In a Galaxy far far away,
there came to be...
WAYS OF THE FORCE
There are three basic factions within this mush. However, within
each faction may be seperate organizations, groups, or clans who conflict or
interact with one another. The three basic factions are as follows:
The Republic is centralized in the Deep Core, Core and Colony worlds, with
a handful of systems in the Inner Rim also joining within the last thousand
years. The Republic has become more than a loose affiliation of worlds
gathered with common trade laws and currency. It has evolved into a galactic
government, providing protection and economic relief for its member systems
when needed, and in return, the systems abide by the laws being instated by
the elected officials of the Senate.
Coruscant serves as the capital and central hub of the Republic, and it is
here that the Senate and other government officials gather. Also located on
Coruscant is the recently built Jedi Praxeum, which is the gathering place
for the Jedi Council and a training center for the younger apprentices. The
Jedi continue their role as defenders of the Republic, providing guidance
for the government and mediation between member worlds when needed.
Coded planets that are member worlds of the Republic are: Arkania, Corellia,
NOT ALL SITH ARE FORCE USERS! The background and origins of the Sith Empire
hold only a murky place in the tomes of recorded history. There is knowledge
of an ancient struggle between the light side and the dark side of the Force,
the first great schism within the Jedi Knights. After a century of bloodshed,
the dark Jedi were defeated, and the survivors took their battered ships into
exile, leaving familiar space behind and crossing the galaxy into unknown
territory. Eventually, the exiled dark Jedi found a primitive non-force
civilization - a new people to dominate - the Sith.
There are several clans within the Sith faction, however the two strongest
clans, Krath and Thethu, battle against one another to claim the right for
their leader to be named Dark Lord of the Sith. Currently the Thethu clan is
in control of the Tetan system, while the Krath control much of Korriban.
Zoist is still considered to be neutral grounds for all clans, including
Krath and Thethu.
Darth Malice has declared slavery is only for the weak, and only those
captured in combat can be slaves. With that declaration he set most of the
Sith empire free. He has started working with local merchants and business
leaders in setting up a free trade and a new economic system for the Sith
empire. And the Most surprising of his Edicts he has opened the Sith Empire's
boarders to visitors and free trade.This has left many in the empire bitter,
broke and angry, while it has boosted Darth Malice to a status of Legend
among the former slaves of the Sith.
Now he is seeking able and loyal Sith to replace the Lords of the
re-established Clans, 5 total, he himself will lead the Clan Krath. The
reconstituted Sith Empire is now Open to recruitment, open to free travel,
and Open to Visitors from the Independant and Republic Faction.
Sith space on this MUSH consists of the Teta System, Zoist, and
Those individuals who prefer to not start the game as a member of
either the Republic or the Sith faction, join the game as Independent players.
This is actually the un-faction, as there are no faction rules or obligations.
Likewise, there is no faction pay or faction help when you get into trouble.
Being an independent offers freedom without worrying that your actions will
come back to haunt your faction. They'll only come back to haunt you, and
whatever allies your character might have.
A player who begins play as an independent can join a faction at any time,
if they desire to. Also, any Sith or Republic faction member can 'go indy'
any time they want, but keep in mind that leaving a faction may carry some
IC consequences with it. Faction members should speak with their FH before
making this decision, just to be sure.
Coded planets that are in non-faction space are Rodia, Taboon Moon,