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16 Feb 2010, 17:46

Re: Imperial Factions

by DarkForce » 20 Dec 2010, 08:59

We are starting the mod off in 12ABY.

The Empire is reunited under the banner of the Imperial Remnant, led by Pellaeon, who has assumed the role of Supreme Commander. This is, of course, many years before the eventual peace treaty between the Empire and NR, which leaves us plenty of room for renewed conflict.

The idea is that after the reunification, the Empire goes once again on the offensive, but rather than head straight for Coruscant, they instead focus on denying a weakened New Republic (after consecutive conflicts against Thrawn and then the Reborn Emperor) of several strategically important systems / military assets (namely, two very important shipyards).

It is directly after their capture of those shipyards that we intend to start the mod's official timeline.
Blame DarkForce, he wasn't clear about it.
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08 Mar 2011, 20:15


Washington D.C.

Re: Imperial Factions

by tadir » 08 Mar 2011, 21:46

That sounds like the perfect place to set it. Extreme tension between the two sides, but not all out war. There is room for diplomacy and conflict. The Jedi are very small in number, and other than Luke are still working to master their craft. The Sith, while not visible, are planning in the background. The Corellians are considering going their own way, while the smuggler factions are uniting into the upstart Smuggler's Alliance.

All in all it's a good setting for roleplay in a game based on conflict and trade.

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