Current
being non american, halloween is mostly just a reason to log into games i haven't played for months to check out the cool events
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3 days ago
"my basement"
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3 days ago
most of them are looking for something quite specific
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18 days ago
I did. Part of advertising for my Sonichu memorabilia resale business.
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19 days ago
Even with that new data I could still beat up a trex
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Bio
If you enjoy my posts then consider pressing here to see my 1x1 interest check. Now listen to the tale of a man far from home longing to see its greens again.
About me: Where do I begin. I'm from Belarus, and fairly proud of it. I've been RPing about a decade starting mostly with chat stuff and some LARPs/reenactments, doing the stuff of this site for maybe half a decade now. I'm a former serviceman, and while I was conscripted I make sure to stay in related circles. As a day job I'm a programmer letting me usually work from home even when we don't have coronavirus forcing us to do so and thus I got a lot of time for RP.
I'm curious about other writers' approach to this subject. I have multiple POC and queer characters in a few of my ongoing RPs, but I was wondering recently if there are people of those demographics (or other writers in general with experience) who have advice they'd like to give straight, white writers like myself to better represent them in their stories. I've noticed for a while that there aren't a whole lot of POC characters specifically on this site, so it could be especially helpful for anyone who wants to get their feet wet with writing a character who doesn't share their race. For example, if there's anything anyone wants to share regarding their culture, terms/language specific to a minority demographic, mistakes they've seen in others' writing (without pointing fingers) or other details that aren't commonly reflected in RP, I'd love to hear them!
I'll also mention that this could be a good spot for people to discuss and share questions about writing different genders if they have any.
Writing outside of your own life experience can be a powerful thing, and I hope this will be helpful for anyone who wants to give it a shot!
--
Note: Please keep all conversation classy. This is meant to be an inclusive thread designed for learning, and I don't want to see it dissolve into arguments, intolerance or hateful speech. Thanks!
Take it from someone who learned English very late in life, people do not randomly inject words from their home language into English. Hollywood often does this with say a French guy saying "bonjour" to great or a Spaniard exclaiming with "puta" but this really doesn't happen that much, its a cheap way for movie makers to emphasize the foreignness of a character without doing something meaningful with them. There are exceptions, i.e. hotel staff because its expected of them to endear them to clients, but its something to keep in mind during judgement.
Summary: Nestor is a death cultist that finds himself in a situation he is in no way prepared for. No longer are there the great lengths of a ship to harbour him, only vast wild expanses. He is forced into hiding the truth of who he and his brothers and sisters are, whilst nevertheless continuing in his most holy service to the God Emperor of Mankind.
Appearance: He is of a moderate frame and a "sinewy" build, his musculature not large but taut and well developed. He keeps himself as neat as possible given what is available to him. Nestor's hair and eyes are a brown so dark they pass for black whilst his his skin by years upon sunless ships has been bleached an ivory white.
Backstory: Nestor was one of the rare individuals born into the Cult of His Most Holy Burning Blade, rather than being inducted into it. He knew a communal life where all was shared by fellow cultists, the boy raised to be charitable to his fellow man, to read and write from a young age and given many skills that would help him better drift from ship to ship. But there the normality of his childhood ends, as at a mere three years old he was instilled the virtue of violence against the faithless. At the age of nine his mother and father had him take his first life, cutting the throat of a wounded pimp and dealer upon a cargo vessel they were inhabiting shortly followed by that of his restrained family. But though a mere child he smiled for he knew these people would no longer suffer in their impurity.
As he grew into an adult the Cult was eventually forced to move into fortune's dominion as a home. Though it was a good one, the ship now has undergone the most unforeseen thing in the centuries of the Cult's lifetime yet....
Personality: Nestor is a conflicted personality partly brought on by having to play many characters through his life. He is a very faithful man, with much emphasis in his life on purity, cleanliness, and order as espoused by the Cult of His Most Holy Burning Blade. But in having to pretend to be anything from a voidsman, to a ship rating, to a monk or any other sort of figure he has incorporated many elements of each personality into his own which when relaxed often come into play. The most negative and (and at heart his most pervasive) trait of the man however, is his sadism. Violence is core to his life as a death cultists, and he makes sure that when it is done it is prolonged as much as possible.
Skills: First to note is that while he had a broad education, Nestor's education focused in particular on medical matters. While no schola educated chirurgeon, he can inelegantly take people apart and put them back together given appropriate tools.
The only two things he is truly proficient in however, are the works of his Death Cult. The ways of their clandestine murder are first and foremost in his abilities, the man dancing ever so gracefully with his blades, his faith fuelling him on to fight despite wounds he may find when coming up against an opponent he failed to catch by surprise. The other ability of his is his knowledge as a theologian, the cult making sure that every member knows its faith like any upper hive scholar.
Equipment: A skintight meshweave suit, and a whole lot of monoblades.
Summary: Nestor is a death cultist that finds himself in a situation he is in no way prepared for. No longer are there the great lengths of a ship to harbour him, only vast wild expanses. He is forced into hiding the truth of who he and his brothers and sisters are, whilst nevertheless continuing in his most holy service to the God Emperor of Mankind.
Appearance: He is of a moderate frame and a "sinewy" build, his musculature not large but taut and well developed. He keeps himself as neat as possible given what is available to him. Nestor's hair and eyes are a brown so dark they pass for black whilst his his skin by years upon sunless ships has been bleached an ivory white.
Backstory: Nestor was one of the rare individuals born into the Cult of His Most Holy Burning Blade, rather than being inducted into it. He knew a communal life where all was shared by fellow cultists, the boy raised to be charitable to his fellow man, to read and write from a young age and given many skills that would help him better drift from ship to ship. But there the normality of his childhood ends, as at a mere three years old he was instilled the virtue of violence against the faithless. At the age of nine his mother and father had him take his first life, cutting the throat of a wounded pimp and dealer upon a cargo vessel they were inhabiting shortly followed by that of his restrained family. But though a mere child he smiled for he knew these people would no longer suffer in their impurity.
As he grew into an adult the Cult was eventually forced to move into fortune's dominion as a home. Though it was a good one, the ship now has undergone the most unforeseen thing in the centuries of the Cult's lifetime yet....
Personality: Nestor is a conflicted personality partly brought on by having to play many characters through his life. He is a very faithful man, with much emphasis in his life on purity, cleanliness, and order as espoused by the Cult of His Most Holy Burning Blade. But in having to pretend to be anything from a voidsman, to a ship rating, to a monk or any other sort of figure he has incorporated many elements of each personality into his own which when relaxed often come into play. The most negative and (and at heart his most pervasive) trait of the man however, is his sadism. Violence is core to his life as a death cultists, and he makes sure that when it is done it is prolonged as much as possible.
Skills: First to note is that while he had a broad education, Nestor's education focused in particular on medical matters. While no schola educated chirurgeon, he can inelegantly take people apart and put them back together given appropriate tools.
The only two things he is truly proficient in however, are the works of his Death Cult. The ways of their clandestine murder are first and foremost in his abilities, the man dancing ever so gracefully with his blades, his faith fuelling him on to fight despite wounds he may find when coming up against an opponent he failed to catch by surprise. The other ability of his is his knowledge as a theologian, the cult making sure that every member knows its faith like any upper hive scholar.
Equipment: A skintight meshweave suit, and a whole lot of monoblades.
Well done lad after two years of service there's still stuff I didn't know here
One thing I'd cover personally is the typical myths of interactivity of guns with modern and pre-modern armours like the movie shite of bullets bouncing off of helmets.
Welcome! I'm @Andreyich but they call me Andy. I have previously run an RP in the Mass Effect setting titled “Phoenix.” The name is a very apt one, for not only does it represent the spectres being reborn from their death much like a Phoenix, but likewise the RP is reborn, with much of the same cast who have shown interest in continuing it. Piggybacking off of the hype from the remaster and next installation in the series I hope to create a great setting we can all enjoy for a very long time. I have been on this site for about four years now but have been RPing for more than thrice that. I've had my fair share of DMing, and I have found I very much like to help people immerse themselves in the situation with things like visuals and music. As such, have a listen to this for some mood stuff while reading what is below.
This RP is set more than 100 years following the events of Mass Effect 3 (the start date is January 3 2299), the Galaxy finally having recovered more or less in entirety from that disastrous conflict. However, everybody knew that peace following the destruction of the reapers was a dream at best. The century of reconstruction was able to prevent Galaxy-spanning hostilities for a short time, but if anything this only allowed resentments and hatreds to fester like an untreated wound. A few decades back when it seemed the world before the reapers was restored one could already see inklings of hell starting to be let loose. Conflicts began one after another and soon the galaxy became a place where might made right.
But there were reasonable voices, ones who found the ongoing conflict to be… artificial. Previously unpopular rabblerousers were found to have fortunes donated to them from no apparent source, while inexplicable malfunctions in navigation equipment lead to many an accidental skirmish. Old research and records were investigated along with testimonies taken behind closed doors from the comrades and memoirs of Shepard, the Galaxy’s hero. The same hidden… organization that pooled funds to create the Andromeda initiative had found itself another problem worthy of its attention. Having found sympathetic ears in some members of the Citadel yet more cash was diverted, and suitable people assembled such that the Milky Way might be free of what malicious leviathans might be manipulating it into suffering.
Though officially the Spectre program was discontinued many years ago there has been a quiet movement within C-Sec and other organizations to restore it such that the world might have one more force pushing for sanity in this dangerous time. You are to join one of the crack teams to investigate the many rising threats to the galaxy, foil the shadowy puppeteers and hopefully let all of the Milky way see it peace once more. Officially you are C-Sec officers with their mercenaries, nothing more. Your power is limited to that which people give you by their respect and any of your actions are a black-op.
The aim of this RP is to create a galactic adventure exploring all the many different things that made Mass Effect fun, hopefully providing the full “Normandy experience” where relationships are developed on the ship and their ramifications being as important as each individual mission.
Part of the last reason this RP died was because recruitment missions took so fucking long. In this RP we will formally being with everybody already on board the ship. This will allow us to instantly get into the main storyline. However, much like in the trilogy games + Andromeda I want there to be a great amount of plot that is tangential to our main story largely focusing on the players. Personal or other ‘side’ missions will hopefully be very common as will all sorts of more slice-of-lifey RP such as interactions on the ship, or perhaps time spent together once we get some shore leave. However this will be done on the initiative of the players that want to partake in this. Want to have a poker night? Drop a few pings and create your own collab and we’ll hammer away on that time of our lives. Since these side stories are run on the initiative of the players their pacing will be rather free. For the main story however, I expect some sort of contribution at least once a week. If you cannot manage it you have three days before the expiration of said week to inform me, otherwise I’ll be very cross with you. Should it be needed I reserve the right to briefly control your character for us to be able to advance. If you don’t like it then don’t leave us hanging, simple as.
Now I'm sorry to cut the fun, but I have to post some bureaucracy that will apply to the RP
Rules:
They are for the most part obvious stuff.
1) When OOC don't be any sort of bigot, troll, bad-faith critic, or otherwise some kind of dick. There’s good fun poking a joke perhaps even at the expense of someone else but there’s obvious limits; RP is for fun and I just don’t have the patience to deal with troublemakers by any means but a ban.
2) You get 20 days to post, slightly less than three weeks. Failing to post in that timeframe gives you a strike. Two strikes and you’re out, but four consecutive posts without delays well let you lose your strike. If you genuinely cannot make it, your character would have nothing to say, or you have another good reason not to post please contact me and we’ll work something out.
3) Interpersonal problems are best kept outside of the RP environment. As said above I do this for enjoyment and don’t want any undue stresses; if you refuse to keep your quarrels from elsewhere out of this I am afraid I'll have to boot you from this.
4) I as GM am your God, but of course a benevolent one. If you have any grievances I will hear them out and if you disagree with something I have done and at least half plus one of the gang agrees with you then I will submit to your will.
5) The RP is advanced and you must post at the very least three paragraphs per post (though contribution to the beloved “collab” format will obviously have more nuance and counts for the post/20 days rule).
6) Don’t metagame or control other players without their consent and all the other typical elements of RP etiquette. If you really need clarifications on this you probably won’t fit in here.
7) Be 18+. The same mature shit we see in the ME series will be on full display here. That said don't take it too far out the other end.
8) Try to stay true to the lore. Obviously we're all doing this for fun, but we're trying to keep some internal consistency with the Mass Effect setting; this isn't some fanfic where Whatever with a capital W happens.
Some of the above rules may seem harsh, but I have been on this site for four years and I have come to understand the necessity of a little tough love. Most RPs I see on this site die after the first two or three post cycles. I shan’t tolerate such, I’m in this for the long run; I want to see this RP last years to come.
One problem we ran into was players not quite clear on how combat is to be run, so I will try to explain it best as I can here. We will run it in a sort of narrativized DnD style fighting. Once players are given their turn/time to act they will describe what they do, and outside of the lowest of mooks such as an injured dude lying at their feet. For example, you see a pair of pirates behind a box taking cover. You say you spray at them with your Avenger, and I will describe the results of this action after factoring in how you describe what you do, as well as the nature of your character. There will sometimes be a bit of RNG factored in, but it will be negligible at the very most. Do not control characters that are not your’s without permission; this standard RP etiquette applies to NPCs more or less as much as it does to other PCs.
With that out of the way the following is what I will expect from a character sheet of most players.
This is done with an in-character dossier of information readily available about your character in mind, in addition to that which they are willing to disclose to those hiring them for the mission. Anything you do not want visible to the public please PM to me.
Full name: obvious
Race: Read below about what will be tolerated for races
Citizenship: Some races have more than one government representing them, or alternatively one is simply born as a minority in another race’s space. Regardless, here you list what passport you have. Read below what will be tolerated for citizenship
Aliases: obvious
Age: obvious
Gender: obvious
Psych. Eval.: Your character’s mind would be observed and evaluated both openly and more discretely. Personality, temperament, personal rituals, prejudices, obsessions, interests, sexuality, religion, ethics, etc. Anything that world class shrinks would be able to glean about your brain. Of course, depending your personality and cooperation with them this could be very little. At the very end you must give the motivation of your character for joining the mission. This can be anything from the promise of good pay, to something like it being the only alternative to execution for their crimes.
Phys. Eval.: A physical evaluation describing the appearance of your character, their metrics (height, weight) and build, any cybernetics, chronic illnesses, tattoos.
Biotics: go into detail of the strength of their biotic capabilities if present as well as what they can do with them. While I want you to keep in mind of what we see in the trilogy, I won't be as restrictive with you as vidya mechanics are so feel free to have more creative uses of your biotics throughout the RP.
Qualifications: In essence whatever your character would put on a resume i.e. wars they participated in, universities they attended, projects they were a part of. At the end of this explain why exactly it was decided your character was good enough to become part of a team upon whom the fate of the galaxy may well rest. Chances are there are thousands if not billions of people like you, why are you special? The reason can be very banal of course such as being very cheap in your services despite them being of good quality, but alternatively it may be something rather complex such as being an Asari Justicar who will be able to open many doors to the team.
History: A reconstruction of your character’s life after every single public and most secured databases would be scraped for relevant information, possibly augmented by testimony from your character. It is encourage you work out at least a shred of common history with the GM or one of the other members of the team.
Position: What role would you perform on the ship? Pilot, doctor, engineer, a warrior of some sort, etc. If there are too many of certain roles (largely I envision this to be all sorts of combat specialists) I will temporarily decline applications to them. Keep in mind to also make a role that will actually let you interact with other players and the setting. You can of course make a character akin to our favourite Ken and Gabby but you might get awfully bored if your character is always just cloistered away doing their work.
C-Sec Status: There are three main options here. The first is contractor, wherein you are not any sort of C-Sec member but your skills were required which for one reason or another got them to take you in to the mission of the renewed Spectres. You will generally get some of the freest rein, but you will arguably be more disposable and thus sent to more risk prone situations, not to speak of the fact it will be harder for you to requisition things as it is expected your material is a package deal with you. The second is simply C-Sec member. You can specify here, i.e. if you were a detective or in the riot police or something else, but it doesn’t matter that much. It means you will get a good deal of trust and some equipment more readily provided though it also means you are somewhat more bound to regulations, with less of the freedom that contractors and Spectres get. Finally you can be a full Spectre. Mostly this will be the Captain - Sosa’Numos - though some select other members will also have this role. Spectres will have the most freedom and ability to requisition things, though they will also have the most responsibility and the most scrutiny for their every action. Their red line is a lot further, but boy its also a hell of a lot redder and linier.
Inventory & Logistics: What your character needs to do their job (i.e. their immediate equipment) as well as pertinent requests with potential “luxury” elements i.e. list occasional weapon upgrade elements or perhaps your character requisitioning ryncol and chocolate for a fun night every once in a while
Notoriety: from 1 to 10 how well are you known in this world? 1 is quite literally nobody knows of you save the shadowy organizers of the mission, 10 you are as famous as a leader of a council race that absolutely everyone knows. For anything save the most interesting and creative of backstories from people I trust I will not accept a 1 or a 10 and will be skeptical about anything outside the range 4-7. Briefly explain why you gave your character such a rating, as well as how it came to be that you came to the attention of the renewed Spectre program (or alternatively the Captain) for recruitment (I recommend you only start filling this out once we have had a chat regarding it).
Misc.: Anything you want to add that doesn’t belong above be it a pic of the tattoos your character has, a theme song, or something else. In particular mention what of your own you bring aboard to furnish your quarters and such.
[Blasts from the Past]: You will fill this with yes or no. What this means is whether or not you wish to have interactions from your character’s past appear as part of the RP. Perhaps your homeworld gets under attack and you ask the team to go help out to prevent your family from being slaughtered, or perhaps you want the party to help you out in the court martial for a crime you didn’t commit. In a sense you can think of them as loyalty missions in ME2 except for yourself and potentially recurring. If you want this experience put yes. Generally this will come into the missions that you organize with others on some optional initiative aside from the main story, although in very specific cases I have and will include your personal story as part of the main one.
[hider=CS] This is done with an in-character dossier of information readily available about your character in mind, in addition to that which they are willing to disclose to those hiring them for the mission. Anything you do not want visible to the public please PM to me.
[u][b]Race:[/b][/u] Read below about what will be tolerated for races
[u][b]Citizenship:[/b][/u] Some races have more than one government representing them, or alternatively one is simply born as a minority in another race’s space. Regardless, here you list what passport you have. Read below what will be tolerated for citizenship
[u][b]Aliases:[/b][/u] obvious
[u][b]Age:[/b][/u] obvious
[u][b]Gender:[/b][/u] obvious
[u][b]Psych. Eval.:[/b][/u] Your character’s mind would be observed and evaluated both openly and more discretely. Personality, temperament, personal rituals, prejudices, obsessions, interests, sexuality, religion, ethics, etc. Anything that world class shrinks would be able to glean about your brain. Of course, depending your personality and cooperation with them this could be very little. At the very end you must give the motivation of your character for joining the mission. This can be anything from the promise of good pay, to something like it being the only alternative to execution for their crimes.
[u][b]Phys. Eval.:[/b][/u] A physical evaluation describing the appearance of your character, their metrics (height, weight) and build, any cybernetics, chronic illnesses, tattoos.
[u][b]Biotics:[/b][/u] go into detail of the strength of their biotic capabilities if present as well as what they can do with them. While I want you to keep in mind of what we see in the trilogy, I won't be as restrictive with you as vidya mechanics are so feel free to have more creative uses of your biotics throughout the RP.
[u][b]Qualifications:[/b][/u] In essence whatever your character would put on a resume i.e. wars they participated in, universities they attended, projects they were a part of. At the end of this explain why exactly it was decided your character was good enough to become part of a team upon whom the fate of the galaxy may well rest. Chances are there are thousands if not billions of people like you, why are you special? The reason can be very banal of course such as being very cheap in your services despite them being of good quality, but alternatively it may be something rather complex such as being an Asari Justicar who will be able to open many doors to the team.
[u][b]History:[/b][/u] A reconstruction of your character’s life after every single public and most secured databases would be scraped for relevant information, possibly augmented by testimony from your character. It is encourage you work out at least a shred of common history with the GM or one of the other members of the team.
[u][b]Position:[/b][/u] What role would you perform on the ship? Pilot, doctor, engineer, a warrior of some sort, etc. If there are too many of certain roles (largely I envision this to be all sorts of combat specialists) I will temporarily decline applications to them. Keep in mind to also make a role that will actually let you interact with other players and the setting. You can of course make a character akin to our favourite Ken and Gabby but you might get awfully bored if your character is always just cloistered away doing their work.
[u][b]C-Sec Status:[/b][/u] There are three main options here. The first is contractor, wherein you are not any sort of C-Sec member but your skills were required which for one reason or another got them to take you in to the mission of the renewed Spectres. You will generally get some of the freest rein, but you will arguably be more disposable and thus sent to more risk prone situations, not to speak of the fact it will be harder for you to requisition things as it is expected your material is a package deal with you. The second is simply C-Sec member. You can specify here, i.e. if you were a detective or in the riot police or something else, but it doesn’t matter that much. It means you will get a good deal of trust and some equipment more readily provided though it also means you are somewhat more bound to regulations, with less of the freedom that contractors and Spectres get. Finally you can be a full Spectre. Mostly this will be the Captain - Sosa’Numos - though some select other members will also have this role. Spectres will have the most freedom and ability to requisition things, though they will also have the most responsibility and the most scrutiny for their every action. Their red line is a lot further, but boy its also a hell of a lot redder and linier.
[u][b]Inventory & Logistics:[/b][/u] What your character needs to do their job (i.e. their immediate equipment) as well as pertinent requests with potential “luxury” elements i.e. list occasional weapon upgrade elements or perhaps your character requisitioning ryncol and chocolate for a fun night every once in a while
[u][b]Notoriety:[/b][/u] from 1 to 10 how well are you known in this world? 1 is quite literally nobody knows of you save the shadowy organizers of the mission, 10 you are as famous as a leader of a council race that absolutely everyone knows. For anything save the most interesting and creative of backstories from people I trust I will not accept a 1 or a 10 and will be skeptical about anything outside the range 4-7. Briefly explain why you gave your character such a rating, as well as how it came to be that you came to the attention of the renewed Spectre program (or alternatively the Captain) for recruitment (I recommend you only start filling this out once we have had a chat regarding it).
[u][b]Misc.:[/b][/u] Anything you want to add that doesn’t belong above be it a pic of the tattoos your character has, a theme song, or something else. In particular mention what of your own you bring aboard to furnish your quarters and such.
[u][b][Blasts from the Past]:[/b][/u] You will fill this with yes or no. What this means is whether or not you wish to have interactions from your character’s past appear as part of the RP. Perhaps your homeworld gets under attack and you ask the team to go help out to prevent your family from being slaughtered, or perhaps you want the party to help you out in the court martial for a crime you didn’t commit. In a sense you can think of them as loyalty missions in ME2 except for yourself and potentially recurring. If you want this experience put yes. Generally this will come into the missions that you organize with others on some optional initiative aside from the main story, although in very specific cases I have and will include your personal story as part of the main one. [/hider]
On power and abilities: Your character can be quite powerful but there's obvious limits. I'm not going to make any sort of formal caps on it but if you're thinking "Hmm, will Andy let me have this?" then the answer is most likely no so don't even bother. Further, the greater the supposed capabilities of your character the greater the assignments they receive will be. That is to say if you describe your character as being a super epic biotic ripping Makos in half then the first enemy I will throw at you will be either a Krogan Battlemaster or an Asari Matriarch that will lift your helpless ass in the air and rip it in two. You are all clad in plot armour and armed with Chekhov's gun but that isn't always enough.
On technology Over the more than century that has passed since the Reaper war there has not been much in the way of cutting edge innovation, most efforts focused upon rebuilding and restoring rather than researching and improving. However progress is inevitable with the advancement of time. For the most part this has just been in the form of incremental improvements to existing technology, or the reduction in scarcity of technology previously available only to the elites of society or armed forces. The previously all but unheard of thanix systems have become the standard ship armament. Biotic implants are far safer for the individual and are slightly more effective. All medigel is now effective across species barriers and improvements in software have made almost all technology marginally faster and more accurate. Ultimately though, the life of a person in the early 24th century looks very similar to that of a person in the late 22nd.
On Character Death: It can and will happen. Don't be a baby if it happens. For myself, I promise we as GMs won't kill you just for the lulz and it will only happen either if you do something outrageously stupid or ever so heroic. If you've been a good player and there's nobody on a waitlist to join up I will gladly take another character from you.
On races: The races I will readily accept without any questions asked are Humans, Asari, Turians, Salarians, Krogan, Drell, Quarians.
The following races you can play but I will have much more scrutiny and skepticism, demanding a more rigorous CS and more discussions in DMs: Tank-Krogan, Vorcha, Batarian, Volus, Geth.
Anything else such as Elcor, Hanar, Ardat-Yakshi, or the even more eccentric options will only be permitted if I know you to be a God of RP.
On Citizenship: I will gladly accept anyone from the Systems Alliance, main Krogan space, the Turian Heirarchy, the Asari Republics, the Salarian Union, the Quarians, or the Union of 2201 without questions.
I’m going to need some big effort from somebody who wants to be from: Krogan Rebel Clans, the Terminus System Pirate Realm, Cerberus (though this isn’t exactly a government), the Batarian Hegemony, an autochthonous Citadel Dweller, the Geth and Synthetic life designates, or any other independent government.
Now, after ME3 a lot of things might have happened and anyone joining an RP set more than 100 years after the events of that game would surely have questions on what happened in that wide time frame. For a quick recap I suggest one simply read the general tab and the events tab. If you want a somewhat more in-depth history I suggest you read the racial lore tabs, and the widest understanding will of course be given if you read everything.
Shepard on that fateful day had a difficult choice to make, but most of the Galaxy concurs it was the right one. Taking control of the Reapers he became a steward of the Galaxy, the genocidal armadas going into dark space where they monitor galactic happenings for a threat demanding their intervention. Destroyed Reapers had their connections with their slaves severed early in the war producing what were known as Awakened Collectors, but other indoctrinated races and constructs came free from their masters too. The vast majority knew they had no place in the Galaxy and thus retreated into dark space or simply faced annihilation if lacking access to space craft. Many hoping to continue to help their kinsmen from their self-imposed exile used this time to go into systems without Mass Relays and construct new ones within. These new Mass Relays have opened many new worlds for colonization and were able to slow down the competition for living space between races. The largest exception to this are however the Awakened Collectors. With the Reapers defeated many still had sufficient memory of their pasts to have a dream of restoring their Empire. Though laughable considering numeric disparity, many raid and act as pirates far more fearsome than any others.
The Citadel was towed to its home prior to the Reaper war, and it became much repurposed in the following era. The Council began to represent states and power bodies rather than races though for the most part this was synonymous. Furthermore, there came to be far more representatives rather than the previous dominion of Salarians, Asari, Turians, and Mankind. There came to be far more seats on the council eventually, a process that also eroded the formal powers of the Citadel. More and more the place came to be more a neutral ground and a trading hub than a real seat of power for some sort of galactic order, especially with resuming hostilities that it failed to prevent and mediate. The the last nail in the coffin for the loss of the Citadel and Council’s prestige came with the Spectre scandal after which the death of several important people within the Systems Alliance lead to the official dissolution of the ST&R as well as a court martial of almost a third of its former operatives. Nevertheless the Citadel is still a focal point of the Galaxy with considerable wealth and populace being concentrated in the space station.
Earth was absolutely devastated in the War against the Reapers, little more than a pile of rubble and ash left upon it. With the destruction of its most populous and industrialized world the galactic power of the Systems Alliance seemed halved. Further, most important leaders of the Alliance perished in the war that created a political crisis only getting worse as Earth’s humans insisted on the home world remaining the capital and seat of human power whereas the far less damaged colonies demanded that power and representation be spread proportionally to each world's contributions in the Alliance rather than all submitting to a world of ruins. There were seven instances of secession attempts five of which were successful; one joined the renegade Empire of Aria T’Loak, another remained independent albeit under the guarantee of independence from the Batarians, two were simply far too well defended to have reclamation efforts be plausible and the fifth joined the early formation of the Union of 2201.
This massive humiliation of the Systems Alliance allowed vultures biding their time to descend far earlier than they had previously hoped. Though most saw the end of the Reaper war as marking the end of Cerberus, it still had many followers and hidden facilities with much money and resources stockpiled. While they no longer had their beloved Illusive Man to lead them they still persisted in their human supremacist agenda. Prior to the secession less than one in a thousand people reported sympathy to Cerberus in anonymous polls. Following them the number came to be as large as one in ten eventually arising to one in three in the modern day. Human political rhetoric more and more converged with the beliefs of the organization as one by one they brought in politicians they had groomed.
Humans in the century since the Reaper War have otherwise been largely successful in maintaining at least some form of neutrality and peace, albeit at the expense of even further waning galactic soft and hard power projection. A cold war rages with the Batarians with only occasional flareups that grow less common by the day, while both Krogan and Rachni threats leave humanity alone for the most part, both far too grateful to Shephard for the salvation of their species to even left a finger. Human contribution and sacrifice in the Reaper war is seen as second to none, and though the human position was comparatively compromised following the war most still do their best to maintain excellent relations with the Systems Alliance in memory of the past.
The only violence that the Alliance experienced as an entire society within the last century was the very short lived machine rebellion. The alliance infiltration units along with other VIs crossed the boundary into becoming AIs in almost perfect mimickry of the early stages of conflict between Quarian and Geth. Humanity however knew of this lesson of the past and soon simply let the machines leave and eventually join the Geth.
Considering Systems Alliance and human history following the Reaper War one must also recognize the importance of the Spectre Scandal. Some Spectres supposedly discovered a Cerberus plot to perform a chemical weapon attack on the Citadel spreading poison to kill thousands and make ill many more. They implicated many human politicians, C-Sec Officers, and even simple visitors. Many of these were killed or arrested, but upon investigating the supposedly apprehended humans no chemical weapons were found in their possession or ability to access. The Systems Alliance was outraged and threatened to withdraw from the Citadel in entirety unless the Spectre organization was either disbanded or made to give full transparency to the Systems Alliance. Seeing no point in having the Spectres be uniquely beholden to the Alliance but also not wishing humanity to withdraw, the Council conceded and the Spectre system was disbanded as many saw it as redundant with the main threats to the galaxy at large dealt with anyway. Nevertheless this soured the human impression of the Galaxy at large; this in the eyes of many confirmed the fact that the world was ungrateful for the human sacrifice in the Reaper War, human lives apparently disposable.
As of that moment the combination of recurring defeats and the growing influence of Cerberus in human society prompted Alliance the Alliance to attempt to reassert itself on the international stage. Though not formally entering any wars of the other nations Alliance Troops were en-masse converted into Domestically owned mercenaries with the hope of both earning considerable revenue, gaining experience, and spreading the human brand. Though at the very beginning of the post war years humanity believed its position relative to the galaxy had been weakened, many analysts both within the Systems Alliance and outside of it have come to conclude that if anything humanity has come to take a more prominent role in the Milky Way. While earth might have been all but destroyed and many colonies battered, the damage relative to the whole of their civilization was far less than that experienced by nations such as the Turian Hierarchy. Though still not a premiere power as any of the trio of Salarians, Turians, and Asari, they most definitely eclipse the power of the great upstarts such as the resurgent Krogan, the Union of 2201, and Aria T’Loak’s pirate fiefs.
As of two years ago there is an ongoing debate in the parliaments of the Systems Alliance on whether or not there should be a formal lifting of the already unenforced ban on the Cerberus organization. Further, there is a tangentially related debate on reexamining the ban on advanced Genetic Engineering within the Systems Alliance.
Following the reclamation of Omega from Cerberus Aria T’Loak had already started scheming of what she would do following the war, her transition from Maiden to Matron giving an urge to “settle down” as most Asari experience. What she found was a galaxy that was in chaos, and Terminus Systems ripe for the taking. Almost overnight her battle ready Armada of Mercenaries and Pirates occupied the clusters surrounding Omega and informed them they were under new management. In the chaos following the war the unspirited efforts at reclamation were unsuccessful at best and disastrous at worst. The war weary nations of the galaxy did not take long to sign a white peace with Aria’s rogue government. But that wasn’t enough, and whenever any nation faced a crisis she was eager to jump on it as an opportunity to expand her holdings.
For now slowly but surely her realm grows. She has extended the olive branch promising an absolute end to her predation (at least in the form of outright conquests) so long as she is given representation on the Citadel. For now denied by the governments resentful of her holding worlds they still claim to be theirs, her dream more and more approaches reality as many begin to believe it is better to make peace with her while they can.
To understand the formation of the union of 2201 one must understand the individual histories of its constituent races.
The Hanar and Drell after the war did not lose very much save a few infiltrators and bombers, and they came back to a position far more important than that which they held in the past. If anything though this was a curse for it meant that they were now a far juicier target for pirates of all sorts while still lacking the means to guarantee their own safety.
The Volus meanwhile had shortly after the end of the Reaper war seceded from the Turians. The affair was largely peaceful with only a few Turian officers killed in the entire debacle. The truth was that T’Loak’s invasion of their colonies combined with post war damages insured that the Heirarchy had neither the capability nor the will to open yet another front for the foreseeable future. Nevertheless, the Turians bore much resentment to the rebels who soon had to look for means to protect themselves. Though their bomber fleet was a formidable one they still knew that they would not be able to rely on it alone for preservation of their independence. As a temporary stop-gap they sought out mercenary Krogan, but they knew they could not rely on them forever.
When the mass relay of the Raloi was reactivated it was precisely the Volus who came to them first. The Volus pitied them, and in a manner akin to the Salarians uplifted them, a process that was simple given the Raloi had already achieved space travel once. The two formed a close bond, the Volus though mercantile insuring they did not treat the Raloi as the Turians eventually came to treat them.
The last element is the Elcor. Following the decimation of their home by the Reapers the Elcor had to spend much efforts to rebuild, and were vulnerable both economically and militarily. It was they who began the trilateral negotiations and though they were first met with skepticism the necessity of such a union was clear. Though many of its agreements went into effect as soon as 2193, the entirety of their current agreement was ratified and celebrated at the very start of the year 2201. As a united front the union is a very rather powerful entity, to the point most worlds seceding from their previous governments apply to be a protectorate of the union with almost guaranteed acceptance.
Through their namesake trait, the Union was able to become one of the greatest rising power blocs of the 22nd and 23rd centuries; much like Aria T’Loak’s realm and the Krogan Clans they were an upstart but a very mighty one putting the old powers to shame. Such has become the prestige of the Union that they have started accession talks with many other races. The Yahg far too tired of the Salarian squabbling over their fate quietly negotiate with representatives. Geth and Quarians have also expressed interest in the union, similar albeit thus far less successful talks than those of the Yahg starting. Both races find themselves very weak compared to their interstellar neighbours, and have come to see the Union as a possible mediator for the still present tensions between them. The Union for its part is all too happy to have these talks, though the Quarian culture and the absolute alienness of the Geth and their other synthetic compatriot minds makes the matter difficult. Some secessionists from other governments also apply to join the union who gladly take them in to strengthen their cause. Further, the Union is able to disproportionately influence the Council votes as each of its races have their own seat rather than a unified one for the whole Union. However, this has come to also earn the Union the ire of other governments on more than one occassion for such blatant abuse of the Citadel Council. They all come to see the Union as a place that insures any rebellious world will never be able to be retaken given their patronage, and voices in dark rooms with closed curtains more and more start to agree that they are a problem needing a violent solution. Not all agree with this sentiment with parties humans and even turians keeping talks about accession or at the very least association agreements active, if lacking any true spirit. For now however they also find their plates full with the reemergence of the Rachni. Though for now they are putting up good fights their focus upon this new foe has left them vulnerable to predatory actions from T’Loak’s rogue Empire and other carrion.
Following the Reaper war the Geth and Quarians did not resume hostilities in memory of their mutual saviours. The Geth in a show of good faith temporarily sent some of themselves to inhabit the Quarian suits and modify their systems to slowly restore a vague semblance of functionality to their immune systems which is starting to pay off about a century later; while modern Quarians still wear their suits most of the day they can and will take off their masks for a few hours a day. Ultimately over the course of the war both sides had not suffered much, or at least much when considered relative to the devastation of other races as well as their pre-war status. After some formal negotiation arbitrated by the Systems Alliance and other Citadel representatives an agreement was reached wherein the Geth would receive the Quarian fleet in exchange for the planets that they occupied. The Geth ultimately had no use for the worlds they were only stewards for, and with the fleet they received they were able to resume their efforts of construction of dyson spheres elsewhere. For their own part the Quarians were happy to regain their lost homes, but they soon found their lives following the restoration of their birthrights to be far more difficult than expected. Their worlds were still not inhabitable to them without their suits, and the loss of their fleet ensured they were not able to properly enter international trade in any major way for a considerable amount of time. The only thing preventing them from an eternal cycle of crises was the occasional aid of the Geth who frequently shared their efforts with the Quarians at little expense save for the occasional extraction of minerals that the Quarians would not be able to mine without the Geth aid themselves.
The Geth for themselves only occupy three systems, but they punch well above their weight. Their extremely efficient mining of asteroids let them build even greater fleets. Their economy was largely based on selling off excess minerals as well as the advanced research their synthetic minds were capable of doing. This very quickly earned them the anger of the Salarians for two key reasons: it removed the almost monopolistic hold the Salarians had on the sale of science in the Milky Way, and it let the Krogan have a source of advanced technology that wasn’t themselves and hence uncontrollable in the event of a war. This lead to the Salarians to place extensive sanctions upon the Geth, however this only backfired upon them as it lead to many to simply outright turn to the Geth for the purchase of research. When the Salarians at last lifted the sanctions the damage had been done, with the Geth becoming the chief source of scientific output in the galaxy for many years to come.
Noteworthy was also the Geth announcing themselves as a home for all synthetic life. Though the idea came many years ago from the Alliance Infiltration Units and other Systems Alliance technology that grew to become true AI, it has over the years included other examples that bolstered Geth might.
Though the Geth enjoyed this new position they also found negatives to the end to their long isolation. Just like the Quarians they found themselves victims of the Galaxy’s ne’erdowells. It was at this point that they began negotiating a loose military agreement to support one another defying most expectations of the two to have cold relations. Though this worked temporarily many pirates simply learned to strike fast and hard enough such that they could escape before aid came. It is for this reason that their move to apply to the 2201 Union has been seen by most as inevitable. Though spirited, their progress in joining has thus far been very slow.
The Asari following the Reaper war had their homeworld devastated. The population as a whole was traumatized following their mass indoctrination by the Reapers to create the banshees for their biotic might. There was for a considerable time a fear of their position as the greatest power of the galaxy being taken from them. But as war damages were tallied they were satisfied to find that they were still the most populous race with the most still standing colonies to its name. The future seemed bright to the Asari as they resumed their most honoured seat at the Council. In the small conflicts following the Reaper war it was the Asari many looked to first and foremost as figureheads of the Citadel for mediation and their respect on the international stage grew evermore. This great progress continued until 2197, a year going by many names in the different languages of the Milky Way. In a phenomenon that defied all science every born Asari was an Ardat Yakshi. Though the horrifying flowers of this event would not sprout until some years later, it was one that forever changed the perception of Asari in the galaxy. The actual year of this happening was only traced much later following analysis of a sudden spike in Ardat Yakshi births. It was impossible to find all of these cases and there weren’t nearly enough monasteries to house them all. Those that escaped the manhunts for them inflicted much suffering upon the galaxy at large. But the anomaly of 2197 was followed by a discovery made common knowledge at about the same time: following 2197, it was not just pureblood Asari that could be born Ardat Yakshi but those born to cross-species couples as well. This epidemic soon changed the demons of the night winds from being an open secret to no secret at all.
Many died to these new Asari, and the galactic reaction was homogeneous. Customs unions with the Asari were torn apart overnight, trade was heavily restricted and henceforth to be done with no personal presence or interaction. International Visas become nigh impossible to obtain and eventually it became that the only places outside of their home realm that house considerable numbers of Asari were the Citadel (wherein they were largely shunned by the other races) and the realm of Aria T’Loak. In the Terminus Systems they were tolerated only in part because they were the same species as their mistress, but also because the culture there was such that if one fell for an Ardat Yakshi it was believed they were largely responsible for their own ill end. Further, a special relationship was developed with the Geth and their synthetic compatriots who could not meld with Asari and thus faced no risk from Ardat Yakshi — this in turn allowed the Geth to continue a very fruitful trade with the Asari, often reselling items they purchased from them to the people too bigoted to go straight to the source. However their trade with the synthetics was not enough to stop the creation of a massive gap in both their own and the galactic markets, sending both economies into a several year crisis.
The unfortunate isolation of the Asari from much of the Galactic community meant that when they came to be the first victims of the returning Rachni and Collectors they received very little support, left largely to fend for themselves. After all, the galaxy reasoned, who cared if a pariah was crushed?
It was only by the time of the beginning of the renewed Krogan Wars that Asari faced a very gradual normalization of relations with the rest of the galaxy. They had finally managed to largely place the Ardat Yakshi menace under control focusing their construction projects first and foremost on ensuring that there were enough Monasteries to house all of the unfortunate mutants. While prejudice against Asari is still extremely commonplace with slurs like “witch” being used casually in person and on the extranet, the Salarians, Turians, and Wrex-loyalist Krogan needed a united front in the common cause against both the Rachni and Krogan rebellion. The Asari in turn were glad to accept this change having experienced the aggression of the Krogan and Rachni themselves firsthand, and it meant a restoration of prosperity to the Republics that had been slowly descending into poverty in their isolation.
In the recent years they make sure to acquiesce to any demands of other races lest they once more be shunned from the international community. But this reformed image they are attempting to cultivate has become harder to maintain as they face the brunt of the current Krogan offensives leading to many in their society calling for the acceptance of peace, matriarchs proclaiming Asari lives were far too valuable into an endless war against such a martial race. The only difficulty they have found with such is the discovery that the Tank-Bred Krogan astounded the Asari by seemingly caring not for their enchanting wiles that god even Salarians to fall for them. Furthermore, rumours spread on extra-net forums of Ardat Yakshi giving birth that send many a commoner browsing such sites into a fearful frenzy.
The Salarians following the war recovered very fast, their contribution to the main effort against the reapers being minimal following Shepard’s refusal to sabotage the genophage. They were able to prevent any major losses to their population or worlds and following the war they earned resentment from much of the Galaxy’s species. However, they were left in a proportionally far better position to that which they had prior to the reaper war and with the hopes of regaining the favour of other nations they began to aid in reconstruction efforts. The Salarians were eager to capitalize on their near pristine state. With the reconstruction of much of the Milky Way they had created a reliance in many place for their technologies and wares, while also quietly learning about the technologies of the other races to reverse engineer for themselves. Many began to predict that the Salarians would dethrone the Asari as the premiere species of the Galaxy, a fact that for a considerable time came to fruition with the Ardat Yakshi epidemic of the Republics coming to light.
Though the Salarians were happy with their rise, they all stewed in rage at the resurgence of the Krogan. Watching on with great caution they made sure to sell them technologies only sparingly and of a strictly non-military nature: foodstuffs, extranet software, entertainment platforms. However they noticed that the Krogan nevertheless had inexplicable advancements in technology. Though the STG was able to discover that the Krogan had unearthed bountiful caches of ancient knowledge on Tuchanka, they were not mollified for what they saw could not be explained solely by elements of the past being brought out. It did not take long to find that the Krogan were in fact trading with the Geth to gain their advancement.
In a hope of halting the Krogan from achieving technological and general military parity with the rest of the galaxy they placed strict sanctions on such trade with the Krogan, and by extension the Geth. Additionally, they went ahead with attempting to uplift the Yahg. This caused a great many issues in the Salarian society as a whole. It split at the seams for many schools of thought developed that conflicted irreconcilably. Many believed trying to make the Yahg into a weapon against the Krogan would only have the same results of having made the Krogan into a weapon against the Rachni. On the other hand the argument was that they had learned their mistake with the Krogan and would not repeat it in this most important task. These projects backfired spectacularly however, as most of the world seemed to prefer to deal with the Geth to the Salarians. The Salarian economy crashed as did that of the Galaxy just as it began to recover from the exit of the Asari from the galactic market at large. Though they soon dropped these sanctions the damage was done while only entrenching the position of the Krogan. At the same time their internal issues over the Yahg only made the Salarian society more divided without any tangible profit to the point there was even some violent infighting amongst different agencies. While they tried to resolve this issue in their own society the Salarians wasted their resources whilst the Yahg quietly used the meagre technologies they got to make contact with the 2201 Union in hopes of joining them upon reading more galactic history.
When later the Rachni reemerged the Salarians eventually swallowed their pride and requested the Krogan come to aid them together with the other Citadel races. However they were promptly informed that they would only get help if the Krogan were to be appropriately paid for their work. Fearing the devastation of the past Rachni war they eventually conceded for they needed brute strength in crushing the Queens of the Rachni.
They came to regret their decision very fast however when the Krogans began to settle the worlds they took from the Rachni. Seeing a repeat of the Krogan wars they managed to convince the other main Council races to demand a renegotiation of the Krogan mercenary fleets wherein they would not settle the worlds they took from the Rachni. The Krogan agreed to come to the negotiation table but made no promise to come to any agreement. As the talks became ever more fruitless and rhetoric changed from commercial to accusatory, the Salarians froze any new payments to the Krogan until an agreement was reached. In return the Krogan ceased all hostile operations against the Rachni and went so far as to send them probes informing them of this such that the Rachni would be able to leave the defensive state the Krogan had forced them on. The Salarians then froze ongoing payments to the Krogan and supposedly even convinced the Asari and Turians to do likewise. The Krogan in their outrage then turned over to the Rachni all the intelligence they had assembled on the other races leading to ever more escalations. Who struck first is not quite clear but the consensus of cooler headed historians is that the first instances of violence were mutual. Wrex had not ordered the attacks from his side however and swiftly reprimanded his errant underlings, the Krogan leader genuinely hoping to demonstrate to the galaxy at large that his kind were not aggressive to the world at large. Though quietly some Salarians found his brutal dealing with his minions that disobeyed to be honourable and most impressive, they found their negative characterization of the Krogan to be vindicated when from the rule of Wrex rebelled a number of clans.
Wrex pledged to the Salarians to crush uprising against him so long as the Council races agreed to afterwards allow the Krogan to settle the Rachni worlds they took given him crushing his own violent kin would be proof that the Krogan had reformed from their ancient pasts.
However the rebels proved a stronger foe than at first imagined, and though the united front of Salarian, Turian, Asari and Krogan loyal to Wrex was winning it was a slow process leaving hundreds of thousands dead after every engagement. After some time the Salarians were able to convince Wrex to deploy a modified genophage that instead targeted the fertility of male Krogan making only one in a thousand instances of fertilization attempts successful; true birth control rather than what Wrex perceived to be the genocide of the past.
This however did not prove effective with the Krogan unveiling their mass production of their kind in tanks as a replacement for their traditional reproduction. The tank bred Krogan were truly a monstrous foe to face and one that they could not eliminate with the genophage. They were not prepared for what came for them and indeed upon their first series of devastations at the hands of the tank-breds most mercenaries pulled out of the conflict without even formally cancelling their contracts; this left many fronts open to rebel Krogan salients in a most disastrous moment overnight putting the coalition on the defensive.
When more recently the rebel Krogan began to sue for peace following their internal difficulties the Salarians rejected the idea outright on the premise that they insisted on keeping worlds they had taken since the start of the war. However, with their losses in both the war and their ongoing economic and political difficulties the Salarians - while still prosecuting the war - are more amenable to negotiating for peace than the Turians.
Turian life changed significantly following the Reaper war. Though Palaven was not nearly as damaged as other racial capitals the Colonies of the Turians suffered far more than those of other races. But that was only the beginning of Turian woes after the Reapers. After Aria's armada seized many Turian holdings in the Terminus systems the Volus seceded from the Hierarchy along with two distant colonies. It was only under the firm leadership of the Turian war heroes that another set of unification wars did not happen. Nevertheless the Turians for a very long time were in a precarious position. The rise of the Salarians, Geth, and 2201 Union pushed out the demand for Turian wares from their impressive Military Industrial Complex. Meanwhile the lack of any major conflicts insured that their rather impressive fleet once entirely restored was naught but a drain in resources. It was only as the Asari were isolated and soon after the Salarians pushed themselves into a corner with their geopolitically motivated economic policies that the Turians were able to get their economy under control as they could enter the vacuums created by the failures of the other races. The Turians however were nevertheless significantly behind the other races in their restoration to pre-Reaper glory.
It was at some point that they inspired later projects of the Systems Alliance by devoting some of their Legions to mercenary efforts, largely those patrolling colonies of other civilizations near the Terminus systems with the aim of protecting them from more encroachments by the pirate realm.
The return of the Rachni was almost a godsend to the Turians as it solidified their return to power on the galactic stage; suddenly the Salarians the Union were begging them to devote their fleets to destruction of the alien menace and they were all too happy to reply once more becoming heroes of the galaxy. But as was the case with the first Rachni wars the Turians were only able to crush the Rachni in space, and they formed consensus with the Salarians and other speakers that the Krogan once more were needed. The arrangement went well until the Salarians and Krogans entered a dispute regarding the fate of the Rachni worlds that the Krogan took. Though from the words of Vakarian and others who had come to learn about Urdnot Wrex and his mate Bakara the Turians did not worry too much, they had to naturally take the side of the Salarians owing to the great many mutual defence and cooperation treaties they had.
Though they did not expect clans to rebel from Urdnot rule they were glad to join in the conflict seeing it as a reaffirmation of their role as guards of galactic order. But despite their many drills they were not prepared for the absolute ferocity of the rebellions when they began to deploy the tank-breds. Further, the rebels were far more accomplished in space warfare than predicted, particularly with the new cohort of tank-bred pilots and captains. But this only served to strengthen the resolve of the Turians. Total war was entered, the Turian consciousness especially inflamed when the enemy was one that so flagrantly disobeyed the galactic laws against genetic modification as extensive as the rebel Krogan Clans were undergoing. While the Turians initially were satisfied with the Krogan sending out envoys hoping to seek out a peaceful arrangement, this was only because of the belief that they were willing to submit and cease all operations. When the agreement the Krogan offered was simply a white peace they felt outraged and insulted. Despite entering the war with the least enthusiasm of its current participants, they now pursue it with their entire civilization’s efforts; nothing matters save absolute victory.
Following the Reaper war the Krogan entered the cultural renaissance that would once have seemed the guilty but manic ramblings of a Salarian Scientist. Under the watchful eye of Bakara and Wrex the many Clans fell in line with Urdnot. They looked inwards as their population exploded. They restored their ancient works from the wonders of civil engineering that were their seismic loading machines allowing them to once more erect the grand pyramids of their history. At the same time to the concern of many in the galaxy they did not waste any time in restoring their batteries, shipyards, and even investigating the debris near Rothla.
But all was well for many years. Krogan did not cease using their martial nature of course, at many points being hired in an official capacity to put Aria’s fleets in their place whenever they struck too arrogantly. But to the delight of Urdnot leadership more and more Krogan took civilian roles in memory of their ancestors from long before their world was a nuclear wasteland. Krogan poetry came to be renowned from Terminus Systems to Systems Alliance Space, while Krogan miners would provide ore for factories of all that would do business with them. Unfortunately, Salarians were not on that list. Wrex eventually gave up trying to persuade the Salarians to work with the Krogan having found a much better partner in the Geth. Though a cold and emotionless bunch, the Krogan found a very good relationship with them getting none of what they regarded as sophist nonsense of other races.
When the Rachni returned many clan leaders were swift to drop their dashing suits and once more pick up their high caliber guns. Though Wrex had successfully kept the hardliners in check and almost entirely remodeled the cultural course of Krogan youth even he had trouble suppressing giddiness at the prospect of another scrap with the Rachni.
As a matter of course the Krogan began to settle the worlds that they took from the Rachni. When the Salarian outcry came the Krogan were happy to negotiate but as diplomacy failed there were a series of escalations leading to short bursts of violence. It was bipartisan, but as a show of good faith the Krogan punished the perpetrators on their side with beatings and in two cases execution. Though the international community was impressed, many Krogan most certainly were unhappy. The naysayers of Wrex seized much of the Krogan fleet and several worlds marking the beginning of the second Krogan rebellion.
This time however, the rebellion was not just against the galactic order but against clan Urdnot supremacy as well. Together with the trifecta of Asari, Turians, and Salarians there was good, steady progress made against the rebelling Krogan. But victory was not nearly fast enough and every day the conflict went on there were mountains of corpses for all parties. Wrex accepted the Salarian proposal for a genophage under the conditions that it only be spread to the rebel Krogan and that it simply make males infertile rather than create stillbirths.
It was an effective move crushing the spirit of the Rebel Clans, albeit for a very short time. Fortack, the self styled Lord High Researcher had been one of the defectors to the rebellion. How he had come across the research was unknown, but somehow in his possession was the combined data of Droyas, Okeer, Maelon, Mordin Solus, and Padok Wiks. Though he could not cure the newly modified genophage he did not need to. With the research of those before him he was able to create tank-bred Krogan in the vein of Urdnot Grunt. Though it took some time for the appropriate facilities to be established and the tank-breds to grow the project was a massive success. Therein were the perfect warriors: they had the strength and resilience of Krogan, the intelligence of Salarians, the martial discipline of Turians, the adaptability of humanity and even the dexterity of Drell albeit rather wasted on the Krogan physiognomy.
When the first tank-breds struck their first foe - an Urdnot loyalist army - was absolutely devastated. Satisfied with the results they were brought to all fronts swiftly turning the tide. Such was the impact of the tank-breds that after witnessing them on but a few battlefields most mercenaries ran off seeing little pay worth being headbutted into minced meat. Though Fortack had all but single-handedly saved the Rebel Clans it was still Thurak of Jorgal that was the leader and he did not approve of the tank-breds when their use was revealed to him. Fortack knew this could not stand if victory was to be acheived. Though Thurak had respectable brutality and violence he was not a scientist, he could not see the future; it did not take long for Fortack to rip Thurak apart in one of his meetings and declare himself the new leader of the Rebel Clans.
As more and more tank-breds were made they started to replace ordinary Krogan who fell in greater numbers both in the lower ranks and in leadership. Soon the research labs were staffed almost entirely by the tank-breds and Fortack was surrounded by his creations. With freedom to do as he pleased Fortack was able to kick the rebellions into a whole new gear, the defensive soon turned to an offensive. It did not take long for him to get the suggestion for a mass battlemaster program which he accepted most gladly. The ancient Krogan technology wherein an ordinary warrior could be created into a biotic was long ago banned because of its mortality rates. But with his tank-breds Fortack would be able to perform the surgery before the Krogan was even born and if the specimen died in the process it could simply be recycled for its constituent resources to start again. Though this more than doubled the time it took to produce a viable tank-bred it also meant that every single one was destined to become a Battlemaster.
With the Battlemaster program also beginning to bear fruits the Rebel Clans offensives truly came into full swing with them not only retaking all the worlds they lost since the start of the war, but further occupying several colonies of their enemies. Just as devastating as the Battlemaster program was the use of weapons of mass destruction by the Krogan who in the deployment of the modified genophage found the perfect excuse, many a world of Asari, Turians, and Salarians facing great destruction at the hands of falling meteors and nuclear bombardment.
But much as Fortack had ended his predecessor believing himself better so too did many of his creations believe they were better for rule. By this time more than half of the active manpower of the rebel clans was tank bred and they were more than a third of the total population of the rebel clans. But rather importantly they had started to reach puberty and invent their own subculture. They created their own rites of passage and after completing them came to see themselves as more than just fodder. They resented Fortack using them on the front lines as disposable weapons and they came to be jealous of their kinsmen that they knew to have more professions than warrior or scientist. They were jealous of their mating and they wanted to carve out their own fate.
It was a collection of the most Senior tank-breds and a few veteran baseline Krogan that sympathized with their cause. Almost unheard of for Krogan they ruled through a council and came to a fast decision to sue for peace. They had proved their might and believed they could now dictate terms after which they could settle the wild stars unburdened by the past. Alas this would not be nearly so simple.
The condition they set was a simple white peace wherein they kept what they got in the war with no further hostilities and a normalization of relations. To most observers such as the Systems Alliance, the 2201 Union, and the Geth along with their creators this was a more than fair agreement. The enemies of the rebel clans did not share this sentiment. Aside from wanting their lands back the Turians could not abide by the very existence of the tank-breds, whereas Clan Urdnot could not accept other Clans not under their authority. Perhaps rather ironically it was Wrex who pushed the hardest for the continuation of the War against his kin. Many Krogan who previously looked up to him now looked up to the rebel Clans. The tank-breds also caused a great insecurity to ripple through Krogan society. They were better warriors, better leaders, better builders of civilisation, they were better. The only things that Wrex could point to were the fact that these tank-breds as of yet had not reproduced and might even avoid such for fear of less biotics being produced, as well as the fact later generations of tank-breds removed the blood rage from their creation believing it to be unnecessary and unreliable. On the backdrop of them never even having seen their homeworld or completed true rites of passage these were arguments that at least temporarily mollified his people.
Though war did not end much of the Galaxy has begun to recognize the rebel Clans as a unique power in the international stage. The Systems Alliance, Quarians, Geth, the Terminus Systems, and the 2201 Union all opened relations with the Rebel Clans with the hope they could definitively crush the Rachni once and for all, as well as with their new leadership being better partners than the Urdnot loyalists. In recent years the Rebel Clans have lobbied in the Citadel with such success that they have gained formal recognition by several powers and are in the final bureacratic stages of gaining a seat on the Council. To wit, on the Citadel a tank bred Krogan is nearly as common a sight as an ordinary one; violence between the two (particularly beneath the Krogan monument) is commonplace.
The Batarian Hegemony was absolutely devastated following the reaper war with both their homeworld of Khar’Shan and their multitude of colonies ruined. Though they helped in the final battle against the Reapers, nobody forgot that the Batarians were savage slavers and pirates following the war and as such they were left to fend for themselves. For almost a year they remained a largely fleet-based civilization, their worlds in such a state of disrepair that a cramped domicile in a ship was far preferable. Further, they had little machinery or resources to actually commence the reconstruction. Many simply gave up on this effort and resumed lives of pure piracy preying on the many states damaged by the Reaper War.
However those that remained gained an idea that was regarded by their whole society as brilliant. Most had during the war developed working relationships with many Vorcha and in Vorcha they saw the perfect tools to rebuild their homes. They ferried almost the entire population of Heshtok to Khar’Shan beating all the Vorcha they rounded up into submission and then making them work as slaves to rebuild their colonies.
The Vorcha were a rather effective tool, their work while not as great as that of other races bringing the Batarian worlds into a livable state. With the restoration of their homes the Batarians now found themselves almost outnumbered by a caste of second class citizens, in practice an apartheid state wherein Vorcha could do as they pleased provided they obeyed their Batarian betters whenever anything was asked of them. The Vorcha naturally - at least for the time being - were happy to oblige, their appreciation of shows of force making them see the Batarians as strong leaders to follow. The Batarian hegemony possessed trade relations with the 2201 Unions while being isolated from most other governments, and did not feel the market crash nearly as hard as any other nation nor did they suffer from the Ardat Yakshi plague. They were not however able to avoid confrontation with the Rachni.
With that said their war against the Rachni was far more successful than other nations; whilst they could not afford Krogan mercenaries their Vorcha subjects were usable in a similar manner and they swiftly destroyed the pair of Rachni Queens that struck against them.
In more recent years the Hegemony has been making their way on the international stage. They temporarily served as mercenaries against the Krogan Rebel Clans for the coalition, and have now for a considerable time possessed a seat on the Citadel Council. They have also begun to foster very strong relations with both the 2201 Union and Aria’s Omegan Empire with many analysts foreseeing them joining one or the other in the distant future. At the same time many worry about the future of the Hegemony. The Vorcha population has at many times been seen getting ever more disobedient and rowdy; through their conditioning of the Vorcha into being the perfect warriors or workers many see the Batarians as potentially facing their own version of the first Krogan rebellions. Additionally, rhetoric within the Hegemony more and more turns into a revanchist sentiment against humans and the Systems Alliance now that the Hegemony is restored with many seeing a reversal of the calming attitude between the races into outright war on the horizon.
With the end of the Reaper war the Rachni Queen that Shepard had spared disappeared and ultimately the Rachni were forgotten being placed as a footnote in history. But with the opening of new Mass Relays they returned to the galaxy in a most dangerous manner. Though many Rachni Queens discovered aimed for peaceful relations with the races that discovered them and in a few cases even opened trade relationships, the same or perhaps even more devoured the expeditions that found them and once more struck at all life unlike themselves going as far as wiping out some of the Queens who wanted peace with the rest of the Galaxy in surprise attacks. The Second Rachni wars had begun.
The following are the most important international events following the end of the Reaper War in approximate chronological order.
Following the Reaper war the already mobilized armada of Aria T’Loak was able swiftly and decisively occupy several Clusters and individual systems in the Terminus Systems. In many cases the war weary people did not even bother to resist, and the attempts to take down her expansion were half-hearted at best. Many wish for a day of reckoning against her rogue state that now for more than a century has been a blight on the Galaxy, but from her smug throne on Omega her holdings have only expanded since she first struck. Though nominally run by pirates it is a highly individualistic land, her realm is not a particularly bad place to live and indeed some worlds seceding from other governments even petition to join her rule.
Shortly after the Reaper War many new states were formed. In the chaos of the post-war power structures were flipped upon their heads and many who were unhappy with their situation saw the perfect time to act. From the Turians the Volus declared independence, as did many colonies for both the Turian Hierarchy and the Systems Alliance. Some lesser clans and Warlords rebelled from the rule of Urdnot Wrex but they were crushed rather brutally. Many fleets of Batarians rather than bothering to rejoin the Hegemony and take the effort of rebuilding their home decided to simply roam the galaxy as pirates taking a considerable portion of their population with themselves. Finally, upon the (in)famous Asari colony of Illium there was a rebellion of the slaves that while crushed lead to many years of reconstruction and reacquisition of labour-force that was lost in the process.
Though this happened many years later, many consider the latter-day synthetic life uprisings to be part of the revolutionary era in the Milky Way. For the most part this was confined to the Systems Alliance wherein their Infiltration Units and derivatives thereof achieved sapience and liberated themselves with violence when necessary. But one canont forget a few other remote such instances such as Salarian experimental vessels with dangerously advanced VIs disappearing without a trace.
In 2197 the observable nature of the Asari had changed, for following that year Ardat Yakshi would be produced not only from pureblood relationships but from those between Asari and another species as well. This would not have been discovered for a significantly longer time if not for the fact that in the same year that this effect began every single case of pureblood Asari turned out to be an Ardat Yakshi. When the probability of such happening was calculated most programs crashed from Long overflow. Though it would take some time for these Asari to mature into Ardat Yakshi, when they finally did the world trembled. It was impossible to find them all and subsequently house them and they thus spread amongst the stars as all Asari in the Maiden phases do with a massive death toll from their overpowering process of melding. Following this most states closed all travel to and from the Asari Republics and placed heavy restrictions upon trade with them. The Asari instantly became a subject of galactic bigotry and hatred, their reputation for a long time falling to be worse than that of vermin like the Vorcha. There were some voices who remembered the claim of one Ardat Yakshi long ago: they were the genetic destiny of the Asari.
In recent years the problem was heavily alleviated in part with the reestablishment of the Justicar Order following the devastation of its members in the Reaper War then they joined the defense of Thessia and other Asari territories. Though many are still very weary of the Asari there is a gradual lifting of travel and trade restrictions.
The Union of 2201 was an inevitability in retrospect. As the post war world developed it became more and more clear to smaller powers like the Hanar and Drell, the Volus, and the Elcor that they would not have the same protections from “Citadel races” as they would have prior to the Reaper War. What they negotiated was a mutual defence pact as well as a multitude of trade and assorted cooperation agreements. Individually the races of the Union of 2201 were frail and insignificant on the world stage, but together they were able to make a galactic bloc unto themselves with an excellent economy backed up by a powerful fleet to solidify their projection of power.
Following the exit of the Asari from the centre stage of the galactic economy the world plunged into a crisis few were prepared for especially with many worlds still rebuilding from the devastation the reapers wrought. The Salarians were eager to take their place however, and it seemed after some time that they were able to restore normalcy and bring the world back on track to recovery. Alas this would not last very long for the Salarians believed their supremacy to be far greater than it was. They believed they would be able to use it to push the Geth out of the international market and keep the Krogan demilitarized with great sanctions upon both parties. This backfired however as many chose to weather Salarian sanctions for dealing with the Geth and surviving the ones with the Geth they were happy to also stomach the ones for dealing with the Krogan. Seeing their folly they were quick to retract their actions but it was far too late, and the economic crisis facing the Galaxy only began to spiral worse for a considerable amount of time. It took the Turians best efforts along with interjections from the Systems Alliance and 2201 Union to start to finally put the world on track to some recovery from the crises that the Asari and Salarians created.
As the world started to recover from the recent market crash the Spectres thought they had discovered a conspiracy amongst elements of the Systems Alliance who were supposedly Cerberus agents. This lead to the arrest and in some cases deaths of many humans in the Citadel who were believed to be planning a chemical weapon based terrorist attack. However all the evidence was circumstantial and there were found to be no chemical weapons nor even the ability to obtain them amongst all the victims of the Spectres. There was much outrage from the Systems Alliance shared by many other Council representatives. The Alliance gave an ultimatum to either have oversight and full transparency over the Spectres or their dissolution and a court martial of their members, the latter option ultimately being agreed upon. It was with the loss of the Spectre organization that most nations lost any sort of respect for or confidence in the Citadel and it came to be regarded as more of a symbolic NGO than any sort of true institution for international problem solving.
It was not long after the Spectre scandal that many old tormentors of the Galaxy showed their face once more. Though the Awakened Collectors had been a nuisance for some years following the end of the Reaper War their attacks became ever more common at this point in history. But these were naught compared to the return of the Rachni. As new Mass Relays were discovered and explored many Rachni were found by expeditions. Though many turned out to be peaceful and even started a lucrative trade for their discoverers for many the Queens they found were genocidally hostile. Those who found the most difficulty with the Rachni were coincidentally the same governments who faced difficulty with them in the first Rachni Wars; the Salarians, the Turians, and the Asari. Though they destroyed the fleets of the Rachni they were unable to properly take the fight to their homeworlds. At this point they knew that they needed the Krogan once more, who were all too happy to take a fight to the Rachni in great mercenary fleets.
Some were just a little too eager to take advantage of the revitalized galactic economy. The great recession is perhaps the only thing that drastically slowed the growth of the Union of 2201. The Volus at this time saw an opportunity that they seized as fast as possible, making use of the liberalized economy of the post-reaper war and post-market crash galaxy. Taking great loans from all that would offer them they purchased as much as they could to hold stakes in organizations all across the milky way. However with the rise of the great many threats to the galaxy a temporary war economy encompassed many worlds. As many nations grew to realize the horror of having their companies and even parts of their ministries largely owned by foreign nationals motivated solely by their financial status that were also in great debt to their loans, anti trust measures such as a great many nationalizations of enterprises came to be.Adverse effects on economies were felt everywhere with an entire generation born in the galaxy that experienced yet another wave of comparative poverty. This event finally let many of the powers formerly dominating the galaxy such as the Systems Alliance and Asari republics to finally realize the Union was not a mere upstart they could trifle with. Trust in the whole galaxy dropped very quickly for the Union thanks to its Volus element, this event being one of the few things to hinder its growth as it suddenly found most planets suddenly slapping very, very large tariffs upon it.
When it was discovered that the Krogan instantly began to settle the worlds of the Rachni and erect their grand pyramids to demonstrate their claim, there was an outrage from the Salarians and to a lesser degree from the other employers of the Krogan mercenaries. Negotiations began to discuss what would be done on the matter which quickly degraded into short bursts of violence. However, Urdnot Wrex wanted to preserve peace and demonstrate that the Krogan truly wanted to be part of a new galactic order rather than villains of it once more. He thus punished those under him who got out of line much to the surprise of his counterparts.
While many thought this would be an end to the conflict these people were misguided. The move of Wrex was despised amongst many of the Clans for having shown weakness and submission to other races. Many clans rebelled marking the beginning of the second Krogan rebellion.
Loyalists to Clan Urdnot, the Asari, the Salarians, and the Turians formed a coalition to crush the rebel clans. They found themselves winning but their progress was slow and made casualties far too great to sustain when the Rachni weren’t yet defeated. After some discussion it was agreed that a modified genophage would be deployed on the rebel Clans to cause infertility amongst the males with the hope of prompting a swift surrender. This action was anticipated however, particularly by the Lord High Researcher of the Krogan who had defected to the rebels: Fortack. He was able to recreate past tank-breeding experiments for mass production of the perfect Krogan in a battle ready state to replenish their numbers. Though many leaders of the rebellion were traditionalists made furious by this strange breed they were put into their place very fast when Fortack publicly eviscerated Jorgal Thurak, leader of the rebellion.
When the first line of tank-breds hit the battlefield they were the Gods of war possessing the best traits of all the races they went against inside their unstoppable Krogan frame. When they struck they did so with such ferocity that all mercenaries hired to fight them fled, their lucrative contracts be damned. With gaps in the enemy formation the tank-breds were able to create many salients and encirclements — overnight the rebel Clans had their outlook change from a slow but inevitable defeat to that of a glorious counter-offensive. The state of the coalition became even worse when the battlemaster programme began where the tank-bred Krogan would be surgically modified into being biotics within their tanks, recycled for their constituent parts if they died in the process for a quick restart.
Furthermore, the use of the Genophage on the Rebel Clans meant the introduction of biological warfare into the conflict which gave them the excuse they needed to begin using their own WMDs. They were all too happy to use their time honoured strategy of mass nuclear bombing or lobbing asteroids into planets with fusion torches knowing that they would at most turn the worlds they struck into new versions of Tuchanka (a prospect they didn't dread in the slightest). Some voices even spoke of an ancient weapon found in a wreckage near Rothla in the old Krogan DMZ being reconstructed. Regardless, despite the Rebel Clans escalating the use of WMDs in the war most governments outside of the coalition in fact sided with them, seeing them as forced to act in such a way in response to the use of the modified genophage.
But despite his cunning genius, Fortack did not predict being undone by his own “children”. The tank-breds over time grew to have a great many grievances with their creator’s leadership, particularly after many of them passed through puberty and matured enough to be able to see themselves in his position.
After the murder of Fortack a Council of the most senior members of the Rebel Clans came to rule, and they soon came to a consensus to sue for peace. When the terms of the peace included the fact that the Rebel Clans would be allowed to keep any worlds they currently held it was rejected by the Salarians, whilst the Turians also objected to the very nature of the tank-bred Krogan and Wrex could not bear to have such a massive population of Krogan not under his control.
Though this peace was rejected by the coalition, the rest of the world began to open formal relations with the rebel Clans seeing their new ruling Council as a very agreeable government after some probing communications. Indeed many came forth to lobby for their entry into the Citadel Council with great success, the last few bureaucratic processes of formalizing their seat underway. C-Sec has already hired some tank-bred Krogan, and they have come to be a rather common sight within the Citadel and Omega.
You have arrived at the modern day Milky Way Galaxy.
In 2279 the Dreichien company operating in the Systems Alliance with unverified claims of being connected to Cerberus unveiled its latest contract with the Systems Alliance. The project had created a way for people with humans who had been affected by Eezo but not sufficiently to produce traditional biotic powers to express their unique physiognomies in a rather unique way. They received implants that though not letting them do things such as lift, throw, and more, allowed them to stifle the abilities of other biotics. Depending on the physical endurance of the person with these new L-8 implants their abilities in targeting opposing biotics would range from simply light headaches and removing their ability to use their power to debilitating agony, burst blood vessels and exploding biotic implants.
About two years after the introduction of this new technology into the ranks of the Systems Alliance, STG operatives were spotted utilizing very similar technologies particularly against Krogan battlemasters. However, there were not nearly enough STG operatives to recruit bearing this unique technology to have any pronounced effect on the ranks of Battlemasters crashing through the Coalition forces.
Recently however there have been new developments in such technology. At around March 2298 both the STG and Dreichien company were reported to be unveiling new anti-biotic devices that worked in a similar manner to the previous ones, except they did not require a living being exposed to Eezo; targeting both organic and implanted sources of biotic power. Though right now the operators of these devices are lucky to see even a single one in a theatre of war, many factories are being constructed for the express purpose of more of these. These creations can be as small as man-portable cells that will affect a single enemy biotic, to massive arrays that will incapacitate any biotics in a large radius. In some very high end equipment retailers one can even now order such a device to receive them in some months time.
Thank you for your time my dear nerds. I am eager to see your applications. To truly be able to participate here you must join the discord server. Herein a lot of very important communication as well as planning of collaborative posts will be made. When you have a CS ready please post it to the OOC thread. I will first raise my own personal concerns for it if there are any before letting the players critique it, after which you can move it to the CS tab. I am hoping we will be ready to start as early as next Friday, though we will begin the Friday after by the latest.
Please, if you have any questions, comments, concerns, yadda yadda, feel free to drop them here.
Howdy! Is this thing still on? Sounds like great fun, was thinking of making an Ogre tribe in the mountains there!
Yes it is, check out the discord. An ogre tribe in its entirety might be a bit much especially given how far west this game is set, but you can probably have some sort of warband
If you enjoy my posts then consider pressing [url=https://www.roleplayerguild.com/topics/182042-andys-hunt-for-kin-spirit-dreggs/ooc]here[/url] to see my 1x1 interest check. Now listen to the tale of a man far from home longing to see its greens again.
[center][youtube]https://www.youtube.com/watch?v=0KGRMiYBi7k[/youtube][/center]
[u][b]About me[/b][/u]:
Where do I begin. I'm from Belarus, and fairly proud of it. I've been RPing about a decade starting mostly with chat stuff and some LARPs/reenactments, doing the stuff of this site for maybe half a decade now. I'm a former serviceman, and while I was conscripted I make sure to stay in related circles. As a day job I'm a programmer letting me usually work from home even when we don't have coronavirus forcing us to do so and thus I got a lot of time for RP.
<div style="white-space:pre-wrap;">If you enjoy my posts then consider pressing <a href="https://www.roleplayerguild.com/topics/182042-andys-hunt-for-kin-spirit-dreggs/ooc">here</a> to see my 1x1 interest check. Now listen to the tale of a man far from home longing to see its greens again.<br><br><div class="bb-center"><iframe src="//youtube.com/embed/0KGRMiYBi7k?theme=dark" frameborder="0" width="496" height="279" allowfullscreen></iframe></div><br><br><span class="bb-u"><span class="bb-b">About me</span></span>:<br>Where do I begin. I'm from Belarus, and fairly proud of it. I've been RPing about a decade starting mostly with chat stuff and some LARPs/reenactments, doing the stuff of this site for maybe half a decade now. I'm a former serviceman, and while I was conscripted I make sure to stay in related circles. As a day job I'm a programmer letting me usually work from home even when we don't have coronavirus forcing us to do so and thus I got a lot of time for RP. <br><br></div>