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Pax Republica is set in the Star Wars Universe roughly 300 years before the events of Star Wars Episode IV. The Republic and the Jedi are both at the height of their power, as new systems and regions are discovered in the Outer Rim. Slavery is illegal, and though indentured servitude is allowed, it is restricted to prevent the exploitation of workers. Spice is legal, but only for medicinal uses.  
Pax Republica is set in the Star Wars Universe roughly 300 years before the events of Star Wars Episode IV. The Republic and the Jedi are both at the height of their power, as new systems and regions are discovered in the Outer Rim. Slavery is illegal, and though indentured servitude is allowed, it is restricted to prevent the exploitation of workers. Spice is legal, but only for medicinal uses.  


The Jedi work diligently to maintain peace, in an ongoing effort to prevent the re-emergence of the Sith, or any who would use the Dark Side to terrorize and enslave the galaxy.
The Republic is expanding, and is actively seeking to forge alliances with planets in the Outer Rim, as well as scout out hyperlanes to new worlds and systems. The Jedi work diligently to maintain peace, establish Temple outposts, and keep crime on the ever expanding galactic frontier to a minimum.  


Check out the links below for details on more specific aspects of the setting.
Check out the links below for details on more specific aspects of the setting.
Line 10: Line 10:
If you have questions about whether or not certain sources or information is considered part of our game canon, please submit a +request to staff and we will review it.
If you have questions about whether or not certain sources or information is considered part of our game canon, please submit a +request to staff and we will review it.


For more information about the definition of canon, see [https://starwars.fandom.com/wiki/Main_Page Wookieepedia].
For more information about the definition of canon, see [https://starwars.fandom.com/wiki/High_Republic_Era Wookieepedia].


=== Setting ===
=== Setting ===
Pax Republica takes a somewhat darker view of the Star Wars universe, despite our timeline being set at the height of the Republic and the Jedi Order. While this is an era of relative peace and prosperity in the Galaxy, if one looks beyond the superficial it becomes obvious that not everything is sugar and spice.
The Republic maintains firm control over much of the Galaxy through political, diplomatic, and economic means. The wealth disparity and cultural differences between the Core Worlds and the Outer Rim couldn't be more apparent, and a distinct dichotomy between those who are from the Republic and everyone else, has developed. With the Colonies and Core Worlds overpopulated, many poor citizens moved to the dangerous Outer Rim Territories. Consequently, many of those from the Outer Rim find the Republic strange and foreign at best, and repulsive and oppressive at worst.  


The Republic maintains firm control over much of the Galaxy through political, diplomatic, and economic means. The wealth disparity between the Core Worlds and the more outlying systems of the Colonies and the Rim couldn't be more apparent, and there is a great deal of animosity between the "haves" and the "have-nots". The economic situation and mutual reliance between the Core Worlds and the Colonies keep this tension from bubbling over into open hostility. Not to mention the fact that the Jedi serve the interests of the Republic, and an uprising among the outlying systems would warrant a swift response.
And yet, the High Republic is an era in which the Republic and ambitious hyperspace prospectors like the Graf Family, press into the galactic frontier. Prospecting new worlds is a nascent trade, as the promise of new systems brings the possibility of economic wealth and influence, and in some rare cases -- treasure.


Further from the Core, bordering the Colonies and reaching into the known worlds of the Outer Rim is Hutt Space. The Hutts have ruled this region for centuries, even before the formation of the Republic, and the two groups maintain an uneasy truce of convenience. The Hutt Clans are first and foremost a mercantile power, with economic interests taking precedence over all others. Each major Hutt lord maintains a standing force of mercenaries, indentured soldiers and slaves, with enough military force between the Clans to easily rival any force the Republic may muster, save for the Jedi themselves. While the Hutts are eager to do business with anyone who has something to offer them, many of their preferred paths to profit fly directly in the face of Republic laws; smuggling, slavery, weapons, and illicit substances are among their more profitable industries.
Further from the Core, bordering the Colonies and reaching into the known worlds of the Outer Rim is Hutt Space. The Hutts have ruled this region for centuries, even before the formation of the Republic, and the two groups maintain an uneasy truce of convenience. The Hutt Clans are first and foremost a mercantile power, with economic interests taking precedence over all others. Each major Hutt lord maintains a standing force of mercenaries, indentured soldiers and slaves, with enough military force between the Clans to easily rival any force the Republic may muster, save for the Jedi themselves. While the Hutts are eager to do business with anyone who has something to offer them, many of their preferred paths to profit fly directly in the face of Republic laws; smuggling, slavery, weapons, and illicit substances are among their more profitable industries.


Though the war with the Sith ended over a century ago, it remains a fresh wound in the memory of the Jedi Order. Never again will the Jedi Order allow the taint of the Dark Side to take hold and threaten the peace and safety of the Galaxy, and they will do whatever is necessary to safeguard against it. The Jedi Council maintains a very rigid, conservative view of the Force, the Light, and the Dark, with little tolerance for even tiny deviations from the letter and spirit of the Jedi Code. Children are removed from their families as soon as their potential is discovered both because their training must by necessity begin as soon as possible, but because the longer a child is allowed to grow outside of the Order, the more potential exists for them to fall to the Dark Side. Those who choose to leave the Order are treated as heretics at best and outright hostile at worst; one does not simply leave the Jedi Order.
The reputation of the Jedi Order varies the further one gets from the Core Worlds. Within the Republic, Jedi are respected, celebrated, and afforded a great deal of cooperation, even reverence. Out on the Rim, on a world like Tatooine, the Jedi may be considered little more than bogeymen, stories parents tell their children to get them to eat their vegetables and go to bed on time.  


The reputation of the Jedi Order varies the further one gets from the Core Worlds. On Coruscant, Jedi are respected and afforded a great deal of cooperation, even reverence. Out on the Rim, on a world like Tatooine, Jedi may be considered little more than bogeymen, stories parents tell their children to get them to eat their vegetables and go to bed on time. While the Order is at its peak, its numbers remain low enough that outside of the Core Worlds, particularly Coruscant itself, most beings in the Galaxy will never cross paths with a Jedi Knight.
Although the Order is the largest Force adjunct group, it does not cast a shadow over the other religious sects that have formed around the belief in the Force. On Jedha's Holy City, multiple Force cults and sects practiced their religion peacefully alongside one another. Among the known sects during this period were the Sorcerers of Tund, the Guardians of the Whills, and the Brothers of the Ninth Door. During the High Republic Era, the Jedi were more accepting of other religious Force sects, and while they did not adopt their teachings, they acknowledged that the Force had been interpreted in diverse ways by different groups of people. 
==== Underworld ====
 
==== Communication ====
Efficient interplanetary communication is essential for maintaining connectivity between different planets and civilizations across the vast expanse of space. While EX droids are an effective option for long-distance communication, they are primarily utilized in remote areas such as the Outer Rim. Holovid calls made to the Outer Rim require state-of-the-art technology and a communication buoy to be in close proximity to ensure that the calls are not patchy, and are subjected to limited duration. In some situations, sending recorded audio or video messages can be a more reliable option for communication over long distances. 
 
==== Hyperspace Travel ====
Hyperspace travel is a crucial aspect of space exploration, but it can be a time-consuming process, especially if there are no charted or reliable hyperspace lanes available to reach a particular planet. In uncharted areas, ships must travel jump by jump, which can take weeks. However, areas in the Outer Rim that have known hyperlanes, such as Hetzal, E'ronoh and Eiram, and the Dalnan Sector, can be reached within hours from Coruscant. The availability of charted hyperlanes in the Outer Rim has greatly facilitated interplanetary travel and made it possible to reach faraway systems quickly and easily. As a result, it is now easier to establish communication and trade links with civilizations in these areas, thereby expanding the frontiers of space exploration.
 
====Underworld====
The criminal underworld on Pax Republica is comprised of a few key groups which operate both in concert and in competition with one another.
The criminal underworld on Pax Republica is comprised of a few key groups which operate both in concert and in competition with one another.


=====Hutt Clans=====
===== Hutt Clans =====
The first and largest group is the Hutt Clans. The Hutts have been involved in shady dealings since the moment they came into contact with the Republic, and are involved in the slave trade, illicit substances, and illegal weapons, among others. The Hutts control a large area of space bordering the Republic, within which the Republic has no jurisdiction; however, their business endeavours cross those boundaries frequently, and the Hutts are known criminals in many areas throughout the Republic. Because of their status as essentially an independent sovereign entity however, a large-scale crackdown on Hutt activity in Republic space would be diplomatically treacherous.
The first and largest group is the Hutt Clans. The Hutts have been involved in shady dealings since the moment they came into contact with the Republic, and are involved in the slave trade, illicit substances, and illegal weapons, among others. The Hutts control a large area of space bordering the Republic, within which the Republic has no jurisdiction; however, their business endeavours cross those boundaries frequently, and the Hutts are known criminals in many areas throughout the Republic. Because of their status as essentially an independent sovereign entity however, a large-scale crackdown on Hutt activity in Republic space would be diplomatically treacherous.


=====Black Sun Cartel=====
===== The Nihil =====
The Black Sun cartel is a criminal organization that took shape in the wake of the Sith occupation of Coruscant and the subsequent liberation. Black Sun is established on worlds throughout the Republic, but its largest and most profitable operations are among the Core Worlds, where they are involved in illicit substances, the slave trade, as well as weapons manufacturing and distribution. There have long been rumours that the cartel funds anti-Republic terrorists in an effort to sow chaos and imbalance, allowing them more freedom to operate under the watchful eyes of Republic Judicials without being the most important thing on the radar. The Republic has known about the Black Sun since their formation; however, they have been unable to extinguish the organization, or even make significant headway in infiltrating them, even after thousands of years.
The Nihil is a small nebulous group of space marauders  based out of an area of space hidden from the rest of the galaxy called No-Space in the Outer Rim near Belvaris.  Viewing themselves as a counter to the Republic's growing Galactic expansion into the Outer Rim, they rob and raid without compunction, leaving death and destruction in their wake. The Ro Family have assimilated themselves into the pirate group, intending to take the group over to become a formidable force in the Outer Rim.
=====The Exchange=====
 
The Exchange has been around almost as long as the Black Sun, but mostly sticks to the Outer Rim, where they are direct rivals of the Hutt Clans. The Exchange is known for ruthlessness, offering no quarter to those who have crossed them, or any who might get in their way. Even the Hutts and the Black Sun will make a deal when there's opportunity for more profit, but the Exchange has always put vengeance over credits. Primarily engaged in acts of direct piracy and violence, the Exchange is more a loose association of independent criminals than a central organization, making it that much more difficult to track and eliminate.
Through the Ro Family, the Nihil have come into the possession of PATH engines, a technology taken from the hyperspace savant Mari San Tekka, a  captive of the family since her childhood. Path engines outstrip current hyperspace ship capabilities, allowing them to travel unexpected vectors or paths in hyperspace to make surprise raids on unsuspecting ships. Utilizing this technology, they are able to hit an objective without warning and seemingly disappear using routes other ships could not follow. Spacers whisper of demons in the dark.
=====The Nihil=====
The Nihil is a small nebulous group of space marauders  based out of Thrull's Shroud in the Outer Rim near Belvaris.  Viewing themselves as a counter to the Republic's growing Galactic expansion into the Outer Rim, they rob and raid without compunction, leaving death and destruction in their wake. The Ro Family have assimilated themselves into the pirate group, intending to take the group over to become a formidable force in the Outer Rim.


Through the Ro Family, the Nihil have come into the possession of Path engines, a technology taken from the hyperspace savant Mari San Tekka, a  captive of the family since her childhood. Path engines outstrip current hyperspace ship capabilities, allowing them to travel unexpected vectors or paths in hyperspace to make surprise raids on unsuspecting ships. Utilizing this technology, they are able to hit an objective without warning and seemingly disappear using routes other ships could not follow. Spacers whisper of demons in the dark.
===== The San Tekkas =====
The San Tekka clan, also known as the San Tekka empire or the San Tekka family, was a clan that was active during the High Republic Era.  The family rose from humble roots as a family of hardscrabble hyperspace prospectors. By the time of the Supreme Chancellorship of Lina Soh it had become a dynasty at the forefront of technology that allowed for the expansion of the Galactic Republic. However, the clan kept secret the cost of their rise to prominence; the Force-sensitive Mari San Tekka had been able to detect Paths through hyperspace.


==== The Whispering Dark ====
===== The Graf Family =====
As the Republic and the Jedi venture further into the unknown regions beyond the Outer Rim, strange events begin to occur seemingly at random. Whole ships enter hyperspace and never return, with no trace. Entire fields of crops suddenly die in the midst of an otherwise excellent growing season without explanation. People disappear without a trace, and their entire family fails to remember them. Seemingly sane people descend into madness overnight.
The Graf family, also known as the Graf clan, or as the Grafs, was a family of humans who lived in the galaxy. During the Hyperspace Rush, they competed with the San Tekka clan to gain influence and power, becoming one of the Galactic Republic's wealthiest families into the High Republic Era.


When Naga Sadow triggered the Cron Drift Explosion using Dark Side powers, he woke something that had been imprisoned for eons in the "space between space", aka hyperspace. Sadow was swallowed up in the cataclysm, and consumed by the creature, the Whispering Dark. Though its prison holds, and the creature remains in a weakened state, it's power and influence will only grow with time. By consuming the former Dark Lord of the Sith, the Whispering Dark learned about the Jedi, the Republic, and the well of dark power which lies at the heart of Coruscant. In time, it will corrupt and influence the sentient beings of the Outer Rim to feed its power, and eventually break free of its prison in order to emerge into real space and feed on enough Dark Side power to consume the galaxy.
===== '''Eiram and E'ronoh War''' =====
The conflict fought between the two adjacent planets Eiram and E'ronoh, involved several wars between the two planets. It was also referred to as the '''Forever War'''. The latest incarnation of the war was fought between 387 BBY and 382 BBY. After that, the peoples of Eiram and E'ronoh did not escalate the conflict into war, but the two planets currently remain in a cold war with one another.


== More Information ==
There are five major factions available. For more theme information about each faction, please visit individual faction pages:
*[[Republic]]
*[[Bounty Hunters' Guild]]
*[[Fringers]]
*[[Mandalorian]]
[[Category:Policy]]
[[Category:Policy]]

Latest revision as of 06:28, 22 February 2024

Overview

Pax Republica is set in the Star Wars Universe roughly 300 years before the events of Star Wars Episode IV. The Republic and the Jedi are both at the height of their power, as new systems and regions are discovered in the Outer Rim. Slavery is illegal, and though indentured servitude is allowed, it is restricted to prevent the exploitation of workers. Spice is legal, but only for medicinal uses.

The Republic is expanding, and is actively seeking to forge alliances with planets in the Outer Rim, as well as scout out hyperlanes to new worlds and systems. The Jedi work diligently to maintain peace, establish Temple outposts, and keep crime on the ever expanding galactic frontier to a minimum.

Check out the links below for details on more specific aspects of the setting.

Canon

We consider Pax Republica a 'canon' game, and primarily use thematic information derived from the Star Wars films, television shows which are established as official canon (Rebels, The Mandalorian), and other sources such as comic books and novels which are similarly established as official canon. Sources formerly included as part of the Extended Universe (now Legends) are not considered part of our canon, though we may borrow thematic elements from them as appropriate, where official canon information may be lacking.

If you have questions about whether or not certain sources or information is considered part of our game canon, please submit a +request to staff and we will review it.

For more information about the definition of canon, see Wookieepedia.

Setting

The Republic maintains firm control over much of the Galaxy through political, diplomatic, and economic means. The wealth disparity and cultural differences between the Core Worlds and the Outer Rim couldn't be more apparent, and a distinct dichotomy between those who are from the Republic and everyone else, has developed. With the Colonies and Core Worlds overpopulated, many poor citizens moved to the dangerous Outer Rim Territories. Consequently, many of those from the Outer Rim find the Republic strange and foreign at best, and repulsive and oppressive at worst.

And yet, the High Republic is an era in which the Republic and ambitious hyperspace prospectors like the Graf Family, press into the galactic frontier. Prospecting new worlds is a nascent trade, as the promise of new systems brings the possibility of economic wealth and influence, and in some rare cases -- treasure.

Further from the Core, bordering the Colonies and reaching into the known worlds of the Outer Rim is Hutt Space. The Hutts have ruled this region for centuries, even before the formation of the Republic, and the two groups maintain an uneasy truce of convenience. The Hutt Clans are first and foremost a mercantile power, with economic interests taking precedence over all others. Each major Hutt lord maintains a standing force of mercenaries, indentured soldiers and slaves, with enough military force between the Clans to easily rival any force the Republic may muster, save for the Jedi themselves. While the Hutts are eager to do business with anyone who has something to offer them, many of their preferred paths to profit fly directly in the face of Republic laws; smuggling, slavery, weapons, and illicit substances are among their more profitable industries.

The reputation of the Jedi Order varies the further one gets from the Core Worlds. Within the Republic, Jedi are respected, celebrated, and afforded a great deal of cooperation, even reverence. Out on the Rim, on a world like Tatooine, the Jedi may be considered little more than bogeymen, stories parents tell their children to get them to eat their vegetables and go to bed on time.

Although the Order is the largest Force adjunct group, it does not cast a shadow over the other religious sects that have formed around the belief in the Force. On Jedha's Holy City, multiple Force cults and sects practiced their religion peacefully alongside one another. Among the known sects during this period were the Sorcerers of Tund, the Guardians of the Whills, and the Brothers of the Ninth Door. During the High Republic Era, the Jedi were more accepting of other religious Force sects, and while they did not adopt their teachings, they acknowledged that the Force had been interpreted in diverse ways by different groups of people.

Communication

Efficient interplanetary communication is essential for maintaining connectivity between different planets and civilizations across the vast expanse of space. While EX droids are an effective option for long-distance communication, they are primarily utilized in remote areas such as the Outer Rim. Holovid calls made to the Outer Rim require state-of-the-art technology and a communication buoy to be in close proximity to ensure that the calls are not patchy, and are subjected to limited duration. In some situations, sending recorded audio or video messages can be a more reliable option for communication over long distances.

Hyperspace Travel

Hyperspace travel is a crucial aspect of space exploration, but it can be a time-consuming process, especially if there are no charted or reliable hyperspace lanes available to reach a particular planet. In uncharted areas, ships must travel jump by jump, which can take weeks. However, areas in the Outer Rim that have known hyperlanes, such as Hetzal, E'ronoh and Eiram, and the Dalnan Sector, can be reached within hours from Coruscant. The availability of charted hyperlanes in the Outer Rim has greatly facilitated interplanetary travel and made it possible to reach faraway systems quickly and easily. As a result, it is now easier to establish communication and trade links with civilizations in these areas, thereby expanding the frontiers of space exploration.

Underworld

The criminal underworld on Pax Republica is comprised of a few key groups which operate both in concert and in competition with one another.

Hutt Clans

The first and largest group is the Hutt Clans. The Hutts have been involved in shady dealings since the moment they came into contact with the Republic, and are involved in the slave trade, illicit substances, and illegal weapons, among others. The Hutts control a large area of space bordering the Republic, within which the Republic has no jurisdiction; however, their business endeavours cross those boundaries frequently, and the Hutts are known criminals in many areas throughout the Republic. Because of their status as essentially an independent sovereign entity however, a large-scale crackdown on Hutt activity in Republic space would be diplomatically treacherous.

The Nihil

The Nihil is a small nebulous group of space marauders based out of an area of space hidden from the rest of the galaxy called No-Space in the Outer Rim near Belvaris. Viewing themselves as a counter to the Republic's growing Galactic expansion into the Outer Rim, they rob and raid without compunction, leaving death and destruction in their wake. The Ro Family have assimilated themselves into the pirate group, intending to take the group over to become a formidable force in the Outer Rim.

Through the Ro Family, the Nihil have come into the possession of PATH engines, a technology taken from the hyperspace savant Mari San Tekka, a captive of the family since her childhood. Path engines outstrip current hyperspace ship capabilities, allowing them to travel unexpected vectors or paths in hyperspace to make surprise raids on unsuspecting ships. Utilizing this technology, they are able to hit an objective without warning and seemingly disappear using routes other ships could not follow. Spacers whisper of demons in the dark.

The San Tekkas

The San Tekka clan, also known as the San Tekka empire or the San Tekka family, was a clan that was active during the High Republic Era. The family rose from humble roots as a family of hardscrabble hyperspace prospectors. By the time of the Supreme Chancellorship of Lina Soh it had become a dynasty at the forefront of technology that allowed for the expansion of the Galactic Republic. However, the clan kept secret the cost of their rise to prominence; the Force-sensitive Mari San Tekka had been able to detect Paths through hyperspace.

The Graf Family

The Graf family, also known as the Graf clan, or as the Grafs, was a family of humans who lived in the galaxy. During the Hyperspace Rush, they competed with the San Tekka clan to gain influence and power, becoming one of the Galactic Republic's wealthiest families into the High Republic Era.

Eiram and E'ronoh War

The conflict fought between the two adjacent planets Eiram and E'ronoh, involved several wars between the two planets. It was also referred to as the Forever War. The latest incarnation of the war was fought between 387 BBY and 382 BBY. After that, the peoples of Eiram and E'ronoh did not escalate the conflict into war, but the two planets currently remain in a cold war with one another.

More Information

There are five major factions available. For more theme information about each faction, please visit individual faction pages:

Subcategories

This category has only the following subcategory.

Pages in category "Theme"

The following 7 pages are in this category, out of 7 total.