@6slyboy6 You can play as the Collective military (the Vanguard) or, if your faction is the Tyche Concord, you can play as the Tychean Military, or as a Mercenary or Bounty Hunter.
@71452K Hey there, and welcome. To address you compliments, thank you so much. This universe is around fourteen years in the making, and I'm still getting it all written down.
And no, the Discord is not necessary; though we're few in number and the atmosphere is pretty chill in there.
Glad to have you on board. The OOC is actually live right now - if you click my banner it should send you there.
The bright star of the Solomon system lay near the horizon, slowly dipping down beneath the crest of distant mountains, sending shades of luminous gold, brilliant pink and streaks of green across the evening sky, reflecting off the glass towers of Ipsum.
In Hyperion’s capital city, things were relatively normal. It was an evening like any other; Viveni and Kyrema milling about amongst the street-gardens, Humans and Kraians heading to their homes to relax, Jazekii returning to their palaces on the fringes of the city, and the whole mix of alien races spilling out into the clubs and restaurants and bars as the nightlife of Ipsum began in full swing.
But as the stars began twinkling into existence in the night sky, one by one, those who looked up to admire them could not help but remember the turmoil faced by those more distant and less fortunate. Across the stars, war with the Colossus still brewed, and the systems of the Collective, protected by the Vanguard, grew fewer in number as the Colossus overwhelmed and occupied and conquered.
But those on Hyperion, those in Solomon, were safe.
For the time being.
* * *
A thousand years from now, we witness the rise and potential fall of the Collective; an alliance of alien races, banded together to battle the perils of scarcity and need. Technologically advanced and living in a new age of enlightenment, the Collective enjoyed a utopian existence for thousands of years. The Vanguard, the Collective’s protective forces, faced little challenge for eons.
Recently, an army, operating out of the darkness of interstellar space, has cropped up to threaten the Collective. This army, deemed the Colossus, draws its resources from under the Collective’s very nose, and seems to grow with each day. The Colossus strikes irregularly, conquering systems and cutting them off from the rest of the Collective.
Their intentions unknown, and with the the Vanguard’s forces waning, the Collective has seen fit to withdraw their forces inward and cut off the bridges that link systems. The Collective’s capital system, Solomon, now isolated, sits and waits as the Vanguard brainstorms its next move… or as the Colossus continues edging ever closer.
* * *
Players may RP in one of several factions and as one of several alien races. The list is limited for now but will expand as the game does.
Your goal as an RPer is whatever you choose - are you a Collective citizen, biding your time until the Colossus shows up? Perhaps a member of the Vanguard, ready to strike out at the Colossus wherever needed? Or are you a simple trader of the Tyche Concord, getting mixed up in a war that is not your own? The choice is yours and where this adventure takes you is in your hands.
Remember to check the Wiki as it is updated for information on the Races, Technology, Factions, etc. of the universe.
* * *
Rules
1. No Godmodding, metagaming, powergaming, et cetera. Exercise basic common sense and be courteous to your fellow players, please.
2. Please don't try to make one alien race have sex with a different alien race. And on top of that let's keep it PG-13 in terms of romance, okay?
3. Please RP only in the locations that are available and readily apparent; only as the races listed (the list will expand later); and only in the factions available (again, the list will expand later).
4. If you have trouble understanding something or otherwise need direction, please indicate so and I will offer assistance and/or direction.
5. Always consult the Wiki first if you need to know something.
6. Original art preferred.
7. Player feedback, art, and expansions to the lore and Wiki are always welcome. Just be sure to check in with me first.
8. Adherence to a measure of realism is recommended.
9. Please denote where exactly your character is at the beginning of each post. A simple System-Planet-Location breakdown is generally the best way to go.
10. Try to have some fun.
* * *
Character Sheet
Name: (Get as creative as you like)
Species: (Please select only one of the species listed in the Quick Reference post)
Age: (Remember, Collective Citizens (and former ones too) live forever, so some could be very old. Check the next post for a quick reference guide.)
Sex: (Up to you.)
Appearance: (Also up to you, but remember the limits of your species.)
History: (Keep it brief.)
Personality: (What makes your character interesting?)
Allegiance: (Please select only one of the playable factions from the Quick Reference section.)
Personal Effects: (What belongings do you keep on your person?)
Other: (Anything else you want to note.)
[b]Name:[/b]
[b]Species:[/b]
[b]Age:[/b]
[b]Sex:[/b]
[b]Appearance:[/b]
[b]History:[/b]
[b]Personality:[/b]
[b]Allegiance:[/b]
[b]Personal Effects:[/b]
[b]Other:[/b]
* * *
Writing Style
I’m not too strict in terms of length of posts. Yes, I know this is advanced, but I don’t expect everyone to write a novel every time they post. I’m in Advanced because this RPG has a rich lore and I expect people to stick to it. Writing just a paragraph won’t bother me. Writing a novel won’t bother me. Just don’t hold it against others. Personally, I like to keep it brief and succinct.
* * *
Here, the story's Arcs and Chapters will be summarized.
Chapter 1 - The Liberation of Jurole
No summary yet, complete this chapter first.
* * *
Q: How did the Collective put wormholes across the galaxy?
A: They loaded micro-sized wormholes into Von-Neumann-type probes, which they sent all over the galaxy at ten thousand times the speed of light, over a few thousand years. When an appropriate system for colonization was found, the probe would release the micro-wormhole and the Collective, from one of their home systems, would increase the negative energy density inside the wormhole from their end. Rinse and repeat, and you have an interstellar highway.
Q: Does the Collective occupy ALL of the space within its 'borders' on the galaxy map?
A: No. As above, they only occupy the most interesting and habitable systems. Essentially, they're seed colonies. Once they get a Bridge (wormhole) up to a new system, they colonize that system, and also colonize the few stars immediately in the vicinity to that new system. These adjacent star systems are called Frontier Colonies, and can only be reached via a few days' worth of travel by XC-Drive.
Q: How high-ranking can my character be?
A: Don't go above Commander. I don't want any characters with enough authority to order the mass bombardment of any planet.
Q: Do AI control only one robotic body at a time?
A: No, not usually. That can be the case sometimes, but usually AI control multiple drones at once.
Q: Wait, are neural implants mandatory?
A: For Collective citizens and members of the Vanguard, yes.
Q: How old is the Collective?
A: Around 2500 years in the past from the time this story takes place (so about 1500 years ago IRL), the Krai and Kyrema signed the Collective Compact, and thus this new superpower began.
Q: Why can't my character pilot a starfighter?
A: Primarily because I like realism and have tried to infuse it into this story as much as possible. In reality, a starfighter is essentially like a flying missile. They'd get shot down by the laser targeting systems of larger ships in an instant. Putting a person in one is a death sentence, and nobody would do that. The Collective doesn't like to waste lives, so they use dispensable drone fighters. They're too small to have effective XC-Drives, and they're typically not really much faster than the larger ships, so they tend to swarm together to deliver combined fire on an enemy ship, or they protect their mothership by shielding it or using their weapons as extra point-defense, or defense against enemy fighter drones.
Q: Why are there no mecha?
A: Again, realism. Mecha would have way too many moving parts, thus more potential for failure. Their body shape is not practical for armor plating, either. Standing mecha also make for easy targets, too. Combine these and throw one on a battlefield, and that thing is gonna be out of commission in an instant. I'd prefer to have tanks, hovering vehicles, and wheeled vehicles, big or small. The treaded vehicles could also have the ability to raise themselves on protruding treads, to gain a little extra height if need be.
Q: Why can't I use technology to make my character/ship go invisible?
A: Once again, realism. Invisibility is a fickle technology - one that we don't really know if we can actually pull off yet. Even if we could, it'd only be sort of effective from one side. I prefer not to get into this debate, as I feel it is also sort of overpowered. I don't need ships going invisible or players fighting and one can just disappear into thin air. There are other ways to do stealth, and I feel like it might be more of a fun challenge if invisibility wasn't a thing.
Q: Why can I not be a realistic-looking android?
A: If you have a robot character that looks like a human, talks like a human, and acts like a human, why wouldn't you just play a human? Because the robot is smarter, stronger? So are the members of the Collective. They're genetically modified and have neural implants. You don't need to be an android to get those benefits.
Q: Why aren't there shields?
A: For the last time, realism. Energy shield technology, like invisibility, is almost certainly not going to be a real technology that we can engineer. There are other ways to protect a spacecraft. Lasers and plasma? Your ship could have an array of emitters along its surface that generate a thin layer of plasma or localized magnetic fields to dissipate the energy. Projectiles and missiles? Use particle beams, either low-intensity to 'push' away incoming projectiles, or high-energy lasers to destroy missiles and drones.
Q: Do holograms exist in this universe?
A: Yes and no. No, because hologram technology is really impractical and almost certainly impossible to pull off without having projectors, screens and mirrors all over the place. Instead, Collective citizens can see holograms, instantly translated text, and more through the augmented reality of their neural implants.
Q: Why did you remove all these typical sci-fi conventions in the first place?
A: Because this isn't Star Wars, this isn't Star Trek, or Mass Effect, or Battlestar Galactica, et cetera. It takes elements from these things, but what I've crafted here is something that ignores these conventions for the sake of realism and for the sake of challenge. I really believe that abstaining from these conventions and adhering to realism can be a fun, challenging breath of fresh air. I want players to feel directly engaged with what they are doing and I want them to experience the world I have meticulously crafted for over a decade. The most important thing is the ability to have fun. Despite the lack of these conventions, I believe fun is still a possibility. All I've done is replace some things you typically see, with other things you don't. I hope that makes this game fresh and interesting.
In 2247, the Human race encountered the Collective after the latter discovered the former through use of an interstellar probe. Many Humans did not see eye-to-eye with the ideals of the Collective, but a power move by Martian settlers compounded a Human-Collective deal in which the majority of the Sol system was ceded to the Collective as Mars became the new capital of the Sol system. Earth became an exile world, but later joined the Tyche Concord. The Sol system has since prospered. Humans are known as very pertinent and hard-working builders by other alien races, and they have spread quickly both across the various worlds of the Collective - influentially, as well.
Kyrema
The Kyrema, hailing from Azïc, are oft regarded as wise but sometimes cynical scholars and explorers. They care little for family matters and more about making new discoveries. One of the two founding races of the Collective, along with the Krai.
Krai
Collais is the home of the Krai. The Krai themselves are peacemakers, and enjoy taking time for leisure. They made an alliance with the Kyrema early in their spacefaring history, and so the Collective was born.
Jazekii
The Jazekii are easily the Collective’s physically largest race - and muscled, due to the high gravity of their homeworld of Karazn. The Jazekii familial system is based in large clans, living together in extravagant palaces on the outskirts of the Collective’s cities. Once warlike, the Jazekii have found no need for war in hundreds of years, as they have prospered under the combined might of the Collective.
Semrians
Hailing from the distant planet of Tarlata are the Semrians - a lithe, thin race of serpent-like aliens. Their fur-covered bodies are long and flexible, and their four arms are more bony and rigid, extending from the sides of their bodies. They forgo legs, and instead slither like snakes with their muscled torso upright, but with the exception of having two tail-ends rather than one. The two tails can be similarly flexed, giving the Semrians extra height if need be. Their mouths are beaked, sitting below two beady eyes, and two large, backswept catlike ears behind their head. Semrians are often regarded as philosophers and monks due to their solitary and scholarly nature.
Sorgati
On average about five feet tall when upright, the Sorgati have four identical limbs set in two pairs at either end of their rectangular body. Each limb can be used as either a leg or arm when called upon. The “head,” if one can call it that, is set in the center of the torso with three gemstone like eyes set equidistant around a circular mouth. The mouth itself works double duty as nutrient intake and a chemical analysis organ. The Sorgati are quite often artists or designers. Everyone seems to find their works beautiful regardless of their species. The home planet of the Sorgati is Bavi'ka.
Tervani
The three-eyed Tervah are a noble, hardy race of explorers who have conquered many a system, stretching out from their homeworld of Ulavara. Other races have jokingly referred to the Tervah as “wet Humans” and to Humans as “dry Tervah” due to an overall similar figure. Standing around the same height of the average Human, the straight-backed Tervah have gilled necks and webbed fingers and toes, owing from an aquatic heritage. A stout muzzle ends in a flat nose and a set of thin lips. On the crown of their head and their shoulders reside a plumage of feather-like sensory organs.
Viveni
The Viveni are the newest race to enter the Collective. They converse using oral sounds to deliver basic speech but release pheromones to provide certain contexts. Before joining the Collective, the Viveni fought massive, bloody wars with one another, but sought peace after being discovered by the Collective, which they view as an honoured mediator.
Factions & Organizations
The Collective
The foremost influential power in the galaxy, the seed colonies of the Collective span a great area of the Milky Way. Having gathered new races into its ranks, the Collective has conquered not these races, but these races have worked together to conquer scarcity. Putting illustrious technology and prowess to work, the citizens of the Collective have built up habitable worlds and created self-sustaining systems on a galactic scale. Food, water, shelter, power, entertainment, connectivity and all else is readily available to those under the Collective’s umbrella.
Each citizen of the Collective is implanted with neural nanotechnology, enabling connectivity to the Collective’s Neural Supernetwork, which allows for quick and easy exchange of data and information between peers. This technology forms the basis for Collective society, as it allows each individual to upload and download knowledge as they need, as well as allow for a decentralized government in the form of a pure, direct democracy (though sometimes Ministers are appointed by the Citizenry in the case of disputes). Crime is also regulated through this technology; though the Collective’s laws are few in number, and serve only to protect others from harm or wrongdoing, the laws are enforced directly. Though simply thinking about committing a crime does not constitute a criminal charge, seriously considering or taking action to commit a crime do result in warnings and criminal charges, though charges often result in Merit reductions or, in the worst case, rehabilitation.
Merit is the Collective’s system of currency, or lack thereof. In the Collective’s world of post-scarcity, there is no need to pay for belongings, food, water, shelter, et cetera. Those can all be provided for the Collective Citizen in any justifiable number as long as said citizen has a requisite level of Merit (a base level is provided to each Citizen so that they are able to live rather comfortably). Merit is gained through acts which benefit Collective society, from doing good deeds that help other Citizens, to baking muffins for public consumption, to creating a statue for public display, to saving the lives of those caught in a building fire. Merit is not lost through obtaining goods, and is therefore not a currency. Gaining Merit only results in being able to access a higher standard and quality of non-essential goods. Merit is only lost through criminal actions.
In addition to the Neural Supernetwork (the Neuranet), nanotechnology makes itself apparent in almost all corners of Collective life, from carpet-cleaning to printing parts for starships. The Collective also makes use of benevolent AI that assist them in daily life in numerous scopes of work, home life or otherwise, in exchange for technological freedom. This symbiotic relationship is upheld, and so the Collective continues to prosper.
As the cherry on top, the Collective practices genetic modification. Through gene editing, the Collective Citizenry is free of disease, are adaptable to a wide range of climates, pressures and atmospheres, and have ‘cured’ aging - the Citizens of the Collective do not age past their early adulthood, and thus live forever, unless killed by other means.
The Vanguard
The Vanguard makes up the Collective’s police, military, and specialists. It is divided into several branches:
Peacekeepers - Main public police force of the Collective.
Tacticians - High-ranking Officers within the military that supply strategic knowledge.
Combatants - Main fighting forces of the Vanguard. Soldiers, Warlocks, Warriors.
Air Combatants - The Air-Force division of the Combatants.
Sea Combatants - The Naval equivalent of the Combatants.
Sentinels - Central Espionage Division of the Vanguard. Infiltrators, Assassins, Spies.
Lifekeepers - Doctors, Surgeons, Medical Officers and Search and Rescue Teams make up the Lifekeepers.
Practitioners - Similar to Advisors, but continually practice in their individual fields within the Vanguard as military personnel.
Advisors - Non-military personnel that bring auxiliary expertise to the Vanguard; Medical, Physical, Chemical, Engineering, et cetera.
Consulars - Citizenry-appointed regulators that assure the input of the Citizenry is made clear to the Vanguard, specifically the Tacticians and Advisors.
Star Guardians - The space forces of the Vanguard. Starship pilots and Combatants trained specifically for space combat. Were originally more like a Coast-Guard-type organization - they have now been militarized after the threat of the Colossus arose.
The Exile Worlds
(Not Currently Playable.)
Not all remain satisfied with the Collective. When one wishes to leave, their neural implants are deactivated and they have a choice of where to go. The exile worlds are a plethora of planets still within Collective space but not controlled by the Collective. They have free reign, and are politically diverse, though they do not have the resources of the Collective. Collective Citizens who wish to leave may choose whichever exile world they want to start anew on. Those wishing to leave the exile worlds and join (or re-join) the Collective are only accepted under a specific set of circumstances.
The Tyche Concord
The Tyche Concord is an alliance of exile worlds that are partnered with the Collective instead of being separated from them. The Concord regulates trade between the two powers; the Collective gains access to resources only produced by members of the Concord, and in return the Concord gains access to Collective space and technology. The Tyche Concord is based, obviously, from Tyche, in the Solomon system, one orbital out from Hyperion.
The Colossus
(Not Currently Playable.)
The Colossus seems to have come from nowhere and everywhere at once. It is a mysterious army, using a mix of old Collective materiel, stolen new technology, and unknown alien ships. Striking out from the interstellar space between Collective systems, they strong-arm and overwhelm the Vanguard military presence and conquer systems, cutting them off from the rest of the Collective. Their motives are unknown.
Ship Skeleton
Ship Manufacturer: (Who made the ship?)
Ship Designation: (What is the ship's name?)
Ship Class: (What kind of ship is it? Frigate, cruiser, freighter...)
Ship Size: (How big is the ship in meters/kilometres?)
Ship Crew/Personnel: (How many people, aliens, AI, etc. crew the ship?)
Ship Cargo Capacity: [optional] (How much cargo can the ship transport?)
Ship Armament: (What kind of weapons does the ship have? Plasma cannons, lasers, missiles...)
Ship Technologies: (What kind of extra gadgets is your ship packing?)
Ship Appearance: (What's it look like?)
Other: (Anything else of note.)
[b]Ship Manufacturer:[/b]
[b]Ship Designation:[/b]
[b]Ship Class:[/b]
[b]Ship Size:[/b]
[b]Ship Crew/Personnel:[/b]
[b]Ship Cargo Capacity:[/b]
[b]Ship Armament:[/b]
[b]Ship Technologies:[/b]
[b]Ship Appearance:[/b]
[b]Other:[/b]
Solomon System
Abarimon
A "hot Jupiter," resting in a close orbit to Solomon, it is used only as a gas mine.
Vāyu
Abarimon's sole satellite. Its sandy, inhospitable surface is baked by Solomon. Only underground refineries and mines provide shelter.
Jinn Belt
An asteroid belt where millions live in small colonies.
Ansfront.
Karkinos
An arid, rocky world where terraforming operations are underway. The main settlement is Ansfront.
Attis
The rocky, airless mining moon of Karkinos.
In orbit above Maylie.
Maylie
A large waterworld that serves as a major residential planet in Solomon, next to Hyperion. Numerous sunken cities and agricultural depots dot Maylie. Its capital city is Yolvien.
Thalia
The larger of Maylie's two moons. It serves as both a mining base and an agricultural centre.
Ceraon
Rocky and airless like Thalia, mines and military centres are present on Ceraon.
Hyperion's Capital, Ipsum.
Hyperion
The heart of the Collective. This beautiful terrestrial world is populated by over six billion. Huge megacities dot the landscape, with the Vanguard's military centre - Hyperion Base - resting in a crater in the north. The capital city is Ipsum.
A settlement on Tyche.
Tyche
The namesake of the Tyche Concord. It is a colder and starker terrestrial world than Hyperion, but still beautiful and habitable. From the capital city of Agathos, trade between the worlds of the Tyche Concord and the Collective prospers.
Argus
The second of Solomon's gas giants. Aside from numerous gas mines, several floating cities reside in Argus' upper atmosphere, including its capital, Noll City.
A view of Ahab's surface.
Ahab
A dense, watery moon, exploited only for its abundance of liquid water and for agricultural purposes.
In Rivendell's outlands.
Rivendell
A warm, swampy but illustrious moon of Argus, currently being colonized by the Collective after extensive terraforming efforts. Most of its residents are settled in Elrond City.
Illuyanka
With a dense atmosphere of carbon dioxide and soot, this volcanic moon is only exploited for its rare metals.
Jíufeng
Solomon's outermost gas giant. Much like Argus, it is dotted by gas mines and floating cities. Its capital is Galari Horizon.
Dökkálfar
A rocky and intimidating moon dotted with gleaming crystal towers. Brave colonists have flocked here to witness its twisted beauty.
Rhapso
A small rocky, airless moon dotted with mines.
Nessus
Similar to Rhapso, Nessus is also primarily mined.
Lomar
Rocky canyons of beautiful colors stretch across the surface of this otherwise uninhabitable moon. Mines and a military base are present here.
Euporie
Solomon's richest planet in terms of raw metallic resources. Colonist-workers have also set up a settlement here, named Tir's Reach.
An old fortress on Ino.
Ino
A cold, icy, mountainous world where massive refineries process material from all over Solomon.
Maalik
Solomon's resident factory world. Everything from simple toys to starship parts are built here. Otherwise, Maalik is dark, rocky, and airless.
Miscellaneous
Corporations, Organizations & Manufacturers
BRUMADÉ (Tyche-Based Firearms Manufacturer)
GENERATIONAL (Collective-Based Manufacturer of Bladed Tools & Weapons)
Ian V. Xavier Firearms (Collective-Based Firearms Manufacturer)
Incarrasi (Collective-Based Manufacturer of Consumer Electronics)
Kasper New Series (Collective-Based Firearms Manufacturer)
Krueller-10 Weapon Systems (Collective-Based Firearms Manufacturer)
Leitgester Technology Solutions (Collective-Based Manufacturer of Consumer Electronics)
Oskana Metalwork Industries (Collective-Based Manufacturer of Military Vehicles)
Tambin Armory (Collective-Based Manufacturer of Military Vehicles)
Taurus Engineering (Collective-Based Manufacturer of Military Equipment)
Titanium Craftworks (Collective-Based Manufacturer of Starships)
Vanguard Private Manufacturing (Manufacturing Arms & Armor Specifically for the Vanguard)
Planet Classes
Class A - Agricultural Center
Class C - Colony
Class F - Factory World
Class GM - Gas Mine
Class M - Military Base
Class N - Nature Preserve
Class P - Protected Sentience
Class R - Residential Center
Class RF - Refinery
Class RS - Resource Gathering
Class T - Terraforming
Weaponry Types
Laser Weaponry - Fire a barely-visible beam that flares, brightens, and usually causes a small, spark-laden explosion upon contact with a surface. The firing itself is fairly quiet for a firearm, with only a loud (but aurally tolerable) electric whine upon firing. Can fire as a single burst, or a beam, depending on the model of weapon. Power levels can be varied, but battery-magazines deplete quickly if the power levels are increased. No recoil.
Plasma Weaponry - Loud, bright and obnoxious to fire, but pack a hell of a punch. Uses a particle beam to create a magnetic channel for ionized gas (usually held in the magazine) to flow through, though the particle beam can also ionize the surrounding air at the cost of weapon battery life. It's essentially like shooting a straight, bright, non-branching lightning bolt. Can be found in Automatic and semi-automatic variants. Little recoil.
Propellant-driven Projectiles - Using high-power explosives contained within the body of the projectile, instead of an auxiliary casing, these weapons essentially shoot caseless ammunition in the form of a sort of rocket-bullet. This even goes for shotgun rounds. These weapons make extensive use of discarding sabots to keep the projectile package intact before it leaves the barrel. They are quieter and kick less than their firearm counterparts of a millennia past, and they can be customized just as much.
Magnetic-driven Projectiles - Use magnetic rails or coils in order to launch projectiles at lethal velocity. Like propellant-driven projectiles, the rounds are caseless and use discarding sabots. They can be fired either supersonically or subsonically. Supersonically, the rounds produce a sonic boom (like a whip-crack) when passing an observer. Subsonically, everything is quiet. Whisper-quiet. Ideal for those with a mind for stealth. No recoil.
Species Age Limits
(Maximum ages for Collective and Ex-Collective citizens)
How could this happen? The Republic and the Jedi just... gone? Just like that, in an instant, as if somebody had flipped a switch? A thousand thoughts raced through her mind, tugging her emotions this way and that. After a while, she became numb, and started listening to Master Kenobi's message again and again. In the tight space of the communications centre, the message just reverberated and pounded into her psyche, trying to pick through it and understand exactly how Kenobi could have hope in this situation.
Breathe, okay? Breathe. She flicked a switch and cut the message off. There was silence again - a deep silence for Alia to sink into and be alone with her thoughts. She knew her parents would be okay. She didn't know much about this new Empire, but she'd read her history. The Empires of the galaxy never lasted. Perhaps the Chancellor - sorry, the Emperor, had doomed them all to a new dark age. How Palpatine had enough power to throw aside the virtues of freedom and democracy, which he had championed for years, and replace it with a totalitarian state was beyond her. And what did the Jedi have to do with it? Was it his plan? Was this what he really wanted all along?
She couldn't stop these torturous questions from driving themselves into the forefront of her attention. She just needed to know, to just understand why.
She needed to know why she was now an outlaw.
They'd be hunted, now. All of them, the Jedi and anyone who aided them, betrayed by anyone they came across, sold out and slaughtered by the the forces of the Emperor. There was nowhere to go. This was her new life - perpetually on the run. Even the Outer Rim wouldn't be safe for long. If it was true, and the war was over, there was nothing to stop the Empire from expanding their reach into every corner of the galaxy for the sake of cornering their enemies. Where would they go? She guessed that the decision might be Master Azure's, and it was her and Javi's responsibility to get them there. But, she thought, her contract was with the Jedi. Did the Jedi really exist anymore? Was this motley group all that was left? Did they count as an organization to which she was liable to uphold her duty?
She didn't know. Perhaps Azure's wisdom would come through, and deliver them to a place where they could be safe. But for how long? What would her life be like? She was a criminal. They all were. No matter what contract she'd signed, she deserved a say in what to do.
Master Azure's voice suddenly crackled to life over the intercom, bidding them all come to the main room. She sighed, wanting to just lie down and try to sleep, but she knew that wouldn't be of any use. After a minute or two, she saw Javi stride down the hallway, out of the bridge, just adjacent to where she was. Getting up, she decided it was time to put her voice into the mix, however much she didn't want to at the moment, and walked out after the other co-pilot. It wasn't long til they got to the common area, where most of the ship's residents were already assembled.
Without a word, she picked a lonely corner of the room, and sat herself down, arms hugged tight to her chest, and eyes looking downward at the floor.