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The Saga of Norna-Gest: Does Man Control His Destiny?

The Saga of Norna-Gest: Does Man Control His Destiny?


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The tale of Norna-Gest goes down in literary record as a tale of destiny and a character’s attempt to fight it. Not one of the titular Icelandic sagas, Norna-Gest’s story was recorded around the year 1300 in Nornagests þáttr and in Flateyjarbók, the latter a compilation of episodes and poems. The myth touches on the fear of death, and one’s control over a perceived destiny.

Painting, The Norns, 1895.

The legend is written that Norna-Gest, known most often as merely Gest in the translations of his saga, was born to Thord of Thinghusbit from Denmark. His tale took an immediate turn, however, because on the day of his birth, the Norns came to his cradle-side to bestow gifts upon him for unknown reasons.

Three women who controlled the destiny of men and gods alike, the first two Norns, Urðr and Verðandi, gave him kind, gentle gifts intended to provide him with a bright future. Contrarily, the third and youngest Norn called Skuld, dictated that Gest would die by the time the candle lit at his bedside went out. Immediately, Urðr extinguished the candle's flame and ordered Gest's mother to hide it and protect it to prevent her son from succumbing to Skuld's curse. Because of his mother’s constant protection, and her passing the task of guarding the candle onto him as he got older, Gest grew to live well into his three hundreds, a side effect of Skuld’s curse.

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Illustration, the three Norns surround a child, deciding his fate. (1889)

Gest's story was set in a time when Christianity began to permeate the northern countries, led by King Olaf Tryggvason of Norway. Interestingly, he found himself a guest of Tryggvason despite having only been baptized with the sign of the cross. The importance of Tryggvason's presence however, appeared to be a method by which Gest could recount the life he had led up to that moment.

When Tryggvason was presented with a ring that awed all of his men, Gest was the only one who stood out, not as amazed by it as Tryggvason’s other followers. Upon being questioned why he was so ambivalent about a gift to the king, Gest detailed his history, describing his centuries of adventures with some of Scandinavia's most favored characters.

He disclosed his time with Sigurd Fafnirsson, the great dragon-slayer who suffered because of the ring Andvaranaut forged by dwarves, and how he had fought at Sigurd's side. Sigurd, as it turned out, gave Gest part of a ring from his horse Grani’s chest harness, a far more valuable prize in Gest’s opinion than the ring which Tryggvason was given.

Gest continued to tell of his life, after providing evidence for his dislike for Tryggvason's ring. He explained that upon leaving when Sigurd died, Gest spent a period with the sons of Ragnar Lodbrok, the powerful Viking king of Denmark, as they were leaving for Rome.

The most surprising aspect of Gest’s story was that once he completed the lengthy description of his life over the previous three hundred years, he took out the candle that he had kept hidden for so long and lighted it, ending his life in that moment.

Though Gest's story is short, it has gained a lot of popularity as it is similar to another well-known tale: the Greek myth of Meleager.

Funerary relief entitled The Death of Meleager Roman 2nd century CE Marble. Mary Harrsch/ Flickr

The myth of Meleager begins its relevancy with his birth. Like Gest, on the day he was born, the Fates—the Greek equivalent of the Norns—predicted that Meleager would die when a particular log was consumed by flames in the family hearth. At once, his mother Althaea took the log and sealed it away in a chest, never to be touched to prevent her son’s certain death. However, during the hunt for the Calydonian boar, Meleager aided a woman, Atlanta, in winning its hide as a prize. This angered his own brother. An argument between them came to a head when Meleager killed his brother, at which point Althaea then burned the log to avenge one son against the other.

The Three Fates of Greek mythology. Painting, 19 th century.

As one can see, the similarities are high between the candle of Gest and the log of Meleager. Both had their demise prophesized by three sisters of fate, and both died at the mercy of the object keeping them alive.

One might also notice a small similarity to the European fairy tale Sleeping Beauty , however it is merely a surface comparison, as the pertinence only stems from the three gifts from three magical givers, one of whom used her final wish to undo another's spell. Even though in the fairy tale, there is a fourth witch who curses the child, the role of the third fairy is similar to that of Skuld in Gest's tale because her wish was meant to counteract only.

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The similar themes with Meleager’s tale, on the other hand, deal with the concept of death and a mother's fear for her son. It can be postulated that, not only did the Norns/Fates take the child's life out of his own hands, but the mother did as well, with Gest being given the better circumstance as the candle was always in his possession.

This theme of death and the fear both stories invoke is a powerful one, prevalent in ancient and medieval literature, as there has always been a concern for the next life and not living as one should before passing away.

In both Meleager's and Gest's stories, they are given those chances before dying; Meleager’s acts instigating his death while Gest lived until he decided he had seen and done enough.

Featured image: Detail, Illustration from the title page of a manuscript of the Prose Edda, showing Odin, Heimdallr, Sleipnir and other figures from Norse mythology. 18 th century.

Bibliography

Anderson, George K., trans. The Saga of the Völsungs: Together with Excerpts from the “Nornageststháttr” and Three Chapters from the “Prose Edda” (Newark: University of Delaware Press, 1982, 171-191.)

Hamilton, Edith. Mythology (Warner Books: New York, 1969.)

Hollander, Lee. "Notes on the NORNAGESTS ÞÁTTR" Publications of the Society for the Advancement of Scandinavian Study , 3.2, July 1916, pp. 105-111. http://www.jstor.org/stable/40914976

McDonald, Sheryl. “Pagan Past and Christian Future in: Norna-Gest þáttr and Bárðar saga Snæfellsáss. ” Presentation, University of Leeds, 2009. https://www.academia.edu/1186234/Pagan_Past_and_Christian_Future_in_Norna-Gests_%C3%BE%C3%A1ttr_and_B%C3%A1r%C3%B0ar_saga_Sn%C3%A6fells%C3%A1ss

Munch, Peter Andreas. Norse Mythology: Legends of Gods and Heroes, trans. Sigurd Bernhard Hustvedt (New York: The American-Scandinavian Foundation, 1926.) http://files.meetup.com/262110/munch-pdf.pdf

Price, Neil. The Viking World (Routledge: London, 2008.)

Sanmark, Alexandra. Power and conversion: a comparative study of Christianization in Scandinavia; Uppsala (Department of Archaeology and Ancient History: Uppsala University, 2002.)

By Ryan Stone


The Saga of King Hrolf Kraki is one of the major Scandinavian legendary tales and belongs to the group of mythic-heroic Icelandic stories known as the "sagas of ancient times," or fornaldar sagas. These texts, which are also sometimes called the 'legendary sagas,' are distinctive in that they tell of events that occurred, or are supposed to have occurred, long before the ninth-century settlement of Iceland. A narrative about pre-Viking Age kings and their rivals, Hrolf's saga, as the text is often called, tells of King Hrolf, a warrior chieftain who ruled in Denmark about the sixth century AD. Called Kraki (tall, angular and slender like a pole ladder), Hrolf was widely remembered in the medieval North as one of the most magnificent kings of "ancient times," and the saga draws on a long oral tradition as it describes Hrolf's often treacherous family and recounts the exploits of his famous champions.

Hrolf's Saga, which was written in prose in fourteenth-century Iceland, has close affinities with the Old English verse epic Beowulf, written sometime in the period from the eighth to the early eleventh centuries. Both compositions draw on a common tradition of storytelling, recounting events that may or may not have occurred in the fifth- and/or sixth-century Danish kingdom of the Skjoldungs (Old English: Scyldinga). And both, though differentiated by centuries of independent transmission in different lands, have many of the same characters and settings. The relationship is based on an ancient core of shared storytelling, which displays the extent of a common oral tradition in the medieval North and may echo long-past historical events. Hrolf's Saga and Beowulf share a further similarity. Each provides information about a powerful champion whose bearlike character may reflect the distant memory of early cultic practices.

Medieval Iceland was a suitable place for passing down the memory of King Hrolf and his twelve champions. The settlement of Iceland, an island country first colonized by Norsemen in the ninth century, was an offshoot of Viking Age (ca. 800-1070) exploration and westward expansion across the North Atlantic. At considerable distance from Europe, Iceland was a frontier country. As in such communities elsewhere, the settlers and their descendants tended to venerate the traditions of the mother-culture. The Icelanders' knowledge of the Scandinavian past was so broad that in medieval times they were acknowledged throughout the North to be master storytellers and the keepers of ancient poetic lore. The Danish historian Saxo Grammaticus, writing about 1200, credits the trustworthiness of Icelanders, who:

In recounting their own past and the history of other peoples, Icelandic saga tellers made prose narration a high art. Their sagas were unusual among the literatures of medieval Europe, where with the exception of Ireland, traditional narrative stories were usually told in verse. The introduction in Iceland of the written saga in the twelfth century invigorated the process of narrative innovation. Writing provided Icelandic saga tellers with broader possibilities for reworking and preserving the lore of the past. In the case of the legends surrounding King Hrolf and his retinue of champions, the saga tellers had at their disposal an extensive body of existing heroic lore.

The various stories concerning Hrolf and his heroes were first assembled in a coherent, single text possibly as early as the thirteenth century. In its present form, Hrolf's Saga was composed around 1400. In 1461 a copy of a saga about Hrolf was included among the "books in the Norse language" in the library of the monastery of Modruvellir in northern Iceland. Today, the earliest of the forty-four known manuscripts dates from the seventeenth century, and all of these are copies deriving ultimately from a single common ancestor. The saga author, well aware that he was arranging a compilation of older material, retains the episodic structure of his sources, often telling the audience when one sub-tale ends and another begins: "Here ends the tale of Frodi and now begins the story of Hroar and Helgi, the sons of Halfdan."

If the underlying, individual episodes are often discernible, the saga is, nevertheless, a unified work, very much in the matter-of-fact style of the Icelandic family sagas. Even in the passages that treat fabulous events and creatures, the text uses an understated tone, relying on realistic-sounding description to create an almost believable story. So too the physical world of the saga is presented in non-fabulous geographical terms, and one can place most events on a modern map. Centered on the court at Hleidargard (Old Norse Hleidr, modern Danish Lejre) on the island of Sjælland, the action spreads across the legendary landscape of northern Europe from Lapland in the far north to England in the west.

Because the saga, like many medieval tales, is fashioned from disparate parts, it is helpful to keep the basic structure in mind. The text falls into five main sections, each one focusing on a different set of characters. The common connection with Hrolf, the male and female members of his family, and his court unites the episodes, giving the saga a consistent narrative focus. The first section (chaps. 1-4) gives the often modest Hrolf an illustrious pedigree. Opening with a dynastic conflict, the saga plunges into the struggle between King Halfdan and his brother Frodi, who were greatly dissimilar in character. At issue was control of the Danish kingdom. In this first part the saga teller uses the unfolding conflict to introduce Hrolf's tempestuous ancestors. These include the young princes: Helgi, Hrolf's father Hroar, his uncle and Signy, his aunt.

The second section (chaps. 5-13) traces events in the lives of Helgi and Hroar. In particular, the narrative at this point follows the actions of Helgi, a man with large and sometimes uncontrollable appetites. Despite the fact that on each occasion the women caution him not to act on his impulse, Helgi plunges into a series of unfortunate sexual liaisons. The stories of the women then enter the tale, and here we first meet Hrolf's mother Yrsa, a person of uncommon heritage. The events of Yrsa's life, including her marriages and wishes, form a narrative thread, linking different sections of the saga and touching the lives of many of the characters. Toward the end of the second section King Hrolf is born, the offspring of a curious parentage. In the next section (chaps. 14-16) the saga turns to Hrolf's champions, explaining how the Swede Svipdag battles the berserkers of King Adils of Sweden before coming into King Hrolf's service.

The fourth section (chaps. 16 -24) takes the tale to Norway and Lapland and is one of the saga's episodic gems. Virtually a fully formed tale in itself, it recounts the fate of Bjorn, the "man bear." This tragic tale of ancient magic offers insight into the supernatural gifts of Bjorn's sons, including the bearlike nature of Bodvar Bjarki. A sword hidden in a cave and embedded in stone awaits the rightful heir among Bjorn's three sons. In this section each occurrence is more extraordinary than the preceding one. Not the least of these is the shield wall constructed of bones with its occupant Hjalti, the champion who confronts and conquers fear.

Up to this point Hrolf himself plays a relatively minor role in the saga. Like Charlemagne in the sequence of Norse stories named after him or like Arthur in medieval Romance tradition, Hrolf the great king of the North is often overshadowed by the individual stories about his champions. With all the pieces in place, however, the fifth and last part of the saga (chaps. 24-34) concentrates on King Hrolf himself and his unfolding destiny. The retinue of champions has reached its full strength, and the central female characters have been introduced into the saga. In the Scandinavian dynastic struggles that form the major underlying theme in the rest of the saga, King Adils of Sweden emerges as Hrolf's principal opponent. Here both Bodvar Bjarki and the god Odin (in the guise of Hrani) play crucial, though very different, roles.

Hrolf's Saga devotes a significant share of the narrative to the destiny of female characters, and a significant feature of the text is that important events turn on decisions made by women. Queens, sorceresses, a freeman's loyal daughter, and an elfin woman and her daughter all change the destiny of those who encounter them. Kings and jarls (earls) frequently seek the advice of women, and the intimate details of marriages, whether good or bad, are exposed. This emphasis is possible because a number of prominent male heroes in Hrolf's saga are only marginally involved in stories of maturation, whereby a boy, such as Sigurd in The Saga of the Volsungs, comes of age. According to the basic maturation story, a 'helper' or 'donor' assists the boy in acquiring special weapons and/or knowledge. The youth uses these acquisitions to prove himself through deeds, finding in the end a bride and thereby consummating the transition to manhood. To be sure, elements of this traditional pattern are found in Hrolf's saga, as for instance in the intertwined stories of Bodvar Bjarki and Hjalti. In the main, however, Hrolf's Saga, like Beowulf, is about mature people. The action concentrates on adults such as Queen Yrsa and her husbands, King Helgi and King Adils, and the saga probes deeply into the often complex emotional and sexual needs of such individuals.

While King Hrolf remains the central focus, it is frequently the women who connect the saga's different episodes, binding the individual pieces of story into a cohesive whole. Consider Queen Yrsa: she first enters the tale as an impoverished child of uncertain birth. Taken captive at an early age, Yrsa is forced to marry King Helgi. Against the odds, the union is good she comes to love Helgi and he her. The ramifications of this love, and the psychological unease caused by the abrupt termination of the marriage, affect the lives of almost all of the saga's subsequent characters. And what a story it is. Yrsa, forced by conventions of morality, throws her happiness away and as a grown woman returns to live with Queen Olof, the mother who hates her. From this point on, Yrsa's life is a dilemma. Her previous husband, King Helgi, remains in love with her. But, Helgi, although normally a forceful man, becomes immobilized, his heart broken. In what we now would understand as a deep depression, Helgi retires to his bed. Yrsa, too, suffers cruelly. Her only route of escape from Queen Olof is marriage to King Adils of Sweden, a man whom she dislikes. From Yrsa's second forced marriage will come her greatest loss.

Queen Yrsa does not employ magic, but many of the other women of the saga do. Queen White, the Lapp king´s daughter, Heid, the seeress, and Queen Skuld all find strength in magic and sorcery. Skuld, the enigmatic half-elfin woman, proves to be a fearful opponent, conjuring up among other feats a monstrous boar. Men in the saga also utilize magic as we see in the behavior of Vifil the commoner, the warrior Bodvar Bjarki, and King Adils. The example of these characters makes The Saga of King Hrolf Kraki a valuable text for understanding the northern perception of magic and sorcery in the late medieval period.


It is told that one evening a stranger [probably Odin] came into the hall. He wore a hooded cape. He was very tall and had only one eye. He approached the tree Barnstock, then drew a sword and thrust it up to the hilt into the trunk, saying, "I give this sword to whoever can pull it from the tree."

With this he turned and walked away. No one knew who he was or where he went.

Many noble men were present there, and one after another they tried to pull the sword from the tree, all without success, until Sigmund came forward. He easily pulled the sword from the trunk.

Everyone marveled at the sword's excellent quality, and Siggeir offered to give Sigmund three times the sword's weight in gold for the weapon.

Sigmund refused, saying, "You could have pulled the sword from the tree as easily as I did, if it were meant to be yours, but you were not able to do so."

These words greatly angered Siggeir, and he resolved to gain revenge against his future brother-in-law.


9 He Became Captain Universe After The Uni-Power Chose Him

The Uni-Power is a cosmic aspect of Marvel's Enigma Force that empowers the chosen protector of existence known as Captain Universe when the need arises to protect the galaxy. Spider-Man was chosen by the Uni-Power to become Captain Universe during the "Acts of Vengeance" event that saw him targeted by a number of powerful Marvel villains.

As Captain Universe, his established abilities were greatly increased, though after the full extent of his cosmic powers was unlocked, he was capable of blasting the Tri-Sentinel to pieces with energy blasts. An alternate-reality version of Peter Parker that remained bonded with the Uni-Power as Captain Universe appeared during the Spider-Verse event.


What the Netflix Series Will Adapt:

The Witcher showrunner Lauren Schmidt Hissrich has said that she imagines the show running for seven seasons, but she hasn't gone into too much detail about how exactly that will correspond to the books. (Will the show largely ignore Season of Storms since it's not connected? Will the two short story collections be condensed into one season?)

What we do know is that the first season appears to be drawing largely from The Last Wish and Sword of Destiny. Based off the footage, photos, and casting information that has been released, it seems pretty clear that Season 1 will include new takes on "The Witcher," "The Lesser Evil," "A Question of Price," "The Edge of the World" and "The Last Wish" from The Last Wish, as well as "The Bounds of Reason, "A Shard of Ice," and "The Sword of Destiny" from Sword of Destiny.

If you want to know more about what the Netflix show will adapt -- and what it will change -- check out the video below.

Jump to: The Basics, Reading Order, What the Netflix Series Will Adapt, Plot Guide


Wyrd: The Role of Fate

Wyrd brought you to this page.

If you can accept this, you have gone a long way in understanding the concept of active Fate known to the Anglo-Saxons as Wyrd.

Wyrd is an Old English noun, a feminine one, from the verb weorthan “to become”. It is related to the Old Saxon wurd, Old High German wurt, Old Norse urür. Wyrd is the ancestor of the more modern weird, which before it meant odd or unusual in the pejorative sense carried connotations of the supernatural, as in Shakespeare’s weird sisters, the trio of witches in MacBeth. The original Wyrd Sisters were of course, the three Norns, the Norse Goddesses of destiny.

Wyrd is Fate or Destiny, but not the “inexorable fate” of the ancient Greeks. “A happening, event, or occurrence”, found deeper in the Oxford English Dictionary listing is closer to the way our Anglo-Saxon and Norse forbears considered this term. In other words, Wyrd is not an end-point, but something continually happening around us at all times. One of the phrases used to describe this difficult term is “that which happens”.

A Concise Anglo-Saxon Dictionary, compiled by J.R. Clark Hall (University of Toronto Press, fourth ed, 1996) lists variously “fate, chance, fortune, destiny, the Fates, Providence, event, phenomenon, transaction, fact, condition” depending on the literary reference of the Old English work that mentions wyrd. Note “transaction” and “condition”, as they point to both the idea of active Fate and the environment in which life is played out.

Anglo-Saxon scholar Stephen Pollington describes it thus:

“…It is worth stressing that the modern notion of linear time was still something of a scientific abstraction among even the Christian Anglo-Saxons, whose attitudes to life and death seem to have been governed by the world-view of their heathen forbears. They believed that at a given time some men…were doomed to die – a reaction to the uncertainties of warfare and accidents not unlike that of many modern soldiers who have faith in the idea that “if it’s got your name on it, there’s nothing you can do…”

Tied in with this idea is the concept of wyrd ‘the course of events’ which is the underlying structure of time it is this pattern which the Anglo-Saxons tried to read in the world about them… As the Beowulf poet observed:

Wyrd often saves an undoomed hero as long as his courage is good
(lines 572-3)

The implication is that while a man’s courage holds out, he has a hope of winning through since wyrd ‘the way things happen’ will often work to help such a man, as long as he is not doomed conversely if a man is doomed then not even his courage can help him stand against ‘the course of events’.”

The English Warrior from Earliest Times to 1066, pp166-167 Anglo-Saxon Books 1996

If time is not considered or experienced in a linear fashion but instead regarded as an interconnected series of events, each affecting the other, ‘that which happens’ or wyrd becomes not a destination but a sign post, or even a crossroads. Just as the traveller affects the outcome of his journey by the path he chooses, so do we play an active role in facing what wyrd metes out to us. Wyrd can be “worked”. What you do as an individual can bend or change wyrd.

Consider Time not as a swiftly flowing river, constantly rushing us further away from our births to our deaths, but instead as a lake or pool of infinite size. A handful of pebbles tossed unto the surface of a still pool creates simultaneous, rippling impressions on the water that spreading, touch each other and overlap. Each pebble is distinct from the other. They may be larger or smaller and create a splash of greater or lesser size, but the path of each creates an impression on the watery impression of every other pebble. These pebbles represent wyrd, but ours are the hands that cast them.

Even when a man was doomed by wyrd, there were always consolations, even if it was simply accepting an unpleasant fate with courage. The last line of the poem known as Resignation, a meditation on the Day of Judgment, sums this up well:

It is still the best thing, since a man may not himself avert his destiny, that he should therefore suffer it well.
(translated by S.A.J. Bradley in Anglo-Saxon Poetry, David Campbell Publishers, 1982)

This is from The Exeter Book, written c 950 to 1000 CE, and though strongly Christian in nature reflects the importance of Fate in human striving.

The analogy of a spider web is usefully employed in considering wyrd. Each section of the web is a discreet part of the whole, yet the tiniest ensnared insect will set the entire web vibrating. Whether the spider wins her dinner depends on how skillfully she has woven her web, how quickly she reacts, and the chances of the captured insect to struggle free. The web is wyrd, but what the actors do upon it will decide the outcome.

The World Wide Web is another interwoven network, and a well named one. It is truly a web of almost endlessly interconnecting nodules (of which this page is one) linked together by invisible strands of electronic connectivity. This page has existed, waiting for you. You arrived here to learn of Wyrd because of what you selected on your path to this knowledge.

Wyrd byð swyðost
Wyrd is strongest

As I read this, I remember a quote I heard a few days ago ” a single rope has many strands.” By this it means it may look simple, buts its complex. There is many ways to look at the situation.

The Wyrd in me,
Honours the Wyrd in you…

This word and the current form ‘weird’ has been on my mind of late…aka 2020
With so much confusion out there and in our own hearts I’ve come to realise we all have a sense of ‘Weird’ – or more beautifully put in your writings Wyrd…

And so I honour the Wyrd-ness of 2020 and accept we are all a pebble tossed upon a giant lake with chaotic ripples of which I honour those different from mine…and trust that they will soothe out in the many ways of the many souls on Earth at this time.

My pebble radiates the ripple of ‘Joyful Optimism’

May there be peace for all
May there be joy for all
May we not fear the unknown
But embrace the change…..

Octavia,
Is it a possibility that one of the Narn’s ( maybe the crone?) would make a pact to guide a child through life?

This – an attribution of one of the Norns taking particular interest in a single individual – would be a matter of personal belief. Certainly most hold that these three have so much on their hands, they cannot, and should not pay undue attention to any given child. But we have all seen people who from almost infanthood seemed Fated for some extraordinary ends. If any external cause is accepted – angels, saints, the Grace of God, cursed by the evil eye – there is no reason why special interest by a Norn could not also be considered. As long as we remember that in this cosmology, Wyrd can be worked for a while, before the thread is cut.

Good and interesting question!

This was very interesting! Thank you so much. I want to mention that I now have the paperback set of all the books and the Kindle edition, plus the cookbook. I just love the series.
Linda

Pagan book of days shows wyrd as 5th February a day for divination and fortune telling. Your detail on the 3 witches in macbeth and beowulf sit perfectly with fate and non linear time. So glad I found your page.. Ill be reading tea leaves later. Thank you

Please edit your comments for the general audience. I have students using your site. Thank you for the information.

That last line slayed me. Amazing writing and philosophy in this. Thank you for putting it in my path.

Well written. I felt a wyrd embrace as I read. Shared, thank you, and I am printing this for my vision board.

Wonderful description, my fingers tingle as I sense your vibrations along that web, much love and may you continue to help to bring that balance back to the culture of the West where the dreaming has to long been represses!

what a wonderful word – wyrd!
have been all my life and now i know why – tis wyrd hahahaha
living in the flat world of possessions and insensitivity has never been enough for me – tis about disconnect and insularity
until one has been sung to by a wild bird neighbour – one has not lived in the real world
much love to all
penny

Ah! Wyrd indeed! And such is the turning of the wheel that brought me to you. It’s a disturbing pleasure to read what I’ve always felt, but rarely had anyone to understand. Your Ceridwen threw a swift stone!

…Threw a swift stone….that is truly memorable. And you were quick enough to catch it! I welcome you.

In my own attempt to be an author, I have researched the Norn’s, which lead me to the meaning of ‘Wyrd’ and Urdr, as she is called. Being as it is, this essay jumped off my screen at me and I want to thank you for it as it gives me more to think upon.
I have only read the first book in the saga and know my own work will go on hold as I read the rest. I find it richly written and all encompassing. I actually picked it up to see if it could give me a glimpse of the time period, as it’s near to the time I touch on, and it far surpassed what I thought it would be. You have woven together a captivating world through which your knowledge, love and respect for it, shines through.
The research I’ve done leads to more and more research, it is a never ending web, as you say above and can be overwhelming at times. However as each new piece makes itself known I find another part of my story, which always, some how, manages to fit in just so, maybe even as fate would have it.

Thank you for explaining the word wyrd.

i really enjoyed reading this, thank you.

Thank you, Channing. The way of Wyrd is an ongoing mystery in our lives…as common, and as sacred, as each breath we draw. I am glad my words struck home for you…wes thu hal (be whole and hearty) Octavia

Well written, Good Woman! The Sisters are indeed so wonderful, and their artistry for weaving a life in conscious cooperation with the Self is a WHOLY experience to behold.

Thank you for your conscious and cogent words. May The Sidhe bless you in peace!

Thank you Octavia for this explanation. I was so happy to read your Ceridwen series. All through the books, I felt as if I was there. I felt the cold, the wet, the fragrances. I felt everything! You made that possible. I have done past life regressions and I know that I lived in those times. Nothing glamorous, but I know how difficult those times were. I was born in Bremen, Germany but have lived all of my life in the U.S.
I look forward to reading more of your books!

Leof Margo! (hailing you in Old English)

Thank you for your kind words about the Wyrd essay, and your deep appreciation of the Ceridwen Saga. Knowing you absorbed the atmosphere of the novels as you did makes me very happy. I am at work now on Book Five. If you are on my mailing list (“Join the Circle”) you’ll be first to know when it is out!
wes thu hal (be whole and hearty)
Octavia

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The Legend of Sargon of Akkad

Sargon of Akkad (also known as Sargon of Agade and Sargon the Great, reigned 2334 to 2279 BCE), the founder of the Akkadian Empire, was a man keenly aware of his times and the people he would rule over. While he was clearly a brilliant military leader, it was the story he told of his youth and rise to power that exerted a powerful influence over the Sumerians he sought to conquer. Instead of representing himself as a man chosen by the gods to rule, he presented a much humbler image of himself as an orphan set adrift in life who was taken in by a kind gardener and granted the love of the goddess Inanna. According to the cuneiform inscription known as The Legend of Sargon (his autobiography), he was born the illegitimate son of a "changeling", which could refer to a temple priestess of the goddess Inanna (whose clergy were androgynous) and never knew his father. His mother could not reveal her pregnancy or keep the child, and so she placed him in a basket which she then let go on the Euphrates River. She had sealed the basket with tar, and the water carried him safely to where he was later found by a man named Akki who was a gardener for Ur-Zababa, the king of the Sumerian city of Kish. In creating this legend, Sargon carefully distanced himself from the kings of the past (who claimed divine right) and aligned himself with the common people of the region rather than the ruling elite.

The Legend of Sargon is one of many works in the Mesopotamian literary genre known as naru literature. According to the scholar O.R. Gurney:

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A naru was an engraved stele, on which a king would record the events of his reign the characteristic features of such an inscription are a formal self-introduction of the writer by his name and titles, a narrative in the first person, and an epilogue usually consisting of curses upon any person who might in the future deface the monument and blessings upon those who should honour it. The so-called "naru literature" consists of a small group of apocryphal naru-inscriptions, composed probably in the early second millennium B.C., but in the name of famous kings of a bygone age. A well-known example is the Legend of Sargon of Akkad. In these works the form of the naru is retained, but the matter is legendary or even fictitious (93).

Even though the extant legend was written long after Sargon's death, it is thought that it conveys the story Sargon would have presented regarding his birth, upbringing, and reign. Naru literature such as The Legend of Cutha (or derivatives from naru literature such as The Curse of Agade) uses a well-known historical figure (in both cases Naram-Sin, Sargon's grandson) to make a point concerning the proper relationship between a human being (especially a king) and the gods. Other naru literature, such as The Great Revolt and the Legend of Sargon, seeks to tell a tale of a great king's military victory or life. In Sargon's case, it would have been to his benefit, as an aspiring conqueror and empire builder, to claim for himself a humble birth and modest upbringing.

At the time Sargon came to power in 2334 BCE, Sumer was a region which had only recently been united under the king of Umma, Lugalzagesi, and even then it was not a cohesive union. Prior to Lugalzagesi's conquest, Sumerian cities were frequently at war with each other, vying for resources such as water and land rights. Further complicating the situation was the discrepancy between the rich and the poor. The historian Susan Wise Bauer writes on this, commenting:

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Sargon's relatively speedy conquest of the entire Mesopotamian plain is startling, given the inability of Sumerian kings to control any area much larger than two or three cities [but the Sumerians] were suffering from an increased gap between elite leadership and poor laborers. [The rich] used their combined religious and secular power to claim as much as three-quarters of the land in any given city for themselves. Sargon's relatively easy conquest of the area (not to mention his constant carping on his own non-aristocratic background) may reveal a successful appeal to the downtrodden members of Sumerian society to come over to his side (99).

By presenting himself as a "man of the people", he was able to garner support for his cause and took Sumer with relative ease. Once the south of Mesopotamia was under his control, he then went on to create the first multi-national empire in history. That his reign was not always popular, once he was securely in power, is attested to by the number of revolts he was forced to deal with as described in his inscriptions. Early on, however, his appeal would have been great to people who were tired of the wealthy living as they pleased at the expense of the working lower class. The class system in Sumer was fairly rigid, with only a very few enjoying lives of leisure, and the majority doing all the work which allowed the cities to function. In this kind of social situation, a contender for rule who was the child of a single mother, abandoned, and taken in by a gardener, would have won the approval of the people far more than any of the elite who then ruled the cities.

The following translation of the legend comes from J.B. Pritchard's The Ancient Near East, Volume I, pages 85-86. It reads:

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Sargon, the mighty king, king of Agade, am I.
My mother was a changeling, my father I knew not.
The brother(s) of my father loved the hills.
My city is Azupiranu, which is situated on the banks of the Euphrates.
My changeling mother conceived me, in secret she bore me.
She set me in a basket of rushes, with bitumen she sealed
My lid.
She cast me into the river which rose not (over) me,
The river bore me up and carried me to Akki, the
drawer of water.
Akki, the drawer of water lifted me out as he dipped his
e[w]er.
Akki, the drawer of water, [took me] as his son
(and) reared me.
Akki, the drawer of water, appointed me as his gardener,
While I was a gardener, Ishtar granted me (her) love,
And for four and [ . ] years I exercised kingship,
The black-headed [people] I ruled, I gov[erned]
Mighty [moun]tains with chip-axes of bronze I con-
quered,
The upper ranges I scaled,
The lower ranges I [trav]ersed,
The sea [lan]ds three times I circled.
Dilmun my [hand] cap[tured],
[To] the great Der I [went up], I [. . . ],
[ . . . ] I altered and [. . .].
Whatever king may come up after me,
[. . .]
Let him r[ule, let him govern] the black-headed
[peo]ple
[Let him conquer] mighty [mountains] with chip-axe[s
of bronze],
[Let] him scale the upper ranges,
[Let him traverse the lower ranges],
Let him circle the sea [lan]ds three times!
[Dilmun let his hand capture],
Let him go up [to] the great Der and [. . . ]!
[. . .] from my city, Aga[de . ]
[. . . ] . . . [. . .].

The inscription was discovered in the Assyrian city of Nineveh in 1867 CE by the archeologist Sir Henry Rawlinson who was excavating the site. Rawlinson is famous for many important discoveries throughout Mesopotamia but perhaps most for uncovering the library of Ashurbanipal at Nineveh. The Legend of Sargon was part of that library and was a copy of a much earlier text. This, of course, indicates the story was still being read in the 7th century BCE, almost 2,000 years after Sargon's reign. The great king is carefully presented in the first twelve lines as the child cast off by his mother, who finds a home with Akki the gardener, and is loved by the goddess Ishtar. Once Ishtar and her favor is established in line 12, the narrator moves instantly to, "And for four years I exercised kingship" in line 13 and then devotes the rest of the piece to his exploits as ruler. To the people of ancient Mesopotamia, this would have inspired much in the same way that a "poor boy makes good" tale does in the present day. Sargon not only boasted about what he was able to accomplish as king, but told the people of his very humble beginnings, and how it was through the kindness of a stranger and the grace of a goddess that he was able to achieve his great triumphs.

There is no way of knowing whether any of what Sargon says about his early life in the inscription is true that is precisely the point of it. Whoever Sargon was, and wherever he came from, is obscured by the legend - which is the only known work giving his biography. "Sargon" is not even his actual name but a throne name he chose for himself which means "Legitimate King", and although inscriptions and his name would indicate he was a Semite, there is no way of knowing even that for certain. He claims his home city is Azupiranu, but such a city is mentioned in no other extant texts and is thought to never have existed. "Azupiranu" means "city of saffron" and, since saffron was a valuable commodity in healing as well as in other applications, he was perhaps simply linking himself to the concept of value or worth. The repetition of the image of Sargon being rescued from the river by a "drawer of water" would also have had symbolic resonance for an ancient Mesopotamian audience, in that water was considered a transformative agent.

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The means by which a person accused of a crime was found guilty or innocent was known as the Ordeal, in which the accused was thrown into the river or leaped in and, if they were able to survive the ordeal, they were innocent if not, the river had given judgment of their guilt. Further, the afterlife in Mesopotamian belief was separated from the land of the living by a river, and the deceased left their earthly life behind as they crossed over. His journey, then, from his home city, via the Euphrates River, to his destiny with the "drawer of water" would have symbolized transformation and also his worthiness, in that he had survived his own ordeal as an infant. The legend replaced whatever biographical truth there may have been and, in time, became the truth. This seems to have been the effect of much of the naru literature. The myth, in time, became the reality. Regarding this, the scholar Gerdien Jonker writes:

It should be made clear that the ancient writers were not aiming to deceive with their literary creations. The literature inspired by the naru formed an excellent medium with which, by departing from traditional forms, a new social "image" of the past could be created (95).

This is not to say that the legend could not be completely factual. Perhaps the child was abandoned by his mother in the river, floated downstream to be found by the gardener, was granted the love of a goddess, and rose to become the most powerful man in Mesopotamia through her grace and his own character. As there is no conflicting story to compare it to, it must be accepted as his accurate account of his life or, at least, the version he wanted future generations to remember. To some modern readers, of course, it may sound implausible but, to others who accept the re-working of Sargon's early life story in the tale of Moses from the Book of Exodus, it would not be. People around the world in the present day accept the story of Moses and the bullrushes and the Egyptian Princess as complete truth, and this is how Sargon's legend would have been received by the people of ancient Mesopotamia. It certainly did not hurt his cause, however, to be known as the orphaned son of a priestess instead of privileged heir to a throne.


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All these characters must be bought from the bar.

The EG-6 Power Droid is an ungainly-looking machine. Basically a box on two stubby legs, the Gonk is nonetheless an important part of starships, as it can create and store incredible amounts of power.

The Gonk Droid is a non-combatant. Further, they have no abilities, cannot jump, and walk very slowly.

The PK series are simple worker droids. They are very cheap models and can easily be bought in bulk. The Trade Federation employed a large number of them for maintenance on their many ships.

The PK Droid is a non-combatant. While faster than the Gonk Droid, they still cannot attack or jump, and have no abilities. Like most non-combatant droids, though, most enemies will ignore them.

  • Battle Droid * - After I-1 (or code AUJ261) (6,500)
  • Battle Droid (Security) * - After I-1 (or code HWY633) (8,500)
  • Battle Droid (Commander) * - After I-1 (or code KPF958) (10,000)
  • Battle Droid (Geonosis) * - After II-3 (or code NJK995) (8,500)

Battle droids are typical droids designed for combat, and heavily employed by the Trade Federation. The simplest droids are the B1 series, which are capable of little more than attacking their enemies. The more advanced predecessors, the OOM series, are programmed with more strategy and intellect, and are capable of more complex tasks such as security or command.

The four battle droid types are mostly the same. The first is the standard droid from Episode I, the second is the type with red markings used for security, the third is the type with yellow markings used for command (they can take two hits as enemies), and the last is the more reddish type used on Geonosis.

Battle Droids are droid gunners. They cannot jump or manipulate anything, but they can fight back.

Abilities: Blaster (main weapon) Walkie Talkie (Commander Only) (press Z, does nothing)

One of the more feared sights in the Trade Federation army, Droidekas are fast, deadly, and resilient. They travel by curling themselves up in a wheel, then unfold upon reaching their destination, where they will deploy personal shield generators and twin blaster cannons. When fought as enemies, their shields take about six or so hits (or one down-stab with a saber), and their bodies take another three hits.

Droidekas are rather unique. Like other droids, they cannot jump or interact with the environment, but they're formidable fighters, as their shields allow them to take several hits and their blasters are lethal.

Abilities: Twin Blasters (main weapon)

Tarpals is the leader of the security forces of Otoh Gunga, and a fine warrior in his own right. He stood beside Jar Jar Binks in the Battle of Naboo among the rest of the Gungan Army.

Tarpals is a Gungan Warrior. He has the high jump of Jar Jar, but he's not a total wuss, bringing his spear and shield into battle. However, he has nothing much to attack with besides a basic triple standing attack.

Abilities: Spear and Shield (main weapons) High Double Jump (presss A twice)

Rugor Nass is an Ankura Gungan, the current leader of the Gungan people of Otoh Gunga at the time of the Battle of Naboo. While he generally holds to the Gungan tradition of remaining separate from outside peoples, in the end he pledges the support of his people in fighting the Trade Federation.

Boss Nass is a non-combatant. He can only jump, build, and pull levers.

Members of the Royal Security Force on Naboo, dedicated to protecting the Queen and the nobility.

Royal Guard are experienced gunners.

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Grapple (press Z on grapple points) Melee Attack (a series of punches)

Padmé in her blue handmaiden outfit from Episode I. See Padmé for more info.

This Toydarian runs a junk shop in Mos Espa on Tatooine. Ever the gambler, Watto often bets on podraces, and sometimes even asks his young slave, Anakin Skywalker, to participate in them.

Watto is a unique character. Similar to a Geonosian, he can fly, and his weapon is a simple zapper.

Abilities: Zapper (main weapon, disables anything but Jedi for a few seconds) Fly (press A twice to hover in midair)

The DUM-series droids are used in light repair and construction. Watto and several podrace owners maintain small numbers of these droids for use in their work.

Pit Droids are non-combatants. They can do nothing apart from walk around, much like the PK Droid.

A Zabrak from the planet Iridoinia, Maul was taken in early childhood by Darth Sidious and trained in the ways of the Sith. He was trained to be nothing more than a tool of his master, and acted accordingly, performing assassinations and other dirty work when his master wasn't free to move around.

Darth maul is a Sith. While he does have his trademark lightsaber, it doesn't make him that much different from other saber-users, apart from a different moveset.

Abilities: Double-bladed lightsaber (main weapon) Double Jump (press A twice) Force (hold down Z while focused on an object with blue sparkles) Sith Force (hold down Z while focused on an object with red sparkles) Mind Trick (press Z while focused on a non-droid enemy to stun them for a few moments) Force Push (hold down Z while focused on a droid)

One of the galaxy's few Clawdites, Zam Wesell is a shape-shifting bounty hunter. She tends to assume the form of a human woman. She is known for often partnering with the Mandalorian, Jango Fett.

Zam is a bounty hunter (huntress).

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Thermal Detonator (press Z to throw an exploding grenade) Grapple (press Z on grapple points) Melee Attack (a series of punches) Bounty Hunter Access (press Z on a green circle)

A Besalisk originating from the planet Ojom, Dexter is a cook who owns a diner in Coruscant. He's spent a lot of time in several less than legal jobs throughout the galaxy. As such, he knows a lot more about the galaxy's ways than most.

Dexter is a non-combatant (which is a shame with those four big arms). He can jump, build, and pull levers.

  • Clone * - After II-2 (or code BDE289) (13,000)
  • Clone (Episode III) * - After III-4 (or code VCT533) (10,000)
  • Clone (Episode III, Pilot) * - After III-4 (or code XXD447) (11,000)
  • Clone (Episode III, Swamp) * - After III-4 (or code QYD793) (12,000)
  • Clone (Episode III, Walker) * - After III-4 (or code NBU753) (12,000)
  • Disguised Clone * - After III-5 (or code CCH677) (12,000)

Modeled off of bounty hunter Jango Fett, the Clone Army was developed by the Kaminoans under the order of Jedi Master Sifo-Dyas. Superior to droids in almost every way, the Clones were created to be the perfect soldiers: skilled and obedient, yet being able to reason on their own.

All Clones are the same, mostly with slight costume changes. The first is the Clones as they appear in Episode II. The next four are varied forms of Clones based on their affiliation. The last one is something that wasn't seen in the films: Clones dressed in Jedi cloaks to trick Jedi into letting their guard down.

All Clones are experienced Imperial gunners.

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Grapple (press Z on grapple points) Melee Attack (a series of punches) Imperial Access (press Z on a white circle)

The Kaminoans have hard lives on Kamino. After an ice age almost drove their species to extinction, they focused on science, specifically genetics and cloning, to keep themselves from dying out. This is the reason that Kamino is so well-known for its cloning proficiency and efficiency.

Lama Su and Taun We are both non-combatants. All they can do is jump, build, and pull levers.

The dominant species on the rocky planet Geonosis are a hardy and insect- like species. They live in hives in their mountain home. Considered a barbaric race, they enjoy public displays of combat and violence.

Geonosians are unique gunners.

Abilities: Geonosian Blaster (main weapon) Fly (press A twice to hover in midair)

The B2 series of battle droid is well-known for being far more deadly than its predecessor, with better armor and armament. They were deployed in service to the CIS at the beginning of the Clone Wars.

Super Battle Droids are droid gunners. They cannot jump or interact with the environment. As enemies, Supers take three hits to destroy.

Abilities: Hand Blaster (main weapon)

A talented bounty hunter from Concord Dawn, Jango Fett began his career as a member of the mercenary unit, the Mandalorians. After they were wiped out, Jango continued on his own. He was chosen as the template from which the Clone Army would be conceived.

Jango is a Mandalorian bounty hunter.

Abilities: Dual Blaster Pistols (main weapon) Jetpack (press A while in the air to activate the jetpack, which allows you to hover for a time press A again to drop to the ground) Dodge (press B at incoming fire) Thermal Detonator (press Z to throw an exploding grenade) Grapple (press Z on grapple points) Melee Attack (a series of punches and kicks) Bounty Hunter Access (press Z on a green circle)

Jango Fett, besides his pay, made one request of those who would make him as the template of the Clone Army: one clone, unaltered, which he would treat as his son, who grew up learning much from his father.

Young Boba Fett is a non-combatant shortie. He has no weapon, but can jump and interact with the environment.

Abilities: Crawl (press Z near a vent)

Luminara Unduli is a Mirialan Jedi Master. She was part of the platoon gathered by Mace Windu used to rescue Obi-Wan Kenobi.

Abilities: Lightsaber (main weapon) Double Jump (press A twice) Force (hold down Z while focused on an object with blue sparkles) Mind Trick (press Z while focused on a non-droid enemy to stun them for a few moments) Force Push (hold down Z while focused on a droid)

A Cerean Jedi Master, and a member of the Jedi Council, Ki-Adi is one of the few Jedi allowed to marry and have a family, as his species is known for a very small birth rate.

Abilities: Lightsaber (main weapon) Double Jump (press A twice) Force (hold down Z while focused on an object with blue sparkles) Mind Trick (press Z while focused on a non-droid enemy to stun them for a few moments) Force Push (hold down Z while focused on a droid)

A Nautolan Jedi Master, Kit was part of the platoon Mace Windu gathered to rescue Obi-Wan Kenobi. He's a generally positive and laid-back Jedi.

Abilities: Lightsaber (main weapon) Double Jump (press A twice) Force (hold down Z while focused on an object with blue sparkles) Mind Trick (press Z while focused on a non-droid enemy to stun them for a few moments) Force Push (hold down Z while focused on a droid)

A Togrutan Jedi Master, Shaak Ti was part of the platoon Mace Windu gathered to rescue Obi-Wan Kenobi. She also served on the Jedi Council. She is reportedly one of the few Jedi to survive the Great Jedi Purge (despite having two unused death scenes filmed for her for Episode III).

Abilities: Lightsaber (main weapon) Double Jump (press A twice) Force (hold down Z while focused on an object with blue sparkles) Mind Trick (press Z while focused on a non-droid enemy to stun them for a few moments) Force Push (hold down Z while focused on a droid)

A Twi'lek Jedi Knight, Aaylas'ecura was part of the platoon Mace Windu gathered to rescue Obi-Wan Kenobi.

Abilities: Lightsaber (main weapon) Double Jump (press A twice) Force (hold down Z while focused on an object with blue sparkles) Mind Trick (press Z while focused on a non-droid enemy to stun them for a few moments) Force Push (hold down Z while focused on a droid)

The Kel Dor Jedi Master, and member of the Jedi Council, Plo Koon was considered one of the more powerful Jedi, having incredible telekinetic powers and the judgement to use Force Lightning, although never to harm sapients.

Abilities: Lightsaber (main weapon) Double Jump (press A twice) Force (hold down Z while focused on an object with blue sparkles) Mind Trick (press Z while focused on a non-droid enemy to stun them for a few moments) Force Push (hold down Z while focused on a droid)

Dooku of Serenno was one of the twenty Jedi who had walked away from the Jedi Order during his life to pursue other goals. Unfortunately, his goal was involved with overthrowing the corrupt Republic, as he created the Confederacy of Independent Systems. He led the CIS against the Republic during the Clone Wars.

Abilities: Lightsaber (main weapon) Double Jump (press A twice) Force (hold down Z while focused on an object with blue sparkles) Sith Force (hold down Z while focused on an object with red sparkles) Force Lightning (hold down Z while focused on an enemy) Force Push (hold down Z while focused on a droid)

The IG-100 MagnaGuard is an advanced battle droid designed to be the bodyguards of General Grievous. They stand two meters tall and wield electrostaffs with rather deadly skill. They were created to be used against the Jedi.

Bodyguards are unique melee combatants. Their electrostaffs allow them to cross swords with Jedi. They also have a very high single jump, and the ability to perform a down-stab, much like Jedi.

Abilities: Electrostaff (main weapon) High Jump (press A)

Born Qymaen jai Sheelal, a Kaleesh warlord, Grievous assumed his current cyborg form after a shuttle crash. He is the Supreme Commander of the droid armies of the CIS. He is also a formidable combatant, trained by Dooku in the ways of the lightsaber. He holds one saber in each of his four arms, trophies he has taken from fallen Jedi.

Grevious is a unique melee combatant. He has lightsabers (yes, four), but no Force powers. However, he does have a very high double jump.

Abilities: Quad Lightsabers (main weapons) High Double Jump (press A twice)

See Chewbacca for info on him and his species.

Mace Windu in his Episode III outfit. See Mace Windu.

  • Rebel Trooper * - After IV-1 (or code DHV940) (10,000)
  • Rebel Trooper (Hoth) * - After V-2 (or code GHR673) (16,000)
  • Rebel Pilot * - After V-2 (or code BKL123) (15,000)

See Captain Antilles. These are just different models of Rebels one with a blue shirt, one in white Hoth warms, and one in a pilot jumpsuit.

  • Stormtrooper * - After IV-1 (or code NBN431) (10,000)
  • Sandtrooper * - After IV-3 (or code CBR954) (14,000)
  • Beach Trooper * - After IV-4 (or code BHH538) (20,000)
  • Death Star Trooper * - After IV-4 (or code NJK912) (19,000)
  • TIE Fighter Pilot * - After IV-4 (or code BBR334) (21,000)
  • Snowtrooper * - After V-2 (or code HVT573) (16,000)

Once clones under the Republic Army, the rank and file Imperial soldier opened its doors up to enlistment later on in the history of the Empire. Dressed in bright white armor and a menacing helmet, stormtroopers are remarkably easy to kill even with all that on.

The DS Trooper and TIE Fighter Pilot are unique in that as enemies they have two hearts.

There are four models of the stormie. The first is the standard. The second has a big backpack to supply for the desert. The third is a blue swimsuit- clad trooper (and helmet), not nearly as creepy as the Speedo guys. The fourth is a streamlined model for use in snowy areas. The Death Star Trooper is assigned to specific part of the DS for control work, and the TIE Fighter Pilot should be obvious.

Troopers are Imperial gunners.

Abilities: Blaster (main weapon) Swan Dive (double press A to do a face plant on the floor) Grapple (press Z on grapple points) Imperial Access (press Z on white circles)

  • Imperial Shuttle Pilot * - After IV-1 (or code BKJ857) (25,000)
  • Imperial Officer * - After IV-4 (or code KLP412) (28,000)

These suits are the "upper class" of the Imperial soldiers. They're assigned to more specific tasks than just milling about and getting killed. However, they act roughly the same. They have two hearts as enemies.

Officers are experienced Imperial gunners.

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Grapple (press Z on grapple points) Melee Attack (a series of punches) Imperial Access (press Z on white circles)

Also known as "Sandpeople", these creatures rove the deserts of Tatooine. They're a scavenging people, but they do have a rich culture.

Tuskens are basic gunners.

Abilities: Blaster (main weapon) Grapple (press Z on grapple points) Melee Attack (rifle butt)

Also a scavenging people, but they're less inclined to kill and more inclined to just run off with stuff. They always wear their hooded robes.

Abilities: Zapper (main weapon, disables anything but Jedi for a few seconds) Crawl (press Z next to vents)

Greedo was a cocky young Rodian, blinded by his species rich history of being successful bounty hunters. He was skilled, but not as much as Han Solo.

Greedo is a bounty hunter.

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Thermal Detonator (press Z to throw an exploding grenade) Grapple (press Z on grapple points) Melee Attack (a series of punches) Bounty Hunter Access (press Z on a green circle)

His name is Garindan. He's a Kabuz spy stationed on Tatooine. Also known as "Long-Snoot". He tips off the Imperials to "those two droids".

Imperial Spy is a non-combatant. He cannot attack, but can jump, build, and pull levers.

Abilities: Walkie Talkie (press Z, doesn't do anything)

The ruler of the Empire's Outer Rim territories, Wilhuff Tarkin was a man of vast ambition. He was the overseer of construction and acting commander of the Death Star.

Tarkin is an experienced Imperial Gunner.

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Grapple (press Z on grapple points) Melee Attack (a series of punches) Imperial Access (press Z on white circles)

Han Solo in his winter wear. See Han Solo.

Luke in his Hoth uniform. See Luke Skywalker (non-Jedi).

The aide and de facto administrator of Cloud City, Lobot was once a pirate before being forced into a contract and becoming a cyborg, attached to the city's central computer.

Abilities: Melee Attack (a series of punches, followed by a headbutt)

Small humanoids known for their tiresome work ethic, Ugnaughts are known as excellent miners throughout the galaxy, many having found their way to Bespin.

Abilities: Zapper (main weapon, disables anyone but Jedi for a few seconds) Crawl (press Z next to vents)

A volunteer force from the ranks of Bespin's citizenry, these guards have been trained to defend Cloud City in the event of ruckus or invasion.

The Bespin Guard is an advanced gunner.

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Dive Roll (press A twice to roll and avoid fire) Grapple (press Z on grapple points) Melee Attack (a series of kicks)

Leia in less of her Bespin costume. See Princess Leia.

Large porcine beings from the planet Gamorr, these brutes are known for their great strength and warrior natures. Jabba the Hutt obtained a tribe of these folk as guards for his palace. As enemies, they have two hearts.

Gamorreans are unique melee fighters. They have a triple combo much like lightsabers do, and they can block using the axes. Also, after jumping in the air, they have a jump slam attack similar to the Jedi's double jump down- stab, in that it makes an small explosion of energy.

Abilities: Vibro-ax (main weapon)

This ambitious Twi'lek has served as Jabba's majordomo for many years, but he secretly yearns to usurp his master's power.

Bib Fortuna is a melee fighter.

Abilities: Melee attack (a series of punches, then kicks) Bounty Hunter Access (press Z on a green circle)

  • Palace Guard * - After VI-1 (or code PPP555) (14,000)
  • Skiff Guard * - After VI-2 (or code BHU785) (12,000)

In addition to the Gamorreans, Jabba also maintains a contigent of guards of varying species, from human to Nikto.

Jabba's Guards are basic gunners.

Abilities: Blaster (main weapon) Grapple (press Z on grapple points)

A ferocious and well-known Trandoshan, Bossk has earned a nasty reputation for himself over his life. Being a member of a species who are lifelong enemies of the Wookiees, Bossk is far more interested in Chewbacca's pelt than Han Solo.

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Thermal Detonator (press Z to throw an exploding grenade) Grapple (press Z on grapple points) Melee Attack (a series of punches) Bounty Hunter Access (press Z on a green circle)

One of the galaxy's most feared bounty hunters, and the clone son of another legend, Boba Fett wears the armor of the feared warriors of Mandalore. He rarely speaks and is ruthlessly efficient.

Boba Fett is a Mandalorian bounty hunter.

Abilities: High-powered Blaster Rifle (main weapon, does double damage) Jetpack (press A while in the air to activate the jetpack, which allows you to hover for a time press A again to drop to the ground) Dodge (press B at incoming fire) Thermal Detonator (press Z to throw an exploding grenade) Grapple (press Z on grapple points) Melee Attack (a series of punches and kicks) Bounty Hunter Access (press Z on a green circle)

See Wicket. This is just an Ewok with a brown hood instead of a red one.

A special cadre of gifted soldiers with sworn allegiance to the Emperor, these red-robed enforcers are armed with force pikes and are dangerous foes. As enemies, they have four hearts.

Guards are unique melee fighters. They have a triple attack combo as Jedi do.

Abilities: Force Pike (main weapon) Dive (press B while in the air, does no damage) Imperial Access (press Z on a white circle)

Emperor Palpatine, also known as Darth Sidious, is probably one of the most evil and ruthless beings in galactic history. He rose from being a simple diplomat to ruler of the galaxy, and nearly succeeded in bringing about the complete extinction of the Jedi.

The Emperor is a Sith. His double jump has a slightly higher reach than any other Jedi/Sith's, so it may be easier to reach higher canisters with him.

Abilities: Lightsaber (main weapon) Double Jump (press A twice) Force (hold down Z while focused on an object with blue sparkles) Sith Force (hold down Z while focused on an object with red sparkles) Force Push (hold down Z while focused on a droid) Force Lightning (hold down Z while focused on an enemy) Imperial Access (press Z on a white circle)

One of the greatest tactical geniuses of the Rebel Alliance, Admiral Ackbar was once a peace-loving Mon Calamari much like the rest of his people, until the Empire enslaved his race. He and his people then used their starship technology to recreate their space-going ferries into machines of war, with frightening results.

Admiral Ackbar is an advanced gunner.

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Dive Roll (press A twice to roll and avoid fire, at the end of the roll press B for three quick shots) Grapple (press Z on grapple points)

An assassin droid meant to be the next generation of killing machines, IG-88's creators made a horrible blunder by accidentally giving their masterpiece sentience. IG-88 went on to become a fearsome and emotionless bounty hunter.

IG-88 is a droid bounty hunter.

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Thermal Detonator (press Z to throw an exploding grenade) Grapple (press Z on grapple points) Melee Attack (a punch, kick, then a detach-head-and-slam) Bounty Hunter Access (press Z on a green circle) Protocol Access (press Z at a Threepio panel) Astromech Access (press Z at an Artoo panel)

Dengar is a Corellian who partially owes his current sad state to Han Solo, who bested him in a swoop race, leaving him horribly injured. His recovery led to his becoming a bounty hunter with almost no emotion.

Dengar is a bounty hunter.

Abilities: Blaster (main weapon) Dodge (press B at incoming fire) Thermal Detonator (press Z to throw an exploding grenade) Grapple (press Z on grapple points) Melee Attack (a series of punches) Bounty Hunter Access (press Z on a green circle)

4-LOM is a former protocol droid who had a mishap with his programming when he reasoned his way into thievery, and then later into becoming a bounty hunter. He partnered with the Gand Zuckuss, but seems to be without him in this game.

4-LOM is a droid bounty hunter.

Abilities: Blaster (main weapon, does double damage) Dodge (press B at incoming fire) Thermal Detonator (press Z to throw an exploding grenade) Grapple (press Z on grapple points) Melee Attack (a series of punches, then a spinning arm attack) Bounty Hunter Access (press Z on a green circle) Protocol Access (press Z at a Threepio panel) Astromech Access (press Z at an Artoo panel)

  • Ben Kenobi (Ghost) * - After all episodes (or code BENGH8) (1,100,000)
  • Anakin Skywalker (Ghost) * - After all episodes (or code HJI667) (1,000,000)
  • Yoda (Ghost) * - After all episodes (or code VVV429) (1,200,000)

One of the greatest Force abilities ever known, developed by Qui-Gon Jinn, is the ability to linger after one's death as a specter, able to continue to communicate with the land of the living, even if they cannot interact physically. Qui-Gon taught the ability to Yoda after his own death, who then taught it to Obi-Wan. It is assumed that Anakin developed this ability on his own.

These guys are ghost Jedi.

Abilities: Lightsaber (main weapon) Double Jump (press A twice) Force (hold down Z while focused on an object with blue sparkles) Mind Trick (press Z while focused on a non-droid enemy to stun them for a few moments) Force Push (hold down Z while focused on a droid) Invincibility (cannot be harmed and will not lose studs from a fall, can still be shot out of vehicles, though) Invisibility (enemies will not interact with a ghost Jedi)

Well, I don't know why they brought this guy in, because there's really no story behind him apart from him being present on board the second Death Star when it was destroyed.

R2-Q5 is an astromech. The disabilities of an astromech are a lack of weapon. He also cannot manipulate anything. However, he will not generally be targeted by enemy fire.

Abilities: Hover (hold down A, very little height, but long distance) Zap (press B, disables most anything for a small time except for Jedi) Astromech Access (Z at an Artoo panel, opens doors, etc.)

Dr. Henry "Indiana" Jones, Jr. is a renowned archaeologist and adventurer. He searches the world for ancient relics in the 1930's, ever evading the Nazi menace. In this game, he's simply a bonus character, as the next LEGO game by Traveller's Tales will be LEGO Indiana Jones.

Dr. Jones is an experienced gunner.

Abilities: Revolver (main weapon) Dodge (press B at incoming fire) Grapple (press Z on grapple points) Melee Attack (the whip!)

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Vehicles are largely very similar. Their blasters do the same amount of damage, and their manuvering and speed capabilities are pretty much the same. There are some exceptions, though, as I'll address. Unless otherwise specified, all craft have blasters, carry three torpedoes, and can perform acrobatics.

Anakin Skywalker's homebrew podracer was cobbled together by the boy at the age of nine. Using his technical prowess, Anakin was able to craft a podracer of amazing speed.

While podracers have no armaments, they do have a higher top speed than most craft, although it's not particularly noticable.

Attributes: High speed Good maneuverability plus acrobatics

The Royal N-1 Starfighter was employed by the Naboo government as a craft to be used for defense, patrol, and escort. The chromium finish on the front marks it as a craft specifically in service of the Royal House.

Attributes: Dual Lasers Three Torpedoes Good speed Good maneuverability plus acrobatics

The XJ-6 Airspeeder is a custom-built airspeeder that was owned by Senator Simon Greyshade. Anakin "commandeered" this speeder for his chase of Zam Wesell through the skyways of Coruscant.

While the "real" XJ-6 was a simple pleasure craft, this version is pretty much a standard fighter.

Attributes: Dual Lasers Three Torpedoes Good speed Good maneuverability plus acrobatics

The Low Altitude Assault Transport/infantry (LAAT/i) was a gunship employed by the Grand Army of the Repbuilc, often as air support for ground troops. It was crafted by Rothana Heavy Engineering, as part of its efforts to support the Republic in the coming war.

Attributes: Dual Lasers Three Torpedoes Good speed Good maneuverability plus acrobatics Tow Cable

The Eta-2 Actis-class light interceptor, also known as the "Jedi interceptor" was one of the primary ships used by the Jedi in the later years of the Clone Wars. Both Obi-Wan Kenobi and Anakin Skywalker piloted one in the Battle of Coruscant.

Attributes: Dual Lasers Three Torpedoes Good speed Good maneuverability plus acrobatics

The Incom T-65 Space Superiority Star Fighter is still a popular piece of machinery even so many years after its inception (both in the Star Wars universe and in popular culture).

Attributes: Dual Lasers Three Torpedoes Good speed Good maneuverability plus acrobatics

The Koensayr BTL Attack Starfighter is the workhouse of the Rebel fleet, and of their earliest. Known for its raw power over its speed, the Y-Wing can pound capital ships to dust.

Attributes: Dual Lasers Five Torpedoes Good speed Good maneuverability plus acrobatics

The Incom T-47 Airspeeder wasn't meant for the combat, but the industrious Rebellion managed to retrofit a group of speeders with laser cannons to be an effective combat weapon.

Attributes: Dual Lasers Three Torpedoes Fair speed Good maneuverability plus acrobatics Tow Cable

Han Solo's YT-1300 CEC Freighter is probably the most famous ship in the galaxy. Beginning its life as a simple Corellian freighter, it underwent massive and illegal modifications to increase its durability, firepower, speed, and smuggling capabilities.

Attributes: Dual Lasers Tracking Laser Turret Three Torpedoes Good speed Fair maneuverability plus acrobatics

The Collor Pondrat "Plug-F Mammoth" was the racer used by the famed Dug racer, Sebulba. He personally and illegally modified the racer to ensure his victories, including such dirty weapons a flamethrower. The pod was trashed following his loss to Anakin Skywalker at the Boonta Eve Classic.

While podracers have no armaments, they do have a higher top speed than most craft, although it's not particularly noticable.

Attributes: High speed Good maneuverability plus acrobatics

The "Koro-2 Exodrive" Airspeeder was Zam Wesell's personal craft for her planetside missions. She utilized it in an attempted getaway following her attempted assassination of Senator Amidala. Unfortunately, she was no match for the piloting skills of Anakin Skywalker, and her speeder crashed in the streets of Coruscant.

While the "real" Exodrive was a simple pleasure craft, this version is pretty much a standard fighter.

Attributes: Dual Lasers Three Torpedoes Good speed Good maneuverability plus acrobatics

The CIS's droid-based dogfighter, the droid tri-fighter was an autonomous starfighter used during the later parts of the Clone Wars. It is easily recognized by its three arms that branch out of the rear and converge near the front of the ship.

Attributes: Triple Lasers Three Torpedoes Good speed Good maneuverability plus acrobatics

The mainstay fighter of the Trade Federation all the way up to the Clone Wars, the Variable Geometric Self-Propelled Battle Droid was a common sight among TF and CIS forces. Like all droid fighters, it had no pilot, just a droid brain connected to a control ship.

Attributes: Quad Lasers Three Torpedoes Good speed Good maneuverability plus acrobatics

The Aggressive ReConnaissance-170 starfighter was designed by Incom and Subpro. It was a heavy starfighter for its time, and was used chiefly by the Grand Army of the Republic (mostly pilot clones). It's considred an ancestor to the X-Wing.

Attributes: Dual Lasers Three Torpedoes Good speed Good maneuverability plus acrobatics

  • TIE Fighter * - After IV-6 (or code DBH897) (35,000), Minikit V-3
  • TIE Interceptor * - After IV-6 (or code INT729) (40,000), Minikit VI-6
  • TIE Fighter (Darth Vader) * - After IV-6 (BVNJ84) (50,000), Minikit IV-6

The TIE series (stands for Twin Ion Engine) was designed to be very recognizable as a symbol of the Empire. Consisting of a ball cockpit and solar panels on either side, these craft were meant to look alien and menacing. The standard TIE Fighter, the basic model, has hexagonal panels. The newer Interceptor has bent and dagger-shaped panels, as well as better performance overall. The Advanced is a part prototype and part Vader's personal ride, with the addition of hyperdrive and deflector shields.

Attributes: Dual Lasers (Quad Lasers for the Interceptor) Three Torpedoes Good speed Good manueverability plus acrobatics Imperial Clearance (pass through TIE Gates)

The TIE Bomber is a double-hulled TIE. The second hull (to the left of the cockpit) is the warhead bay, holding any missiles or bombs that the mission would require.

Attributes: Dual Lasers Five Torpedoes Good speed Good manueverability plus acrobatics Imperial Clearance (pass through TIE Gates)

The Lambda-Class Shuttle is a typical shuttle used to ferry passengers. Its most distinct feature is its three wings, the lower of which fold up when the shuttle lands.

Attributes: Dual Lasers Three Torpedoes Good speed Good manueverability plus acrobatics

The CEC Consular-class space cruiser was specifically painted red as the color of diplomatic immunity, and was used by the Republic in its latter years to ferry ambassadors, diplomats, and Jedi. Qui-Gon Jinn and Obi-Wan Kenobi were ferried to Naboo in such a craft.

Attributes: Laser Cannon Three Torpedoes Good speed Good manueverability plus acrobatics

The tribubble bongo is a submersible craft created by the Gungans for travelling through the planet's underwater passageways. Qui-Gon Jinn and Obi-Wan Kenobi used one to travel through the planet's core en route to Theed.

Attributes: No Lasers Three Torpedoes Fair speed Fair manueverability, no acrobatics

The J-Type 327 Nubian royal starship is one of several types of starships employed by the Naboo. It is a long, sleek, chrome-covered craft. When Queen Amidala fled Naboo en route to Coruscant, she did so in a J-Type 327.

Despite its weapons, the real J-Type 327 had none.

Attributes: Dual Lasers Three Torpedoes Good speed Good manueverability plus acrobatics

The Scimitar, also known as the Sith Infiltrator, is Darth Maul's personal prototype starship. It was given to him by his master, Darth Sidious to aid in any missions his master would send him on. One of the remarkable aspects of the craft is its prototype small-scale cloaking device. Jedi who have inspected the ship comment on how "alive" with the dark side it is.

Attributes: Dual Lasers Three Torpedoes Good speed Good manueverability plus acrobatics

The Delta-7 "Aethersprite"-class light interceptor was a craft commissioned by the Jedi specifically for bolstering their motor pool shortly before the Clone Wars. A very small craft, it relies on a seperate hyperdrive module, which it attaches onto in flight, for long-range travel. Obi-Wan Kenobi employed an Aethersprite for his mission tracking Jango Fett.

Attributes: Dual Lasers Three Torpedoes Good speed Good manueverability plus acrobatics

One of the more feared sights in the Trade Federation army, Droidekas are fast, deadly, and resilient. They travel by curling themselves up in a wheel, then unfold upon reaching their destination, where they will deploy personal shield generators and twin blaster cannons. When fought as enemies, their shields take about six or so hits (or one down-stab with a saber), and their bodies take another three hits.

Attributes: Dual Lasers, only when deployed No Torpedoes Horrible speed When shield is deployed, Droideka is invincible Ground Craft Can have "Self Destruct" Extra applied to it

Developed by Rothana Heavy Engineering as part of the mustering for the Clone Wars, the All Terrain Tactical Enforcer is a "walker" assault vehicle. Its two most imposing features were its six walking legs and the massive cannon on top of it.

Attributes: Laser Cannon No Torpedoes Snail's pace speed Ground Craft

The Punworcca 116-class interstellar sloop is a somewhat unique craft that was designed for Count Dooku by his Geonosian benefactors, but became more unique when Dooku fitted it with a solar sail, which would normally be far too small compared to other solar sails of its time. Dooku used this sloop to evade capture on Geonosis and return to Coruscant.

Attributes: No Lasers Three Torpedoes Good speed Good manueverability, no acrobatics

A cousin the Republic Gunship, the LAAT/c (Low Altitude Assault Transport/ carrier) is a gunship designed by Rothana Heavy Engineering. Its primary function was to serve as a carrier for heavy assault vehicles, such as the AT-TE, hence its simplified name, the Drop Ship.

Attributes: Dual Lasers Three Torpedoes Good speed Good manueverability plus acrobatics

The emergency firespeeder is a standard ship utilized to quickly race to the scene of a fire and suppress it. Many were deployed during the Battle of Coruscant, near the end of the Clone Wars, as there were many ships dropping from orbit.

Attributes: No Lasers Three Torpedoes Good speed Good manueverability plus acrobatics

The Oevvaor jet catamaran is a sporting and fishing craft developed by the Wookiees for use in surveying the harsh wilderness of Kashyyyk. Despite its primitive appearance, it utilizes modern repulsorlifts and engines, yet normally has no weapons.

Attributes: Dual Lasers Three Torpedoes Good speed Good manueverability, no acrobatics Ground Craft

The Alpha-3 Nimbus-class starfighter is a short-ranged starfighter that was employed by the Galactic Republic late in the Clone Wars, and later the Galactic Empire. It was a follow-up to the Aethersprite Jedi Starfighter, and was said to be partly a predecessor to the forthcoming TIE Fighter.

Attributes: Dual Lasers Three Torpedoes Good speed Good manueverability plus acrobatics

The Imperial-class Star Destroyer is one of the most visible reminders of the Empire's might. The giant, dagger-shaped, mile-long battle cruiser sports a frightening array of military might.

Attributes: Laser Cannon Five Torpedoes Poor speed Poor manueverability, no acrobatics Ship scaled to be as small as a fighter

Powered by steam-powered nuclear fusion engines, the Sandcrawlers are ancient vehicles originally brought to Tatooine in an attempt to mine the planet. When the planet's prospect turned fruitless, they were abandoned and subsequently adopted by the local Jawas, who use them to travel the deserts.

Attributes: No Lasers No Torpedoes Poor speed Poor manueverability, no acrobatics Can hop a tiny bit by pressing A Ground Craft

The SoroSuub X-34 landspeeder is a modest, yet sporty, civilian speeder. Boasting not much more than a trio of engines and a repulsorlift, Luke Skywalker still enjoyed his time travelling between vaporators during his days on the Lars farm.

Attributes: Dual Lasers Three Torpedoes Fair speed Fair manueverability, no acrobatics

A perfect example of the Empire's "rule through fear" doctrine, the All Terrain Armored Transport is an Imperial walker designed for ground assault. Appearing to be a giant, fearsome, metal beast, the walkers boasted heavy firepower and considerable armor. Multiple AT-ATs were employed during the Battle of Hoth.

Attributes: Dual Lasers No Torpedoes Snail's pace speed Poor manueverability, no acrobatics Ground Craft

The Bespin Motors "Storm IV" Twin Pod Cloud Car is a modest security vehicle employed by the Bespin Guard for patrol and security over Cloud City. Two of the craft escorted the Millenium Falcon as it approached the city during the Galactic Civil War.

Attributes: Dual Lasers Three Torpedoes Good speed Good manueverability plus acrobatics

The Firespray-31-class patrol and attack craft is an oddly shaped starship designed by Kuat Systems Engineering. While the prototypes were being tested on Oovo IV, Jango Fett stole one and destroyed the rest, heavily modifying the craft to suit his bounty hunting needs. The ship was later owned by his clone son, Boba Fett.

Attributes: Dual Lasers Three Torpedoes Good speed Good manueverability plus acrobatics

The Ubrikkian Bantha-II cargo skiff is a relatively small repulsor craft often used on desert planets, such as Tatooine. Jabba the Hutt employs a small motor pool of these craft for his security detail when he travels on his sail barge. He also uses them for prisoners being fed to the Sarlacc.

Attributes: Dual Lasers Three Torpedoes Fair speed Fair manueverability, no acrobatics Ground Craft

Jabba the Hutt's prized sail barge, the Khetanna, is a decent-sized luxury repulsor craft developed by Ubrikkian Industries. It was his personal transport across the sands of Tatooine to places such as Mos Eisley or the Great Pit of Carkoon.

Attributes: Laser Cannon Three Torpedoes Fair speed Fair manueverability, no acrobatics Ground Craft

Sometimes humorously labeled as "chicken walkers", the All Terrain Scout Transport is a smaller and faster cousin of the Imperial AT-AT. Still a menacing sight, but with lower firepower than the AT-AT, an AT-ST is used for scouting and fire support for ground troops.

Attributes: Dual Lasers Three Torpedoes Snail's pace speed Poor manueverability, no acrobatics Ground Craft

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11D. "Extra Toggle" Characters =

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These characters are present only when you buy the Extra called "Extra Toggle". Basically what it does is that you turn it on, then go into a mission on Free Play or Challenge. As you cycle through the characters, you'll come across a few that aren't in the usual list. I'll tell you right now that none of these characters are particularly special, but here they are, documented.

Available in: II-4, III-5, IV-2, IV-4, V-2, V-4, VI-2, VI-4, VI-5, Episode IIi Character Bonus

This is, quite simply, a bag of moving bones. It has really no impact on the Star Wars universe.

The Skeleton is a melee fighter.

Abilities: Melee Attack (swinging its arm, then kicking out its leg)

Available in: III-1, III-2, III-3, Episode II Character Bonus

The Pistoeka sabotage droid is a small droid used for precise attacks. They were generally deployed by a vulture droid's discord missile, where they would attach to starfighters and systematically pull them apart.

In III-1, the Buzz Droid is useless and does nothing. In the others, the Buzz Droid is a droid melee fighter. It has all the disadvantages of droids (no jump, no manipulating) only it has a melee attack.

Abilities: Melee Attack (swinging its front arm)

The remote is a small spherical droid armed with a light blaster, generally used for training purposes, either by gunners or for lightsaber users.

The remote is a rather unique and mostly useless droid. It floats, so it can't depress switches or the like and its light blaster does no damage.

Abilities: Light blaster (main weapon, does no damage)

Available in: IV-1, V-2, A New Hope

Like all good groups, even the Rebels have engineers to maintain their technology.

The Rebel Engineer is a basic gunner, just like the Rebel Troopers.

Abilities: Blaster (main weapon) Grapple (press Z on grapple points)

Available in: IV-2, IV-3, Episode IV Character Bonus

Droid 1 a WED Treadwell, used for repair. Droid 2 is a droid that I can't identify. Droid 3 is an Asp Droid, used for basic multifunctional work. Droid 4 is an R1, a precursor to the R2 series, used for navigation.

Despite their appearances, all the droids operate the same. They're droid gunners. They also move rather slowly.

Abilities: Blaster (main weapon)

Available in: IV-2, IV-3, VI-1, VI-4, Episode IV Character Bonus, LEGO City, New Town

A womp rat is a larger than usual scavenging rodent. Their native world is Tatooine. They're known for their ferocity in packs and alarming reproduction rate.

Womp rats are non-combatants. Their only use is the fact that they move quite fast and that they go unnoticed by enemies.

The MSE-series of mouse droids were a series of service droids used to deliver messages and guide personnel in facilities where one could easily get lost.

Mouse Droids are non-combatants. Their only use is the fact that they move quite fast and that they go unnoticed by enemies.

Available in: IV-4, IV-5, VI-4, VI-5, Episode VI Character Bonus

On hand in most facilties, the Imperial Engineer is also known for his notorious slacking off (see opening cutscene for VI-1).

The Imp Engineer is an Imperial Gunner.

Abilities: Blaster (main weapon) Swan Dive (double press A to do a face plant on the floor) Grapple (press Z on grapple points) Imperial Access (press Z on white circles)

Available in: V-5, V-6, VI-1, Episode V Character Bonus

As a test to see if Luke Skywalker could survive the freezing process, Han Solo was placed into a block of carbonite in the hopes that he could be contained. He did survive, but after being removed, he had a small bout of hibernation sickness, which included temporary blindness.

Carbonite Han is a non-combatant. All he can do is hop around and look silly.

Specially trained to pilot heavy vehicles, these troopers are still not much more than the average Imperial Grunt.

The AT-AT Driver is an Imperial Gunner.

Abilities: Blaster (main weapon) Swan Dive (double press A to do a face plant on the floor) Grapple (press Z on grapple points) Imperial Access (press Z on white circles)

A specialized group of Imperial troopers who are often tasked with recon and scouting missions, they are considered hot hands on a speeder bike.

The Scout Trooper is an Imperial Gunner.

Abilities: Blaster (main weapon) Swan Dive (double press A to do a face plant on the floor) Grapple (press Z on grapple points) Imperial Access (press Z on white circles)

Available in: Episode I Minikit Bonus

While their homeworld is Dathomir, rancors can be found in odd places throughout the galaxy, as they are incredibly ferocious and large predators. Jabba kept one in his palace to feed troublemakers to.

The Rancor is a non-combatant. All it can do plod around incredibly slowly. To its credit, though, it's invincible to enemy fire.

Availble in : Episode V Minikit Bonus

A semisentient scavenging mammal, this white and hairy beast roams the wastes of Hoth for whatever it can scrounge. It tends to live in caverns of ice to avoid harsh storms.

Like the Rancor, the Wampa is a non-combatant that plods around and is invincible.


Tor.com

There is nothing an author today has to guard himself more carefully against than the Saga Habit. The least slackening of vigilance and the thing has gripped him.
–P.G. Wodehouse, writing in 1935

How little things change! I, too, am a victim of the Saga Habit. Fifteen Deverry books, four Nola O’Gradys—and I haven’t even finished the Nola series! Even Sorcerer’s Luck, which I meant to be a stand-alone, is insisting that it’s only the first volume of a “Runemaster trilogy.” Over the years, a number of people have asked me why I tend to write at this great length. I’ve put some thought into the answer, and it can be boiled down one word: consequences. Well, maybe two words: consequences and characters. Or perhaps, consequences, characters, and the subconscious mind—above all the subconscious mind. You see what I mean? These things multiply by themselves.

Not all series books are sagas. Some are shaped more like beads on a string, separate episodes held together by a set of characters, who may or may not grow and change as the series continues. Many mystery novels fall into the episode category: Sherlock Holmes, for example, or James Bond. Other series start out as episodics, but saga creeps up on them as minor characters bring depth to a plot and demand stories of their own, for instance, in Lois McMaster Bujold’s Miles Vorkosigan series or Ian Rankin’s detective novels. What determines the difference in these examples comes back to the idea of consequences.

James Bond can kill people, blow up large portions of real estate, see yet another girlfriend die horribly—and have nothing in particular happen as a consequence, at least, not that the reader or viewer ever learns. I’ve always imagined that a large, well-financed insurance team comes along after him, squaring everything with the locals, but we never see that. Consider, too, Hercule Poirot or other classic detectives in the crime novel category. They do not grow and change, because they’re a collection of tics and habits. I don’t mean to imply that there’s something wrong with this, or that episodic works are somehow inferior to sagas. I’m merely pointing out the difference.

An actual saga demands change, both in its characters and its world. Often the innocent writer starts out by thinking she’s going to write some simple, stand-alone story, set maybe in a familiar world, only to find the big guns—consequence, character, and the subconscious—aimed directly at her. Sagas hijack the writer. At least they do me.

A good example is the Deverry series. Back in 1982, I decided to write a fantasy short story about a woman warrior in an imaginary country. It turned into a novella before I finished a first draft. It was also awful—badly written, undeveloped, pompous. The main character came across as a cardboard gaming figure. She wanted revenge for the death of her family. Somehow she’d managed to learn how to fight with a broadsword. That was all I knew. Who had trained her? Why? What pushed her to seek a bloody vengeance? What was going to happen to her after she got it?

The ultimate answer: like most cardboard, she tore apart. Pieces of her life appear in the Deverry sequence, but she herself is gone, too shallow to live. But her passing spawned a great many other characters, both female and male.

Her actions had only the most minimal consequence. She killed the murderer—consequences for him, sure—but he was a nobleman. What would his death mean to his family? His land holdings? The political hierarchy of which he was a part? Come to think of it, what was the political hierarchy in his corner of the fantasy world? Everyone had Celtic names. Their political world would not be a standard English-French feudal society. People still worshipped the pagan gods, too. Why weren’t they Christianized?

The ultimate answer: they weren’t in Europe. They’d gone elsewhere. A very large elsewhere, as it turned out. And then of course, I had to ask: how did they get there?

Now, some people, more sensible than I am, would have sat down with a couple of notebooks and rationally figured out the answers to all these questions. They would have taken their decisions, possibly based on research, back to the original novella and revised and rewrote until they had a nice short novel. Those of us addicted to sagas, however, are not sensible people. Instead of notes and charts, I wrote more fiction.

Here’s where the subconscious mind comes in. Each question a writer asks herself can be answered in two different ways, with a dry, rational note, or a chunk of story. When she goes for the story option, the saga takes over. To continue my novella example, I wrote the scene where the dead lord’s body comes back to his castle, which promptly told me it was a dun, not a castle, thereby filling in a bit more of the background. In the scene of mourning other noble lords were already plotting to get hold of his land, maybe by appealling to an overlord, maybe by marrying off his widow to a younger son. The story possibilities in that were too good to ignore.

You can see their ultimate expression in books three and four of the Deverry saga with the hassle over the re-assignment of Dun Bruddlyn. It just took me a while to get there. The woman warrior, complete with motivation and several past lives’ worth of history, appears in the saga as Jill, Cullyn of Cerrmor’s daughter, but she is not the same person as that first piece of cardboard, not at all. The opening of the original novella, when a woman dressed as a boy sees a pair of silver daggers eating in an inn yard, does appear in a different context with different characters in book six, when Carra meets Rhodry and Yraen. Rather than revenge, however, she’s seeking the father of her unborn child.

More story brings more questions. The writer’s mind works on story, not “information.” Pieces of information can act as the gateways that open into stories and lead the writer into a saga. Tolkien started his vast saga by noticing some odd discrepancies in the vocabulary of Old Norse. Sounds dull, doesn’t it? But he made something exciting out of it. The difference between varg and ulf was just a gate, an innocent little opening leading to a vast life’s work.

Not every writer works in the same way, of course. Many writers make an outline, draw up character sheets, plan the structure of the book to be, and then stick to their original decisions. Often they turn out good books that way, too. I don’t understand how, but they do. I personally am a “discovery writer,” as we’re termed, someone who plans the book by writing it and then revising the entire thing. When it comes to saga, this means writing large chunks of prose before any of it coalesces into a book. I never finished any of the first drafts of these chunks. Later I did, when I was fitting them into the overall series.

Someone like Tolkien, who had a family and a day job, may never get to finish all of his early explorations of the material. Such is one risk of saga. Readers who criticize him and his heirs for all those “unfinished tales” need to understand where the tales came from. Anything beyond a mere jotting belongs to the saga.

Another risk: the writer can put a lot of energy into a character or tale only to see that it doesn’t belong and must be scrapped. When I was trying to turn the original ghastly novella into Daggerspell, the first Deverry novel, the most important dweomerman was an apothecary named Liddyn, a nice fellow…not real interesting, though. My subconscious created a friend of his, a very minor character, who appeared in one small scene, digging herbs by the side of the road. When the friend insisted on turning up in a later scene, I named him Nevyn. If I’d stuck to my original plan, that would have been it for Nevyn. As soon as I asked myself, “but who is this guy?” I realized what he was bringing with him: the entire theme of past lives. Until that moment, reincarnation had nothing to do with this saga.

Liddyn shrank to one mention in one of the later books. Nevyn took over. The past lives appeared when I asked myself how this new strange character got to be a four hundred year old master of magic. What was his motivation? How and why did he study dweomer? These questions brings us right back to the idea of consequences. As a young man Nevyn made a bad mistake out of simple arrogance. The consequences were dire for the woman who loved him and her clan, and over the years these consequences spiraled out of control until they led ultimately to a civil war. The saga had gotten longer but deeper, and I hope richer. Had I ignored these consequences, I would have been left with an interesting episode, isolated, a little thin, perhaps at best backstory.

The term “backstory” always implies a “frontstory,” of course: the main action, the most important part of a book. Some readers get impatient if they feel there’s too much of this mysterious substance, backstory, in a given book or movie. They want to know what they’re getting, where the story is going, and in particular, what kind of story it is, front and center. Sagas, however, can’t be divided into back and front. Is the Trojan War less important than Odysseus’s wanderings? The one is not “backstory” to the other.

The saga has much in common with the literary form critics call the “roman fleuve,” the river-system novel. A great many stories flow together in one of these, like the tributaries that together make up a mighty river meandering across a plain. The classic example is Balzac’s Comedie Humaine. Romans fleuve follow a wide cast of characters over a stretch of time, just as true sagas do. None of the stories are less important than any other.

The past and present of the created world together produce the last essential element of a saga: the feeling of change, of movement forward in time of the saga’s world. In a true saga something always passes away, but at the same time, something new arrives. The elves leave Middle-earth, but the Fourth Age begins. True sagas, in short, include a future.

And that future often calls the writer back to the saga. Sometimes the damn things won’t leave us alone. Which is why I find myself contemplating a return to Deverry for a novel that takes place hundreds of years after the main saga. It should be a stand-alone, I think. But I’m not betting on that.

This article was originally published on the blog of Deborah J Ross in October 2013.

An inveterate loafer, baseball addict, and rock and roll fan, Katharine Kerr begrudgingly spares time to write novels, including the Deverry series of historical fantasies or fantastical histories, depending on your point of view. She lives near San Francisco with her husband of many years, a cat, and a part-time opossum.


Theodore "Ted" Sallis Man-Thing

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Steve Orlando’s CURSE OF THE MAN-THING saga concludes in May with X-MEN: CURSE OF THE MAN-THING #1!

Biography

Biography

Allegedly, before Earth was formed, a creator being from before time spawned the Fallen Stars, each an embodiment of one of its thoughts. On Earth, the creator made a woman, Cleito, representing the nature of reality. Cleito spawned Adam K’ad-Mon, the first Man of Lineage, and their birth site became the Nexus of Reality, a focal point uniting all dimensions. Descendants of K’ad-Mon served as Nexus guardians, but over time the Men of Lineage became less concerned with this mission, until eventually one man abandoned it completely: Ted Sallis.

A biochemistry professor at Empire State University, the sheltered Sallis had no knowledge of his destiny and preferred books to people. The United States Army recruited him into “Project Sulfur,” which sought a means to survive biochemical warfare. Sallis developed “Serum SO-2,” which granted immunity to all known toxic biochemicals, but its mutagenic effects would have transformed people into monsters. Ted’s friend, the free-spirited girl Sainte-Cloud, convinced him to denounce the Project, shutting it down before any serum was produced. Ted proposed to Sainte-Cloud, but she refused due to their many differences. Returning to teaching, Sallis fell in love with one of his students, Ellen Brandt, a naive and impassioned girl of nineteen the two eloped following a secret affair

After their honeymoon, they visited the fortune teller Madame Swabada, who foretold a catastrophic change. Sallis was then reassigned to “Project Gladiator,” a SHIELD research program based in the Florida Everglades and aimed at re-creating the lost “Super-Soldier” serum that created Captain America. Working separately from his colleagues, including Drs. Wilma Calvin and Barbara Morse (later Mockingbird), Sallis modified his SO-2 formula as the basis for a new Super-Soldier serum. The subversive organization AIM (Advanced Idea Mechanics) wanted the serum and conspired with a bitter Ellen, whom Ted had neglected since their honeymoon. Upon completing his new serum, Ted committed its formula to memory and burnt his records. When Ellen led Ted into an AIM ambush, he fled and injected the only existing sample of the serum into himself just before his car crashed into the swamp. He should have died, but the magical energies of the swamp (containing the Nexus of Reality) combined with the serum to transform him into the hideous creature later known as the ManThing. His intelligence rapidly fading, he slew the AIM agents and horribly burned half of Ellen’s face.

Unknown to Sallis, Ellen had been pregnant. Recovered by Project Gladiator agents, she underwent surgery that repaired her face, but it proved temporary. She gave her son up for adoption and began punishing herself for her crimes by surrendering to alcohol, drugs, and carnal indulgence. Maddened by the face she saw in the mirror, Ellen ended up in Massachusetts’ Rosewell Mental Hospital, eventually restored to sanity by the enigmatic mystic Sorrow.

AIM again tried to obtain Sallis’ formula, but was foiled by the Man-Thing and Ka-Zar (Kevin Plunder). Man-Thing made the swamps his home and became the guardian of the Nexus of Reality. Its magic made the swamps a focal point of bizarre activity, attracting super-beings such as Wundarr and the Molecule Man. Alongside Dakimh the Enchanter, Jennifer Kale, Howard the Duck, and Korrek, warrior of Katharta, the Man-Thing foiled a series of plots to use the Nexus to merge all realities by Thog, demonlord of the realm of Sominus, and the Congress of Realities.

The Man-Thing in some sense befriended Richard Rory, Ezekiel Tork, and his pet Dawg, and fought Franklin Armstrong Schist (F. A. Schist), who sought to drain the swamp in search of the Fountain of Youth Professor Slaughter the religious zealot Foolkiller (Ross Everbest) the Critics, afterlife agents seeking to judge the fate of suicide victim and clown Darrel Daniel the natives of la Hacienda, home of the Fountain of Youth, whose waters nearly cured the Man-Thing and horribly mutated Schist before his death the Glob (Joseph Timms), Yagzan, and the Cult of Entropy the Si-Fan, alongside Shang-Chi and the Gladiator (Melvin Potter), sent to recover Sallis’ formula by Death-Stalker.

Schist’s wife, Vivian, hired Dr. Dane Gavin to capture or kill the ManThing he chose the former, placing Man-Thing on display in the New York Museum of Nature History, where visitors’ fears sent the Man-Thing on a berserk rampage through the city until Dr. Gavin and Schist’s daughter, Carolyn, took him back to the swamp. Man-Thing later faced the manifested hate of Maybell Tork, the Demons of Liberation (embittered scarred war veterans), and the reality-altering Brian Lazarus. Wandering into the Port Everglades, the Man-Thing was trapped on the Marietta cargo ship and caught up in a two-century-old curse involving the satyr Khordes, the immortal crew of the pirate Captain Fate, and oceanographer Dr. Maura Spinner. Maura was a reincarnation of the former captain of Fate’s crew, whom Fate had traded to Khordes in exchange for his treasure. Mistaking the satyr’s benevolent intent, Maura had slain Khordes, who cursed them all. After helping convince Spinner to accept her destiny by the resurrected satyr’s side, Man-Thing returned to the Everglades. The bog beast then joined old allies Korrek, Dakimh, and Jennifer Kale against the extradimensional sorcerer Klonus and warrior Mortak.

In a weird twist of fate, a Man-Thing-shaped candle (created after his New York rampage) was drugged and given to Sainte-Cloud by her jilted lover Chuck, causing her to see Man-Thing hallucinations exposed to the drug himself, a terrified Chuck badly burnt his face on the candle.

After surviving an assault from his one-time victim Jackson Hunter, the Man-Thing halted the Mad Viking (Josefson)’s rampage. He then heeded the tortured spirit of student Edmond Windshed, taking vengeance on Edmond’s former tormenters. Captured by townspeople and thrown into a sewage treatment plant, Man-Thing escaped and slew the Mad Viking, ending a violent book-burning crusade by the Viking and Olivia Selby. Now able to survive longer away from the swamp, the Man-Thing was brought by Richard Rory to Georgia, where he escaped. He fought the demon Erthold, the soul-stealing Scavenger (Robert Nicolle), and Thog, whose Nightmare Boxes threatened to plunge all reality into madness until the positive wills of Ted Sallis and Steve Gerber contaminated the boxes, foiling Thog, whom Man-Thing incinerated.

Alongside Ghost Rider (John Blaze), Morbius, and the Werewolf (Jack Russell) in a one-time “Legion of Monsters” alliance, Man-Thing helped destroy the enigmatic Starseed, actually a would-be savior of humanity. After again fighting the Molecule Man, the Man-Thing was captured along with the Glob by the Collector, who pitted them against the Hulk before they rebelled and escaped. Man-Thing later helped psychic Andrea Rodgers restore her fragmented personality, helped thwart the inane cosmic menace Bzzk’Joh, drove off D’Spayre, destroyed Jude the Entropic Man and Victorius, allied with the Cult of Entropy (narrowly missing a chance to regain his humanity), and encountered the extradimensional Micronauts.

Sallis’ mind was nearly restored by Dr. Karl Oheimer’s cerebral regeneration therapy for a CIA project but the army suspected enemy involvement and tried to protect Sallis’ serum by attempting to rescue Oheimer, who was slain in the process. The sentient Man-Thing slaughtered all others involved, but once back in the swamp his mind faded. Another experimental project briefly transported him to the Himalayas, where he encountered a Yeti race descended from CroMagnons. The sorcerer Baron (Karl) Mordo returned him to the swamp, restored Sallis’ mind and used him as a pawn against Dr. Strange in a plot to destroy Earth, but Jennifer Kale helped the Man-Thing throw off Mordo’s control and foil the plot, though Sallis’ mind again faded.

After aiding Howard the Duck against the mad monopoly of Kong Lomerate, the Man-Thing befriended Sheriff John Daltry and Barbara Bannister, alongside whom he again met Captain Fate and opposed yet another Thog plot. This time, Sallis was cured and writer Chris Claremont took his place as the Man-Thing, destroying Thog. Dr. Strange restored Claremont, but Sallis’ curse returned and proved irreversible. The ManThing was possessed by Unnthinnk, one of the demon coven called the Six Fingered Hand, who battled the Defenders in a massive plot to take over Earth the Hand turned out to be pawns of the Hell-lords (Mephisto, Satannish, Thog, Satan [Marduk Kurios]) in a scheme to use the Nexus in an aborted attempt to merge Hell and Earth. Alongside Thor he opposed the Man-Beast and Bi-Beast, then briefly served as a pawn of the mad sorcerer Ian Fate, leading to another rampage through New York. Back in the swamps, Sallis refused an offer from the demon Eblis to become human in exchange for his mortal soul. The government’s Project: Glamor developed a version of Sallis’ formula, planning to attack Russia with super-soldiers, but these warriors were destroyed by the Man-Thing and others. Another Sallis serum derivation, SS-8, was used by Daemian Wainscroft, mutating his son Deke into a powerful form until being functionally lobotomized by the Punisher.

Alongside the Hulk, the Man-Thing encountered a new Glob (Sumner Beckwith), and was later nearly destroyed by the Deviant Ereshkigal when she used the Star Brand to access the Nexus in an effort to rule all reality. Another writer with reality-warping powers used the ManThing to complete his final story in the last seconds of his life. Shortly thereafter, the Man-Thing was one of the “Daydreamers” joining Franklin Richards on a surreal journey to accept Onslaught’s seeming destruction of Franklin’s parents, who had actually survived in the Counter-Earth of a pocket realm created by Franklin however, Ashema the Listener — a Celestial who would help Franklin retrieve Onslaught’s victims and establish Counter-Earth as a real planet orbiting opposite Earth — obliterated the Man-Thing in order to stop him from blocking access to the pocket realm. Re-created via the combined energies of an Asgardian Norn stone and the recent breaching of the dimensional barriers, the Man-Thing’s form was briefly usurped by mailroom employee Carl Shuffler, who was removed by Spider-Man using instructions from the virtually omniscient Authority.

Recent dimensional travel had shattered the Nexus of Realities, and Dr. Strange recruited Ellen Brandt to help Man-Thing restore it. In the process, the Man-Thing was possessed by K’ad-Mon, the history of the Men of Lineage was revealed, and Sallis learned that his relation with Ellen was predestined to restore his hereditary mission. Ellen, the Man-Thing, and K’ad-Mon recovered Nexus fragments from within the maddened Devil-Slayer (Eric Simon Payne), from Howard the Duck (despite the opposition of Mahapralaya and a revived Cult of Entropy), from Cleito herself in ancient Atlantis, and from a Nexus-created planet that Ellen had to destroy to save reality.

Their efforts to restore the Nexus were opposed by the Fallen Star Mr. Amodeus Q. Termineus, the embodiment of finality, who had visited the young Ted Sallis over the years. Termineus had captured Ellen’s long-lost son Job Burke and trained him as his disciple in a plot to destroy all existence. Devil-Slayer united the remaining Fallen Stars — including K’ad-Mon and Sorrow — to stop Termineus. Using the power of the final Nexus fragment, Termineus succeeded in shattering the healing Nexus, wiping out all reality. However, Sallis’ nature as the Man of Lineage (combined with his love of Ellen) allowed him to briefly maintain the dream of existence he joined forces with Job, who rebelled against his mentor to re-imagine the creator’s dream that had formed reality. All existence was restored, with Ted and Ellen inhabiting the Nexus itself, while K’ad-Mon retained control of the Man-Thing. Job returned home with his adoptive parents to live his life and prepare for his future destiny. Termineus began to plot anew to bring about the endgame, but as it was he who had involved K’ad-Mon in this struggle, he had to deal with bringing about his own failure, due to his inability to relinquish the love in his heart for his former wife, Sorrow. Shortly thereafter, the ancient Scrier mutated one of his cabal into the Outrider to seize the Nexus. Spider-Man helped foil this plot, and Ted and Ellen drew the consciousness of the Nexus down into the Man-Thing, merging into a powerful collective being.

This merged being left the earthly sphere, becoming the new Nexus, and the magic of the swamp re-formed the Man-Thing’s original form, apparently instilling it with the residual memory of Sallis’ consciousness. Continuing its subconscious mission to defend the swamp and Nexus, it incinerated botanist Owen Candler, creator of the Salavation Seed and the Union, which had threatened to replace humanity with plant simuloids slew a mad scientist who tried to use the Man-Thing in experimental emotion therapy opposed a universemenacing, virtually omnipotent Thanos enhanced by the Heart of the Infinite and was briefly controlled by the demon Halphas (Hive). Subsequently weakened by toxic waste, the Man-Thing was captured by wealthy land owner Terrence DeFlyte who regularly consumed the Man-Thing while plotting to eradicate the swamplands rejuvenated when DeFlyte's servant Esperanza brought him fresh flowers, and he caused his plant material to tear through those who had fed on him. When SHIELD agents London and Easterbrook attempted to force the Man-Thing to register with the Superhuman Registration Act, Man-Thing incinerated Easterbrook before being incapacitated by London’s herbicide weapon. Man-Thing's head was taken by London as proof of his destruction and he received a promotion for his actions, though Man-Thing soon was restored by the swamp, complete with a new head. Eternally cursed with a monstrous form, barely aware of its past or surroundings, the ManThing remained the most startling swamp creature of all until scratching a wouned into Spider-Man (Peter Parker) ,which caused his opponent to begin mutating into another swamp-like creature. Seeking a like form, it tracked Parker to New York, but contact with Spider-Man, who feared what he was becoming, burned the transforming chemicals from the hero's form, restoring him to status quo. Apparently fearing being alone in the world, the Man-Thing was consumed in flames by its own power and burnt to ashes. It remains to be seen if and when it will regenerate.


Watch the video: Η επόμενη φάση του σχεδίου τους. θα αλλάξουν όλη την Ευρώπη! (July 2022).


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