In the eyes of history, the times of peace between the Galactic Republic and the Sith Empire have been few. Of particular note is one such time. Three centuries after the death of Darth Malak and the end of the Jedi civil war, the Sith Empire brought war again to the Galactic Republic. For twenty-eight years, the Sith and the Republic fought, neither side getting any closer to a complete victory. This war was unlike any other in the history of the galaxy, for the front lines spanned the full width of the republic and then some. Of the known worlds in the galaxy, few if any were unaffected.
At the Command of the Emperor, The lords of the Dark Council, the ruling body of the Empire, surprised the Republic Senate with an offer of peace - a reprieve the Republic could not afford to ignore. For even as republic military forces held their own against imperial forces, the populace were not nearly as satisfied with the status quo. Some time before this offer, a mandalorian blockade of the Hydian Way, one of the primary trade routes between the core worlds and the outer rim, had stretched resources thin across both of these regions. Even though the Jedi High Council urged caution, knowing how devious the Sith could be, the Senate had no choice. As things stood, the war was unwinnable - peace was the only hope.
During the ceasefire negotiations upon the neutral world of Alderaan, the Sith unveiled their plan of deception, launching what would become known as the Sacking of Coruscant. Other than the Sith, no one saw it coming. An entire Imperial fleet appeared in orbit above Coruscant, some to bombard the world, others to land ground forces. With the Coruscanti defense grid having been covertly sabotaged prior to the attack, resistance was weak at best. The senate tower was captured, the supreme chancellor executed and the Jedi temple destroyed, all within the first few hours.
Back on Alderaan, Republic diplomats had few choices. Either they could knowingly sacrifice Coruscant, their capital, or they could accept whatever terms the Empire dictated. The first was hardly an option, thus the Treaty of Coruscant was born.
Though it is an interesting tale, this tale will not go into detail about what happened in the larger galaxy after this. Instead it will cover what happened to the Jedi Temple and the people who did not die in the assault upon it. The Jedi who were captured and the Sith who captured them.
Factions
The rp has four factions you can chose from: Jedi Prisoners, Sith, Jedi Rescuers, and Jedi Strike Team. No matter where they start and what their goals are, they will all eventually end up on the same planet within the Empire for the vast majority of the story.
Wherever you might be within the temple you were, you noticed one or more of several things. A thunderous shuddering of the entire structure as the NR2 Gully Jumper used by the Sith for their assault upon the temple crashed through the main entrance. The sound of lightsabers striking lightsabers violently. Alarms going off as word of the assault spread. Death and destruction all across Coruscant. The sense of darkness that comes with the presence of significant numbers of Sith.
Whichever you noticed, you eventually found yourself overpowered, either by Imperial troops or by the Sith themselves. A short time after this, you will find yourself arriving at Darth Nyiss’ compound upon the distant world of Feena. A deep, sinking feeling will start to edge itself into your mind, for you know that you are now a prisoner of the Sith, and that rescue, if it ever comes, can be quite distant.
Choosing to play a prisoner, you find yourself not to be quite what Darth Nyiss desires. Where you are a Jedi padawan or knight loyal to the Order and the republic, she desires people loyal to and information useful to herself and the Empire. Unless she has other plans for you. As the Sith go about the grisly task of extracting information from you, attempting to turn you into Sith or to do things even worse, you have no time to worry about exactly what the Darth desires. Thoughts of escape will enter your mind, but you know you’re going to need help to succeed.
No two Sith are truly the same. Some are devious, some ruthless and some violent, others are none of these. Whatever you are like, you find yourself seeking to gain more power. You can either gain this through amassing personal or political power, or you can gain the favor of someone more powerful than you. Darth Nyiss, just such an individual, has offered her patronage to Sith who can prove themselves to her. Seeing this as just the sort of opportunity you have sought for a long time, you have chosen to attempt gaining just that.
She will soon have come into possession of a significant number of captive Jedi that she needs interrogated and/or turned. You might see this not only as the option to gain a powerful patron, but as the opportunity to gain an apprentice in the form of a turned Jedi. Whatever your reasoning, this offer is too great to pass up.
Having chosen to play as a Sith, you find yourself competing with numerous other Sith for her favor. Within her extensive compound on Feena, you know that her word is law and that your death will largely go unnoticed should you sufficiently disappoint her. Currently, she has tasked you with making the Jedi benefit the Imperial cause by any means necessary.
Assembled and sent forth long before the Sacking of Coruscant ever happened, the Jedi Strike Team has been given a simple, yet very challenging goal: To track down and terminate the Sith known as Darth Nyiss. Within reason, the ends will justify the means of achieving this goal. The reason for this freedom is both because little is known about her whereabouts and because of the danger she poses to the republic and the Jedi order if not stopped. Having spent weeks tracking her movements, the strike team has identified her base of operations to be upon the jungle world of Feena, where they aim to destroy her once and for all.
Shortly after their arrival on that world, they will be joined by the Jedi Rescuers. These are a group of Jedi with a significantly different primary goal and who may not operate under quite as free reins as the Strike Team. It is this group that will inform them of the Sacking of Coruscant and of how Darth Nyiss was involved in it. How well they get along has yet to be determined.
If you choose to play a member of the Strike Team, you will control an experienced character with a wide range of skills and with a clear mission in mind. You and the rest of you team know that a frontal assault is unfeasible, but you still feel the mission has a high chance of success if executed correctly. Even as you try to figure that out, the high council tosses a group of less experienced Jedi in your laps with a quite different mission. Your lucky day.
In spite of knowing just how treacherous Sith could be, nobody expected them to attempt, let alone succeed, at sacking Coruscant. Nor did anyone expect them to take so many captives when they did do just that. Immediately following the signing of the treaty and the liberation of the capital, Jedi returned to pick over the ruins of their temple, only to be faced with the blame of the civilian population.
Once the rough number of missing jedi had been determined and the culprit identified, a team of experienced Jedi was assembled to track the former down and either liberate them or eliminate them if they became threats before they could be liberated. Prepared for trouble, these Jedi nonetheless do not quite know what they are walking into.
Should you choose to play a Jedi Rescuer, your primary mission will be to rescue the captives from the Sith and eliminate any who have been seduced by the dark side. You will join the Strike Team that aims to kill Darth Nyiss, but you will not be charged with the same mission as they have been. It is expected of you to work together with them, even though your missions are not the same.
Some notes on what we want and what we do not want:
This story, though it starts from the beginning, is not entirely new. It has been run twice before and so has a somewhat established cast of characters spread out across the factions. This will only partially affect the recruiting for the actual story, as the factions are highly flexible when it comes to size and numbers.
Unless you should happen to really impress us, we will not be accepting any new characters of the ranks Sith Lord or Jedi Master. No Darths will be accepted, nor do we have any interest in bounty hunters or their ilk.
Set in 3653 BBY, Coruscant Sacked: Aftermath is a story that delves deeply into the similarities and differences between the Sith, the Jedi, the Republic and the Empire. Characters spread out among the various factions interacting is exactly what will keep the story moving. While we have some plans for the story, those plans can and most likely will change depending on what the players do in the story.
In addition to darker themes like torture and events outside the players’ control happening in the story, characters can and most likely will die during the story. It generally won’t happen unexpectedly or without the player that owns the character being involved though.
The general policy when it comes to character sheets is that we will be strict there so that we can be less strict in the IC.
If there should be anything at all you wonder about, do not be afraid to ask any of the three gms (@Ellri, @sundered Echo, @fallenreaper. We don’t bite. More than necessary.
The RP will be primarily be using a Discord Server and the OoC for communication. You can find the former here.
@NarcissisticPotato: Both versions, but keep in mind that there's been notable changes to location and other aspects of the rp. The GMs have been adapting this rp with each version and it's only gotten better and better with each attention, the base player group gradually and steadily growing over time.
So, what exactly has changed from the last incarnation? Because I'd love to play Talija again.
1. The Sith, Prisoners, Rescuers/Strike Team are all going to be starting off in different times during the intro posts, but quickly merge into the same timeline this time.
2. Timestamps still exist, but instead of going minute by minute it will pretty much be hourly at least. Giving some much needed slack for events and looser time.
3. The location isn't on a ship, but on a planet compound owned by Darth Nyiss.
4. There will be GM made guides and resources for Players to reference, namely over the Jedi early life-Knighthood and Sith early life/Acolyte-Apprentice including information over Lords and Darths.
Those are a few I can list off the top of my head. @Ellri & @Sundered Echo can likely add more if they wish on what I said.