Hutts. In Star Wars: The Old Republic, Nem'ro is the central figure to both the Bounty Hunter and the Imperial Agent storylines for the first 10 levels. On the Republic side, you run into an overarching story on Nar Shaddaa involving Bareesh the Hutt and Republic Ambassador Averdon, one that pits you against warring criminal organizations. These gargantuan blobs are central to both the Republic and Imperial stories on Quesh and the endgame operation for Karagga's Palace. And now, the first SWTOR expansion will center around the Hutts and the planet of Makeb.
Hutts. Where did they come from? How did they come to power? Are they different in TOR than they are in the movies? Let's take a moment to explore these criminal overlords.
So how did this species survive to dominate their homeworld, given their physical limitations? They have short arms. They are slow-moving. They have no bone structure. The easiest answer that I can devise is that they lived defensively. A Hutt's skin is not only thick but resists puncture and most chemical reactions thanks to the mucus it secretes. (Yeah, ew.) It's also known that Hutts produce an aroma of dead skunks, burnt cabbage, and raw sewage -- a healthy combination that has been known to cause a Sarlacc to spew the creatures out instead of digesting them.
According to the Hutts, Varl was struck by a celestial cataclysm that destroyed the planetary atmosphere, making the world uninhabitable, but historical evidence points to the Hutts as the source of the planet's downfall. Rakata records say Varl was a lush green world instead of the wasteland that it is now. Research also found that Varl had multiple moons, which are now non-existent. Historians believe the Hutts drained the planet dry of resources during wars between the clans. Perhaps these conflicts also literally destroyed the planet's moons.
When the slugs fled Varl, they landed on Evocar. Immediately, the Hutts named the planet the Glorious Jewel, or as we know it, Nal Hutta. If you've played the Agent or Bounty Hunter starting quests, then you know of the Evocii. These sentients originated from Evocar but were quickly subjugated by the more-powerful Hutts.
Now, the once-lush land of Evocar is a complete industrial wasteland. Are you starting to see a trend? Well, if you are, then you know exactly what happened to Quesh when the Hutts moved in there, too: The Hutts started draining the planet of its resources. If I were to guess, that is the exact plan these mob bosses have in mind for Makeb in the next expansion.
Strangely, there have been Hutts who have become Jedi. I know it's weird, and from a storytelling perspective, it seems quite gimmicky. However, there it is, and admittedly, a Hutt wielding a lightsaber is extremely funny.
However, during the time of the Old Republic, there appears to be a bit more cohesion between the different Hutt families. When we meet Nem'ro on Hutta, he's fighting against Fa'athra, another Hutt boss. So the setting seems familiar from the classic era. But when we get to endgame, we start to see a bit more organization, though the three families on Quesh take a step closer to being organized and give hints to being a larger galactic force that they first appeared. Spoilers: They play the Empire and the Republic against each other.
Karagga's palace introduces us to the next level of organization. The operation itself doesn't really reveal anything, but the questline surrounding the instance reveals that organized Hutts can actually be dangerous. As the title of the expansion tells us, Hutts are rising. Perhaps now, this seemingly madcap mob is a force to be reckoned with. We'd better watch out.
The Hyperspace Beacon by Larry Everett is your weekly guide to the vast galaxy of Star Wars: The Old Republic, currently in production by BioWare. If you have comments or suggestions for the column, send a transmission to firstname.lastname@example.org. Now strap yourself in, kid -- we gotta make the jump to hyperspace!