[b]ACCEPTED[/b] [b]Faction Name:[/b] Alarethian Reunion [b]Faction Type:[/b] Invader/Separatists/Reactionaries [b]Faction leader(s):[/b] Rashaana Dus - Promethian Queen Zackei Comer - Alar'im King Zotua Rakaar - Promethian General Rajinn Stor - Alar'im Monk Ajan Tvar - Alar'im Admiral [b]System(s)/Territory:[/b] The Alarethian have semi-full control over their Alasaiian system. They control 5 out of their original 8 worlds, with non-Alarethian populations lower than 20%. The other 3 worlds have been partly monopolized by the Arcturans, with Dehaka human populations over 65% and Daruk and Kali above 85%. The first objectives of the Alarethian is to retake these worlds, namely Kali, their original homeworld. [b]Planet(s)/Holdings:[/b] [u]Alasaiian System[/u] [b]Agni[/b] Volcanic World Pop: 1,000,000 Alarethian, 15,000 Human Military Strength: 800,000 Notes: Major Weapons Production World; Many humans begin to face predjudice as the empire falls. [b]Lotus[/b] Plains/Grove World Pop: 35,000,000 Alarethian, 27,000 Human Military Strength: 1,750,000 Notes: Military Strength is slowly growing, much to the distress of local monasteries that train thousands of monks each year. [b]Rama[/b] Mountain World Pop: 50,000,000 Alarethian, 35,000 Human Military Strength: 8,000,000 Notes: New Capital of the Alarethian Reunion [b]Ambrosia[/b] Gas Giant Pop: 175,000 Alarethian; 250 Human Military Strength: 20,000,000 Notes: The Population lives in a string of asteroid outposts meant as the first line of defense towards the outside [b]Faction/Government Desc:[/b] The Alarethian Reunion is a bi-racial alien empire that was split in half by their differing opinions of the Arcturan Empire; The Peaceful Alar'im surrendered and were annexed while the warlike Promethians took up lives of raiders on the outskirts of their system. Once the Arcturan empire collapsed, the Promethians and Alar'im were reunited. The Alarethian highly regard the spiritual belief that all Alarethian share a mental link, and that to strengthen it, one must grow closer to those they love and care for. The Alar'im are normally the size of a human, with light blue skin, darker blue eyes, and pointed heads. Their hair, which is usually dark grey or black with a smooth glossy texture, only grows from a small circular spot on the back of their head, called the "Dahl". Many Alar'im take care in maintaining it and braid it in certain ways depending on their role in society. Their hands have two fingers and a thumb; Their index finger shorter than their middle finger, which is a bit shorter than their big, thick thumbs. Their feet are a stump with two long clawed toes that jet out straight from the sides, with a space between them. The Alar'im have a calm and carefully thinking mindset, though if needed, they can draw arms, and monks are trained in both mental constitution and agility. The Promethian are much like the Alar'im, except they have dark red skin with glowing red eyes that have tall black pupils. Hair is always black, with a silvery glow compared to the Alar'ims glossy, glittered hair. Their frames are larger and more muscular than their Alar'im counterparts, and their two fingers are longer than their thumb, which is shorter. They are more aggressive and pump out more testosterone, even for females. Promethians themselves are powerful warriors, though can specially train Glaives, exceptionally strong warriors that command the respect and boost morale of soldiers. Glaives are much slower and less cunning than Monks, but are more physically powerful and can boost the morale of their allies. Both Alar'im and Promethian share a connected mental link with themselves and each other that builds overtime. Their mental link allows them to think as a single organised force in combat. When a general boost the moral of his soldiers, the effects are multiplied tenfold, making his entire force a powerful bastion of valor. Unfortunately, their mental link also shares their doubts and fears. While soldiers of other races can simply keep their own calm while their comrades panic, as soon as a single Alarethian begins doubting victory, a weakpoint opens. Fortunately or unfortunately, in massive numbers, where the mental link is at it's most powerful, the Alar'im no longer feel their own emotions, and become something much greater than themselves. [b]History:[/b] The Alarethian were the dominant lifeform of the Alasaiian system, split between two subspecies. The blue Alar'im, who were calmer and wiser, and the red Promethian, who had much more physical power and passion. Despite their differences, the two races coexisted, with the Alar'im as the leaders and sages and the Promethian as the labor and military backbone. When the Arcturan Empire spread their grasp, they were far too powerful for the Alarethian to fight. The Alar'im leaders voted to simply surrender and thrive under a powerful empire, yet the Promethian leaders refused to bow and fight the Arcturans. Violence and tensions rose between the species as the Arcturan Empire demanded a solid answer. The Alarethian eventually settled to split the two races, to make their own choices. The Alar'im quietly went down to the Arcturan with little incident, but the Promethians declared their blue siblings as cowards, traitors to the Alarethian, and fled deeper into their system. The Promethian spent the next many years living on the border of known space as raiders, pillaging Arcturan trader space and outright denying any relations with the Alar'im. Unfortunately, while the Alar'im thought their lives and civilization would be widely undisturbed by the Arcturan Empire, they were wrong. The Arcturan Empire began taking interest in three of their worlds; Dehaka, Daruk, and Kali. While the Alar'im would relunctantly surrender Dehaka and Daruk as one was a barren desert world, and the other was a muggy swamp world, Kali, their thriving and beautiful homeworld, was the planet the Alar'im cared for most. The Alar'im tried desperately to negotiate with the Arcturans, but were told that with the Promethians constantly raiding their worlds, Humans began to grow suspicious of the Alar'im, and that the only way to show their absolute loyalty was to give over their home planet. The Alar'im woefully gave the three worlds to the Arcturan, Dehaka required as a mining planet and Daruk grew many exotic plants that took the interest of Arcturan merchants. When the Arcturan empire fell, the Alar'im feared the thought of being swept down by numerous rising Human Factions, nameably because many still distrusted the Alar'im. Yet with the Arcturan Empire gone, the Promethians no longer had to hide in the shadows of the galaxy, and were free to reunite with their Alar'im counterparts. The Alarethian are now one, a firm bastion that will return what was so humiliatingly ripped from their hands, and refuse to be swept down by the sea of chaos; a shining light in the dark times ahead. Relations with the Empire and Other Factions: The Alarethian have greatly disliked the Empire's rule, and now that it is shattered, they can retake the worlds they have lost. They generally despise loyalists but have respect for separatists that bring respect to nonhumans. Despite the Alarethian's likes and dislikes, their big concern is keeping other factions away from their system and forcing out their human population. [b]Military Capabilities:[/b] The original Alarethian empire had no knowledge of space warfare due to their isolation, so their main vessels are raided/abandoned warships left behind by the Arcturans. The Alarethian begin to develop their own ships from leftover schematics, though are unlikely to develop a strong navy until next year... Their ground forces on the other hand are able to fight any nations on fair grounds. With the return of the Promethian, their military was whipped back into shape, and were able to train the peaceful Alar'im in the arts of war. Promethian populations have harshly declined since the Arcturan Empire annexed the Alar'im, yet the ones alive are much stronger than years ago. Commandership is almost guaranteed for any Promethians, for their bravery and strength, and Alar'im Monks are treated as special operatives. Armor for ground forces is typically gold plates with face-concealing helmets that have a very weak version of the shields harnessed by vessels. Their guns fire bolts of energy that deal heavy damage, yet take a few seconds to reload and cool down. Some monks and generals use warblades and suits with stronger shields, charging straight into enemy positions with only a gun and a blade. Alar'im possess remoddeled versions of Arcturan ground tanks that can hover higher, and use railguns as weapons, as well as other remodelled vehicles. Yet a powerful vehicle the Alarethian possessed years before they were annexed was so deadly and complex that the Arcturans banned the Alar'im from producing them. Eight-Armed Annihilators. They were agile eight-armed mechs that could leap great distances and could be outfitted to use vast combinations of single-handed weapons. They also had long "tongues" that were electrically charged, and could be used to leap to a vehicle, lash the tongue at it, and leech it's power before destroying it. They were terrifying enough alone, but are even more frightening now, with shields that can make them virtually invulnerable to light weaponry meant to hit the agile devils. The unfortunate drawback is that with eight arms, quick movements, and now shields, only the most mentally attuned Alarethians are able to pilot it. Currently, only 2,500 are active, and only 1,200 have suitable pilots. Because of their mentally atunned nature, the larger an Alarethian attack force, the stronger it is. Yet as more fall in a fight, their forces become progressively weaker.