Music to Save the Galaxy To
News: The end of the Siari Enclave! Immense battle in Serpent Nebula sees Asari fleet limping home, missing thousands of sailors and dozens of ships. Religious schism unfolding.
IC
Archives
Map
Introduction
Welcome to Mass Effect: Embers, a RP where you ultimately decide the fate of the Galaxy through diplomacy, warfare, corporate sabotage, intelligence gathering, and some other lesser known methods that you may come up with on your own. You will take control of one of the many factions within the galaxy be they aligned with the citadel or an independent entity clinging to the edge of civilized space or huddled around their homeworlds in the Terminus.
Scenario: The year is 2204, and it is a time of great change. Following the destruction of the Reapers at the hands of the Shepherd, and the corresponding devastation of galactic civilization which was caused by the extensive damage to the Mass Relay network, the stars are a cold and forbidding place. Countless billions of sentients were extinguished by the Reapers as they cut their bloody swathe across the cosmos, entire worlds depopulated, and the industrial backbone of civilized space broken cleanly. This alone would have been enough to hurl the galaxy into a dark age, an age of regression and recovery, but combined with the simultaneous effective loss of faster-than-light travel which the Relays had enabled, truly marked a black day for galactic civilization.
That is not to say that all is dark. Though much was lost, much remained - many worlds were spared even a taste of war personally, though all know brothers and sisters who did not return from the battles over Mars, and Earth. Though the Relays were destroyed, interstellar travel could still be effected slowly, using less efficient methods of superluminal transit. Though in her triumph the galaxy had come together to rage against the dying of the light, now each race and entity looked inward, to their own affairs. Trade routes to foreign powers had become impractical for all but the most precious of goods, and so self-sufficiency became the watchword of the new galaxy; high-expense colonization efforts were abandoned, manufacturing reprioritized, and the slow languid reconstruction effort begun.
Some despaired. To have fallen from such heights where a man could go from Thessia to Palaven in an afternoon, to be forced to look up at the same star year after year - is there any more cruel fate than a bird whose wings have been taken from it? But the majority of the races of the galaxy shouldered their burdens and concentrated on the very real work before them. World after world had to be cleared of the charred debris of war. In lawless sectors where little authority remained, new organizations rose to power, some noble and seeking to protect the innocent, others piratical and focused only on exploiting the fiercely depleted militaries of the galaxy. Political consensus remained in some reaches, able to be sustained by goodwill and the tattered remnants of the extranet comm buoys, while other systems had had too much and took up the mantle of self-government, unwilling to be beholden to foreign powers.
That was, until September 2nd, 2196.
That was the date the infamous Makewell Report was published on Earth. An unprepossessing blue sky project, researchers looking at the shattered remnants of the Charon Relay, made an alarming and strikingly hopeful discovery; the device, thought completely destroyed by the Shepherd's actions to end the Reaper threat, was not nearly as dead as presumed. Blasted, shattered, yes - but ancient mechanisms were working, slowly, year after year, to draw together archaic pieces and meld jagged remnants into a new cohesive whole.
The Relay Network was healing.
With the revelation that interstellar travel would, one day soon, once again be commonplace, entities across known space refactored their priorities. Vast manufacturing teams, from those worlds which could afford to spare the material, began studying the restructuring process and coaxing it toward fruition. The information set the extranet on fire, and previously isolated worlds consigned to their fates as dying backwaters began political maneuvers to bring skilled engineers from former overlords to repair their own links to the galaxy.
On January 16th, 2204, the Thessian Relay was switched back on, making the first true connection to the Serpent Nebula in decades. A new age of discovery, exploration, rebuilding, and danger is upon the galaxy. What has changed out there, beyond the light of civilization? Who now can be counted on as old friends reassess geopolitical priorities, and new powers begin to navigate the delicate dance of politics? From the embers, fire awakens.
- Code: Select all
Faction:
Leader:
Diplomatic Relations Summary:
Military Summary:
History:
Infrastructure and Claimed Worlds:
Military:
a) Terrestrial Forces:
b) Space Fleets:
RP Example:
Questions and Suggestions:
S14
Factions
Reservations Last 48 Hours - Only one non-Established Faction will be accepted for every 3 Established Factions, until all Established Factions are filled
Accepted Established Factions
The Asari Republic | Segmentia
The Human Systems Alliance | Kinistan
The Turian Hierarchy | Ovstylap
The Salarian Union | Pragia
The Elcor Courts | Open
The Plenixian Commonwealth | Grand Phyrexia
The Terminus Peoples' Republic | The Empire of Tau
The Quarian State | The National Dominion of Hungary
The Geth Consensus | G-Tech Corporation
The Hanar Illuminated Primacy | Nuxipal
The Confederated Krogan Freeholds | The Silver Army
Accepted Custom Factions
The Free Markets of Illium | Open
The Heshtok Duumvirate | Open
The Shanxi Directorate | The Orson Empire
The Raloi Accord | Yandex
The Commonwealth of Eagle Nebula | Cybernetic Socialist Republics
The Union of Enlightened Hives | Ormata
The Citizens Republic of the Cradle | Revlona
The United Nations Security Council | Versail
Current Reservations
Faction Initial Allotments
Use the starting allotments to purchase infrastructure and military for your faction - the number may be any combination of Credits, Material, and Industry. All starting infrastructure is limited to specific areas to prevent a faction in the Terminus from having colonies deep in Council Space. Only up to four Dreadnoughts may be purchased with your initial funds, assuming you are also building a military shipyard with starting credits. Two Dreads otherwise.
Faction Advantages and Disadvantages