Chains Unbroken
Grand Palace of King Harcrow
874 ABY
The planet of Ominov, the once shining jewel of House Harcrow - has long since been turned into the cess pit of other nation's machinations. After the Terminus Wars nearly 70 years ago, the planet and her people have been subjected to an assymetrical peace deal that has seen no end. Foreign governments restrict military personel, megacorps from nearby worlds strangle the local economy into nothing more than a consumer state, and corruption runs so rampantly that the planets Syndicates are considered on par with the police. Where once there was pride, now there is a depression - of a once proud warrior nation.
Today the Grand Palace is full of sycophants and politicians - corpo's from nearby planets looking to make a deal, and local power brokers trying to make a name for themselves. King Viktor Carrol Harcrow, the Second of his Name, has invited many; but even in a place reserved for celebration and friends, he is accosted on all sides by enemies. Those looking to take advantage of his planets position are numerous and those fighting for its revival - heavily outnumbered. The party today is less a celebration, and more a funeral for what was lost as those who murdered it prance about with champagne.
Objective 1: Sycophants
The planet has become the target of a new Sith plot - to prop up the downtrodden and militaristic with a new hope. For this plan to succeed we need intelligence and relationships with locals - and the party at the King's behest is the best place to find it. Gathered together is the King's three children, the Megacorps from Terminus and nearby planets, and delegations from those who have helped ensure the peace for 70 years. All of them are enemies and friends alike - but what we must discover is who among them is the best to align ourselves with.
Join your other Sith in disguise and scope out the crowds. Discuss the finer points of our efforts and make friends with you can. Many on the planet are wary of new comers, as any with influence could be a potential threat in this active warzone of politics - so be certain you do not break cover and reveal yourselves before them. If the Sith Empire is to rise again, we must first begin the foundations with a single stone - and this is that stone.
Objective 2: Syndication
Far from the graceful pleasantries of King Harcrow, the bustling world of Ominov moves shackled beneath the weight of foreign oppression. This trade disparity has forced the economy into a slump, and many have turned to crime to feed their families. Others have turned to drugs to simply survive their dwindling mental health - and this has only encouraged larger more dangerous organizations to involve themselves. Only a few short years after the Ominov Peace deals, massive criminal syndicates have formed, some rumored to be supported by those foreign governments.
If we are to control the planet of Ominov, we must ascertain how far these corrupt roots go. A speeder bar in the lower echelons by name of 'Club 13' is run by the notorious, but minor, gang called Midnight Black. Once more in disguise, we must ascertain just who the Midnight Black organization works for - who their suppliers are, who their enemies and friends are, and how we can take advantage of that. Establishing our own criminal network is paramount, so while there are no restrictions on what you can do - do not reveal your status as a Sith.
Objective 3: Shipping
Shipping companies contracted by the Megacorporations on the planet ensure that the almighty cred keeps a tight noose around the planet's economy. For years they have established a fine balance between the local depression and absolute anarchy - always feeding the planet just enough goods to want more, but never enough to recover. Local industry has suffered to a disasterous degree because of this; so we must begin to upset this precarious balance they have created.
Our ships have been deployed along a convoy route being utilized by a caravan of freighters and a military escort. Soon they will hit our interdiction array and be forced into local space. When this happens, you must kill all witnesses, steal or destroy the cargo - and find any shipping manifests you can. Finding out who their suppliers are on the local planet can allow us the opportunity for more precise strikes; but the chief objective is that there will be no witnesses to what the Asha'Kurat will do.