Forever Zero IX


Update : Chapter IX

There have been many significant events over the course of chapter nine that have changed the original shape of its plot. This update covers some of these major developments. Keep in mind that, since it is utterly impossible to list every single thing that has happened, this will remain a general overview. Individual player characters are invited to create their own short updates for their biographical pages. A paragraph is long enough. This guide is meant primarily to update absent members, and to inform new applicants.


Requiem is on the move. After generations of plotting and manipulation from the background, the powerful criminal organization has stepped in to take matters into its own hands. During the Space War, and all events prior, the group worked through middlemen like the Tresdemo Foundation and Grand Cross, pushing others to set the course of events for them. Now, however, Requiem factions and their agents have taken advantage of the anarchy left in the Earth Sphere after the disastrous Colony Crash, using the chaos to obscure their intentions and fuel distractions for their enemies. On one front, former United Alliance weapons developer Armatech Industries, already controlled by Requiem, flooded Earth's wastelands with armaments. Pirate groups, bandits, and would-be barons, kings, and dominators were given some of the latest high-tech tools of destruction, with license to use them however they saw fit. This created quite a large distraction for most of Requiem's enemies, who wasted time chasing down leads and putting down disputes caused by the newly-armed renegades.

With this smokescreen in place, Requiem agent and Armatech executive Renard Deveraux implemented another phase of the organization's master plan. Using bribery, blackmail, assassination, and other useful forms of subterfuge, Renard has put the majority of the Alliance's ruling council members into Requiem's pocket. In addition, dozens, perhaps hundreds, of sleeper agents throughout both the government and the United Alliance Armed Forces have been activated, all of them using their positions to increase Requiem's control of the Earth's Sphere's central government. The secret organization no longer cares if it's a secret; while it's control of the United Alliance is not complete, its influence is still far greater than any rival power within the government. One way or another, Requiem controls the way the council votes, has the power to use the Alliance military to enforce its own goals, and now holds sole control over both of the Alliance's chief military contractors.

The "new" Alliance's first order of business was the immediate removal of anything that could get in its way. To that end, the independent colony of Ark Nova became a prime target. As a center of resistance during the Space War, and the home of the Preventers agency, Nova presented a very significant potential threat to Requiem's future plans. Uncertain over just how long it could influence the Alliance, Requiem seized the opportunity to turn its new power on the comparatively smaller government, using its own assassins to slaughter Preventer officers, but also sending Alliance troops to mop up any survivors. The result was the swift, brutal destruction of the Preventers, and the takeover of Ark Nova under the Alliance flag.

Using media spin and fabricated evidence, the "Alliance" has defended its actions by accusing the Preventers of corruption. The presentation has been damning enough to shake the confidence of the agency's strongest supports. Those who still hold memories of the Space War, however, are not duped that easily, but also have the judgement to keep their protests under wraps. In return for their cooperation, Ark Nova's colony government has been allowed to stay in power, though the city streets and outlying fields are once again as they were during the war, with occupying mobile suits and soldiers everywhere. While keeping the people of Nova happy, and therefore free of rebellious impulses, is Requiem's chief goal, there can be no denying that things remain extremely tense.   

Ironically, the Grand Cross now stands as the sole form of organized opposition to Requiem's immediate plans. Originally restarted with Requiem's clandestine support, this militant colony independence movement has proven that it wouldn't be fooled twice into serving the malevolent organization's ends. From their distant colony, Frontier V, the Grand Cross has continued to promote both order and unity among the outlying Arks, pointing to the Earth's corruption as a sure sign that now is the time to break away from the Alliance. The most developments, however, may force the Grand Cross to set aside its pure idealism. Already, old enemies and grudging rivals have fled and limped their way to Frontier V, barely escaping Requiem's violent purges.

On one hand, there is former Alliance Field Marshall and UAAF commander Adam Sheridan, who has been demoted from his position and branded an outlaw by the corrupted government. Sheridan brings a with him a contingent of some of the Alliance's best and brightest military minds, hand-picked to join him in distant exile while their former army is reshaped into their worst enemy. On the other are the surviving Preventers, who have gathered together the remains of their shattered agency to help fight Requiem's mad bid for power. Together with this Grand Cross, all three form an unlikely coalition of rebels who have to set aside an entire war's worth of animosity and years of suspicion in order to work together; in order to survive.

The grand scheme of changing events does not end there. The shear number of personal influences, struggles, and ambitions is far too extensive to capture. Every person within the Earth Sphere has a stake in this overall story, but they are also embroiled in many myriad personal tales that stretch the boundaries of the imagination. Patriots and traitors, soldiers and civilians, adults and children, have all become wrapped up in epic personal struggles. Newtype genius' scheme behind their innocence, double agents become triple agents and then question their own convictions, an android intelligence ponders humanity, pirates accept the mantle of heroism and dark figures of the past aspire to it, while forgotten foes still clutch at the limelight. Above each story, however, is one assurance, one guiding and unifying point: the people of the Earth Sphere remain Requiem's Children.

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