Relic of Reactive Warding
Smuggler 1-75
Visionary Relic of Serendipitous Assault
Visionary Relic of Focused Retribution
Trooper 1-75
Visionary Relic of Serendipitous Assault
Visionary Relic of Focused Retribution
Vanguard 1-75
Visionary Relic of the Fortunate Redoubt
Visionary Relic of Reactive Warding
Tempting Fate
Tasks:
1)
Locate the Sith Encampment
2) The Republic is fighting to win favor with the Voss, the inhabitants of a newly discovered and mysterious world. Unfortunately, the Empire has also recognized the Voss's potential as allies. Lord Beldiss, the Empire's lead diplomat, is actively working to discredit the Republic. You have been asked to assist Ambassador Jannik in his efforts to repair the Republic's image. ...
The Republic is fighting to win favor with the Voss, the inhabitants of a newly discovered and mysterious world. Unfortunately, the Empire has also recognized the Voss's potential as allies. Lord Beldiss, the Empire's lead diplomat, is actively working to discredit the Republic. You have been asked to assist Ambassador Jannik in his efforts to repair the Republic's image.

After discovering Lord Beldiss's spy network in Voss-Ka, you rescued one of the spies named Malcom Terrax from execution. In exchange, Terrax revealed Lord Beldiss's plans: He is recruiting failed Mystics and training them to become Sith. If you can catch him in the act, the Empire's real plans for the Voss will be exposed.

The failed Mystics were told to meet Lord Beldiss and his Sith recruiters in the Ruined City in the Old Paths. Having located the encampment, access the Sith comm station and contact Ambassador Jannik to report your findings.
Access the Sith Comm Station
Command XP: 600
Category: Voss
Can Abandon: No
Hidden: No
Class Quest: No
Bonus: No
Shareable: No
Required Privacy: None
First Seen: 1.0.0a
Last Seen: 6.3.2b
Star Wars Name: Tempting Fate
Other Sites:

Conversations:

(Click an NPC or another link in the list below to open the conversation)
  • 732. - Republic troops are in Gorma-Koss, and Voss commandos are boarding our ships. I knew I could count on you.
  • 730. - I'm not giving up on the Voss. When they make peace with the Gormak, the Republic's going to be there.
  • 108. - We've got the Voss's attention. Now we show them what the Republic is all about.
  • 70. <Non-dialogue segment.>
    • 603. - Master Delsa, I had no contact with the failed Mystics. The Republic had nothing to do with this.
      • 615. - Yet the Voss claim your agents promised them a home in the order. Shall I ask them?
        • 74. - Any Mystic, even a failed one, is raw, dangerous power. How could you offer them Jedi training?
          • 681. Option - I had no other choice.Player - Would you rather see them as Sith?
            +200 Influence : approves.
            • 685. - That is never the only alternative.
          • 83. Option - We should face our fears.Player - The Jedi can teach the Voss to use their power.
            +200 Influence : approves.
            +50 Influence : disapproves.
            • 675. - And when they turn against us? Or hadn't you thought that far ahead...?
          • 503. Option - Because you're the best.Player - They need training, and I trust the Jedi to do it.
            +200 Influence : approves.
            +200 Influence : approves.
            • 682. - The ability to do something doesn't erase the danger of doing it.
          • 75. Option - It was the right thing to do.Player - Those kids had enough people telling them no.
            +200 Influence : approves.
            +200 Influence : approves.
            • 639. - At the first sign of rejection, they joined the Sith. Like you, they have no patience.
          • 517. Option - They'll be model students.Player - I'm sure everything is fine.
            • 616. - The Voss have no concept of the dark side or its dangers. Neither do you, it appears.
          • 532. Option - Why are you so upset?Player - I fail to see the problem.
            • 624. - If you cannot understand, you are in need of further training.
            • 596. - You have no idea of the dangers we protect you from.
              • 598. - I've said my piece. Ambassador Jannik tells me Laryn-Ki is on his way. I'll leave you to your diplomacy.
                • 81. - I have to admit, when I wished I could force the Jedi to accept the Mystics, I didn't think you'd actually do it.
                  • 501. Option - Is that a problem?Player - Will the Voss be upset?
                    • 678. - Lord Beldiss lured the Voss in. They approached the Jedi on their own, and it saved their lives.
                  • 526. Option - It was this or the Sith.Player - I did what I had to.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    • 621. - That's why the order took them in--better Mystic Jedi than Mystic Sith.
                  • 604. Option - I'm not afraid of them.Player - (Class) Do as they please.
                    +200 Influence : approves.
                    +50 Influence : disapproves.
                    +50 Influence : disapproves.
                    +200 Influence : approves.
                    +50 Influence : disapproves.
                    +50 Influence : disapproves.
                    +200 Influence : approves.
                    +50 Influence : disapproves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    • 637. - You don't have to deal with the fallout. I didn't think relations between the order and the Republic could get any worse.
                      • 622. - No matter how the Jedi feel, the Republic needs this alliance, and you brought us one step closer. Remember that.
                        • 584. - The lost potentials confirmed Lord Beldiss's crimes. I have not come to discuss it.
    • 610. - Your days on Voss are numbered, Ambassador. Lord Beldiss conducted some harmless recruitment. The Republic's done murder.
      • 612. - Those Voss attacked because of their Sith training. We responded in self-defense.
        • 73. - When Laryn-Ki arrives, explain that to him. I'm sure he'll be very sympathetic.
          • 504. Option - I have nothing to hide.Player - I can't wait to hear you defend turning failed Mystics into Sith.
          • 505. Option - Don't try to spin this.Player - Laryn-Ki will see through the Sith's lies.
            • 698. - You killed Voss civilians. That requires little embellishment.
          • 736. Option - More towards us than you.Player - Lord Beldiss started this. Laryn-Ki will thank the Republic for ending it.
            • 737. - Ambassador Jannik certainly hopes so, doesn't he?
          • 78. Option - What a sore loser.Player - Cry all you want. We caught the Empire red-handed.
            • 693. - Voss blood is on your hands, not mine.
          • 650. Option - Not another one.Player - How many Sith diplomats does the Empire have?
            • 651. - Darth Serevin has assumed Lord Beldiss's responsibilities. That includes making false accusations against the Republic.
          • 654. Option - Threats won't help you.Player - You're only making it harder on yourself.
            • 628. - You are a fool to believe defeating Lord Beldiss means you can defeat me.
              • 706. - The failed Mystics were lured in by the Sith, and they met a Sith's end. I just hope the Voss understand.
                • 605. - Laryn-Ki. I apologize for this tragedy. The Republic was only trying to stop Lord Beldiss.
                  • 607. - The lost potentials acted against fate. You are not to blame.
                    • 85. - Lord Beldiss's actions were not sanctioned by the Empire. Had you approached us, the Voss would have returned safely.
                      • 86. Option - I had to defend myself.Player - Lord Beldiss ordered the Voss to attack me.
                        • 630. - Lord Beldiss is dead. The Empire's crimes die with him.
                      • 631. Option - I wanted to save them.Player - I'm sorry it turned out this way.
                        • 632. - They were not meant to be Sith.
                      • 520. Option - What a load of bunk.Player - You're a pathetic liar.
                        • 589. - This is the second rogue Imperial attack. Choose your leaders more carefully.
                          • 614. - The Empire appreciates your understanding. It will not happen again.
                            • 579. - I have not come to choose sides. There are greater threats on Voss.
                              • 97. - The Mystics have a vision. An outsider will end the threat of the Gormak. We believe it is you.
                                • 98. Option - Me? Why me?Player - I'm honored, but there's a lot of outsiders here.
                                  • 593. - You protected the lost potentials. Our interpreters considered this.
                                  • 647. - You sacrificed Voss to protect Voss. You will do what is necessary.
                                • 500. Option - The Gormak?Player - Who or what are the Gormak?
                                  • 576. - Savages. They turn the wild into machines, beasts into weapons. They must be stopped.
                                • 516. Option - I sure don't.Player - Are you sure?
                                  • 575. - The Mystics are never wrong.
                                    • 497. - The Mystics see, the Three decide, the Voss act. You are not Voss. Will you follow this vision?
                                      • 740. Option - I would be honored.Player - I'll do whatever's needed to help defeat the Gormak.
                                        • 741. - Much may be required.
                                      • 509. Option - You know that I will.Player - If the Mystics saw it, my answer doesn't matter.
                                        • 669. - You understand.
                                      • 507. Option - That's what we do.Player - The Republic always supports its allies.
                                        • 672. - The Mystics saw you, not the Republic.
                                      • 498. Option - Sounds like fun.Player - I always wanted to be part of a prophecy.
                                        • 690. - A happy coincidence.
                                      • 851. Option - I'll try, I guess.Player - Fine. Just tell me what to do.
                                      • 660. Option - If I get time.Player - I'm a bit busy right now.
                                        • 658. - You will defeat the Gormak. The Mystics have seen it.
                                          • 536. - Ambassador Jannik has your instructions. Farewell.
                                            • 538. - A vision of the Republic helping the Voss... what incredible luck. Let's see where they want you to start.
                                              • 492. - Laryn-Ki's aware you completed the Mystics' trials in the Shrine of Healing. I'm impressed.
                                                • 540. - He's told the Voss commandos to consider you an ally. They're already on the front lines in Gorma-Koss, the Gormak kingdom.
                                                  • 544. Option - What's the situation?Player - Why are the Voss and the Gormak at war?
                                                    • 560. - I understand the Gormak started it. They believe the Mystics are an abomination.
                                                  • 514. Option - Understood.Player - I'm on my way.
                                                  • 495. Option - I can't fight a war!Player - Do they expect me to take on the whole Gormak army?
                                                    • 561. - Of course not. I think.
                                                      • 766. - Once you've made it to Gorma-Koss, find Edan-Je, one of the Voss commandos. He'll be waiting for you.
                                                        • 800. - This is the Republic's chance to prove ourselves to the Voss. Do us proud.
                                                          • 835. <Conversation Exit>
                                                          • 856. <Conversation Exit>
                                              • 534. - Laryn-Ki is bound by the Mystics' vision, but he wants to be sure you're prepared.
                                                • 101. - He's asking that you complete the Mystics' trials at the Shrine of Healing, something no ordinary Voss has ever survived.
                                                  • 103. Option - Don't worry, I'll make it.Player - I'm no Mystic, but I'll find a way.
                                                  • 512. Option - What are these trials?Player - What does this involve?
                                                    • 557. - That's all I know. The trials are part of the Mystics' training. No outsider has ever attempted them.
                                                  • 556. Option - Great. So I'm toast.Player - Sounds like a good way to get myself killed.
                                                    • 552. - It's a test. They don't expect you to finish, but you'll show them, right?
                                                      • 546. - You'll need to make the pilgrimage to the Shrine of Healing. The guide, Suva-Rak, leads a pilgrim camp near the local transport.
                                                        • 105. - You make it through these trials, and the Voss will be more than impressed. I'm counting on you.
                                                          • 833. <Conversation Exit>
  • 68. - Lord Beldiss is corrupting the Voss. We just need to catch him.
  • 54. - I've been waiting for you. Malcom Terrax is on a transport bound for Coruscant.
    • 377. - His price was steep, but worth it. There's no way Lord Beldiss can talk his way out of this.
      • 406. - Terrax was in Voss-Ka to identify failed Mystics. Lord Beldiss is offering them an alternative--joining the Sith.
        • 456. Option - That's a new approach.Player - What is Lord Beldiss planning?
        • 59. Option - How can a Mystic fail?Player - You either have visions, or you don't.
          • 387. - Mystics are tested before the Voss look to them for guidance. Failed Mystics pass the tests, but never have a vision.
        • 61. Option - Good riddance to them.Player - Rejects won't get Lord Beldiss anywhere.
          • 373. - He wants them because they're vulnerable. Failed Mystics have no place in Voss society.
            • 452. - Lord Beldiss has found the Voss's weak spot. He converts enough failed Mystics, and the Empire won't need an alliance.
              • 454. - I'd offer an alternative, but the Jedi see the Mystics as a threat.
                • 464. Option - The Jedi aren't the problem.Player - Lord Beldiss is the enemy here.
                  +200 Influence : approves.
                  • 483. - You're right--our focus should be on saving the failed Mystics. Maybe the experience will change some minds.
                • 744. Option - A question mark, not a threat.Player - Being cautious about the Mystics isn't a crime.
                  +200 Influence : approves.
                  +200 Influence : approves.
                  • 745. - If it ruins the Republic's chances at an alliance, it should be.
                • 463. Option - We don't need their help.Player - The Republic can't rely on the Jedi for everything.
                  • 480. - The Republic is going to make this alliance happen, with or without the order.
                • 455. Option - Everything's a threat to them.Player - The Jedi need to loosen their robes and live a little.
                  +200 Influence : approves.
                  • 473. - Keep that to yourself. Relations with the order are strained enough.
                • 462. Option - Would it make a difference?Player - Have the Mystics shown any interest in the Jedi?
                  • 477. - They might if it was an option. But we have to save them first.
                • 467. Option - It's out of your hands then.Player - That's not for you to decide.
                  • 469. - Probably for the best. The order would be furious if they were forced to welcome the failed Mystics.
                    • 375. - When Terrax finds a failed Mystic, he sends them to the Ruined City, the remains of an ancient Voss settlement.
                      • 62. - The Sith have a training camp there. If we catch them with the failed Mystics, the Voss will have to take notice.
                        • 748. Option - I'll expose the Sith's ways.Player - I'll show the failed Mystics what Lord Beldiss really wants.
                          +200 Influence : approves.
                          +200 Influence : approves.
                          • 749. - It might be a hard sell. The Voss are devoted to their beliefs.
                        • 63. Option - What if we're too late?Player - The Voss may not be willing to leave their new Sith life.
                          +200 Influence : approves.
                          +200 Influence : approves.
                        • 382. Option - This fight could get ugly.Player - How do we keep the Voss out of the cross fire?
                          +200 Influence : approves.
                          +200 Influence : approves.
                          • 429. - It'll be difficult, but I'm trusting you to defuse the situation.
                        • 64. Option - What more could they want?Player - They're blind if they don't.
                          • 426. - Don't worry. Accusations from outsiders are one thing; testimony from Voss civilians is quite another.
                        • 425. Option - Find the Voss, no problem.Player - I'm on it.
                        • 491. Option - They'll definitely notice me.Player - Diplomacy won't seem so bad when I'm through.
                          • 393. - If any Voss are injured as a result of your actions, we lose everything.
                            • 66. - I'd like to talk to the failed Mystics myself. Comm me as soon as it's safe.
                              • 831. <Conversation Exit>
  • 52. - Terrax knows Lord Beldiss's plans. We need him alive.
    • 53. <Conversation Exit>
  • 28. - Spin this all you like, Ambassador. You tampered with Voss communication towers.
    • 32. - Is that a fact, Lord Beldiss? I suppose I forged the Imperial comm logs that came out of them, too.
      • 176. - Stop. Neither were present. Both are blind.
        • 178. - Those involved will answer. Did you strike against Voss?
          • 170. Option - That wasn't my intention.Player - My goal was to protect the Voss from the Empire.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 275. - Your protection is destructive.
          • 752. Option - Quite the opposite, in fact.Player - I was acting on behalf of the Voss.
            +200 Influence : approves.
            • 753. - The Voss were unaware.
          • 169. Option - It was self-defense only.Player - My objective was to retrieve the comm logs. The Empire resisted.
            +200 Influence : approves.
            +200 Influence : approves.
            • 269. - None survived to object.
          • 168. Option - Hey, don't look at me.Player - No, sir. The Empire beat me to it.
            +200 Influence : approves.
            +200 Influence : approves.
            • 272. - Interesting words.
          • 119. Option - I exposed Imperial spies!Player - That's some gratitude.
            • 180. - You deserve none.
          • 118. Option - What a stupid question.Player - I won't even dignify that with a response.
            • 254. - The truth stays hidden.
              • 182. - The towers were abandoned. No Voss were harmed. This will not happen again.
                • 186. - I can personally guarantee that, Laryn-Ki.
                  • 184. - You against the Empire, and me against Lord Beldiss. I'm not sure which fight was harder.
                    • 242. Option - You should have won.Player - How can Laryn-Ki ignore the Empire's crimes?
                      • 263. - He's been fed lies and false promises by every outsider he's met. I don't blame him for wanting undeniable proof.
                    • 259. Option - What happens now?Player - So what's next?
                    • 258. Option - What happens now?Player - What now?
                    • 261. Option - Definitely not mine.Player - The truth is, it was easy.
                      • 256. - I'd trade jobs with you, if I wasn't sure we'd both die quickly.
                        • 36. - The comm logs don't implicate Lord Beldiss directly, but they prove he has Imperial spies in Voss-Ka. One of them is Malcom Terrax.
                          • 42. - Terrax is one of Imperial Intelligence's best agents--but now he'll be executed. We can't let that happen.
                            • 38. Option - Because he might know more?Player - You think an Imperial spy will help us?
                            • 449. Option - Executed? Is that a fact?Player - How do you know this?
                              • 244. - Standard Imperial procedure--now that his operation has been exposed.
                            • 239. Option - I'm happy to let it happen.Player - There's nothing wrong with that.
                              +200 Influence : approves.
                              +200 Influence : approves.
                              +200 Influence : approves.
                              +50 Influence : disapproves.
                              +200 Influence : approves.
                              +50 Influence : disapproves.
                              +50 Influence : disapproves.
                              +200 Influence : approves.
                              • 450. - Letting one spy get killed out of spite isn't going to win this war, or the Voss.
                                • 192. - If we save Terrax, he might talk.
                                  • 194. - The SIS spotted a new Dusk Squadron camp nearby. They're Imperial assassins, and their location is perfect for a quiet execution. I'm willing to bet they're here for Terrax.
                                    • 172. Option - He deserves a rescue, then.Player - I'll protect him as if he were one of ours.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +50 Influence : disapproves.
                                    • 173. Option - What if he won't help us?Player - Terrax could refuse to follow a Jedi.
                                      • 363. - If he makes that mistake, he'll find out fast enough.
                                    • 174. Option - I'll do my best, considering.Player - If Terrax wants to live, I'll make sure he does.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      • 360. - If he goads you, ignore him. Lord Beldiss would blame his death on us.
                                    • 175. Option - Will this cause more trouble?Player - Sure this won't come back to bite us?
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      • 111. - Let me worry about Lord Beldiss. At least for now.
                                    • 238. Option - Get Terrax out, got it.Player - I'm on my way.
                                    • 49. Option - You're really killing me here.Player - I can't believe I'm rescuing an Imperial.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      +200 Influence : approves.
                                      • 251. - I have to smile and play nice with a Sith Lord. I completely understand.
                                        • 50. - I'll make the arrangements for a deal with Terrax. I just hope he's still alive.
                                          • 51. <Conversation Exit>
  • 26. - Lord Beldiss is plotting something. Those comm logs will tell us where to start.
  • 3. - These accusations are ridiculous. The Republic has only tried to protect the galaxy from the Empire.
    Progresses:
    • 140. - The Empire offers more power and protection than the Republic ever could, minus the rigid codes of morality.
      • 142. - The Empire forgets. The Voss protect themselves.
        • 445. - Let us pause here. I believe the ambassador has some introductions to make.
          • 144. - Lord Beldiss, speaking on behalf of the Empire. Laryn-Ki, envoy to the Three.
            • 165. Option - Can you explain that title?Player - Your culture is new to me. Who are the Three?
            • 164. Option - Can you explain that title?Player - Are the Three related to the Mystics?
            • 166. Option - Can you explain that title?Player - I'm not familiar with the chain of command around here.
            • 167. Option - Envoy to the what now?Player - That's very impressive. Whatever it means.
              • 210. - The Three govern. The Mystics see. The Three decide.
                • 212. - The Three state outsiders are only curiosity.
            • 110. Option - I'm happy to be here.Player - Pleased to meet you.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              • 207. - Ambassador Jannik asked for this meeting.
                • 441. - One might even say he was desperate for it.
            • 133. Option - We're speaking to a Sith?Player - What's going on?
              • 447. - Forgive them, Laryn-Ki. It must be difficult to face an enemy who's so often crushed you.
                • 145. - That's the difference between the Republic and the Empire. We can be civil.
                  • 147. - Clearly.
                    • 7. - I'd like to show the Voss something different. An example of everything the Republic stands for.
                      • 121. <Non-dialogue segment.>
                        • 266. - Really? A band of fugitives wanted for their crimes against the Empire?
                          • 302. Option - We do what we have to.Player - If the Empire attacks, we defend ourselves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                        • 122. - Don't forget, Laryn-Ki--the Jedi Order views your Mystics as tainted.
                          • 756. Option - Their views aren't mine.Player - The order doesn't speak for me.
                            +50 Influence : disapproves.
                            +200 Influence : approves.
                            • 757. - The Mystics are truth. Opinion does not matter.
                          • 162. Option - It's a natural reaction.Player - Sometimes we fear what we don't understand.
                            +200 Influence : approves.
                            +50 Influence : disapproves.
                            • 340. - You may never understand.
                        • 124. - Soldiers have blind loyalty to their cause. Your mindless Republic grunts are no different.
                          • 8. Option - Just doing my job, sir.Player - The Empire started this war. I fight because I have to.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                        • 125. - A criminal guilty of smuggling illegal goods across the galaxy? You can't be serious.
                          • 113. Option - Heard about that, huh?Player - I should be more discreet.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            • 343. - There is no need. Criminals do not exist on Voss.
                        • 126. - This is your example? The person responsible for attacking Moff Kilran in defense of a known fugitive?
                          • 726. Option - I had no other choice.Player - I did what I felt was right.
                            • 727. - If necessary.
                          • 112. Option - You're wrong, my lord.Player - That's simply not true.
                            • 218. - Outsiders lie.
                          • 138. Option - That's bantha fodder.Player - Don't test my patience.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +50 Influence : disapproves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +50 Influence : disapproves.
                            +200 Influence : approves.
                            • 149. - Enough.
                              • 153. - Offworld conflicts mean nothing.
                                • 155. - The Voss look forward. Outsiders look back. I will say no more.
                                  • 11. - An excellent example, Ambassador. Weak and hopeless, like you.
                                    • 229. - The more Lord Beldiss talks, the worse the Republic looks. We have to show the Voss what Sith like him are really after.
                                      • 18. Option - He'll show his true colors.Player - Diplomacy isn't usually the Sith's style.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        • 198. - The Empire already tried to conquer Voss. The Voss annihilated them like they'd been prepared for years. Diplomacy's their only option.
                                      • 129. Option - How do we do that?Player - Any idea where I should start?
                                      • 19. Option - Just eliminate him, I say.Player - Get rid of Lord Beldiss. Problem solved.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        +50 Influence : disapproves.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        +200 Influence : approves.
                                        +50 Influence : disapproves.
                                        +200 Influence : approves.
                                        • 157. - We're better than that. I can expose him. I just need proof.
                                          • 230. - We know Lord Beldiss has spies in Voss-Ka. Our scouts think he's using some defunct Voss comm towers to communicate with them.
                                            • 20. - The comm logs could prove Lord Beldiss has designs against the Voss. I need someone to make it past the Empire's defenses.
                                              • 21. Option - Won't that upset the Voss?Player - Isn't a firefight worse than spying on someone?
                                                • 201. - If it doesn't disturb the peace or threaten the Voss, they don't concern themselves with it.
                                              • 227. Option - Shouldn't be an issue.Player - Consider it done.
                                              • 134. Option - I'll do far worse than that.Player - I can't wait to kill things.
                                                +200 Influence : approves.
                                                +200 Influence : approves.
                                                +200 Influence : approves.
                                                +200 Influence : approves.
                                                • 202. - Please, act only in self-defense. Lord Beldiss doesn't need any more ammunition.
                                                  • 24. - Get those comm logs quick as you can. I'll be waiting.
                                                    • 25. <Conversation Exit>
  • 771. <Non-dialogue segment.>
    • 824. - Change your mind? You've got perfect timing--the Empire's representative is in rare form today.
      • 826. - Remember, be respectful. We need this alliance, and the Empire's made us look bad enough already. I'll reconnect them now.
  • 1. - Don't engage the Empire. I've got enough on my plate already.
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                        "deMale": "Die Republik k\u00e4mpft um die Gunst der Voss - die Einwohner einer erst k\u00fcrzlich entdeckten geheimnisvollen Welt. Leider hat auch das Imperium erkannt, dass die Voss wertvolle Verb\u00fcndete w\u00e4ren. Lord Beldiss, der Chefdiplomat des Imperiums, tut alles, um die Republik in Verruf zu bringen. Du wurdest gebeten, Botschafter Jannik dabei zu helfen, das Ansehen der Republik wiederherzustellen.\r\n\r\nNach der Entdeckung von Lord Beldiss' Spionagenetz in Voss-Ka hast du einen der Spione namens Malcom Terrax vor seiner Hinrichtung bewahrt. Im Gegenzug hat er Lord Beldiss' Pl\u00e4ne verraten: Er rekrutiert gescheiterte Mystiker und bildet sie zu Sith aus. Wenn du ihn auf frischer Tat ertappen kannst, w\u00fcrde das die wahren Pl\u00e4ne des Imperiums f\u00fcr Voss ans Licht bringen.\r\n\r\nDie gescheiterten Mystikern sollen Lord Beldiss und die Sith-Rekrutierer in der Ruinenstadt an den Alten Pfaden treffen. Reise zur Ruinenstadt und finde die Sith-Lagerst\u00e4tte.",
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                        "frFemale": "La R\u00e9publique cherche \u00e0 obtenir les faveurs des Voss, les habitants d'une plan\u00e8te myst\u00e9rieuse d\u00e9couverte r\u00e9cemment. Malheureusement, ce peuple est \u00e9galement convoit\u00e9 par l'Empire. Le Seigneur Beldiss, principal diplomate de l'Empire, fait tout ce qui est en son pouvoir pour discr\u00e9diter la R\u00e9publique. On vous a demand\u00e9 d'aider l'ambassadeur Jannik \u00e0 redorer l'image de la R\u00e9publique.\r\n\r\nApr\u00e8s avoir d\u00e9couvert le r\u00e9seau d'espions du Seigneur Beldiss \u00e0 Voss-Ka, vous avez sauv\u00e9 de l'ex\u00e9cution l'un de ses membres, Malcom Terrax. En \u00e9change, ce dernier vous a d\u00e9voil\u00e9 le plan du Seigneur Beldiss : il recrute les Mystiques d\u00e9chus et les entra\u00eene pour qu'ils deviennent des Sith. Si vous pouvez le prendre en flagrant d\u00e9lit, ce la l\u00e8vera le voile sur les manigances de l'Empire contre les Voss.\r\n\r\nLes Mystiques d\u00e9chus doivent retrouver le Seigneur Beldiss et ses recruteurs Sith dans la Cit\u00e9 perdue, sur les Vieux Sentiers. Apr\u00e8s avoir localis\u00e9 le camp, acc\u00e9dez \u00e0 la station de communication Sith et contactez l'ambassadeur Jannik pour l'informer de vos trouvailles.",
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