From Bravo Fleet Infobase
This article is an archive - it does not represent any canon or official Bravo Fleet material.
The answer to that question comes in several parts. Most basically, FE is Futility’s End, a Star Trek simming group of some eight or so games that is an affiliate of the Bravo Fleet RPG. More complexly, FE is a group of writers working together to tell stories of the darker side of Trek, relying on a strong internal canon and the encouragement of innovative ideas by co-operation and creative discussion.
Futility’s End is set in a dystopian Star Trek future, a universe where the ideals set forward by Gene Roddenberry are tested to their absolute limits. In some short years after the events chronicled in Star Trek: Nemesis, an unthinkable event occurred that would change the galaxy forever: The Borg returned, an armada at their back, to conquer the Alpha Quadrant.
The war lasted twenty years, a long twenty years in which many lives were lost. The Borg took planet after planet, driving the Klingons and Romulans out of their own empires and forcing them to ally themselves absolutely with the Federation in a mighty union the likes of which had never been seen before, not even at the height of the Dominion War.
This alliance fought hard against the Borg, but was inevitably driven back. The assimilation of some planets was confirmed, but for far more, contact was simply lost, their assimilation presumed and hope for them abandoned. And as the days grew darker, the Federation alliance became more desperate. Methods that would never have been considered in brighter times became standard practice in the pursuit of survival. Soldiers were left to die when saving them was not resource-effective, draconian law enforcement practices were employed to maintain internal security so as not to detract from the war effort, and even unleashing a plague on the Borg to destroy them became a mainstream consideration for Federation scientists.
Some say that the price of victory was the galaxy’s soul. Regardless, victory was declared, eventually. After many long campaigns, the Borg had the remnant of the Alpha Quadrant driven back as far as they could go, barricaded up in the heart of the galaxy: Earth. The remaining fleet was gathered, an armada of survivors making a valiant last stand against the incoming Collective.
The Battle of Sol lasted three days at the twilight of the twenty-fourth century, but when the dust settled, the Federation and its allies remained – battered and bruised, but alive – and the Borg were nowhere to be seen. Perhaps they were all wiped out in the final battle. Perhaps they withdrew for their own sinister purpose. Whatever the reason, the war was over. It was time for peace.
It is now seven years after the end of the conflict, and the galaxy, which learnt how to survive a war, is not yet accustomed to surviving a peace. Massive stretches of the Alpha Quadrant remain unknown, communication not yet re-established, the fate of thousands of planets a mystery. The Federation, which now includes the Klingons, Romulans, and even elements of the old Dominion, hardly dares venture out of the Sol System for fear of what threat lurks beyond. Earth, once a utopia, now suffers from the overcrowding of many displaced species making it their new home, and the consequent pollution seeping into the atmosphere.
Now is a time when loyalty is valued over free speech, for such a liberty could threaten the government’s stability, leaving it open to an attack from whatever enemy, old or new, that might be lurking out there. The Federation has become increasingly undemocratic, prizing a steady leadership over the wishes of the people, to the extent where Starfleet itself has fractured, a renegade fleet hiding in the Briar Patch and waiting for the day when they may step forth to champion the old values once again. Resources are stretched thin, causing a downsizing in Starfleet and encouraging enterprising individuals and organisations to go forth into unknown space and brave war-torn planets to reclaim – or steal – their wealth.
And so it comes down to choices. Will the people of the Federation return to the principles they once held so dear, or will they continue to trade them for security against unknown dangers? Will the spirit of exploration hold Starfleet steady, or will they turn into thugs of enforcement, or even pillagers of those weaker than them? Will the survivors learn to co-exist in this new, dangerous galaxy, or will they turn on each other in a scrabble for supremacy?
But Futility’s End is also more than just a Star Trek cosmology to use as a sandpit for role-playing. We seek to be fully integrated community, co-operating on a wide scale to tell in-depth, mature stories of our dystopian future. With strong communicative ties between individual games, we present a dynamic universe that is ever-changing, with a strong meta-plot that can affect stories on a wide scale. One ship’s mission may affect parts of the galaxy which will echo back to a completely different game, and there are often ongoing events in the wider universe, political shenanigans and tragic occurrences that take place outside of any game but still reflect on the universe. As such, we heavily encourage independent fiction rather than limiting galactic developments to taking place in a game, to better serve an ever-changing universe.
We want you to write about the world you just rediscovered. We want you to write about what happened to that ship in the War. We want you to write about surviving in the new Federation. We want you to write about the latest threat in the galaxy. We want you to write about the political clashes on Earth. We want you to write about criminals in this darker universe. We want you to write about your character’s everyday life.
We want you to write. That is FE.