By and large, the plan seems fairly sound. In addition to Vulpes's thing with Alzoc III, I'm also looking at establishing something in the Graveyard, perhaps a fighter base of some sort, and perhaps establish an enclave on Garyx or one of the other moons. I'd like to turn Alzoc III into a mining/manufacturing facility to give us the beginnings of an industrial base.Vulpes said:This is really an Out of Character step. We should look into figuring out which Imperial Knights are active, or willing to get active, so we can properly balance our priorities. I recommend we do an 'activity check', where we send a PM to each member and ask them if they currently have an active ImpKnight, or are willing to become active. We make a section for 'inactive knights', so if someone becomes interested, it can be easily changed. Of course, this is for making sure that people can see a list of other people they can ask to partake in missions/training/et cetera.
Once we have an updated roster, we look into what people are interested in doing within the faction. Would they wish to train and recruit or fight and sabotage? I recommend developing some form of sub-grouping which would allow people to hone in on certain skills. Of course, this wouldn't restrict them from switching or learning other skills. Like how the Jedi have Consular, Guardian, and Sentinel, we could produce similar sub-pathing. (With our own flair, of course.) My personal suggestion would have it be split more into those who wish to expand, and those who wish to prevent expansion. Those who wish to expand would be the recruiters, trainers, diplomats, and influencers, while the other group would be slight more..destructive. They'd be the fighters, saboteurs, pilots, warriors, and the ones who the enemies of the Knights will learn to fear. Basically dumb it down to two, since this is a smaller faction, in my opinion.
As far as I'm aware, there appears to be no proper base of command for the Imperial Knights. Of course, I may be wrong on this, but either way, I have an interesting arc. Alzoc III is an isolated, snowy planet located in the Outer Rim, in grid P-19. While it is part of the Galactic Alliance, it seems to be a very minor part. The planet is blessed with a large quantity of resources that could be exported and used to bring a prosperous era to the planet. The native species are the Talz, whom are almost like 'snow wookiees'. While ownership is a rare concept among the species, I feel that possibly economic growth and the introduction of luxury items could change that, introducing relevance to the concept, as the lack of understanding could have been caused by few things to own.
The reason why I've brought this location up, besides the isolation and minimal relevance to the rest of the Galaxy, is because right now the Galactic Alliance is weakened by a war it is losing. They would not be able to have much say if the Talz were to withdraw from the Alliance. This event could be set up by the possibility of a proxy government, in which we introduce concepts previously mentioned, and introduce a more capitalistic mindset to the society. Once we help bring someone into power (Talz, to reduce the suspicious, of course), if we remained on good terms with the Presumably NPC, then we could set up shop in one of the Abandoned Imperial bases. There, we'd have a more effective and safe location to train and plan, while having secret protection from the government. If that is not enough, we could present ourselves as a surveying group, looking for more ore deposits. Introduction of tauntauns could possibly prove useful as well, due to a small amount of food supplies.
This is one of the bigger points of my overall plan, establish a definite location, with it being isolated and safe, and deep within the Alliance territory, so that the Sith would be less likely to locate the Imperial Knights. Possibly if this works out well, even have the "Alzoc III Enclave" section added to the ImpKnight subforum section.
Sort of what I'm trying to do now. My main idea for this is to try and fulfill Phase II before the timeskip. Since the timeskip will basically be skipping 10 years into the future, I think if we get the ball rolling before it, then the Imperial Knights may be in a better position than if the timeskip were to happen while we are what we are at the moment. I like to imagine step 2 as a powerplay before the skip, which will probably gather some OOC attention. People taking note of the action OOC may possibly look into joining, if they see the productivity of the Knights, especially with a good bit of Jedi being killed off or disappearing. As you know, the Imperial Knights are more or less similar to the Jedi. If the skip happens, and we're on our own two feet, we could look into possibly even recruiting some of the wayward Jedi seeking safety without betraying their ideals completely.But I'd like to say, this step is more speculative. We all have our own plans and goals and arcs we plan to go with, and this is what I'm thinking might be able to help.
I'd like to think that with an established secret stronghold and increased activity and maybe even membership, it'd be a good time to focus more on plotting against the Sith. We could perhaps have an In Character pow-wow type thing, in which those who wish to partake in this step can have their characters meet up and exchange information they've gathered on the Sith and other enemies of the Knights. From there, they could establish what/who are high priority targets. Once again, this step is entirely up to those who partake in it.
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