STAR WARS: Age of Alliances MUSH
Rank: 206



Connect Info port 5500

General Information
Star Wars - "Sequel Trilogy" era MUSH (Episodes 7 / 8 / 9) Age of Alliances was created in 2000 and launched in 2001. It's been over 17 years of text-based-role-playing in the Star Wars galaxy.

The MUSH is now set 30 years after the events of "Return of the Jedi" and has just passed the events of both "The Force Awakens" and "The Last Jedi". It will now be forging its own pathway into the future, and will try to adapt as much of Episode 9 as it can when that movie is out.

It is currently set to about 9 months after Episode 8... and counting!

The MUSH will use the reference material from the new films to adjust course accordingly to fit within the new era of Star Wars lore and maintain the 17+ years of the MUSH's own history.

The movies are canon on Star Wars: Age of Alliances up to Episode 9, as we are breaking off from canon after Episode 8 and going our own route but we will adapt as much of Episode 9 as we're capable of (if anything). The expanded universe is used to add flavor, but is not guaranteed to be theme. (The EU from both Disney and Legends are used for flavoring.)

The game was started in 2000, launched in 2001 and has a wealth of history. It's got a solid code base foundation and many unique features. This includes a space system with a cargo hauling game mode, a professions system that lets you choose from a large list of popular IC Jobs to allow you to earn a growing paycheck based on your character's skills and many others.

Other Features
  • Group System for Player Run Groups
  • GEAR - Hundreds of Weapons / Armor / Tools / Vehicles and Droids.
  • SHIPS - Hundreds of classes of Star Wars ships with unique stats.
  • Item Randomization: The vendors where gear and items are sold are always changing with a massive variety of blasters / armors / devices / droids and more.
    Exploring the Star Wars galaxy on AoA means you'll never know what you'll find.
  • Own your own Vendor -- This allows you to gain profit off of selling goods.
    Your Vendors will even get sales from NPCs across the galaxy. So any Vendor in the galaxy can earn you profit while you focus on Role-Playing!
  • FUNCTIONAL SPACE SYSTEM - You are forced to fly between worlds on SW:AoA and explore the Galaxy. There are no +invite/+summon commands on SW:AoA. Ships that need to be refueled and repaired by skilled engineers and ship captains!
    -- Ship Mods to customize your ship and make it your own!
  • Star Wars Galaxy: Over 30 planets traversable with many more that are hidden and have to be discovered through other means.
  • A massive grid: Coruscant alone is larger than most games. Star Wars is an expansive playfield, so is SW:AoA.
  • Robust Skill System: The Skills available on AoA are deep and allow you to craft a very specific kind of character.
  • Communications: Communicate through Holocomms or with ic E-Mail over the Holonet with fully functional Datapads. Long range rp across the galaxy!
  • Professions System: You can have your character be employeed and receive a weekly paycheck based on your chosen Skills to give you spending cash, themed to your desired career.
  • History: SW:AoA is over 16 years old now and it has maintained a majority of its history even with the slight advancement to the Episode 7 era. This means you're traversing a galaxy where tons of events have shaped its landscape.
  • WORKBENCHES: These will allow you to slap mods onto blaster weapons, as well as remove them off of existing modded weapons!
  • MISSION TERMINAL: Staff Provided direction for all major factions. There's always RP to run and content to enjoy that pushes the narrative forward!
  • RESISTANCE SATELLITE FLEETS: Have a handful of friends you want to join the game with? Or feel like recruiting? With a group of 5+ people you can get your very own Resistance Fleet, with a small capship loaded up with a detachment of X-Wings/B-Wings/Y-Wings/A-Wings/E-Wings and set out on your own Resistance-themed adventures in the galaxy!
  • And More! Because SW:AoA is almost TWO DECADES old, it has accumulated a ton of features and depth in its design. Come and check it out!

Frequently Asked Questions
Question: "Can I be in the First Order or the Resistance?"
Answer: "Yes, you can! The First Order is taking control of the galaxy and it needs your help! While the Resistance has become mobile again with their own growing fleet of capital ships, they're looking to thwart the plans of the oppressive First Order!"

Question: "Can I be a civilian?"
Answer: "Absolutely, you can! There are organizations looking for new members to help participate in their plot-lines too, all civilian themed! SW:AoA's galaxy is huge and it offers a plethora of civilian-themed locales for RP and TPs."

Question: "I want to be a Force User with a lightsaber."
Answer: As of now all you have to earn is 200 RP Votes (+noms) and then you can submit an application for a Force Sensitive alt character for either the Knights of Ren or the new Jedi Order. Fight for freedom alongside Rey and the other new Order members, or help spread the shadow of the First Order with Supreme Leader Kylo Ren. The characters start untrained and have to build their force skills up over time through RP and experience points earned.


Connect Information port 5500

Mud Theme: Star Wars Role Playing Game

Client Recommendation: MUSHClient works

STAR WARS: Age of Alliances MUSH Mud Reviews

1 review found, Post a review

Review posted by Tarion Tavers
Posted on Mon Dec 18 11:19:24 2017 / 0 comments
Display Review

SW: AoA is a great game. I've been playing here for over a year now and I'm really glad I found it. OOC drama is at a minimum. The vast majority of players are welcoming and friendly. The code system aids with RP without bogging players down, and has quite a few neat little features thrown in.

Code-wise, there is a full skill system that automatically handles combat rolls that compare skills from both the attacker and the victim and puts out damage (or a miss) based on your weapon, which consumes ammo, and the victim's armor. There is a coded flight system, with a coded trade mission system for hauling cargo. There are over 30 coded planets you can fly to, a process that requires real time to complete. There are coded professions that offer a weekly paycheck based on your skills. Those are the main things worth mentioning.

RP wise, the playerbase on any given night is around 30-40 connections, most of them unique, and from morning EST into the night there are plenty of opportunities for play. The grid is friendly, welcoming, and varied, with options for group membership in just about every Star Wars-y theme. Plots for the most part are player-run, and anyone is welcome and encouraged to run their own plots and stories.

Staff is present and while they do not drive the majority of plots (which may change as the Mush starts to enter the events of TFA), they are helpful and present, active just about every single day for the bulk of the day.

This is a really great game, and I would highly encourage you to check out the wiki page and connect to say hello. If you like Star Wars and you like RP, this is a good place to be.

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STAR WARS: Age of Alliances MUSH Stats
Raw Data Average Data
# Days Listed325
Last Connection StatusConnected
# Days With Status46
Total Telnet Attempts9092.797
Total Website Attempts497315.302
Telnet Attempts This Month81126.161
Website Attempts This Month4592148.129