Dark Reach: Episode I - AN ORDER REMADE Welcome to the first installment of the Dark Reach series! GAME OVERVIEW Dark Reach: Episode I - AN ORDER REMADE chronicles the continuing story of the Sith Triumvirate and its disciples. As was true of the previous installments, this game will serve as an extension of the EUC Sith Empire. Members of that group will find participation here to be of significant benefit to their progress, but non-members who are interested may still join as a Jedi or Sith character, or even a non-force user. Players will be given a degree of control of storylines based on the actions their characters take. However, GMs do reserve the right to steer as they see fit to fulfill planned story events. GMs are Sinrebirth, Lady Belligerent, and Darth_wanderguard. HOW TO JOIN To join the game, first read the entire opening post. Next, fill out the character sheet template provided, and private message to Sinrebirth, Lady Belligerent, and Darth_wanderguard for discussion and approval. They will advise on the next steps. Lastly, creativity in character creation is encouraged - characters with unusual species and backgrounds are appreciated, provided that they work within the narrative framework of the story and universe in which it takes place. Players should be willing to work with GMs in developing characters who fit the environment and are still the vision of their creators. CHARACTER DEATH As has been demonstrated in the previous installment, character death can and will happen over the course of the game. It should be a rare occurrence, but players who fail to follow instructions out of character, and/or intentionally disrespect a high ranking lord in-character may find themselves dead. The player in question may create a new character if they wish to continue playing - that new character's level, and the corresponding player's standing within the larger Sith Empire organization - are at the full discretion of the GMs and their advisors. THE STORY SO FAR Following the events of 155 ABY, the remaining survivors of the Battle of Mortis flee across time to 5 ABY, one year following the destruction of the second Death Star, and reluctantly swear allegiance to Grand Admiral Thrawn and his Empire of the Hand for the sake of their own survival. Installed as the governors of Zakuul, rechristened New Moraband, the Sith begin to make their mark in this new time. Darth Insipid begins laying plans and enlists seven Sith to recreate an order of his own vision, Darth Bellorum scours the unknown regions for commodities to sell on the black market, and Darth Haretisch secures resources for an Imperial intelligence agency consisting of his own power base. Meanwhile Darth Syren meets a peculiar cult leader on Taris, Darth Serapis is briefly taken prisoner by an adolescent genius, Darth Kronos encounters the fledgling First Order whilst on diplomatic assignment, Aryan Graul finds his loyalties divided, Darth Hades resolves to be Insipid’s undoing, Darth Saadi becomes the Emperor’s new apprentice, Soliloquy gains a new body, Darth Ravenous undergoes a diabolical procedure to become a Sithspawn, the cyborg Grievance Vexx begins to learn about the force from Darth Draconis, Darth Anark’s estranged brother emerges, and Cocytus awaits promotion. Ultimately all paths lead to one destination - a luxury casino ship, a retrofitted Star Destroyer, named the Luxury Elite. The Sith strike up a business deal with the crime family which owns and operates the resort, and Grievance Vexx is scheduled to duel Darth Alva in two months time in a high-profile prizefight. When the day comes, however, betrayal strikes the Sith once again. Darth Insipid reveals himself as the new leader of the First Order and carries out a successful attack on the Night Herald’s capital ship with help from Kwea Acantha. Bellorum enacts her own coup, murdering the entire crime family, having paid off the ship’s security team months before using the funds from a jewel heist. A First Order dreadnought decants from hyperspace, and the Luxury Elite erupts into violence at every corner as Bellorum orders the other triumvirs and their forces removed from the ship. Ultimately Bellorum secures control of the ship and her enemies are routed. The stage is set for the War of Three. For six months each side subtly maneuvers and builds strength, until at last the skirmishes erupt into full-scale pitched battle on New Moraband. Darth Haretisch’s Imperium of the Fist wins the day thanks to Grand Admiral Jerod, but not without a high cost as the Twilight Sun obliterates the citadel in an orbital strike at Bellorum’s command, neutralizing the planet’s only strategic value. Several of the fallen, among other Sith who have disappeared, are kidnapped to and brought unknowingly to the Bedlam Asylum, where the sinister Dr. Shadow engages in macabre experiments. Meanwhile, Aryan Graul grapples with civil unrest while trying to tame Nirauan, the capital of Thrawn’s old Empire of the Hand, Insipid stages an attack on a treasure ship hauling the larger part of Bellorum’s wealth, and an Imperium special forces team targets Heskal on a desolate planet. The First Order continues to raid and reave the unknown regions even as Insipid attempts to unlock the secrets surrounding Dr. Shadow, while the Imperium and Twilight Sun meet in pitched battle again in the Hapes Cluster. Darth Haretisch is captured, and the Imperium is forced to retreat to Nirauan to regroup. Aryan Graul takes control of the Imperium with Darth Kralkus, Grand Admiral Jerod, and Darth Francium as advisors, while Darth Syren and Hel lead a rescue attempt to Hapes to recover the Imperator. All roads meet at Bedlam, where Dr. Shadow has revealed himself as the real Snoke and Insipid as only an impostor. The two clash and Snoke takes control of the First Order, as Jerod arrives with the full Imperium fleet, now allied with Darth Bellorum’s Twilight Sun. Battle erupts, and revelations are made - Snoke has staged the battle in an attempt to open the gate to the World Between Worlds, intending to escape into the multiverse. Typhojem reaches through to destroy both fleets, and in a heroic act Darth Insipid launches half the remaining Sith through the gateway to safety before slamming the door shut. Darths Haretisch, Bellorum, Syren, Aryan Graul, Jerod, Grievance Vexx, and Darth Anark emerge in 1200 BBY, in the heart of the New Sith Wars, and Insipid is left to pick up the pieces with Darth Kronos, Soliloquy, Ravenous, Cocytus and others. CHARACTER SHEET Name: Sex: Age: Species: Homeworld: Height: Weight: Physical Attributes: Clothing: Abilities: Weapons/Tools: Occupation/Title: Family: Associates: Biography: GAME RULES 1. All posts must be TOS-friendly. 2. Character level in-game is tied intrinsically with rank in the Sith Empire. 3. The GM team reserves the right to alter or disregard any post and/or remove any player or character from the game due to godmoding, unfollowed instructions, or behavioral concerns. 4. The GM team retains final decision on all story-related decisions for all characters within the framework of the game. By submitting a character sheet you agree that the GMs may resolve your character's story any way they see fit - but the GMs claim no exclusivity in the character's use with regards to other games. There is no such thing as intellectual property among creations of Star Wars fan fiction. 5. The main objectives are to have fun, and to tell a compelling story. This game is not a competition, save with ourselves. Be courteous to your fellow players and mindful of their experience. 6. Challenge yourself to improve. The GM team is here as a resource - consult on anything you're unsure about and ask as many questions as you need to. Take note of the good and bad habits of other players. 7. When creating a new character, keep in mind that the game takes place in 6 ABY, in the new Disney continuity, or 1200 BBY, in the Legends continuity. In other words, there is no Jedi Order currently in existence, and any trained force users will have been in hiding dating back to Order 66 in 6 ABY. 8. All combo posts must be approved by a GM.