Arachi's Coalition - TheGiraffe3/Endless-Sky-Creators-Handbook GitHub Wiki
Original text by Arachi, AKA fgnt
THE THREE SPECIES
The Saryds are the first of the three to have reached spaceflight. They very closely resemble centaurs, and were the most advanced of the three species when they took up arms against the Quarg. Saryds are the largest and strongest of the Coalition species, standing at about 2.4 meters (7' 8'') tall. They are by far the species that lives longest out of the three, at a life expetancy of around 600 years. Before they reached the space era, the Saryds had devastated much of their world in their wars, with a particularly harmful practice of salting the earth of defeated enemy groups. Much of their planet's biodiversity was extinct by their hand, but since then they have grown to despise such acts, and are ashamed of the actions of their ancestors. They are usually calm, patient and with good temperament. They are also more reserved than the other two species, and tend to wear less revealing clothes.
The Quarg saw the Saryds in a much better light than most species, given the Saryds' calmer nature, and how they had learned much and changed their ways to be more in line with what the Quarg found to be the "right" way to develop and ensure long-lasting prosperity. They were also more friendly given the Saryds' longer lives, which while not nearly as long as Quarg lives, led to them being seen less as "new children on the galactic playground" and more like equals. The Quarg granted the Saryds Jump Drives, the only known case of such a gift.
The Saryds number 30 Billion, being the species that makes up the lowest % of the Coalition population. In spite of this, they have had a tremendous influence on the other two species, due to how much more advanced they were at the time they met the others, their venerable long lives, their tales of outside Coalition space from when they explored with their Jump Drives, and "their" ring being the most developed.
The ringworld the Quarg built at the Saryd end of the crossroads is Ring of Friendship (Quari Kell, originally), and is the only ringworld the Quarg completed in Coalition space before their war. "Friendship" signifies the seat of government being on that ring, and it being closest to and most inhabited by the Saryds at the time led to the overall law and government of the post-Quarg-war Coalition being molded by Saryd laws.
The Saryds are the only known species to have left their planet before the space age, having reached one of their moons (Revelation) in the steam age. In terms of relationships, Saryds tend to have very long courting periods, with the classic "romantic date" consisting of walks in deep woods, presenting gifts such as poetry or carvings. As they get to know each other for very long and test their compatibility time and again, it is extremely rare for Saryd couples to break up once they're engaged, most of them having only one wife/husband in their lives. The most popular forms of music with the Saryd populace are long, tribal-esque tracks, with some form of humming or chanting. The Saryd name for the galaxy is Spiral Forest.
The Kimek are the second of them to have reached spaceflight. They are giant beetles, and had the roughest start-up of the three species. Kimek are the shortest and lightest of the Coalition species, standing at about 1 meter (3' 2") tall (they can stretch their legs to go higher, similar to humans standing on the tip of their toes, but like with humans that's not a good way to walk around regularly). They are the shortest living of the three species, their lives ranging from 80 to 90 years on average. Before reaching space, the Kimek had experienced a tremendously disastrous period on their homeworld, Ki Patek Ka, with natural disasters crippling their food production capacity, which intensified the hunger brought in by their tremendous population.
Nearly all the planets they first colonized were turned into farming grounds, cultivating whatever they could to help solve the homeworld's famine. Several billions of Kimek died of hunger in those times, and that traumatised the Kimek to such an extent that they invested enough into farming that they are capable of feeding a population three times their size. They have constructed "hunger towers" on their worlds, kilometer-high skyscrapers that grow yeast and bacterial cultures into a tasteless, nutritious paste, in case the food shipments come to fail.
The Kimek are fast and energetic, and can move about erratically at times. They act on impulse in many cases, and don't have much issue with changing up their routine whenever something comes up.
The Quarg didn't pay the Kimek much mind, seeing them as another troubled, young species that had no idea what they were getting into when they reached for the stars in hopes of solving their crisis. Quarg ships patrolled systems all around the Coalition, as they always had, but they didn't provide much in terms of aid to the Kimek food crisis. The Saryds helped as they could when they learned of the plight, although the interactions were always under Quarg supervision.
The Kimek number 200 Billion, being the species with the highest % of the Coalition pie, having over twice the population of both other species combined. In spite of that, most Kimek don't think their group more important than the other two, valuing how all three helped each other against the Quarg, and marvelling at what worlds they have built.
The ringworld the Quarg built at the Kimek end of the crossroads is Ring of Power (Pa Kiwa Ek, originally), and was in the latter half of construction by the time they began fighting the Quarg. "Power" signifies the command center of their military fleets, and it's closest to Kimek space as the Kimek make up the bulk of the Coalition military, for inspite of their small frames and short lives, their numbers and energy has the Kimek eagerly providing most of the crew and soldiers.
The Kimek have a lot of skill in constructing planet-spanning, efficient farms, and to make best use of what planets they had available, learned and experimented enough to become very capable at terraforming.
For relationships, the Kimek are more free spirited than their two friends, having a more relaxed view on the topic. Commitment is rather rare, and it's simple to form or break away from a "couple." Children are numerous, and are usually raised by the community in which they are born, without a strong sense of "my children" among most Kimek. When they do seek longer-lasting, monogamous relationships, courting mostly consists of gifts of intricate meals, or trips to exotic locations.
The Kimek mostly like to listen to briefer tracks, with a distinct lack of vocals and intense drops, similar to electronic music. The Kimek name for the galaxy is Zero Kaleidoscope.
The Arachi are the last of the three to have reached spaceflight. They are giant spiders, and are the closest of the three species to human space, bordering it. Arachi are larger than the Kimek, but smaller than the Saryds, at about 1.2 meters (3' 9") tall (same thing with the Kimek for stretching their legs). They are also the middle ground in terms of lifespans, having lives that can range from 120 to 150 years.
Prior to reaching spaceflight, the Arachi were at a scenario close to Earth's Cold War, only with several powerful nation groups in a stand-off against each other, instead of two superpowers. Recognizing the danger to their world, the groups named one weaker, smaller faction as the "head" of the planet, simply as a way of creating a neutral ground to discuss matters. These factions became the great Arach Houses, a sort of "nobility" on Ahr, with the established neutral group being the "royal" group (an inside-out feudalism on their timeline, if you will). They focused on reaching space quickly, and when they did all groups ran to get their own planet, and stop needing to care about a potential MAD scenario on Ahr.
Their new headquarters established on those colonies, the more aggressive of the factions started to wage their wars for dominance in the space scene, and the others followed suit to keep up. The royal family, however, wanted no part in these conflicts, and managed to get the Houses to agree to, like before, seek neutral grounds to solve their issues without actual fighting, the grounds now being the capital of the spacefaring Arachi, Ahr.
As a result of the influence of these "noble families," the Arachi can have an overly dramatic behaviour, almost as if acting in some play. Others who think those times should be left behind may adopt more "modern" tendencies, usually influenced by Saryd, Kimek, or a mix of both cultures.
Like with the Kimek, the Quarg didn't pay the Arachi much mind, although they saw the Arach willingness to wage war in the void with distaste. They were approving of the efforts in avoiding conflict by part of Ahr's House, but their relations with the Arachi quickly soured when House Chamgar, seated on Hammer of Debrugt, a world close to the Quarg rings, developed technology that would repair the hulls of ships mid-flight.
The only explanation they could see for the youngest of the three to be the first to develop that technology, was that the Pug had influenced them. They were quick to intensify their patrols all over the Coalition, and began questioning not just House Chamgar, but all of the Arach Houses, and later on the other two species as well, asking if they had seen or been in contact wiht a group called "Pug." The Quarg's increasingly inquisition-like behavior, with their numerous, tremendously powerful fleets, frightened many of the Arach Houses, who asked the Kimek and Saryds for help.
The Arachi number 50 Billion, again being the middle ground of the Coalition.
The ringworld the Quarg built at the Arach end of the crossroads is Ring of Wisdom (Kuahr, originally), and was in the first half of construction by the time they began fighting the Quarg. "Wisdom" signifies the headquarters of the Coalition's research divisions, and it's closest to Arach space in spite of them being the youngest (and formerly least advanced) of the three due to the highly specialized Arach Houses, who develop and provide much of the technology used by the Coalition now.
The Arach Houses command much influence in Arach space still, but now many of them have changed their approach to go with the developing Coalition, shifting from the likes of noble families to something closer to corporations.
The Houses also affect their relationships, with arranged marriages being somewhat common in worlds where more traditional Houses are the main influence, with the practice getting less and less common or outright not existing in worlds with more "modern" Houses. In courting, looking into their partner's many eyes, either in silence or while talking about any topic, is something of a romantic gesture.
As a standing heritage of times when all Houses were more traditional, Arach songs tend to be really long, slow ballads, sometimes with a gregorian-like choir. A more classical sort of music. The Arach name for the galaxy is Ulblug's Eye (God's Eye).
House Bebliss was famous for being a guild of spies, seated on Stronghold of Flugbu. They hate House Chamgar for having opposed them and their intelligence efforts for centuries, as well as having attempted to take Stronghold of Flugbu before and after their war with the Quarg (though the two Houses agreed to work together against the Quarg). They serve the Heliarchs as the keepers of the hyperlane communication network, but are not loyal at all, and conspire with the Resistance to take down the Heliarch government, potentially be rid of both Chamgar and Debdo, and grow to be the most powerful House.
They still keep to the traditional practices, their logo is a blue background with white stripes coming down from the sides to white dots. The head of the House is an Arach lady named Lobmab.
House Chamgar are former expansionists, seated on Hammer of Debrugt. They were the original creators of the Repair Module, and were those most troubled by the Quarg. They detest House Bebliss, and wanted their headquarters to be what the Bebliss headquarters (Stronghold of Flugbu) is: a fortress world, seen by all as a symbol of their fight against the Quarg. They are one of the Houses most loyal to the Heliarchs.
They are one of the most modern Houses, their logo is a dark background with a planet at the bottom, launching three rockets at three rings. Their current president is a stout Kimek businessman.
House Debdo is an offshoot of House Bebliss, and a historical ally of House Chamgar, having changed their focus from spying to providing general services to the populace (which at the time basically meant secrets of House Bebliss to the other Houses). They are seated at Refuge of Belugt. At present day they hold something of a monopoly over immigration and tourism. Putting the skills they had from House Bebliss to use, they stole electronics and prototypes from House Idriss to help establish themselves, earning another rival in the process. Neutral toward the Heliarchs.
In spite of having broken from Bebliss, they remain a more traditional House as well, their logo is an orange background with teal Vs at the top and sides, with lines similar to wifi symbols leading down. Their current head is an Arach lord.
House Garbarag has a farming tradition, with their seat at Tebuteb's Table. Due to the need to feed the capital, Ahr, since the early days of the spacefaring Arachi, they have very good relations with the Royal House, providing the populace food in exchange for technology and advertisement of their own House. They are neutral towards the Heliarchs.
They are one of the most modern Houses, their logo is a sky-blue background with a shining sun over large, rolling green hills. Their current president is an old Saryd lady.
House Ablomab are miners, historical allies of House Mallob, who protected them in exchange for their best alloys. They are seated on Delve of Bloptab, with their main mines at Bloptab's Furnace. They receive a tremendous amount of resources from the Heliarchs, who buy all their best alloys so that they can make their ships the toughest as they can. As a result of all the aid they receive, Ablomab has grown very loyal to the Heliarchy.
They are an intermediate House, not quite a corporation but also not sticking to all the noble play. Their logo is an iron background with a platinum drill pointing down. Their current president is a male Saryd.
House Mallob, seated on Market of Gupta, are the most succesful of the Arach shipbuilders, having eventually bought out all other shipyards in Arach space. Allied with House Ablomab in the past, protecting them in exchange for their best alloys. They can't get those anymore, as the Heliarchs hoard the best alloys, but have received concessions and special privileges from the government, such as allowing them to field a small armed force of their own, as an attempt to keep them loyal. Mallob was, however, much more powerful before the Heliarchs, and aren't fond of having been nerfed so that the Heliarch fleets can be so numerous.
They are one of the Houses closest to a corporation, and their logo is a mountain range with a clear skies background, reflecting their motto "strong as the mountains, spacious as the skies." Their current president is a female Arach.
House Idriss is seated on Ablub's Invention. They specialize in computers and advanced electronics. They hate House Debdo for having made fools out of them in stealing their technology, and have been taken in by House Bebliss as a minor partner due to their mutual problems with House Debdo. They are the Arach House furthest away from anything, bordering human space and having had little participation in events like the war against the Quarg. They don't command as much influence as other Houses, and don't receive as many resources from the Heliarchs as the other Houses. That, and influence from House Bebliss, has them seeing the Heliarchs as a detriment to their development.
They are one of the intermediate Houses, and their logo is a dark blue background with dark wires crossing it in L-shapes, symbolizing circuits. Their current president is a female Arach named Flopug.
House Plumtab are bankers seated on Bank of Blugtad. They funded much of the first Arach space exploration and colonization fever, and their influence on the economy grants them a tremendous amount of power. They have a bitter view of the Heliarchs, due to their authoritarian tendencies limitting many markets and, as they see it, holding them back. They do not, however, want any form of war, as they fear the impact a serious conflict would have on the Coalition.
They are one of the intermediate Houses, their logo is a marble background with a silver screen where coins fall, with piles of silver coins at the bottom. Their current president is a female Kimek.
House Oberegt (Oberegt is an unused House name MZ has mentioned in his Coalition document. Figured I might as well put it to use), also called The Royal House and The Ninth House are seated on Ahr, the Arach homeworld. They are the "weakest" House, in that they were created to mediate issues between other Houses, with no real achievements besides some work on medical studies. They are particularly close with House Garbarag due to the arrangement they had since their early days in space, but in general are friendly with all Houses.
The Royal Family has always been a figurehead of sorts, with no real authority, however, in recent millennia they were approached with the Heliarchs, who had an arrangement in mind: they would be granted full control of all Heliarch agents on Ahr, and what resources they needed, in exchange for overseeing and safekeeping the division of Punishers outfitted with Quarg weaponry. The division is kept secretly in a base on one of the moons of a gas giant in the outskirts of the Arach home system, Kuluteb's Fortress, mostly referred to as "The Fortress." Seeing the Heliarchs as the path to acquiring real power over the other Houses, they are the House most loyal to them.
They keep to tradition, and their logo is a red background, with a hollow gold diamond in the middle, surrounded by three sets of golden fangs. Their current head is King Kuluteb.
The most practiced Saryd religion worships an old, polytheistic pantheon. Unlike the Kimek and Arachi, there's not a great deal of different religions, almost all religious Saryds practice this. They are also more serious about it in general than the Kimek and Arachi.
"Maker of Forests" or "World Shaper," he is a deity attributed with the creation of forests and daylight, also associated with agriculture, hunting, and the wind. Something of an "allfather" of the pantheon.
He is depicted as a male Saryd with long, gray hairs and beard, blind eyes, and golden fur. He often holds a wooden staff.
"Witch of Dusk," she is the entity responsible for nightfall, associated with omens, fallen trees, fog and thunderstorm.
She is depicted as a large white bird (similar in form to a secretarybird, only with shorter legs), of four wings and three beaks, the normal one and one for where each of her eyes should be.
"Caretaker," she is a deity attributed with the creation of water, lakes, rivers and oceans, as well as being linke to fertility and rain.
She is usually depicted as a young female Saryd, laying down, with either a newborn in her arms or infant children surrounding her.
"Master Hunter" or "Beastmaster," the entity thought to have first taught the Saryds to hunt, responsible for creation of animals and the spread of knowledge.
As a shapeshifter, in myths the deity often takes the form of what animal was being hunted, rewarding those who manage to best him. General depiction is that of a Saryd wielding a bow and arrow, with spears strapped to his side.
"Woodland Thing," also called "the eldest," is a spirit associated with bad luck, ill fortune, diseases, death and grudges.
It is depicted as a thin, towering creature, of long arms and legs, with a body made of charcoal and rock, and small bright spots for eyes.
When the world was young, Ensu Uri roamed the dark lands, looking down on everything as the only light shone from its eyes, like a lighthouse in the darkness. When Aul Kell took to create light, he fought Ensu Uri, breaking the creature down and blessing the broken parts to create the first trees. After breaking it down for an eternity, its eyes stood at the level of Aul Kell's own, and he was blinded by the light that came from them. Still, he managed to steal Ensu Uri's eyes, taking the light for the world, leaving only specks where its eyes used so shine.
But, the creature wasn't dead, for it could never die, and it took to the shadows to curse those who wandered by the trees that were once its body, and blind those who look at what once was its eyes.
An endless, calm world with all manner of forests, vast fields, plentiful rivers and mighty mountains.
The most popular religion of the Kimek doesn't have gods per se, instead being a sort of dualism of mantras, concepts or lifestyles that complement each other rather than opposing forces. They are often called "paths." The Kimek generally don't have a strong sense of spirituality, and don't have any dogmas or rituals.
(The names of the paths below are gibberish that I tried to make sound Kimek enough).
"Cultivate growth" or "Growing dwelling": The path followed by those who settle down, who choose to raise a family, or to dedicate themselves to a specific land. The minority group, but held in very high regards in Kimek society for being the ones who keep it alive in times of crisis, most notably were the ones who saw to rebuilding the dying Kimek population during their great famines. Are also the ones who designed and oversee their farms and hunger towers.
"Uncharted fortunes" or "Rich adventure": The path followed by the Kimek that wish to travel on and on, explore new planets and discover new things. They are the majority, and though they still reproduce (being responsible for most of the pop growth), as raising offspring would require settling down they leave that to others in the community the children were born in, which is seen as normal in Kimek culture (as their families are huge, it is unlikely to not have a nephew or cousin in a planet that could do that).
Reincarnation.
The Arachi's most popular religion is monotheistic, comparable to the big monotheistic religions of Earth. The worlds of the Houses who kept their original logos tend to be more religious, while worlds with more corporate-like Houses have a smaller chunk of the population as practitioners.
The Arach word for God, the standard "all powerful entity that created the universe" sort of figure.
"Archangels," it is an attempt of the church to adapt to the space age. The idea would have come up when the Arachi first encountered Archons.
A world of heavenly palaces, proportional in size and fanciness to how each person was in life.
The Coalition has heard of the Drak, through the Quarg (who spoke about as vaguely as they do with the player) and the Archons (asking about them, without many answers), while having met the Archons themselves.
After the Quarg left, while the Coalition celebrated their victory, three Archons made themselves known, one in each ringed system. They warned the Coalition about what they had done, telling them to leave the rings and seek no further fight with the Quarg.
The Archons are:
- Woodland Watcher
- Harvests of Despair
- Armored Noble
- 14270 BCE
SARYD SCIENTIST LANDS ON REVELATION WITH A STEAMPUNK ROCKET - 14150 BCE
QUARG START BUILDING THE FIRST RING - 14000 BCE
SARYDS BECOME SPACEFARING - 13890 BCE
SARYDS ESTABLISH THEIR FIRST COLONY ON BRIGHT ECHO - 13810 BCE
SARYDS MAKE CONTACT WITH THE QUARG - 13809 BCE
SARYDS ESTABLISH CHOSEN NEXUS AS A TRADING POST WITH THE QUARG</kbd - 13500 BCE
SARYDS FINISH MAPPING OUT THEIR POCKET (BOTH SYSTEMS AND PLANETS) - 13490 BCE
QUARG PROVIDE THE SARYDS WITH A COUPLE JUMP DRIVES, ASKING ONLY THAT THEY DON'T DISTURB THE PRIMITIVE KIMEK AND ARACHI, AND DON'T COLONIZE WORLDS OF THOSE TWO - 13000 BCE
SARYDS FINISH MAPPING OUT THE REST OF THE COALITION - 12990 BCE
SARYDS VENTURE OUT OF COALITION SPACE, INTO THE RIM - 12500 BCE
SARYDS ATTEMPT TO COLONIZE WINTER, BUT LACK OF HYPERLANES MAKES MAINTAINING THE COLONY AN UNFEASIBLE TASK DUE TO SUPPLY AND COMMUNICATION ISSUES - 12400 BCE
SARYDS TRY AGAIN WITH CORNUCOPIA, BUT AREN'T ANY LUCKIER - 12100 BCE
SARYDS REACH OBLIVION, CLOSEST POINT TO EARTH - 11100 BCE
A SERIES OF GLOBAL FAMINES LEAD TO BILLIONS OF KIMEK DYING FROM STARVATION - 11020 BCE
GLOBAL BUILD-FEVER OF HUNGER TOWERS ON KI PATEK KA - 11010 BCE
QUARG START BUILDING THE SECOND RING - 11000 BCE
KIMEK BECOME SPACEFARING - 10990 BCE
KIMEK BUILD FIRST ORBITAL STATION TO PRODUCE FOOD - 10900 BCE
KI PATEK KA RUNS OUT OF ARABLE LAND - 10830 BCE
KIMEK ESTABLISH THEIR FIRST COLONY ON CELESTIAL THIRD - 10800 BCE
KIMEK MAKE CONTACT WITH THE QUARG - 10799 BCE
KIMEK MAKE CONTACT WITH THE SARYDS - 10795 BCE
SARYDS START SENDING AID CONVOYS FULL OF FOOD TO THE KIMEK, ALL UNDER QUARG SUPERVISION - 10790 BCE
KIMEK BUILD STARTING RUBIN - 10780 BCE
KIMEK COLONIZE INMOST BLUE - 10770 BCE
KIMEK FOOD SITUATION STABILIZES - 10760 BCE
KIMEK COLONIZE BRASS SECOND - 10700 BCE
KIMEK COLONIZE TURQUOISE FOUR - 10680 BCE
KIMEK FOOD SITUATION SOLVED, HUNGER NO LONGER TROUBLING THE HOMEWORLD, POPULATION NUMBERS RECOVERED - 10600 BCE
KIMEK COLONIZE SECOND VIRIDIAN - 10590 BCE
KIMEK BEGIN EXPERIMENTING WITH ARCOLOGIES, USING SECOND VIRIDIAN AS TESTING GROUNDS - 10200 BCE
KIMEK MAP OUT THEIR POCKET - 10100 BCE
SARYDS HEAD OUT OF COALITION SPACE AGAIN, TO LOOK FOR SIGNS OF DEVELOPED LIFE WHERE THEY HAD PREVIOUSLY EXPLORED - 9800 BCE
KIMEK FINISH COLONIZING THEIR REGION - 9000 BCE
SARYDS WISH TO TEAM UP WITH KIMEK FOR AN EXPEDITION OUTSIDE THE COALITION, BUT ARE DISALLOWED BY THE QUARG, SO HEAD OUT ON THEIR OWN AGAIN - 8500 BCE
KIMEK PERFECT THEIR ARCOLOGIES, START EMPLOYING THEM IN MANY PLACES, AND RENOVATING OLDER, OUTDATED ONES ON SECOND VIRIDIAN - 8000 BCE
SARYDS SEND OUT ONE MORE EXPEDITION, GOING UP, REACH ALL THE WAY TO WATCHER, FURTHEST NORTH THEY GOT TO - 7060 BCE
POWERFUL FACTIONS ON AHR SIT DOWN TO DISCUSS, AGREE ON AN END TO HOSTILITIES UNTIL THEY MANAGE TO LEAVE PLANET, HAVE ROYAL FAMILY SELECTED TO MEDIATE ISSUES AND SERVE AS A FIGUREHEAD OF STABILITY - 7050 BCE
QUARG START BUILDING THE THIRD RING - 7000 BCE
ARACHI BECOME SPACEFARING - 6830 BCE
ARACHI ESTABLISH THEIR FIRST COLONY ON MIBLULUB'S PLENTY - 6800 BCE
ARACHI BUILD PELUBTA STATION - 6790 BCE
ARACHI MAKE CONTACT WITH THE QUARG - 6780 BCE
ARACHI MAKE CONTACT WITH THE SARYDS - 6700 BCE
ARACHI MAKE CONTACT WITH THE KIMEK, MEETING HELD ON INFANT THIRD RING, MEDIATED BY THE QUARG - 6400 BCE
FIRST COUNCIL OF AHR TAKES PLACE - 6100 BCE
HOUSE DEBDO FORMS AS AN OFFSHOOT OF HOUSE BEBLISS - 5300 BCE
HOUSE CHAMGAR MAKES THEIR FIRST HULL REPAIR OUTFITS, QUARG QUESTION ORIGIN OF THE OUTFITS, THINK IT'S PUG INVOLVEMENT - 5000 BCE
QUARG CHASING FOR THE PUG EVERYWHERE, HEAVY WARFLEETS ON EVERY SYSTEM OF EACH SPECIES - 4600 BCE
QUARG DISALLOW SARYDS FROM LEAVING ON ANOTHER EXPEDITION, THINKING THEY MIGHT CONTACT THE PUG - 4150 BCE
QUARG FINISH THE FIRST RING - 4000 BCE
START OF WAR AGAINST THE QUARG - 3000 BCE
END OF WAR AGAINST THE QUARG, ARCHONS APPEAR TO WARN COALITION AGAINST CONTINUING WHAT THEY'VE DONE - 2900 BCE
FIRST HELIARCH EXPEDITION OUT OF THE COALITION, MEANT TO RECON AND MATCH WITH DATA THE SARYDS HAD GATHERED, STICK CLOSER TO BORDER - 2850 BCE
SECOND EXPEDITION, MEANT TO GO FURTHER OUT, SOME OF SHIPS SENT OUT DON'T RETURN - 2500 BCE
HELIARCHS START COMBINING DESIGNS OF ALL THREE SPECIES INTO THEIR SHIPS - 2400 BCE
ANOTHER MAJOR EXPEDITION, NO SHIPS RETURN - 2000 BCE
FIRST INSTANCE OF THE COALITION GAMES IS HELD - 1000 BCE
HELIARCHS START RESTRICTING WEAPONRY, CAMPAIGN FOR CIVILIANS TO HAND OVER THEIR WEAPONS - 800 BCE
ANOTHER EXPEDITION, NO SHIPS RETURN - 790 BCE
HELIARCHS BUILD STATION CIAN - 670 BCE
HELIARCHS START ACTING MORE AUTHORITARIAN - 1800
CURRENT DESIGN OF THE PUNISHER IS MADE, THOUGH WEAKER THAN ONE AT START OF GAME (SLIGHTLY LOWER HP) - 1900
HELIARCHS STRIKE DEAL WITH ARACH ROYAL FAMILY, TO KEEP THE DIVISION HIDDEN AND READY - 2000
ANOTHER EXPEDITION, NO SHIPS RETURN - 2200
LATEST EXPEDITION, NO SHIPS RETURN - 2300
INMOST BLUE BECOMES TOO COLD FOR MOST KIMEK CROPS, MANY KIMEK LEAVE THE PLANET - 2450
ARACH ENTREPRENEUR STARTS UP LONGCOW RANCH ON NEARBY JADE - 2890
ATHIS ARRIVES AT THE COALITION, GIVING INFORMATION ABOUT HUMANS, ALPHAS, AND HELPING WITH TRANSLATION EFFORTS