For Light and Life
The Thyferra System, located along the Rimma Trade Route, homeworld to the Vratix responsible for the discovery and manufacture of the now long-time and commercially used wonder-drug, Bacta, currently rests just outside of The High Republic’s sphere of Influence.
Between the planetoid itself and the sprawling commercial hub that is the Khevaris Space-Station, the world is greeted by a countless number of space-faring entrepreneurs, cargo and freight transport convoys, high-ranking businessmen and everyday customers or adventurers seeking their next triumph.
…And all of a sudden, what once came as endless communication across the holowaves, an entire system has been plunged into darkness, completely off-grid from all sensors of her neighbouring systems and larger political bodies.
No one had anticipated the deafening silence; there were no cries for help. One minute, the system was active in everyday data traffic, and then it was gone.
Thyferra’s surrounding systems, detecting the anomaly, scrambled to establish some form of lifeline.
Long-Range Sensor Arrays homed in on their neighbour and detected the presence of a large fleet that had made the jump from hyperspace, arriving in proximity to Kevaris Station; its composition fragmented and irregular, bearing no formal signs of affiliation with any one group, government, or world.
Trade lanes bustled with constant traffic, freighters drifting in long chains, convoys carrying huge sums worth of cargo, feeding the galaxy’s need for bacta and commerce.
Khevaris Station stood at its centre, a beacon of industry, life, and motion. Until it wasn’t, and the silence was abrupt and damning. No staggered failure. No warning signs. One moment, a living system of voices and signals. Next, there was nothing.
By the time Thyferra Command attempted to re-establish contact, the station was already gone from the grid. Automated relays failed. Emergency redundancies returned no signal. Even civilian frequencies, once cluttered with chatter, had fallen still.
Then came the sensor reports. Unidentified vessels are entering the sector. Not in formation, not unified, but converging. A fractured armada stitched together from mismatched hull signatures and transponder ghosts. Pirates. But not a single cell or criminal organisation, this seemed to be a much larger collaborative effort, a congregation of smaller criminal groups, marauders merging on the drifting Kevaris Station.
The High Republic cannot afford uncertainty, not here. Khevaris Station is too vital. Too populated. Too symbolic. The Jedi Order has been called upon, not for war, but for clarity.
To investigate.
To restore order.
To remind the galaxy that the light still answers.
Yet whispers ripple through the Outer Rim…This attack was not random. Criminal syndicates, once fractured and territorial, have formed a temporary alliance. Drawn together by opportunity… or perhaps something darker and more deliberate.
Fear is spreading, and fear influences credits.
Objective One: Secure Kevaris Station - Marauders, thieves, and killers are boarding the Station, home to thousands of citizens, crews, employees and corporate market chains. This Station is a treasure trove of industry, from medicinal to science, with hangars full of starships soon to be taken, and helpless workers killed for their meagre possessions. Your job is to save as many as possible, secure the Station before it is compromised, and remove the threat using whatever methods are deemed necessary to end the violence.
Objective Two: Engage the Enemy Fleet - There are no telltale signs of association to the larger galactic powers here; every ship differs in make, model and firepower. Coordination among the pirate fleet is chaotic and unpredictable as each strives to take a larger cut for themselves. These merciless criminals, mercenaries, rogues and scavengers are willing to take what doesn’t belong to them, at any cost. Whether through boarding action or fleet engagement, you are to keep them at bay for as long as possible. Best-case scenario, send them packing. Worst case, stay alive until further reinforcements from the High Republic arrive to back you up.
Crimson Tide Leaders:
- Kael Vorr: Eyttyrmin Batiiv.
- Guardian 334-class light cruiser - “The Gravewind”.
- Varkis “Gilt” Renn: Black Sun Syndicate.
- Ajuur-class heavy cruiser - “The Broker King”.
- Sira Vonn: Void Wings.
- Carrack-class light cruiser - “The Iron Revenant”.
- Drogan Bail: The Hutt Cartel.
- Carrack-class light cruiser - “Gilded Verdict”.
- Nyra Solis: Bloody Bones.
- Guardian 334-class light cruiser - “Blood Tithe”.
- Malrec Vayne: Blazing Claws.
- Ajuur-class heavy cruiser - “Wayward Horizon”.