KS Factions

by Unholyheaven

Rating: teen
Tags: Crossover, My Little Pony: Friendship is Magic, Alternate Universe, Other
Length: 45738

There are five factions in the sector, each with its own story to tell.

Four hundred years ago, ponies arrived in a deserted sector of space. There they found much alien technology, and with it separated from Celestias rule. Free to shape their own futures, five factions came to power, all hoping to claim control of the sector in the name of Faith, Throne or fortune. This is each factions story.

This is the history and culture, as well as government and military of each of the five Koprulu Pony factions. The main story is called the Koprulu Sector and can be found at the link provided.

Published 2013-07-26 04:30:02 UTC
Last updated 2013-07-26 04:30:02 UTC

Arrival

The Arrival.

When Celestia first started raising the sun, she gave off a powerful psionic signal. The Empire felt it's presence, but the world was far beyond the reach of their warp gates. So they decided to travel the old fashion way, on a space ship. The trip took a long time, a very long time. By the time it finally arrived in Equestria, the extinction had already come to pass. The robotic exploratory crew in the protoss shuttle quickly began it's work in observing pony culture and behavior. Concluding they were a peaceful race, they built a warp gate that would lead back to the protoss home world of Aiur.

The Ponies sent an expedition through the portal and found a ruined protoss city. The expedition began to study the protoss relics, but had very little success in unlocking it's secrets initially. Eventually a unicorn scholar and powerful mage named Discovery found that protoss technology only responded to magic of a certain type. Discovery spent the coming months practicing the manipulation of protoss technology, and learned how to mimic their psionic abilities using her unicorn magic. Most importantly, she found out how to manipulate the Aiur Warp gate.

At the time, she was the only one who knew how to manipulate protoss technology, but many other powerful unicorns wished to share in her wisdom, and learn how to mimic protoss psionics. In the coming years, she would train others in her techniques, and slowly the unicorns rebuilt the protoss warp network. Still being the only one able to manipulate the warp gate, Discovery sent expeditions through the gate to the last used planets. While one of them lead to a worthless and lonely ice world, and the other lead a world later discovered to be called Tarsonis, the third lead to another ground breaking discovery, the Dark Templar home world of Shakuras. (In Broodwar, the 3rd to last place the gate lead to was Shakuras during the first mission of the protoss campaign. The 2nd to last time was when Rynor used it to escape the UED, sabotaging it before he made his escape. In the Dark Templar saga, it was repaired and used again to escape to an unnamed world where Zerutal was discovered in a brooding state after being forced to kill his matriarch.)

The discovery of Shakuras brought with it the location of the Dark Templars memory crystals on the planet Ehlna. Without authorization, or the support of a funded expedition (as her expedition was on orders to study the recently discovered Shakuras), Discovery proceeded by her self in search of the prized memory crystals. After much searching, she found said crystals and began to take in their knowledge. Inevitably, she activated the crystal holding the still conscious essence of the ancient preserver Zamara. Discovery was placed into a stasis as Zamaras memories joined with hers. After almost a year of processing, Discovery's mind was overwhelmed by the knowledge, and the unicorn named Discovery was no more. Having absorbed the memories of a mind older than Celestia herself, the Unicorn returned to her people under the name Zamara. It was unclear if Zamaras actual consciousness was now inhabiting her body, or if the flood of thousands of lifetimes worth of memories simply buried her old memories. Whatever the reason, the ancient (and possibly last) protoss preserver had returned in the form of a unicorn.

With thousands of lifetimes experience behind her, Zamara was more than qualified to operate and repair the protoss technology. More importantly, she once again unlocked the secrets of the protoss psychic link called the Khala. Astounded by Zamaras collective wisdom, psionic power, and mastery over the protoss technology, many unicorns agreed to join in her link and a new Khala was born. This new breed of unicorn would eventually rename themselves the Khalai, after the Khalai protoss that came before them.

Not only was Zamara growing in psionic and technological prowess, but many of the kingdoms unicorns were slowly starting to join in the new Khalas ranks. Overtime, relations with the Canterlot government and the New Khala would break down.

The severance.

Upon discovering that Zamara was weaponizing the protoss technology, Celestia put a halt on Khala technological advancement. Zamara had no intention of a violent revolt and tried to negotiate a lift on the further study of protoss technology. Celestia however would not be persuaded, and sent an army lead by one of her best officers, Commander Steelwing, to make sure Zamara complied.

While the Khalai Ponies were the only ones who were able to reverse engineer protoss technology, the technology of a "lessor" race was also left behind on Aiur. A race known as the terran left a large military complex behind on Aiur (from the UED invasion of Aiur during the terran campaign of broodwar). This technology was crude and simple enough that any pony, regardless of race or magical talent, could operate it. While Zamara had only recently starting making major advancements in Protoss technology, the other ponies had been making leaps in understanding Terran technology and weapons. Zamara knew open resistance at the moment would be pointless, instead she bid her time.

As no other ponies outside the Khalai were able to use the warp network, the Khalai secretly built a fleet beyond the seeing eyes of Commander Steel Wing. In time, the "Golden Armada" was deemed powerful enough to successfully defend Aiur. While their numbers had grown, they were still as nothing compared to Commander Steel Wings numbers, and didn't have the man power to properly man their ships. In order to raise their ranks, they used the protoss robotics technology, and with it, they had a fleet they were sure could stand up to Celestias puppet; Commander Steel Wing.

With everything in place, Zamara made her move. Still unaware of Zamaras amassed fleet, the ponies of Equestria were very lax about security. They'd never had a single incident on the home front. Using their enemies complacency to their advantage, Khalai commandos crossed over to Equestria, and sabotaged the gate. The Ponies of the Koprulu sector were effectively cut off from all of Equestria.

Knowing Commander Steel Wing would retaliate, Zamara ordered a pre-emptive strike against Steel Wings Fleet. Steel Wing was caught off guard as the Golden Armada warped in from seemingly nowhere and broke his blockade over Aiur. Taking advantage of the element of surprise, the Khalai used the protoss warp network to quickly capture as many of Steelwings colonies as possible. A short and bitter war would later ensue as Commander Steel Wing readied his fleet for retaliation. Steel Wing knew Aiurs weakness. While he had no idea how they managed to man a fleet so large, he knew the Khalai still didn't have enough man power to fight his forces on the ground and space at the same time. Still having the larger fleet, despite the initial losses, Steel Wing lead a campaign, recapturing one world after another while slowing chipping away at the Golden Armada. Victory was close for the Commander, but Zamara expected this.

The Khalai weren't the only ones upset by Celestias grip on the Koprulu sector. Seeing that they were no longer living under the fear of Celestias immense power, a number of fleets and colonies deserted Steels Wings campaign declaring independence. With his numbers so heavily reduced, Steel Wing knew victory against the Golden Armada was out of reach. Zamara offered a cease fire, and Commander Steel Wing reluctantly accepted. This short war, known as the Khalai Rebellion, was the first major conflict to beset the Koprulu sector since the ponies had arrived. It would be the first of many.

New Equestrain Confederacy

To any who may read this document, I am True Quill vas Lore. My father, and his father, and so forth have all been historians back to the era before the severance. The Quills can even trace our heritage back to the founding of the Canterlot Royal Library, and we hold our heritage with pride. It is my honor and duty to record the history of Princess Celestia’s true followers into this desolate sector of space. Here you will find nothing but the true accounts of what happened after Zamara betrayed all Equestrian kind, and plunged our people into a state of civil war.

Initial Expedition

When Celestia ordered our first expedition through the warp gate, we found what seemed to be the ruins of a paradise. The skies were blue, the fields were green, the soil fertile. The military was naturally the first sent through, if you don’t count the two traitors that we used as test subjects to see if the portal was safe. Judging from the message left by the warp gates creators, we expected to be welcomed by the natives, who called this world “Aiur”. Instead we only found a ruined and empty city of technology we could neither use nor understand. The military quickly secured the city, and civilian expeditions were sent through to study the ruins.

Very little came from these studies for the first several years. But the land was rich and ready to be settled, so naturally a large number of earth pony settlers did appeal for the throne for land claims, which they were granted. The thrones original policy was open flag planting. Anypony could simply build a fence, plant a flag, and claim the land as their own free. The new colonist however found that we were not alone on this world after all.

Feral creatures, that we later discovered to be called “zerg,” were scattered throughout the area. Coming in all shapes and sizes, these horrors prevented settlers from expanding to far beyond the ruined city. While the military could hold against these vicious beast within the city, they simple were not equipped, nor in sufficient numbers to defend the settlers against the marauding monsters. While they showed little signs of any organized effort, they were deadly enough in their own right to not to be taken lightly.

Needless to say, further expeditions slowed and came to a near standstill. There was absolutely no progress at all in studying the alien technology, the cost of maintaining security for the expedition was exceeding initial estimates, and the casualties in our skirmishes with the zerg natives was causing the throne question whether or not this expedition was worth continuing. However one of the final few expeditions into the wilderness revealed our first tangible find. It was some kind of settlement, judging from the amount of armaments found, it was believed its purpose was military in nature. It was revealed this settlement belonged to something called the “UED,” as their logo was written on many of the buildings and equipment.

The technology in this settlement was very different than the technology found in the ruined city. Our archeologist came to the conclusion it was from a different alien race. We would later discover the ruins of the first alien race we found called themselves protoss, while the aliens of the second settlement we found called themselves terran. Unlike the protoss technology in the ruined city, our kind was able to use the terran technology. The settlement however was also occupied by zerg as well. After a brief but costly engagement, the expedition grabbed what artifacts they could and returned to Canterlot to show Celestia our finds.

This breakthrough revitalized the thrones faith in the expedition, and much of our future efforts went into reverse engineering the terran technology instead. Despite the rather grim cost of life, a new military establishment was erected over the ruins of the terran settlement, a road was constructed between there the ruined city, and patrols were put in place to keep the road safe. In ten short years, the technology in Canterlot was forwarded centuries ahead of what it should have been. New developments in weapons and advanced power armors allowed the Royal Guard to better combat the zerg, and for the first time since arriving in this new world, the Royal Guard successfully pushed back the zerg.

The new technology greatly changed life in Equestria. New technologies in agricultures created a massive food surplus, medical technology reduced death rates significantly, and new luxuries and comforts of life flooded the Equestrian economy. This however had an unfortunate side effect. A new technology was found called the “pen.” This new device destroyed the quill market, which simultaneously destroyed the sofa market as well. This was only the first of many Equestrian markets destroyed, which would cause the collapse of the Equestrian economy. At the moment, all new technology was still being produced in the new world, leaving few employment opportunities in Equestria. As a result, Equestrian citizens emigrated out of Equestria by the hundreds in search of new land or employment opportunities in the new world. New settlements began popping up all over Aiur, and over the next fifty years, the new world would thrive.

Perhaps the most significant discoveries were the discovery of the protoss warp network and terran FTL technology. The protoss warp network gave us a complete star chart of this area of space which was known as the Koprulu sector, while mastery of the terrans faster than light speed travel allowed our people to reach those new worlds. Our people had been making leaps and bounds in our technological advancement, but by far our greatest achievement was the day we reached the stars. With our new knowledge of the sector, and our new exploration ships, our empire would know no limits.

Rise of the Guilds

We’re living in the dawn of a new era gentlemen. Some noble families like to think their birth right alone will keep them in power. I know for a fact that our time is over, and if you want to stay on top, you have to move with the times. This is an era where our people’s future won’t be decided by some spoiled princess who was born to power. No, this is a time when the citizens of Equestria will decide their own fate. It won’t be the nobles, but the brave and bold who will lay out the foundations of our people’s future. The Canterlot government is a thing of the past. True power and glory await those willing to take it, out there just beyond the skies. The strong will thrive, and the rest will be crushed under hoof. I have no intention of being crushed.

~Day Breaker Coffers, founder of the Coffers Mining Guild.

Roughly one hundred years had passed since we had initially opened up that warp gate. In that hundred years, our population exploded alongside our technology. Equestrians were living longer, they were breeding more often, and all the land claims in the new sector were encouraging huge families. Families of over a dozen were very common on most farms now, and when their children came to age, many sought their own land claims, of which land was plentiful. The zerg on Aiur were no longer a problem with the new weapons developed for the Royal Guard. Even though there was still plenty of land on Aiur, it was the worlds beyond Aiur that provided seemingly unlimited opportunity for further expansion. Terran records found in the UED settlement suggested four other technologically rich terran worlds existed, Umoja, Tarsonis, Korhal and Moria. The throne authorized a new expedition to each world, which was once again met with zerg resistance.

The technology on Moria lead to its own problems however. The people of that world seemed obsessed with creating mining sites in even the most inhospitable of worlds. Their mining technology was second to none, and they had created special greenhouses that allowed settlers to thrive on ordinary desolate worlds, all in the name of greed. Many of the wealthier Equestrian families used this new technology to seek out not just farm land, but to establish unauthorized mining settlements throughout the sector. Like almost every world however, settlement was met with zerg resistance. Because these settlements were not authorized, they received no military aid. Instead these families used their wealth to establish private militias on those worlds to protect their investments. Being completely free of the confinds of Equestrian law, these privately owned corporate settelments would called themselves the guilds, and were petty sovereign rulers in their own right.

As the zerg were scoured from these worlds, the guids would frequently come to blows with one another over mining rights to mineral rich worlds. As a result, many mercenary and private security firms began to rise. Some found it easier to simply take what they wanted and turned to the life of bandits and piracy, raiding the sanctioned Equestrian colonies. This caused much concern for the throne. Should these petty corporate empires grow too powerful, they could overthrow the government. Celestia called for an end to all violence in these independent colonies, demanding they recall their forces; the guilds refused to listen. Considering the Royal Guard was stretched so thin across the five prime worlds, the guilds knew the throne was just a paper tiger.

The guilds continued to expand their power. As piracy was on the rise, many of the less established unsanctioned colonies began to turn to the more well-armed larger guilds for protections against the growing threat of pirate raiders. If Celestia let this continue, the Canterlot government would soon lose all authority in the sector.

Reformation of the Royal Guard, Commissioning of the Royal Navy

If the guilds will not bend knee to the throne, then their knees must be broken so they can never raise again.

~ Commander Steelwing. Supreme commander of the Equestrian military forces in the Koprulu Sector.

In truth, the Royal Guard was hardly what anyone could call a standing army. Canterlot was not so large a country that it needed a massive army for defense. Most threats it faced came in the form of powerful magical warlords. At the time they could not be confronted by Canterlots primitive weapons, and instead had to be confronted by Celestia’s own considerable power. No one dared invade Equestria for fear of bringing Celestia’s wrath upon them. As a result, the Royal Guard was just a peace keeping force, to maintain law and order throughout the realm. But with the raise in new weapon developments, came the raise of new threats. Celestia was not blind to the growing power of the guilds. She also realized the destructive potential of this new technology held, and that it could indeed match her own power. She needed to put a stop to this bloodshed, but to do so, she would need an army of her own.

Celestia decided if these wayward corporate titans, mercenaries and privateers would not obey her lawful decrees willingly, they must be forced to. Originally most Equestrian ships were transports used to move citizens and supplies across the sector, while the Royal Guard was just a security force. The sector had changed however, and her military had to adapt to these changes.

Celestia began a massive recruiting effort among its own citizens. Unfortunately much of the Equestrian population had already abandoned their home world in search of land claims in the new sector. But their families had grown significantly, and they too would eventually seek out new land. Among the first things Celestia did was order the Royal Guard to purchase, and if necessary seize, the majority of ships on the prime worlds. Celestia also put an end to the flag planting policy, stopping further land claims. All unclaimed land on the prime worlds, which were the most populated, now belonged to the throne. A new law was put in measure so only by military service could new land be distributed. Any existing land owners had to serve in order to retain their currently land claims, so some of the wealthier families supported the military in other ways to avoid service. Because many land owners had such huge families, their sons were sent off in their stead to join the growing Royal Guard.

The throne offered monetary incentives to anyone willing to send their sons off to war, and promised land claims to anyone who completed an eight year term of military service. Under this new policy, the ranks of the Royal Guard swelled, but it wouldn’t be enough. Many of the trade lanes were being haunting by corsairs, and some were even suspected of being in league with the mining guilds. Celestia knew maintaining a force on the ground would not be sufficient. She would need a navy.

The throne had successfully claimed many of the civilian vessels throughout the sector, though still left enough for trading to continue, and orders were sent to construct as many new ships as possible. Many civilian ships refitted for combat, and many newly constructed ships were designed for war from the ground up. While ships would eventually be in strong supply, what the rapidly growing navy really needed were experienced crewmen and captains to man those ships. Unfortunately many captains were more interested in simply retiring from their careers and living off the very generous payments they received when the military purchased their ships. However, a number of younger stallions saw this as not only an opportunity for adventure, but as a chance to finally captain ships of their own, and gladly joined up. These experienced stallions were made officers, and were placed in charge of training new recruits for the navy. In only three years’ time, Celestias had created a Royal Navy capable of once again bringing peace and order to the new worlds.

With her forces strong, it was time to bring back order to this crumbling sector of space. Celestias looked the Pegasus Gabriel Steel Wing to lead her forces in a pacification campaign against the guilds. Steel Wing was not only a long time officer of the Royal Guard, but when he retired from the guard, he became captain of his own ship, and would eventually acquire a small fleet of trade ships and began his own shipping company, working mostly for the Fancy Pants noble family. When the military bought out more than half of his fleet, he gave the remainder of his ships to his sons and nephews then retired. Every stallion in his family would become a naval captain of their own vessel as a result. Seeing so many experienced naval officers with the same last name, the Steel Wing family caught the attention of Celestia. She needed a leader who knew the ins and outs of space travel, the logistics behind commanding and maintaining not just one ship, but an entire fleet, and she needed somepony with a military background who could lead those ships into combat. Gabriel seemed like the perfect candidate. While already approaching the age of forty nine, the old stallion was a patriot and loyal subject of the throne. Coming out of retirement, he accepted the commission, and became the first supreme commander of the Equestrian Royal Navy, as well as the new commander of the Equestrian Royal Guard forces in the sector.

The pacification campaign against the guilds was never declared an official war, and instead labeled as a peace keeping expedition in order to keep public concern to a minimum. Though many did refer to this conflict as “the guild wars.” Fortunately very few of these worlds had a particularly large fleet. Though the ships they had been fighting piracy for years, and the crews were much more experienced. Their hit and run tactics against the larger, though less experienced, Royal Navy did inflect significant casualties. On the ground, the guilds found much support from the locals, and fought tooth and nail in defense of their lands. While their equipment wasn’t on par with that of the Royal Guard, the guilds had the pockets of many elite mercenary outfits, many of whom were once Royal Guard themselves. In addition to their training in the Royal Guard, many of these security firms had years of combat experience fighting one another, and were more than capable of going barrel to barrel with the Royal Guard.

Steel Wing however was just as much a businessman as he was a soldier, and he knew who his enemy was. On one hoof, there were the guild CEOs who he knew weren’t fighting themselves, they were simply providing the real fighters with weapons to protect their personal business interest. Then there were the mercenaries who fought only for money, and arguably a love of carnage. Finally there was the militias; factory workers, miners, farmers, and small business owners who didn’t want to give up their lands to what was starting to look like a rather oppressive regime. The mercenaries would never directly help the Royal Guard because they knew if order was established, they would find themselves out of a job. The citizens were patriots who would never surrender their homes without spilling blood. While not as well trained as the mercenaries, those militias were every bit as battle hardened from years of trading blows with each other. But both the mercenaries and the militias relied on the deep coffers of their corporate overlords in order to supply their armies. Steel Wing knew that at the end of the day, this war was costing the guilds a lot of bits. The key to ending the quagmire was not defeating the guilds armies, but offering the most powerful guilds a more lucrative alternative.

These corporate alliances were alliances of convenience at best, a powder keg of betrayal waiting to explode at worst. Being a former business owner himself, he appealed to the guild’s sense of greed. Many of them would be happy to see their competitors gone, so Steel Wing made them offers, without the approval of the throne. They would not only stop fighting the Royal Guard, but would also turn their armies against the other competing guilds on their own worlds. In exchange for once again swearing their allegiance to the throne, they would be granted amnesty, dominion over their worlds, and a large degree of autonomy, such as being able to keep their militias and mercenary outfits. In exchange, the Canterlot government would be allowed to stations Royal Guard ground bases, as well as Royal Navy space platforms; the maintenance of which would be paid for by the guilds.

Calculating that the potential profit of having exclusive rights to their worlds far exceeded the cost of maintaining the Royal Navy and Guards military bases, CEOs on every worlds were willing to betray their guild allies. Many militias were more willing to except being ruled over by native rulers of their world, and were more willing to lay down arms and return to their lives. The mercenaries were also assured by their corporate overlords that they would honor their contracts and continue sending the paychecks. Most security firms agreed to this in the long run, though some were still more interested in continuing the fight, simply for the sake of fighting. At heavy cost of life, these firms were eventually uprooted. Finally Steel Wing reached out to the pirates, offering them forgiveness for their crimes if they would sell their ships in exchange. The crews were paid handsomely and retired from their life of piracy. Some of the most experienced and successful pirates were even offered officer commissions with in the Royal Navy. This increased not only the number of ships within the Royal Navy, but also the number of experienced officers as well.

Using this new strategy, Steel Wing successfully put an end to the guild wars, and expanded the thrones reach in the sector. Though some of his advisers did criticize his methods, claiming all he had done was bring even more powerful warlords to power. Steel Wing recognized the guilds he worked with were now only that much more powerful, but he also recognized that as long as he maintained the largest navy, no guild would dare revolt, especially with an armed space platform hanging over head. A good number of militia would eventually be recruited into the Royal Guard as well, which helped add to the number of experienced soldiers in the Royal Guard ranks.

With the pacification campaign complete, the Royal Guard and Royal Navy had emerged more powerful than ever. Once a laughable paper tiger of an era thought to be long past, Steel Wing had created the largest and completely unrivaled fighting force in the sector.

The Khalai Rebellion

Things seemed to have been going well for the good commander. Somehow he had turned what was once a gaggle of merchant crewmen, eager farm boys, mercenaries, militias and even pirates into a respectable fighting force that Celestia could be proud to claim her own.

Unfortunately a troublesome upstart named Discovery was sowing the seeds of rebellion once again. Discovery had long ago found a way to manipulate protoss technology. These breakthroughs were important, because it was her understanding of the protoss warp network that helped to map out the sector. But somewhere along the line, she became a madmare who was under the belief she had been possessed by a long dead alien ghost. While Steel Wing had been working to secure the sector, Discovery, who had now changed her name to Zamara, was earning favor with Celestia. Whatever extent of power Celestia granted the madmare, Zamara stretched it to its limit. She had gained a large gathering of followers on Aiur who called themselves the Khalai.

The trouble truly began to brew the day Zamara had begun to organize an independent military of her own. These military was not just a ground force, but an entire fleet of warships. Steel Wing has just finished fighting a long and bloody pacification campaign against a bunch of ragtag mercenaries, pirates and militias. If Zamara succeeded in creating her own battle fleet, the sector could be looking at its first true full scale war.

Quick to act, and with the thrones approval, Steel Wing seized control of Aiurs construction yards and put an end to the war before it could began. Afterwards he ordered that the constructions yards be dismantled. As with all other business owners in the sector, the throne offered just compensation for the seizure of any land and other property. But the Khalai fanatics would not see reason. Instead the workers refused to leave the construction yards. Seeing no other choice, Steel Wing had to force the Khalai protesters out of the yards. He order the use of tear gas, Tasers, sirens and other forms of non-lethal weapons to get the Khalai out of the construction yards. Once the area was cleared of life forms, demolition teams began preparing to dismantle the yards. Unfortunately his informants suggested that the rebels were arming and would attempt to retake the construction yards through violence. Seeing his time was short, Steel Wing had the constructions yards destroyed from orbit. As a result of our commanders quick thinking, not a single Khalai civilian was killed. As before, medical attention and monetary compensation was giving to the families for any minor injuries endured during the dismantling of the construction yards.

It had been over one hundred years since that warp gate first opened. Thanks to Commander Steel Wings leadership, for the first time since they had discovered FTL technology, an decade of peace blanketed the sector. Businesses were booming on Moria, industrial output on Korhal was the highest it had ever been, Umoja had become the spiritual center of the sector for all believers of Celestias rule, military units coming out of Tarsonis were more well trained than ever, and the Khalai on Aiur had also prospered and helped to build a number of gateways between the other prime worlds in the Koprulu sector and their Equestrian home world. The sector seemed too had finally been tamed, and Steel Wing was considering reentering retirement.

Then the Khalai betrayed them. Khalai saboteurs made their way back to Equestria and destroyed every single warp gate that connected the two sectors, as well as the warp gates they had built on the other prime worlds. With their successful sabotage, the Khalai now controlled the only warp gates in the sector. The entire situation was a nightmare made real. Our link to Equestria was cut off, and our people were now stranded in this sector of space without Celestias guidance. Steel Wing would not stand for this betrayal.

Immediately the good commander deployed guardsmen to the surface of Aiur to arrest Zamara for her betrayal. When they attempted to enter her temple like structure, the guardsmen were met by khalai fanatics who refused to grant them access. Having the proper warrant for her arrest, the guardsmen ignored the fanatics and attempted to enter, only be met with violence when an armed fanatic attacked a guardsmen. In self-defense, he opened fire wounding the khalai. His collaborators used this as an excuse to attack our guardsmen and force them into a retreat.

We don’t know how or where they did it, but somehow Zamara had constructed a large fleet of her own, despite the royal decree from Celestia. Her fleet, calling its self the “Golden Armada,” attacked the Royal Navy peace keeping forces above Aiurs surface, as well as the guardsmen on the ground. With our forces forced into retreat, Zamara began a terror campaign across the sector, destroying a number of space platforms, as well as countless civilian mining sites in hopes of crippling our infrastructure. Military casualties were in the thousands, while civilian casualties went into the tens of thousands as the fringe worlds were left to the merciless onslaught of the Golden Armada.

Though the Golden Armada experienced much initial success, the Royal Navy eventually mobilized and began to push back the insurgent forces. Despite being caught off guard, the Royal Navy was still not only the largest, but also the most experienced fleet in the sector, while the Royal Guard was composed of veterans who had fought in the guild wars. Zamaras inexperienced forces were no match for Steel Wings well battle hardened soldiers, and were quickly drive back to Aiur. Victory it seemed was near.

Then another insurrection happened. Governor Stone Hoof of the prime world Korhal abandoned the campaign and took a number of fleet commanders with him. Apparently a lot of the fleet commanders that were once pirates and mercenaries saw this as an opportunity to seize power, and joined the insurgents on Korhal. To make matters worse, a number of guild leaders decided to join in on the insurrection and stormed a number space platforms that were keeping their worlds in check. With so much of the staff on the front lines fighting against the Khalai insurrectionist, the space platforms were undermanned, yet still over equipped. An unfortunately large amount of military hardware fell into the hands of these rebels who would declare independence shortly afterwards.

With the ground below him eroding before his very eyes, Steel Wing was force to abandon his campaign to deal with the insurrections on the home front. It didn’t take long for the Zamara to gloat as she proposed an unfavorable peace treaty to end the war. Seeing no other choice, Steel Wing reluctantly agreed to the terms, granting the khalai independence.

The Fall of the Canterlot Government

Steel Wing was shocked with the result of the war. Yes he did imagine that some of his fleet commanders weren’t the most loyal, same with the guild leaders, but he had checks and balances in place to keep them in line. What he didn’t expect was Governor Stone Hoof’s betrayal. The stallion was hoof picked by Celestia herself for his leadership skills, and supposed loyalty. The Royal Navy was prepared to deal with Zamaras betraly, and even the betrayal of a few fleet commanders, but it Stone Hoofs insurrection that had cost him the war. To make matters worse, the prime world of Umoja declared Steel Wing a traitor for signing the treaty and abandoning his campaign. Because Umoja was the spiritual center for many of Celestias followers, many zealots who followed Steel Wings in Celestias name abandoned the Royal Guard and Navy to join the new Umojan government that had formed.

But even with the betrayal and desertion of so many of his follows, he still had a number of rich and powerful families that were still loyal to him. These noble families would continue to support Steel Wing in his efforts to reestablish Celestias will in the sector. But first he needed to recognize that the Canterlot government was no longer relevant in this sector. Many of his followers were certain one glorious day Celestias would return with a shining fleet of her own to bring back order to the now war torn sector, but for now they would have to fend for themselves.

The first order of business was to establish Tarsonis as its own sovereign capital. Unlike the ponies of Korhal and Aiur, the ponies of Tarsonis simply continued to call themselves Equestrians, keeping themselves true to their Equestrian heritage. Steel Wing would rebuild his seat of power, and retake the wayward colonies by force once again. He found himself at a disadvantage however.

Previously he had the support of Morias mining resources, Korhals industrial output, Aiurs warp gates to Equestria, and the support of Umojas mages. With so many of his supporters gone, he would have to rebuild from scratch.

The Tarsonis government still had a few loyal colonies under its belt, and the technology and industry on Tarsonis was still superior to most independent colonies as well. Over the next ten years, he rebuilt and reorganized his military, and declared himself Sky Marshal of the remaining Equestrian forces. Veterans were promoted, recruits were trained, factories were erected and weapons of war were put into full production. By the end of the first decade, the Equestrian military was once again prepared for battle.

The Tarsonis government quickly began campaigns on the nearby worlds to impress their populations back into the fold. Progress was very slow however because each world taken required a garrison to be left behind to keep the population from rebelling again. Finally it all came to a standstill when Tarsonis attempted to invade the world of Braxis.

The Braxis Campaign

Hell's supposed to be some kind of torture chamber filled with fire and brimstone, right? Well, after serving a tour of duty in the ice and snow of Braxis, the only difference I see is that at least Hell would be a lot warmer.

~Max Redimus, Terran soldier

For all intents and purposes, Braxis was not a world that one could consider to be of strategic military value. While still a mineral rich world waiting to be exploited, the extreme cold made it very difficult and expensive for anyone to maintain a standing army. Normally this wouldn’t be a problem, but the zerg on this world had adapted to the weather and had evolved a particularly vicious and dangerous strain of zerg called the ursalisk. A mutated version of the normally peaceful ursadon native, these ursalisk were lumbering bear like creatures that were able to tear through tank armor, and were very fast on their feet despite the snow.

Weather had also become a huge obstacle on this world. A few pockets of green here and there, so it was believed it would be possible to set up a greenhouse. However constant snowstorms caused equipment failure on a daily basis, and the ursalisk made it impossible to maintain any greenhouses on the world in order to feed their armies. To no one’s surprise, no pony settlers were found here, nor would anypony have ever expected any settlers to survive. Steel Wing decided that if Tarsonis was to exploit this worlds rich natural resources, the native ursalisk needed to be removed; he launched a small campaign against the wildlife. He hoped by removing the ursalisk, he could establish greenhouses which would lead to a more permanent base of operations on the world.

That’s when it was discovered that this world did somehow maintain a native pony population. While their technology was nothing compared to the military might of Tarsonis, the locals knew the terrain very well, and had developed equipment that could better function in Braxis extreme conditions. Most disturbing of all was that that these savages were flesh eaters.

Realizing they could not grow food of their own on this world, they turned to hunting the local zerg for sustenance. Even after their technology had advanced enough to allow them to grow food, they continued this uncivilized tradition. The natives condemned the campaign against their food source, and demanded that the Royal Guard leave their world. The Sky Marshal however would have none of it. That and many of the Equestrians believed these flesh eating ponies should not be allowed to live if they would allow themselves to continue such acts of depravity.

However their leader did suggest a negotiation of peace, so some officials did follow the natives back to their main settlement in hopes of coming to an agreement. My one of my ancestors, Silver Quill, had the honor of joining the small group of delegates who were allowed to see their leader. This is his account.

This world has not been a gentle one, and I have to say I’m shocked to see that anypony could survive in such an inhospitable climate, let alone thrive. Yet somehow these resilient natives did the impossible. While still technologically inferior to us, the technology they developed on this world is a true testament to tenacity.

A transport ship arrived near our settlement to take a handful of Tarsonis officials back to their primary settlement in hopes of striking a peace between our people. Their ships were much better equipped to deal with the snowstorms, and their pilots were much better at flying through the weather that would certainly kill any lessor pilots. We arrived at the base of a mountain range only a few kilometers away from the settlement we had set up. It was no wonder they had found us so quickly. Their settlements however were well hidden in the mountains, whose terrain and bad weather made it impossible to scan from orbit. I originally believed that perhaps these settlers came to this world by accident and were stranded on this world; that would explain why they were living on such an inhospitable world to begin with. But what I can’t understand is why anyone forced to live on this world would choose to settle in this even more inhospitable mountain range.

The transports set us down near the base of the mountain range where the natives maintained a small base of operations, mostly to maintain their ships. I noticed that none of the guards were clad in power armor, so this made me confident that we would be able to easily defeat them in combat. They did however have access to precision gloves that allowed them to hold weapons, and their rifles were the likes of which I had never seen before. They were very long and skinny. I heard them referred to as “Rail Rifles.” Apparently these weapons were designed to take down the monstrous Ursalisk, and if they could bring those things down, they may be able to punch through the power armor of our guardsmen.

It was getting dark, and we were informed we would have to stay indoors the rest of the night or risk freezing to death in the open. Having been here a few days already, I knew well enough not to argue with that logic. The buildings were very well insulated. They were built of steel just as many of our buildings were, but they had also used the thick hides of the native zerg as a form of insulation. Unlike zerg on other words who developed a carapace, these zerg instead developed a thick hide that could allow them to survive in even the coldest environments. The hides of the Ursalisk were also considered to be as hard as steel, though much more flexible. The mix of nature and technology here was an impressive feat of ingenuity, and I later found out that zerg hide was a common building material in much of their equipment in place of the usual rubber and plastic we had come to use. It was the use of this hide that allowed their equipment to function in these conditions. Much of their technology had been focused on finding betters way of working with the precious hide. I can see why the Ursalisk were so important to the natives. In fact, their hunters wore suits of ursalisk hide which offered outstanding protection against small arms fire, as well as the cold, though still offered nowhere near the protection of our power armor.

They had also built an underground tunnel system that allowed them to travel between structures at night when the surface became too cold to walk in. These tunnels weren’t really a feat of engineering. They were narrow, and of bare rock with no walling or flooring to speak of. The lights were strung up across the tunnels like decorative lights on Hearts Warming Eve. But the earth on Braxis was very hard and difficult to dig through, so I could understand why the tunnels weren’t as well refined. It was this tough and resilient earth that made this planet so valuable after all.

Unfortunately come dinner time, I found myself not having much of an appetite. While we had brought our own rations, the disgusting sight of these flesh eaters devouring the dead zerg was more than I could bare. I quickly retired to my quarters and ate there before going to sleep.

The next day, we continued our journey towards what I believed would be their capital. As I looked up at the mountains we were about to traverse, I noticed just how bad the weather was up there. There was no way any pilot in their right mind would be able to fly in this kind of storm. Instead we found ourselves traveling on the roads the natives had constructed. At first I believed we would be traveling on foot, instead I found that they had arranged for a rather peculiar form of transportation. Much to my astonishment, and I’m sure that of my companions, the locals had somehow learned to tame the feral ursalisk. We had never once believed it could ever be possible to tame any kind of feral zerg, yet somehow they had done the impossible. It seems ponies can evolve to their environment just as well as any zerg can given enough time.

Riding bare back on a zerg killing machine was unsettling to say the least, but it certainly beat walking. While most of the natives were able to command their own steeds with little effort, a unicorn, which they called a “controller,” was brought in to direct our mounts. Somehow the unicorns of the native population had learned to take direct control of the zerg. The journey through the mountains was a mixture of exhilaration and terror as the controller forced our mounts to run at what I felt certain at the time was an unsafe speed. We rarely ever stayed on the road as our mounts constantly jumped over larges crevasses and ran along the mountain steep inclines that lead to certain death should our mounts lose their grips. I dare say by the time we were finished, I might have actually been enjoying myself.

As we made our way deeper into the mountains, we encountered a number of towns and villages along the way. Apparently this mountain range was the main hub for their population. Each village housed a few hundred citizens, and were mostly used as ranch like dwellings where they raised and slaughtered a number of the other smaller zerg for food and hide. The towns, while few and far between, held a few thousands native ponies and were responsible for their industrial output. Considering they did have a decent measure of technology, it only made sense they would maintain some kind of industrial hub. The Ursalisk however was never found at any of the ranches, and could often been seen in the wilds as we traveled the roads between the towns and villages. From what I had been told, the Ursalisk was always to be hunted, never ranched. It seems the natives had developed some rather primitive traditions as a result of their time on this world. It wouldn’t surprise me if these snow shoving flesh eaters held them sacred, and thought we were desecrating their gods. If only they could see we were just trying to improve their quality of life.

After a few days travel, we finally stopped at the base of what seemed to be the largest of the mountains. There was a town established at the mountains base were we would spend the night in what appeared to be the equivalent of a hotel. I had to admit, the rooms provided were quite comfortable compared to the lodging we had at the camp at the base of the mountain earlier, or the living arrangements the military provided for us at our settlement. It was nice to finally experience a degree of luxury. Perhaps there was hope for these flesh eaters yet? Unfortunately we once again found that the only thing to eat was zerg flesh.

Finally dawn came, and we began our acent to the top of the mountain. It was an all-day event, and my rump was getting sore from riding that zergs backside all day. I would like to remind everypony to please keep a level head when you read this. Silver Quill was from a different era of dialogue, when ponies were more mature...

Finally we had reached our destination. I had to admit I was a little… surprised by what I had seen. It was a cave… a massive cave. Just when it thought these flesh eaters couldn’t get any more primitive. Though as we entered, we discovered this cave was actually a tunnel that lead to crater on the other side. An entire city had been erected in the crater, and what I saw at the center of the city I almost couldn’t believe… a Khalai ship. From the outside, the ship had been damage, likely in a crash. The inside however had been restored, and was akin to that of a palace.

More surprising was when we had finally met their leader. She was adorned in a white robe with golden trims. She was not only a khalai, but of the fabled khalai alicorns as well. She was a beautiful pink alicorn, with dark violet eyes. Her mane was a trinity of tan, dark purple and pink. While her mark was concealed by her robes, it was customary for many ponies to wear their cutie marks on any official regatta, and hers displayed a blue crystal heart. I wish I could explain what I had been seeing, but somehow a khalai alicorn had established herself as the sovereign ruler of these flesh eaters. I could only assume the savages thought she was some sort of goddess when they laid eyes upon her. But us Equestrians knew better. Only Celestia and Luna were the true alicorns goddess. The khalai alicorns were simply a cheap imitation.

We never did catch her name, she was only referred to as Matriarch. The rest of the day was filled with fruitless negotiations that I frankly don’t even remember. We wanted mining rights on this world, and wanted them to denounce their false alicorn goddess, and embrace the true goddess instead. They refused to submit to Celestia's will. While the trek had been quite the amazing experience, it was a near pointless one. I knew what was coming next. I also knew what the real purpose of this negotiation was. It was not to hammer out a peace, but to get the natives to lead us to their capital, and show us who their leader was. We had carried devices on our bodies that tracked our movements, and mapped out the path we had taken. When the Royal Guard made its move, we would know exactly where to go. War was upon us.

The Braxis campaign had mixed results. Royal Guard forces initially attacked the mountain range head on, and easily overwhelmed their forces at the base of the mountain. Their hunters and unusual rifles could not go hoof to hoof with our forces equipment or training in a direct fight. Our forces already knew what to expect, as this was hardly the first colony that they had invaded. There would be hit and runs, improvised explosive devices, snipers, and all the other guerilla tactics they were used to fighting against. But this would be a very different scenario. Equipment failure was still a constant enemy, as were food shortages and frost bite. While the rail rifles used by the natives for hunting ursalisk were no match for guardsmens gauss guns in a barrel to barrel fight, their rifles didn’t break down constantly in the snow, and were able to fire very accurately in the worst of weather conditions.

The natives engaged in very few direct fire fights, and instead preferred to simply lay in ambush, fire at long range, then run away. Their hunting traditions had made them excellent marksmen, easily on par with the highly trained guardsmen themselves. Often times they never even went for the killing blow. In the Braxis snow, a minor cut would turn into life threatening frostbite. More guardsmen died from exposure and minor wounds than enemy gunfire. With the roads constantly being harassed, it was near impossible to maintain supply lines, so medical supplies were always short. Perhaps most impressive of all was their use of the ursalisk. Their mounted hunters gave a new meaning to the term “hit and run.” The creatures had adapted so well to the snow they could run across the thick snow as if it were mere sand, as opposed to our forces that would constantly sink into the snow and get stuck. Because the natives ursalisk mounts could bypass the treacherous terrain, as opposed to our forces that were stuck using the still dangerous roads, ursalisk raids were a constant threat. Sometimes during a white out, the ursalisk would simply charge right through our lines, trampling guardsmen or knocking over a vehicle before disappearing back into the snow.

To make matters worse, there were also a number of hunting groups that were located outside of the mountain range. Apparently the natives had prepared for this war for longer than we had, as they had a number of raiding parties already in position around our base of operations. They began hitting us near out landing zones, and destroying whatever supply shipments they could. Now our forces found themselves trying to defend against ursalisk raids at our main base, as well as trying to continue our suicidal push towards their mountain stronghold.

Since our scanners could not get a good read on the mountain range, and since the weather prevented us from flying, our progress had been painfully slow. Whenever our men did reach a village, they found it abandoned and stripped of anything useful. They always knew we were coming days ahead of time, and unlike us, they could move across the entire range in only a day or two.

With casualties rising, and progress nearly non-existent, the Sky Marshall called an end to the campaign, and offered a cease fire. The natives would have none of it. They continued to mercilessly hunt down our men, and slaughtered them at every opportunity. The Sky Marshall concluded the flesh eaters were far beyond any civilized manner of honor or conduct on the battlefield, and he decided it was time to bring forth the nuclear option. But providence saw fit to smile upon these barbarians. Due to the ursalisk raids against our camp outside of the mountain, an unsuccessful scouting effort was put into effect in hopes of hunting down and destroying these raiding parties. While most scouting parties were themselves hunted down and destroyed, one scouting party did find something of interest to us.

Originally it was believed this world was most likely never used even by the terran population except perhaps as a mining firm. But they had found an incredible piece of technology located in one of the nearby mountains. We didn’t know exactly what it was, but pieces of the labeling on the plating suggested it was called the “psi disruptor.” Suddenly this world had value. While teams were quickly sent to retrieve the remnants of the psi disruptor, the ursalisk raiding parties anticipated this, and sabotaged any kind of salvaging effort we made, but for some reason never damaged the disruptor itself. Considering these zerg herding fools considered ursalisk, mountains and false alicorns sacred, it wouldn’t surprise me at all if they thought the disruptor was some sort of altar. Due to its location on a mountain, our forces didn’t fare much better against this undertaking than they did against the native’s primary mountain stronghold.

But at long last, the nuclear warheads that had been requisitioned had arrived, and the Royal Navy was preparing to simply bomb the crap out of that damn mountain range. They didn’t know exactly where to strike, but it was assumed a big enough warhead would level the entire range anyway. Before launching our nuclear assault, the good Sky Marshal ordered a warning shot be fired to show the flesh eaters that the Royal Navy met business. The yield of the warhead had impressive results, and the savages were once again willing to reopen negotiations. We would claim all rights to the planet, while their people submitted to the will of the true alicorn goddess. The natives stubbornly refused. They instead countered that if we did not agree to leave their world and never return, they would destroy the precious psi disruptor that they knew we coveted.

Concluding this world wasn’t worth the trouble, and with their only ship being a damaged Khalai vessel which posed no real threat to Tarsonis, the Sky Marshall agreed to the new treaty. The Royal Guard would be allowed to salvage the psi disruptor, and in exchange the flesh eaters would be allowed to continue their miserable existence on their hellish planet, a fate they deserved for their depravity.

While Tarsonis was technically defeated on Braxis, which was the first and only independent world to successfully resist Equestrian occupation, our people did walk away with new knowledge. For one thing, they had seen the effectiveness of using weaponized zerg in a military. More importantly, the remnants of the psi disruptor would be key to unlocking the mysteries of the zerg they were hoping to weaponize. Truly this defeat would be the gateway to a thousand victories. However believing he was now too old to be fit for command, Gabriel Steel Wing stepped down as Sky Marshal in his mid 70’s.

Project Queen Bee

The Tarsonis intelligence network had discovered that the population of Korhal had been growing immensely over the generation. They now greatly outnumbered their own population, and had been having more luck in conscripting the populations of their conquered worlds into their own military service. The Tarsonis government knew if they did not act soon, the ponies of Korhal, now known as the Imperial Dominion, would overtake them.

Fortunately their discoveries at Braxis gave them insights on a bold new battle strategy. Just as the natives of that world used zerg against them, they would use zerg in their own armies as well. Though not just a handful. The Tarsonis military would not only capture the feral zerg scattered throughout the sector, they would breed their own strains by the thousands, and use those to supplement the Royal Guard, which had already been stretched thin, especially after the embarrassing defeat at Braxis.

While the psi disruptor was beyond any kind of repair, it did still have enough working parts to launch their zerg research far ahead of the other factions. They tried using unicorn controllers like the natives of Braxis had done, but were initially met with catastrophic failure. Every attempt to domesticate the zerg ended in the death of the would-be controller.

Eventually they turned to a more sinister approach. Code named Project Queen Bee, Tarsonis began an experiment where they would infect their own people with zerg DNA in hopes of gaining better control of the zerg. They didn’t stick to unicorns, as they found any pony infected with zerg DNA would not be attacked by feral zerg. While infecting ponies with zerg DNA did keep the zerg from attacking them, it also ended in uncontrollable mutation in the test subjects, who would turn into violent monsters. After years of failed test subjects, they finally found what a candidate who successfully assimilated the zerg DNA into her body, without mutating into a zerg herself.

Later deemed “Queen Bee,” this mare was a brilliant scientist when it came to the study of the zerg. The virus she had injected herself with was actually a creation of her own doing. Amazed by her results, the military did all it could to replicate Queen Bee’s results in other test subjects. Unfortunately because the virus was specifically tailored to Queen Bee’s body, there was no way to successful reproduce her results in other test subjects. But she was confident she could discover a way to do so if she had more zerg to study.

The primary source of feral zerg for the military was the hellish world of Char. It was once believed this world held billions of zerg judging by fossils, though the number of zerg now found had been greatly diminished. Even so, it was still the most abundant source of feral zerg in the sector. Queen Bee insisted on being allowed to travel to Char on their latest expedition so she could better observe the zerg. Unlike the other ponies, she could freely walk the surface of the planet, and be unharmed by the zerg who treated her almost in a matriarchal fashion. Wearing a suit of power armor, she disappeared deep into the caverns of Char for several days. When she emerged, Queen Bee had made a breakthrough that would turn the militaries luck around.

On Char, Queen Bee discovered a means to manipulate the virus in her body so that she could use it to infect other ponies. This variant of the virus, deemed “Queen Bee’s Blessing” AKA the QBB Virus, would only cause a slight infestation, without breaking down into a complete mutation. The zerg would treat these infested ponies as one of their own and not attack them. Having the upper hand they needed, the Confederacy began exposing many of their guardsmen to QBB with spectacular results. Not one guardsmen suffered from catastrophic mutation. They were almost still completely pony. The only drawback is that their semen had become incompatible with mares who weren’t infected with QBB. As a result, any mare who wished to breed with a guardsmen would have to allow herself to be exposed to QBB as well, which caused the virus to be passed on to the children. In time the entire population of Tarsonis would become infected with QBB.

This was not seen as a drawback however, because now the entire population was able to coexist with the zerg. Since the feral zerg saw the infested ponies as kin, many infected Equestrians began to domesticate the beast into noble companions. Now that our unicorns were able to get near the zerg without being ripped apart, they were able to begin practicing using their magic to control the zerg. Study of the remnants of the psi disruptor suggested certain psionic emanations could be used to disable the zerg. Our unicorns learned to mimic these emanations, but instead used them to direct the beast for military use.

With her purpose completed, Queen Bee returned to the caves of Char where she would live in solitude among the zerg. There she went on to produce a number of vicious new warriors to serve in the armed forces. The Tarsonis government was at first was not pleased with her desertion, but they were impressed with her results. Newer and deadlier zerg strains were being created and improved constantly thanks to Queen Bee’s efforts.

In exchange however, she demanded “offerings” for her services. Her offerings were considered a bit steep, and some would even call them deranged. Initially Tarsonis tried to simply force Queen Bee to hand over her research and sent a team of guardsmen into the caves to bring her back by force. Not one stallion returned from their descent. Queen Bee however mistook this acts of aggression as the offering she had asked for, and relinquished her researched. Though confused and somewhat horrified by her reaction, the military accepted the research in exchange for the “offering” they had accidently sent and put the research to good use. While the Torsonis government did not like the idea of sending more stallions to Queen Bee as future offerings, it was a small price to pay for the military edge she had provided them with. Queen Bee had also found a way to extent her own life. To this day, Queen Bee continues to receive offerings in exchange for any new breakthroughs she makes in zerg research. No one really knows what goes on in those caves, and only a few actually know what she does with her offerings.

Rise of the Confederacy

While Queen Bee’s zerg strains were capable warriors in their own right, the military wasn’t happy just having normal zerg. Instead many zerg sent to the front lines had a number of cybernetic augmentations. This was inspired by what they had seen during the Braxis campaign. While primitive, the combination of zerg and technology on Braxis had shown effective results, and Tarsonis wanted to take this to the next level. These mechanized zerg, an aberration of metal and flesh, proved to be an effective weapon against the wayward colonies. The zerg unfortunately were difficult to control. While they would never attacking their Equestrian masters, they showed no mercy to the populations they were unleashed upon.

World after world fell to the Tarsonis forces. Their reach had actually spread too far for the current government to effectively control. While the zerg did provide an excellent means to supplement the Royal Guard, it was possible for their newly acquired colonies to once again declare independence, except now they too would have mechanized zerg at their disposal. To better maintain control over their new territory, the Tarsonis government was rebuilt from the ground up as the New Equestrian Confederacy.

Under this new government, the noble houses that had proven their loyalty to the throne would be granted Dominion over newly established worlds. To further establish their dominion over their newly conquered worlds, the populations of said worlds would not be granted QBB. So while each world was allowed to still maintain its own militia, the Confederacy would also provide them with a sizable zerg garrison on its surface, for their own protection of course. Should rebellion ever break out, the zerg would show no mercy to the non-infested ponies. Only the ponies of Tarsonis and other core worlds would be giving the right to inherit Queen Bee’s Blessing.

With their military might expanding, world after world fell to the unstoppable power of the swarm. This, alongside with the Imperial Dominions expansion, would cause many colonies to turn to Moria for military aid. They would eventually unite as the Kel-Morian Consortium, the largest faction in the sector. As vast as the Confederates Swarm had become, they still could not breed enough zerg to conquer the unified front that had formed against them. More importantly, they were now having territorial disputes with the Imperial Dominion. The two factions would soon engage in a state of cold war. While neither side pushed into what could be considered core worlds, a number of border worlds were still under dispute, and both sides occasionally exercised the right to use military force to relinquish one another of said disputed territory. Despite these military engagements, neither side has resorted to declaring official yet.

Even in this new government however, the citizens of the Confederacy still referred to themselves not as “Confederates,” but as Equestrians, despite what the other factions might call them. Since then, the Confederacy has held strong the last three hundred years or so. It stands a symbol to all that Celestia still has a presence in this sector of space, and that its Equestrian citizens still eagerly await the return of their goddess.

Noble Houses

Staying true to their ancestral traditions, the noble houses are still the ruling class within the Confederacy. All members of the nobles houses were allowed to expose themselves to QBB if they choose. Besides the noble houses, only military personal and their families were allowed inherit QBB. However, commoners could join a noble house through military service as reward for honoring their duty. While they would not be considered nobles themselves, becoming part of a house did bring with it certain benefits for future generations. The amount of commoners joining their house was seen as a sign of prestige among the nobles. Today, almost every citizen of Tarsonis is a member of a noble house. This is indicated by the house title that is added at the end of a citizen’s name.

Citizens of conquered worlds may only join a house by marrying into it, or by participating in military service themselves. When one marries into a noble house, the wife takes the house name of the husband, as do any children they may have. Due to the nature of some of these houses, many commoners do tend to marry within their own house.

The house one joins or is born into does play a large role in their career options. While technically anyone is allowed to take whatever professions they desire, each house maintains its own prestigious universities, and it can become difficult for outsiders to gain admittance. While it is possible to land an occupation in a field though education in virtually any college, a pony will be advantaged or disadvantaged if they graduated, or are competing with a graduate from a prestigious university that specializes in that field. That said, graduates of each house tend to dominate certain fields of study.

While each house offers outstanding colleges in one field or another, military service is usually required before any commoner of any house is admitted. Virtually every stallion in Tarsonis has served at least one term in the Royal Navy, though some prefer to opt for the Royal Guard instead.

Noble houses are different than noble families. The families were simply given lord hood over some land, and collected taxes from the citizens of that land. Noble houses, like the families, still get lord hood over stretches of land, but more importantly invite common citizens to be part of their house. These citizens may become graduates at their esteemed university, and play a large role within the house. Noble houses benefit the more graduates they have within their ranks.

Each house may also have its own unique laws as well. While technically Confederate law is still the ultimate authority, the Confederacy tends to allow houses settle their own internal disputes. This could be anything ranging from petty theft to premeditated murder. It is usually only when a citizen commits a crime against the state, or another house that the federal courts decide to intervene.

House de Steel Wing

House de Steel Wing was a Pegasus family. They were heavily involved with the Royal Guard as far back as ancient Equestria. In the old Royal Guard, they were in charge of Celestias air forces. With the development of starships, they shifted to naval warfare. House de Steel Wing is most famous for its naval academies, which are second to none in the Confederacy. Most naval officers are members of the de Steel Wing house, and all Sky Marshals of the Confederate military have hailed from the de Steel Wing house.

House de Steel Wing is widely credited for being the founders of the Royal Navy. Many of the Royal Navies most successful officers during the guild wars and the Khalai rebellion were members of the Steel Wing family. While members of the other houses can also become naval officers in the Royal Navy, it’s almost always the graduates of the de Steel Wing naval academy that are picked first for promotions.

The place where the Steel Wings truly dominate the Royal Navy is the fighter squadrons. It’s very rare to see members of the other houses serving in a fighter squadron, much less leading them. Potential pilots are often chosen as they complete their education, and are immediately moved onto advance training as soon as they come of age. The pilots who receive this training are usually quick to become squadron leaders.

Of the houses, House de Steel Wing is the most adamant of military service. Gabriel Steel Wing once said, “Any stallion who isn’t willing to defend his home is no stallion at all. He’s a meat sack that happens to have a cock.” The decedents of the de Steel Wing house took his quote to heart. All able bodied stallions of the de Steel Wing house, noble and commoner, are required to enlist in one form of military service or the other. Any stallion may choose to refuse by opting for option B instead, which results in castration in order to prevent his weakness from further shaming the de Steel Wing name.

Leaving house de Steel Wing is a simple thing. All it takes is filling out a few forms. A stallion will be refused his with drawl until he either completes a term of military service, or takes option B.

House von Death March

House von Death March was an earth pony noble family that trained many officers of the Royals Guards ground forces in ancient Equestria. They are known for their war college which specializes in advanced infantry tactics. The majority of infantry officers within the Royal Guards are members of the von Death March house.

Officers of the von Death March house are usually called upon to lead the vanguards of the Royal Guard forces during invasions. While a number of members of house de Steel Wing and von Black Horn also serve within the Royal Guards elite ranks, they still typically serve under an officer of the von Death March house.

During the guild wars, members of the Death March family frequently seen leading the Royal Guard against their treacherous former brethren. It was also the Death March family who led the early campaigns against the zerg on Aiur, and helped pay for much of the equipment used by the struggling Royal Guard at the time. More than any other family, the Death March family sacrificed much to see the Royal Guard through in the dark early era of colonization in the Koprulu Sector.

The von Death March house gives the most stallions to the Royal Guard service; almost half of the Royal Guards infantry units are from this house. They typically play the role of enforces on conquered worlds, and keep an every vigilant eye out for rebellion. Their tactics at the time can get a bit aggressive when dealing with belligerent populations.

The von Death March house also has the distinct honor of protecting the Sky Marshal, as well as a number of other military VIPs.

The von Death March house is most at ends with the von Black Horns. While still well trained, house von Death March feels the Royal Guards infantry has suffered in the long run due to the emphasis on expanding zerg units, rather than expanding the infantry. Though after the defeat at Braxis, the von Death March house lost much of their credibility in the eyes of the admiralty.

The Royal Guard is still expected to provide an occasional offering for Queen Bee every few years. While they may not agree with zerg research, the von Death March house accepts this responsibility. Whenever Queen Bee wishes to exchange research, prisoners who are members of house von Death March who are guilty of crimes are donated as offerings.

House von Black Horn

The Black Horns were members of Celestias elite war mages. The majority of the Black Horns however deserted Tarsonis to join the Umojans in their continued holy war against the New Khala. The nobles who remained were a far step down from the once mighty war mages of old. They would however find a new purpose within the ranks of the military.

Zerg on the front line needed to be coordinated by highly trained unicorn controllers. Of all the noble houses, the Black Horns put the most effort into learning how to properly manipulate the zerg. The famous Queen Bee herself reigned from the Black Horn lineage.

Their universities are best known for the study of the zerg. Many unicorns from this family become controllers within the military, who are called upon to lead the zerg into battle. Due to so many of the most powerful controllers hailing from house von Black Horn, the von Black Horns have almost as much authority within the Royal Guard as house von Death March. Many non-unicorns scholars of house von Black Horn will still take an interest into the study of zerg. Some have become trainers of the beast, and sell domesticated zerg to wealthy pet owners as well. The best minds in zerg research tend not to be unicorns, as they become controllers, but pegesi and earth ponies of house von Black Horn.

The von Black Horn house struggled long and hard to push their research onto the admiralty after the Braxis campaign, but were initially met with stiff resistance from house von Death March. Since their research was being met with failure after failure, they were on the verge of having their research terminated. It was only because of the fear brought on by the discovery of Korhals exploding population, and the well timed success of project Queen Bee’s first successful pony zerg infestation, that they managed to rekindle support for their research.

The von Black Horns still constantly experiment with ways of creating larger and deadlier zerg. Their most effective strains aren’t actually grown in a hatchery, but are created by infesting living ponies, and turning them into semi-sentient biological weapons. Volunteers for this process are scarce of course, and the von Black Horns often times borrow from the populations of conquered worlds in order to meet volunteer quotas. Many of the Royal Guards more powerful weapons were ponies at one point, though as to which weapons were home grown zerg, and which ones were unfortunate victims of the von Black Horns experiments, no one can say for certain outside of the von Black Horns most elite researchers. It is highly rumored among the enemies of the Confederates that all prisoners of war are handed over to the von Black Horns experiments. While not true, this belief has been used as a psychological weapon of fear to demoralize the enemy at times.

The von Black Horn house makes liberal use of infestation as punishment for breaking laws. There are very few von Black Horns who ever take up space in a Confederate prison.

House von Rich

The Rich’s have a humble history as a noble house. Unlike most houses whose names are centuries old, the von Rich name that did not hold noble status before the opening of the warp gate. The early members of the Rich family were fairly successful earth pony traders, but were by no means a name worthy of attention. That is until the day they discovered a family of apple farmers in ancient Equestria that produced the famous zap apple jam. Quick to buy the rights to this produce, the Rich family began to truly live up to their names. With their new found wealth, they forced their way into the Canterlot market that was normally dominated by unicorns. By the time the warp gate had opened, they established themselves as a powerful name in Equestrian society, but were still only considered commoners as they were still technically just merchants.

When the warp gate opened however, so did a new world of opportunity. The new technology brought with it many new luxuries and house hold appliances, and the Richs were quick to buy the rights to as many products as they could. In particular, they purchased the rights to much of the mining technology. When wealthy families, noble and commoners alike, started founding their own unauthorized colonies, Rich industries was the main provider of mining equipment to the raising guild factions. The Rich family would eventually create a mining guild of their own, but was still mostly known for controlling manufacturing and distribution rights on premium products. The Rich family did fight against the Canterlot government at the start of the pacification campaign, but ultimately joined on the throne by the wars end. As a reward for their service in helping to end the campaign, the Rich family was finally elevated to noble status.

Within the Confederacy today, the von Rich house still controls many manufactured goods within its borders. They hold most of the trade rights with the Kel-Morian merchants who trade with the Confederacy. Virtually all imported goods are sold exclusively through stores carrying the von Rich name.

Their universities are centered on business schools. It’s not actually the education that matters, it’s the fact that so many manufacturers and retailers within Confederate space are owned by the von Rich house. It’s nearly impossible to start a business in manufacturing or retail without the von Rich seal of approval, which is only granted to their graduates. Most ponies who attempt to circumvent house von Rich quickly find themselves unable to find any strong business partners. While on many of the conquered fringe worlds, one can find independent business, it’s not uncommon for members of house von Rich to move in on their territory, often times offering prices and goods the locals can’t compete with.

While a member of the Confederate faction, their deep coffers have allowed them to buy their way into the Kel-Morian market, and they hold many businesses outside of Confederate space along the Consortium border worlds. They often operate alongside house Fancy Pants, as house Fancy Pants owns most of the starports used to move goods around. While many Kel-Morians don’t like the Confederates for their liberal use of zerg, they do like von Rich bits more than they hate Confederate zerg, and for the right price will usually put their prejudice aside. House von Richs will often buy exclusive manufacturing and trade rights too many products on Consortium words, and make mass profits by monopolizing the market. When operating in Consortium space, house von Rich is known to occasionally hire mercenaries to strong arm and sabotage local businesses to make way for their own corporate Empire. The Consortium doesn’t seem mind these aggressive foreign businessmen. As long as they pay their taxes and tariffs, they let house von Rich do as they please.

House von Rich is essential to the Confederate military as they are the wealthiest of the nine houses. While they provided little in terms of tangible military goods (ships, weapons, food, highly trained officers) it is their deep pockets that help pay for much of what the Confederacy military uses. While as a whole, the combined wealth of the Kel-Morian Consortium outweighs the wealth of any other faction. As an individual family, house von Rich is second to none in terms of wealth.

House de Fancy Pants

The Fancy Pants family felt that its position of power was being threatened when FTL technology was discovered. When guilds started forming, the wealth of mere commoners started to surpass that of the nobility. Many noble houses found they had very little say in the new world, and with so many citizens migrating out of Equestria, the nobles of the old world was left with fewer and fewer citizens to tax.

The Fancy Pants family decided it was time to expand their reach to the new world, or risk decaying alongside the old world economy. Immediately they found themselves disadvantaged. Like many other noble families, they knew little about business, and weren’t as financially fit as the raising merchant class was in this sector of space. There was however one thing nobility always had, and that was Celesita’s ear.

Using their connection to the throne, the Fancy Pants family convinced the princess that FTL technology should be regulated to the throne. Celestias, seeing how many wealthy merchants had already established independents guilds and were forming powerful private armies, was inclined to agree. Under her new law, only members of nobility were allowed to purchase new ships. Having gained nearly exclusive rights, the Fancy Pants family exhausted the last remnants of their wealth to purchase ships in hopes of building a trade network. Unfortunately they again failed to think things through when they realized they didn’t have enough trained crews to pilot those ships.

Fortunately the members of house Steel Wing, who had been in the sector for a while, had a decent number of experienced crewmen. The Fancy Pants would loan their ships to the more experienced Steel Wings so they could conduct their business, while at the same time they would collect tariffs for all traded goods, mostly provided by the Rich family. With this new trade system in place, all three families benefited mutually. The Fancy Pants family had successfully established themselves as an economic powerhouse in the new world.

When the guild wars had broken out, many of their ships were forcibly taken from them by military. Though they were offered some very generous monetary compensation, the family feared if they did not establish a new business soon, they would deplete their wealth.

Years of running a successful business had improved the family’s ingenuity. While they no longer had the ships they were using to collect fees from traders, they realized they didn’t need those ships. Instead, they used their newly acquired wealth from their forcibly sold ships to purchase the land rights on many of the starports in the new worlds. Since nearly all traded goods had to make their way through these starports at one point or another, the Fancy Pants family would continue to collect tariffs since they were now the near sole owners of all the major starports in the sector, excluding those currently contended in the guild wars. They believed it was the perfect system. The traders ran all the risk, and the Fancy Pants family just sat back and collected the bits.

While very few members of the Fancy Pants family were involved in any direct fighting during the guild wars, they did provide much financial aid to the war effort. In exchange for helping to pay for the war, they were given rights over many of the conquered starports as well, which only served to expand their seat of power.

During the Khalai rebellion, when many of the colonies had gone into open rebellion as well, one of the first casualties of war were always the starports, which left the colonist without any means of space travel. Even the colonist who had the technology to fix those starports were unable to do so because of the extravagant cost of maintaining those facilities. When the dust of the Khalai rebellion cleared, house de Fancy Pants extended an offer to many of those border colonies to rebuild or repair, as well as to maintain the star ports on their worlds, and pay for it out of their own pockets. In exchange they would get exclusive rights over any tariffs collected. While many worlds were initially reluctant, they simply didn’t have the technological or financial means to keep them in operational status. Many worlds eventually agreed to the offer.

Initially many of these worlds had very little in trade, and house de Fancy Pants was operating them at a loss. Fortunately they still had enough infrastructure on other worlds to offset the loss until they could become profitable. Their luck would change with the coming of the vas Blue Blood’s and von Rich’s. The Blood Bloods would establish mining operations on these worlds in search of raw resources, while the Richs would build factories and stores. This brought with it much new trade, all of which passed through the de Fancy Pants starports. The three would establish a corporate trust with one another where neither side would cooperate with any other business owner. This effectively shut down any competitors on those worlds. In the long run, house de Fancy Pants early investment into those backwater worlds had paid off.

While a Confederate noble house, the de Fancy Pants control more starports than any guild in Consortium space. Due to the fact that these starports exist in enemy territory, the Royal Guard cannot offer these expensive investments any protection. To counter this, house de Fancy Pants controls a number of security firms on each world to safeguard their investments. This has caused house Fancy Pants to be one of the most hated names in Consortium space. While many mining guilds also hire security firms, they operate far away from civilization. Starports however are often times have entire cities built around them. While many colonies once experienced relative peace, the massive influx of mercenaries into their cities and towns has caused an explosion of crime. It’s no secret that many of them get their pay checks from house de Fancy Pants.

Houser Fancy Pants is essential to the Confederate military as they are the main means of moving military hardware from world to world. Like all the other houses, they must first serve a term of service before they may attend a university, and begin their lives as entrepreneurs.

Their universities are mostly business school. Like with house von Rich, a degree from a de Fancy Pants university is required in order to operate any business in a de Fancy Pants owned starport. While it’s possible to perhaps gather enough financial resources to establish one’s own starport, they’ll find they have very few trade partners, as most raw materials and manufactured goods are owned by house von Rich and vas Blue Blood, who only trade with house de Fancy Pants..

House vas Blue Blood

The Blue Blood family is the oldest noble house in Equestria, and by extension, the sector. They are of the same lineage of Princess Celestia, and have vast political influence.

Like the Fancy Pants, the Blue Blood realized that the future of their people laid in the new worlds. Unlike the Fancy Pants, the Blue Bloods didn’t wait to make their move. Using their political influence, they gained exclusive mining rights on the sanctioned prime worlds, which brought about vast wealth for the noble house. While they certainly felt the commoners were still beneath them, they were more than willing to establish a trust with the Rich family, who became early business partners with them. The Blue Bloods drilled for raw material, then sold that material exclusively to the Rich’s, who used their factories and stores to turn that raw material into finished goods, and sell it exclusively at their own stores. In exchange, they Riches would give a portion of the profits from their finished goods to the Blue Bloods. Because the Blues Bloods held the sole mining rights on the prime worlds, no other manufacturers were able to acquire raw materials to produce finished goods. The wealth of both families only continued to raise when the Fancy Pants established their trade network, as the three way trust now held rights to shipping as well.

This three way trust was actually believed to be the cause of the guild wars in the first place. Many other merchants and noble houses found it was impossible to legally establish any business with such a strong trust controlling all manner of mining, manufacturing and shipping between the prime worlds. It was only by establishing unsanctioned colonies that any competitors were able to turn a profit. The result of so many wealthy guilds establishing themselves outside the reach of Canterlot law was disastrous in the long run.

After the events of the Khalai rebellion, and being declared house vas Blue Blood, the vas Blue Bloods had lost many of their mining firms. However, even before Confederate military expansion, the vas Blue Bloods still continued to push their mining claims into independent colonies. After house de Fancy Pants had reestablished the network of starports on the independent border worlds, house vas Blue Blood quickly began to purchase mining rights on those independent colonies, and began hiring a number of mercenaries to protect their interest. While house de Fancy Pants was responsible for hiring the most private security firms, it was house vas Blue Bloods aggressive hiring of mercenaries that led these rag tag soldiers of fortune to establish their own security firms. Post guild wars, house vas Blue Blood is responsible for indirectly creating more private security firms than any other culprit in Consortium space. Like the von Rich’s and de Fancy Pants, house vas Blue Blood runs a number of operations within Consortium space along the border worlds.

Like the von Richs and the de Fancy Pants, vas Blue Blood universities are mainly to gain access to the three way trust still in effect to this day. Without the vas Blue Blood seal of approval, a mining firm on world largely ran by the established trust will have trouble operating. Without factories of the von Rich’s, the firm will be unable to sell their goods on world, and without the starports of the de Fancy Pants, the firm will be unable to ship goods off world. The trust works both way of course, and vas Blue Blood mining firms will not sell or ship any raw goods to factories or starports not backed by either the von Rich or the de Fancy Pant houses.

House vas Lore

The Lore’s have long been Equestrias keepers of history. Many of them were powerful unicorns in their own right, as it was the pursuit of knowledge that made them one of the Celestia’s favored houses. Like the Black Horns, the Lore’s most powerful unicorns deserted to join the Umojan’s holy war. It was mostly the magically inept that remained behind.

But the Lore’s were more than just about magic, they were historians, painters, musicians, archeologist, and in many ways the preservers of Equestrian culture. It is through the efforts of the Lore’s that the Confederacy has been able to hold onto their heritage. In the Confederacy, members of house vas Lore highly regarded for art in all forms. Unlike the other houses who give to the Confederate military in direct ways, either through soldiers or resources, the vas Lore’s have little to offer the military. Despite this, they were allowed to keep their noble title because their work was deemed important to the Confederacy in its own way. It’s believed that without the vas Lore’s to keep them on Celestia’s path, the Confederacy would lose itself much like their lost former brethren.

The Lore’s have been left with a black mark in their family name due to the events that happened after the warp gate opened. Being historians and archeologist, they were called upon to research and reverse engineer the alien technologies found in the new world. While they were praised for successfully brining about FTL technology and for the discovery of the protoss warp network that allowed them to first navigate the sector, the Lore’s are also the greatest traitors in Equestrian history as well. The madmare, formally known as Discovery Lore, was the one who severed the warp gates and doomed the sector to an age of strife and never ending civil war.

The vas Lore’s are also the head of religion within the Confederacy. They do the best they can to keep the name of Celestia alive in the hearts and minds of Equestrian citizens. Among conquered populations, members of the vas Lore house are often found performing missionary trips and humanitarian aid in hopes of converting them back over to Celestia’s side. This does put them at ends with the von Death March and von Black horn house, whose brutality can at times hinder their efforts.

While the vas Lore’s have tried to redeem their family name, there is still a small amount of animosity against them. Nothing truly discriminatory, but members of house vas Lore do hear the whispering insults said behind their backs. It was perhaps this reason why they were so largely ignored when they pleaded against accepting Queen Bee’s Blessing. Ultimately their voices were overshadowed by house von Black Horn, whose recently developments in zerg technology had earned the favor of the Tarsonis government.

Their universities largely focus on history, literature, philosophy and many forms of fine arts. They are the most likely to see eye to eye with the Khalai as they both share a love of the fine arts. Conversely they can’t stand Imperial culture, and truly believe in the long run it’ll only lead to a drop in IQ in the overall population of the Dominion. They act as cultural inquisitors of sorts, and actively destroy any hints of terrain culture they can find that isn’t deemed useful for the Confederacies technological advances.

House de Construct

The Constructs were a noble family of scholars who predate the existence of Canterlot. The reason for this is because they were the ones who designed and built Canterlot. They were always Celestia’s favored engineers and architects, a position that would do them well in the new worlds.

The Construct’s were the family responsible for creating the first ever Equestrian ships. While it was the Lore’s that reverse engineered the technology in bits and pieces, it was the Construct’s who took those fragments of technology and turned it into the mighty Equestrian fleets we see today. The Lore’s scientist proved that FTL technology was possible, but it was the Construct engineers that made it a reality.

In the early days of FTL technology, it was the Constructs who made the early terran shipyards on Aiur. Their hard work would eventually lead the restoration of many ancient space platforms, as well as the creation of many new platforms. While the three way trust between the Richs, Blue Bloods and Fancy Pants prevented most merchants and noble houses from establishing a seat of power on the prime worlds, the Constructs were able to bypass this problem. Their contracts were given to them directly by the military, and only they had the technology to build new ships. They were one of the few houses who weren’t destroyed by the three way trust.

Prior to the establishment of the trust and the Royal Navy, their main customers were the Fancy Pants who created the first shipping network between the five prime worlds. However the cost of maintaining their platforms and the starports was just barely offset by profits brought in from selling ships to the Fancy Pants. When the Royal Navy was established, and bought out most of the Fancy Pant’s trade fleet, the Constructs feared their time was at an end. Fortunately the Fancy Pants were more than willing to buyout their starports, while the military purchased many of their space platforms to convert them towards defensive aims. This massive influx of wealth was the first real profit the Constructs had made since entering the new world. The Constructs were now only left with their construction yards, which with the help of their military contracts, more than paid for themselves.

The Constructs were also responsible for creating many of the first gauss weapons and power armors that were in use by the Royal Guard. In military service, they serve almost exclusively as engineers and mechanics on board Royal Navy vessels when they perform their term of service.

Unfortunately this family wasn’t the most loyal to the throne. Many scholars of the Construct family never claimed their loyalty laid with the throne, but with the advancement of Equestrian technology. When Celestia tried to limit technological expansion to lay solely with the throne and the military, many engineers abandoned the throne to seek employment elsewhere, particularly among the independent guilds. They became a house divided during the guild wars. The deserters liked to label themselves as free thinkers, but in reality there were simply traitors to the throne. They took the guilds bits and provided them with the destructive technology they weren’t yet ready for. Technology that would lead to years of corporate conflicts, and thousands of dead ponies.

The Constructs also left behind somewhat of a mystery after the severance. While the vast majority of technology was on our side of the warp gate, it was rumored that the Constructs were secretly building a space platform in orbit over our home world. If this is true, then for all we know, somewhere across space Princess Celestia is building a fleet of her own. These rumors of course were never confirmed, and due to the actions of the Khalai traitors, most likely never will be.

When the Confederacy was established, and the Construct family became house de Construct, they found a new opportunity to bring in wealth. The Constructs dedicated their universities to science and engineering as they are always trying to push more conventional technology to its limits. While doing so, they established the engineers union. All graduates of their universities agree to join the union for life, and all union fees were paid directly to house de Construct. While house de Fancy Pants may own starports, and house vas Blue Blood may own large mining facilities, they require consistent maintenance by trained engineers, all of which are under the employ of the engineers union. The military also contracts the engineers union for the maintenance of their orbital platforms, and many Consortium border worlds also hire the engineers union to help maintain their orbital infrastructure.

While nowhere near as wealthy as some of the more entrepreneur houses of the Confederacy, house de Construct does just fine financially. Aside from the engineer union, and independent ship sales, they are given military contracts, and are a ships and weapons for the Royal Guard and Royal Navy. Unfortunately many ships and weapons for the military are now imported from Consortium space, but they still have enough contracts to turn a healthy profit. They are often at ends with house von Black Horn, and believe their area of science is leading the Confederacy in a bad direction.

House vas Strive

Like the Rich family, the Strives were not nobility until after the warp gate opened up. They were a wealthy family of business ponies who above all else held land. In particular they held farm land. When the warp gate opened, many citizens of Equestria wanted to claim a land stake on Aiur. During this time, the throne had somewhat of a flag planting policy, where anyone could build a fence and stake a claim, since there was so much land to go around. Naturally this was an enticing offer to many citizens who hoped to claim land of their own. Unlike the Blue Blood’s, who gained exclusive mining right by using their connections to the throne, the Strive’s were not able to gain exclusive land rights on Aiur. They did however find another way to get their hoofs on the land.

Since the throne didn’t like to make mention of the nasty zerg natives that inhabited all that free land on Aiur, fearing this could discourage colonization, citizens were crossing over in large numbers and planting flags on whatever land they could.

This initial settlement effort ended in disaster due to the unforeseen zerg resistance. Many of these citizens had given up everything in hopes of starting over in the new world, and had no home left to return too. All they had was land far too dangerous to live on. The Strive family decided to relieve these poor souls of their burden, and offered to buy the land from them, though at an arguably meager rate. Having no other choice, many of these settlers were forced to take miniscule offer and return home, leaving the Strives with lots of land, but no use for it.

In time, new weapons would allow the Royal Guard to drive the zerg far away from the ruined city, and once again allow for settlement. Tragically much of the land near the ruined city was now the sole property of the Strive family. The Strives did a good job of keeping track of the commoner families they had purchased the land from, and found that most of them were now poor. Taking pity on their countrymen, the Strives offered to rent out the land, and allow them to work the land tenant farmers. Having established much free labor to work their farms, the Strives would quickly made back the money they had invested into the project, and were praised by Celestia herself for helping to stimulate the colonization effort.

The Strives took particular interest in the greenhouse technology found on Moria, that would allow ponies to grow food in even the worst conditions. Getting some of the Construct family engineers and Lore family scientist in their pockets, they funded a research project that would eventually allow them to build advanced greenhouses of their own. With the technology solely in their position, the Strives hoped to establish green houses on other worlds. They also made excellent developments in other new farming technologies as well.

On the prime worlds, they would find no luck in claiming land from the farmers who this time had the benefit of military protection against the zerg. However the Strives did start a few farms of their own, and with their new age technology, they were able to out produce the more primitive farms. There was plenty of business to go around; the population had been bombing since FTL was discovered, and there was fear of a food shortage soon. With food at a premium, the Strives made fat profits, which caught the attention of the other farmers. If they could get a hold of the new technology, they could produce more food for the population, and in turn make more money themselves.

Tragically no one could afford the new technology. Due to corporate trust set in place by the other houses, the only ones on the prime worlds who could manufacturing the new farming technology were the Rich family. The Rich, knowing they had a monopoly, charged extravagant prices for the use of their factories. The Strives couldn’t go to any other manufacturers because the Blue Bloods controlled too much of the raw material, and sold it to no one except the Rich’s, and could not import material due to the Fancy Pants monopoly on the trade network. This meant the price of the equipment was far greater than the commoners could ever afford. The Strives however turned this into an advantage.

When Celestia receded the open flag planting policy, the military annex all unclaimed land. Due to the food crisis that seemed inevitable as well, any existing farms would be required to meet quotas or risk having their land compensated. Only the technologically advanced farms of the Strive families were able to meet these quotas. Realizing they would lose their farms, the other farmers were forced to upgrade, but did not have the funds to purchase the new technology. The Strive family however agreed to pay the Rich’s ridicules prices on behalf of the commoners, who then had to pay back the loan at unrealistic interest rates. Thanks to the Strive’s… generosity, the food crises had been averted. For taking such a strong initiative in helping to stabilize the agricultural situation in the new world, Celestia rewarded the Strive family by naming them a noble house of the throne.

The Strives found another enterprise as well with the guilds. Since the Strives were the only ones who had perfected the greenhouse technology needed to grow food on inhospitable worlds, they managed to rent out their technology to a number of wealthy guilds who wished to expand their mining operations. There was an entire sector of planets to be exploited, but the biggest limiting factor was food. Though the Strives charged an arm and a leg to establish these greenhouses, the guilds were willing to pay so long as the profit brought in far outweighed the cost of the greenhouses.

While food was in abundance in the prime worlds, a number of unsanctioned colonies were still suffering from food shortages. When the guild wars broke out, the corporate masters on those worlds blamed the Strive family for the outlandish prices on food, and urged their citizens to take up arms against them. The starving citizens stormed the greenhouses and claimed them in the name of the guilds. The Strive family suddenly found their investments had fallen into enemy hands. Furious with this betrayal, the Strive family sided with the throne during the guild wars, and did all they could to help pay for the war.

When the Confederacy was formed, the Strive family became house vas Strive. They continue to own most of the farming industry in Confederate space, though due to the events of the guild wars, their greenhouse technology was now on the open market.

Their universities mainly offer degrees in business, and offer licensing to purchase their advanced and expensive farming equipment at a significant discount, though a portion of all profits are given to the ruling family. Without approval from house vas Strive, equipment must be purchased at full price, typically on loan, and at extremely high interest. One way or another, they still squeeze bits out of the farmers of the subsector.

The Royal Guard

The Dominion thinks loyalty can be programed, and the Consortium thinks it can be bought. What they haven aren’t soldiers. Those are empty husk devoid of free will, and mercenaries devoid of of honor. That’s not what the Royal Guard is looking for, we’re looking for heroes! Heroes who face their fear head on, and work to bring Celestia’s light back into this era of grim darkness!

~Sky Marshal Gabriel Steel Wing after the founding of the Torsonis government.

The Royal Guard is the oldest fighting force in the sector, and the only army that can trace its roots all the way back to ancient Equestria. Its roots are humble, but its members are proud. Originally the Royal Guard were little more than peace keepers in Equestria, and for a time, they also were in the Koprulu sector as well. But with the raising threat of the guilds, the Royal Guard was reformed from a small peace keeping force, to a true standing army ready to meet Celestia’s enemies head on.

Unlike the Golden Armada, the Holy Navy and United Fleet, the Royal Guard still gets to operate independently of the Royal Navy. Though as most fighting is decided in space, the Royal Guard isn’t anywhere near the size of the Royal Navy. They mostly serve a security role, as zerg can’t be trusted to defend much of anything.

Since most of the population is sent to the Royal Navy, where every set of hoofs is needed, the Royal Guard uses a massive number of zerg to supplement its forces. Zerg are used as the vanguard, shock troopers, and cannon fodder of the Royal Guard, often times sent to just destroy whatever they can. When on the offensive, guardsmen themselves are used to complete specialized objectives, while the zerg do the blunt of the fighting.

The guardsmen are comprised mostly of infantry. While they do employ the use of some vehicles and aircraft, it’s mostly zerg that are used to take the role of heavy armor on the front lines. Pegasi and Earth Ponies are mostly made into infantry, while almost all unicorns are tried to become controllers.

Though few in number, guardsmen units are highly trained, easily on par with the Templar and Dominion Marine Corps. They have a very different philosophy from their Marine Corps counter parts. In the Marine Corps, unit cohesion is placed above individual effort. Marines rarely earn medals themselves, and instead achievements are usually credited to the unit as a whole. Guardsmen however are encouraged to push themselves to stand out among their peers. It is more likely to see individual guardsmen, or small groups of guardsmen act out on their own in combat. As most of the focus of the officers is on directing the mindless zerg, it’s usually up to the small guardsmen units to come up with their own problems solving on the battlefield, as opposed to the marines who have a much more organized rank structure, and are expected to follow their orders to the letter.

The Royal Guard uses a system of seven enlisted ranks, and ten officer ranks. They do not require as many enlisted ranks as the majority of their forces on the ground will be zerg.

Enlisted Rank Structure goes as followed.

Private

Lance Corporal

Corporal

Sergeant

Staff Sergeant

Company Sergeant Major

Regimental Sergeant Major

Officer ranks go as followed.

2nd Lieutenant

Lieutenant

Captain

Major

Lieutenant Colonel

Colonel

Brigadier

Major General

Lieutenant General

General

Command size goes as follows

Squads

Squads in the Royal Guard can very drastically in size, ranging from eight to thirty, and is mostly comprised of light infantry. This number does not include officers, or specialized personal like medics, controllers and engineers.

Rifle squads carry the sector wide famous C-14 A series Impaler Gauss rifle, as well as missile launchers, flame throwers, sniper rifles, crew served auto cannons, and mortars. They are usually led by a sergeant, while the number of corporals included depends on the size of the squad. As Royal Guard units are offered much freedom in their composition, the sergeant or may not choose to break down his squad into smaller groups, and place his corporals in charge of said groups. Usually this is done for specialized weapon teams, such as a dedicated anti-armor or sniper team. Rifle squads however are rare, and usually play a specialized role in offensive operations.

The more common squad is a control squad. These squads often are only complied of four to eight guardsmen, plus a controller. They are lead into combat by a unicorn controller who will dictate more precise control of the front line zerg. While zerg can operate without a controller, having a controller nearby does allow Confederate forces better micro management, and allows the zerg to take on advanced tactics. The riflemen with the controller are mostly there for his own protection. The control squad is also lead by a sergeant, though it may or may not be the controller. Usually less experienced controllers follow the orders of a more experienced sergeant as it takes to much concentration to direct the zerg, and properly evaluate the situation at the same time. Though as controllers become more focused and are able to better control the zerg, they tend to reach sergeant quickly once they’ve demonstrated mastery of the zerg under their control. It’s not uncommon for skilled controllers to jump ranks straight to sergeant if they show they have the mental fortitude for it.

Squads may or may not have a 2nd lieutenant attached to them. If they do, the lieutenant is technically in command, though it is highly advised he confers to the wisdom of the more experienced sergeant. 2nd lieutenants will usually server as squad leaders and platoon second in commands as they gain the experience needed to command an entire platoon.

Platoon

Infantry platoons are comprised of at least two squads, though may have as many as six.

A light control platoon will usually have between ten to thirty squads. These platoons are charged with leading the vast number of smaller zerg.

Armor platoons lead the larger zerg, and can very drastically depending on the size of the zerg being lead. A single mechanized ultrisk for example counts as a platoon in its own right, while groups of six to eighteen large armored zerg could also count as a single platoon. Because zerg strains are so heavily varied, it is next to impossible to put a fixed number on an armored platoon.

Platoons are led by 1st lieutenants, with a staff sergeant acting as senior enlisted.

Company

Like platoons, companies are dedicated to specific roles. Usually Infantry, light control, armor, or logistics companies (dedicated to keeping the army supplied, and its gear in good condition). A more specialized company may exist from time to time, such as a medical or engineer company. Specialized companies are often much smaller.

Companies usually come in the form of three to six infantry platoons, three to ten armor platoons, or fifteen to thirty light control platoons.

Companies are led by a major with a company sergeant major as his senior enlisted advisor, and a captain as his executive officer (second in command).

Battalion

Unlike companies and below that are dedicated to a specific task, battalions are given companies of all kinds. Battalions must be more flexible in the types of situations they can handle, so they will often employ companies of zerg in every size and shape, as well as a few dedicated infantry companies. Due to the vast number of different zerg strains, the number of companies per battalion can range widely, though usually somewhere between eight and twenty different type of zerg companies, not including dedicated infantry companies, of which there is usually at least one.

Battalions are led by a lieutenant colonel if it is a smaller battalion, though may be led by a colonel if it is particularly large, with a lieutenant colonel in command of a portion of the battalion. Typically they also have a regimental sergeant major as the senior enlisted to act as an advisor, or to deal with the logistical half of things.

Brigades

A brigade is composed of four to seven battalions. Having a very wide range of unit compositions to work with, brigades are what are considered true armies among the Royal Guard, and a true swarm among the zerg.

Brigades are led by a brigadier (a one star general), and often times have at least one colonel serving as a staff officer, who plays the role of a personal adviser and second in command to the brigadier.

Division

Divisions are groups of four to six brigades. They are used to invade or defend large portions of a continent. They are led by major generals (2 stars).

Corps

A corps is composed of two or more divisions. Corps are led by lieutenant generals.

Command Group

Command groups are the over-all forces of a planets garrison. Because planetary garrisons very, the rank of the leader of the command group can also very. If a planet only maintains a single brigade, all planets maintain at least that much, the Command Group is led by a brigadier. If the planet has at least two corps however, a general (four star) is placed in charge, due to the massive size of the garrison.

Military Governor

While the members of noble houses are granted large quantities of land, the planets supreme governing body is always led by the highest ranking member of the of the Royal Guard in command of its garrison. It is up to them to keep order on their worlds. On worlds populated by Equestrain citizens, large garrisons or zerg are sustained for defense, and no colonial militia is present. On worlds populated by a conquered people, that population may choose to maintain a militia to aid in the defense of the world. It is here the Governor must keep a constant watch for insurrection.

The Royal Navy

This is a new age in warfare. The days of face to face combat are over. From now on, battles won’t be decided on fields of grass and city streets, but in the skies above. The heavens will burn with the fires of war in this new world far brighter than any battlefield we’ve ever seen on Equestria.

~Victor Construct on the launch day of the Royal Navies first capital ship.

The Royal Navy was the first ever militarized fleet of Equestrian origin. While there were technically “pirate fleets” prior, these gaggles of ships were never more than a handful of civilian vessels with better than usual armaments. The ships of the Royal Navy were built for war from the ground up.

While many of the ships were once built in Confederate space, a large number of vessels are now purchased by the Consortium. The Confederacy still builds its own capital ships, but many of its smaller vessels they now purchase instead.

The reason for this is because the Dominion industry is far stronger than that of the Confederacies, and they can out produce the Confederates by a large. The Consortium on the other hand has the best industry in the sector, and usually produces more ships than it can use. The Confederates use the mass wealth brought in by some of their more wealthy noble houses to buy a steady supply of ships from Consortium space.

While zerg dominate the majority of the Confederate ground forces, the naval forces are still operated largely by Equestrian citizens. It is in this branch that the vast majority of Equestrians will fulfill their almost mandatory term of military service. With a few exceptions, the vast majority of Equestrians will start things off as enlisted.

Originally the capital ship was the iron fist of the Confederacy, as it moved the might armies of the Royal Guard from world to world. Today, hive ships move the majority of zerg, so the number of capital ships have been greatly reduced. Instead smaller dedicated cruisers now form the bulk of the Royal Navy, while capital ships serve as command ships to military operations.

The enlisted ranks go as followed

Able Rate

Leading Hand

Petty Officer

Chief Petty Officer

Warrant Officer two

Warrant Officer one

Officer Ranks go as followed.

Midshipman/Sub-Lieutenant

Lieutenant

Lieutenant Commander

Commander

Captain

Rear Admiral

Vice Admiral

Admiral

Sky Marshal

Small Vessels

Usually referring to corvettes or transports. Often they’re too small and fast for large vessels to hit, they use torpedoes to bring down cruisers and capital ships. These ships are usually put under the command of a lieutenant, and often have a sub-lieutenant acting as a second in command. Crews are usually small enough that only a handful of able rates led by a leading hand can properly crew the ship. A petty officer is also often present, mainly for his experience.

Frigates

Frigates are considered large ships, and often have a few hundred bodies on board. Armed with smaller precision weapons, these vessels form a defense grid to defend the fleet against fighters, bombers and corvettes. Frigates can also be used to carry a modest Royal Guard unit on board for surface deployment, or boarding action, though this usually comes at the cost of fire power. Some frigates can also be armed for planetary bombardment, but aren’t as effective as cruisers or capital ships. Commanders act as the commanding officers on board, often with a lieutenant commander as an executive officer. Smaller departments on board are led by lieutenants and petty officers, while larger departments may be led by other lieutenant commanders and chief petty officers.

Cruisers

These large ships are the backbone of ship to ship combat. Gun cruisers are armed with rail guns capable of putting rounds clear through an enemy capital ship (provided shields are down) at an impressive range, and can effectively perform planetary bombardment. They also carry a squadron of fighters as well. Escort carriers bring four squadrons of strike craft, easily capable of destroying larger enemy vessels, or commit bombing raids on a planet. Other cruisers aren’t armed for direct combat, and instead act as large transports carrying armies of threatening size. There transport vessels are armed with boarding crafts equipped to bypass enemy shields, so transport cruisers can be deadly in their own way.

Cruisers are cheaper than capital ships, and can enough of them can easily surpass the firepower of a single capital ship, though at a cheaper price to the Royal Navy.

These ships are commanded by captains, and usually have a commander acting as executive officer. They have many large departments, most of which are broken down in the same fashion as they are onboard frigates. Warrant officers also serve as advisers on the bridge.

Capital ships

These ships are the pride of the Royal Navy. Armed to the teeth, they can quickly level defenses on planets, as well as devastate space platforms and other ships. But due to their massive cost and vulnerability, they are used mainly for planetary invasions rather than direct space combat. Capital ships not only carry several squadrons of strike craft and large guns, but they also carry the Royal Guard forces as well. They once played a vital role in planetary invasion, but with the creation of zerg hive ships that can move a much larger number of zerg, Confederate capital ships aren’t a common site as cruisers are cheaper and more practical. They serve mainly as command ships for large battle groups at this point, more so than an actual front line vessel. Gun cruisers can bring significant fire power, while escort carriers can bring many strike craft. Dedicated transport cruisers and hive ships can carry just as big an army as well. All are cheaper, and easier to defend.

Regardless, the chance to serve on board one of these vessels is a great honor. They are commanded by commodores with a captain serving as executive officer. Departments in this vessels are so large, they can match the crew of a frigate.

Wings

The Confederacy breaks down its strike craft into wings of five fighters, or three bombers. Wings are led by a lieutenant commander, with a lieutenant serving as an executive officer. Other pilots are typically sub-lieutenants or lieutenants as well. Wings are part of larger squadrons

Squadrons

Confederate squadrons are broken down into three to four wings, depending on the fighter/bomber composition. They are led by a captain, with a commander acting as executive officer. They are also supported by a number of enlisted personal for logistical support to keep the strike craft ready for combat.

Ground teams are usually led by at least a lieutenant commander and chief petty officer.

Outpost

The Confederacy maintains a number of small and med sized outpost. Some only have a couple dozen personal on an outpost that serves to act as refueling, or a monitoring station. Other outpost can be fairly large mining operations, or a research station, or a maintenance stop, and be manned by several dozen personal. The commanding officer can range from lieutenant commander to a captain, depending on the size and number of personal on board.

Installations

A key structure for every faction in the sector is the control of vital space platforms. These massive structures can range from construction yards, dry docks, massive mining nodes, or even self-sustained cities and bases. Ranging in personal anywhere from a couple hundreds, to several thousand. The commanding officer can range from a commander to a commodore.

Strike Groups

Often led by at least one capital ship, strike groups are comprised of a few cruisers, as well as several frigates for protection. The composition of cruisers depends if any corvettes are present. If none are, escort carriers are favored for the extra strike craft. If corvettes are present in the battle group, gun cruisers are preferred to bring the extra raw fire power.

Not all strike groups however are led by a capital ship. It’s not too unusual for battle groups to have no capital ships at all. Many successful raids against the Dominion Armada were done simply with good salvo of torpedoes from corvettes and strike craft.

Strike groups are usually led by a commodore, who may or may not use a capital ship as a flag ship.

Battle Groups

Battle groups are two or strike groups that are led by a rear admiral.

Fleets

Fleets are composed of two or more battle groups, and are led by a rear admiral. All battle groups belonging to a single planet are considered to be part of the same fleet. The rank of the fleet commander depends on how large the fleet on that world is. If it is only a single battle group or strike group, the fleet commander is will be a rear admiral or commodore. If at least two battle groups are present, the fleet commander will be a vice admiral to avoid conflict of rank.

Fleet Command Groups

The size of a fleet command group can very. Fleet commands groups are composed of all combined fleets in section of Confederate space. The highest ranking officer is the fleet commander. If two officers are of the same rank, one is promoted seize control of the command group. If two fleets are present, the highest ranking officer will be an admiral.

Sky Marshal

The Sky Marshal is the supreme commander of both the Royal Navy and the Royal guard. The admiralty choses who among them will be the next Sky Marshal. The Sky Marshal is typically a noble of the house de Steel Wings, but commoners of house de Steel Wing have been known to achieve the rank as well.

Culture

Colts and fillies go through a very different upbringing, and as such are put in separate class room. Because much of the original population of the Confederacy was either Royal Guard at one point, colts are brought up with military traditions. Physical education in school for colts is very important, and all colts are trained in how to assemble and disassemble different weapons. Much of their history classes revolve around battles, and the evolution of warfare. In middle school, colts are required to play in war games and mock battles to see if anyone is particularly skilled in infantry leadership. While mostly fun and games for the colts involved, military officials do observe the colts to see if any show promise for leadership. Those who are believed to hold potential are removed from their peers and sent to the von Death March War College in place of high school. Regardless of their house of origin, colts sent here have their house title changed to house von Death March.

Unicorn colts are an exception. Any unicorn colt found to display particularly strong magical ability during elementary school is instead sent to the von Black Horn University in place of their normal formal education. There they learn to use their magic to properly control the vast legions of zerg. While any unicorn can control zerg to a degree, and has the potential to get better at it over time, unicorns of strong magical potential tend to have a significant head start. Colts here will often times become officers by the time they leave their training. Any unicorn who graduates from the university will have their house title changed to house von Black Horn.

High School is a time when a greater emphasis is placed on naval tactics, and large scope strategy. Here anyone with a key mind for overall battle field awareness will be granted access to the Steel Wing Naval Academy upon completing high school. Graduates of this academy will have their house name changed to de Steel Wing, and go on to become naval officer in the Royal Navy.

Once formal education for colts has been completed, they are expected to enlist for at least one eight year term of service before moving onto any kind of career. Once service is complete, a stallion may choose to join any university they wish. Graduating from a university may result in change of house title. It is still possible to join one of the military universities as an adult if they weren’t preselected as children. Changing houses can be somewhat difficult as universities tend to give open positions to stallions already a part of their house, so many stallions will never change house title. While most stallions will complete at least one term, very few seek out higher education. Due to the war economy being so strong, it’s very easy for a stallion to find a job and support a family without any kind of degree. For this reason, most stallions will also never change their house title.

With arguably the exception of house de Steel Wing, service is not a requirement. Military service however is required to receive any kind of higher education. Stallions may still find many industrial jobs without an education, but ownership of a business or any upper management position will almost always require some form of higher education from a houses university. Stallions who do not complete at least one term of military service also receive no social benefits for themselves or their families. As daughters are given by their fathers for marriage, it is very difficult to find a father willing to give up his daughter to a stallion who has not completed his term of service. This can be turned around of course if a stallion marries a mare who has completed military service, though she now has more legal authority over the family than he does.

Nobles are exempt from military service, with the exception of house de Steel Wing and house von Death March. Noble families usually go through private schooling, and are almost always guaranteed access to their houses universities. Though high education is required for a noble to keep his inheritance of land.

Fillies are not presented with any kind of military upbringing. Their formal education is very similar to that of the other factions. Reading, writing, math, history, etc. They are not eligible for pre-selection to any kind of military university like colts are. They are also not required to perform a term of service, but the term is still a requirement for any kind of higher education.

Mares are not expected to seek out careers, and are instead expected to follow the traditional role of wife and mother, and raise as many children as possible. Fathers are allowed to arrange marriages for their daughters, though most fathers let their daughters decide for themselves, and only veto their choice if they believe they are on the verge of making a horrible decision. Mares are not allowed to work either, this is done to encourage mares to seek out husbands and raise children instead of starting careers, as the military is always looking for fresh colts and stallions. Mare are also not allowed to inherited land in a noble bloodline, and are instead married off to other nobles. When a mare marries, her house title is changed to that of her husbands.

However, these limitations on mares can be lifted if the mare decides to serve at least one term of service, as she is now seen as a stallions equal in terms of her service to the Confederacy. Any mare who serves a term is allowed to legally reject any arranged marriages, is allowed to work, and may seek out higher education. There are even a number of mare officers within the Royal Navy, though there has never been a female Sky Marshal yet.

Despite this, most mares are raised to accept their more traditional role, and will conform to society’s standards of wife and mother. War widows and orphans are heavily supported by the government, and usually by their house. As mares are not allowed to work, this helps to make sure she can fulfill her role of raising the child and making sure it grows up to be a productive member of their house. The Confederacy is more concerned with making sure the child/future soldier receives his education, than whether or not the mother aspires to any kind of career. War widows are usually provided with enough assistance, depending on number of children, to make sure they can get by without worrying about money. Homeless mothers and starving orphans reflect very poorly on a noble’s prestige, and may result in loss of land if his citizens are seen to be in poor condition. Any stallion who was willing to fight and die in the name of the Confederacy is assured that any family left behind will be cared for.

While nobles do act as mayors and governors in the Confederacy, it is the military that gets all final says. In truth, the Confederacy is a military dictator ship. Technically the sector was left in the hoofs of the Commander Steel Wing and his successors, so legally he is the rightful ruler of the sector until Celestia says otherwise, even if the other factions don’t share this sentiment. If a noble is seen as particularly incompetent, the military may confiscate his land, and will usually redistribute it to one of his family members. Citizens may appeal to their world’s military governor if they feel their Lord is incompetent or oppressive.

The Confederacy has done its best to preserve Equestrian culture. They still observe old Equestrian holidays, and still keep records of ancient Equestria’s history. There is somewhat of a fear of the remnants of terran culture left in the sector. The Confederacy does it’s best to remove any kind of terran culture from infecting its population, such as movies and shows, or the wearing of clothing. This has however made it nearly impossible for the Confederacies intelligence network to infiltrate the Dominion. Imperials speak in a dialect that is almost impossible to decipher. Many would be Equestrian agents have had their covers blown, simply because didn’t catch onto some pointless movie reference or another. More than once, an Equestrian has also had his cover blown due to public nudity in Dominion space. Strangely the Dominions idiotic culture is their best defense against Equestrian infiltration.

There are many in the Confederacy who are not citizens however. Just a little under half the population belongs to a conquered world. Non-citizens are not allowed to join a house. These ponies rarely show any patriotism, and due little to get involved in Confederate affairs. Most of them can be found on border worlds with the Dominion that seem to change hands constantly. These border worlds can make for awkward situations as Imperials and Equestrians intermarry occasionally, and are sometimes forced to break up families as the planets change hands. Fortunately since most Equestrians have Queen Bee’s Blessing, it is next to impossible for them to breed with an Imperial, thus sparing the children much heart ache.

Imperial Dominion

Separation from the Equestrian Government.

"The Equestrian Government is millions of light years away, with no means of travel or communication. We're supposed to stay loyal to that?"

~ Governor Xander Stonehoof

Korhal was one of five "prime" worlds initially chosen by Princess Celestia for colonization. The pony in charge was the earth pony Governor Xander Stonehoof. The governor was a successful politician in Equestrain society who had a talent for running industry. Korhal, while having many old production facilities and cities, was still covered with miles and miles of desert wasteland, with strangely out of place areas of lush green forest that seems scattered through out the ruined world. It was believed the ancient terrans were in the processes of building, or perhaps rebuilding, the planets ecology, and much terraforming technology was located on Korhal, that would later be used to colonize other worlds. The most controversial colonization technology discovered was cloning technology that could be used to rapidly populate new colonies in only one or two generations.

Stonehoof had once again proven to be an effective governor, who quickly rebuilt the planets infrastructure, and put the colonist to work. Under Stonehoofs leadership, Korhal had become the strongest industrial world in the sector, and would remain so for decades after the Korhal rebellion. It would later be surpassed by Kel-Moria. When Celestia would eventually commission the construction of a Royal Navy, Korhal was called upon to build the bulk of the fleet.

Stonehoof however was an ambitious governor who believed Celestias politics were holding back progress. Celestia had been slow to fully embrace the full potential of the Terran technology, and had the notion that Equestrian society was not yet culturally prepared for such a massive technological leap. She was particularly against the use of the cloning technology. While Stonehoof never openly spoke out against Celestia for her cowardice towards the terran technology, he began to have an agenda of his own.

When world of the Korhal rebellion had broken out, the Royal Navy suffered a string of defeats as Commander Steelwing franticly mobilized the Navy for a counter attack. After the initial shock of the attack, Steelwing successfully halted the Khalai advance, and began to push them back towards Aiur. But during the Khalai's initial advance, many colonies that they had "liberated" took up arms against the Royal Guard forces that had been left stranded. This did not go unnoticed by the governor who believed there was opportunity. This opportunity would be found in the form of a Khalai ambassador.

During a secret meeting, the ambassador proposed an alliance. With so many potential decedents filling the ranks of the Royal Navy, it could be possible to initiate a mass insurrection. The governor was encouraged to gather support against Steelwings forces from within the Royal Navy, and they would work along side the Golden Armada to push back Steelwing. In exchange, Zamara would grant Stonehoof the right to study any of the technology that Celestia placed a ban on, and would grant him additional worlds as well as a seat of power within the Khala. She also insured him the support of the Golden Armada as well should Steelwing ever try to reclaim Korhal.

It was an intriguing scheme to say the least. Ordinarily Stonehoof would have brought the Khalai ambassador's head to Celestia as a show of loyalty, but times had changed since the severance. Unlike Steelwing, who was living in the past, Stonehoof realized Celestias authority no longer held any weight in the sector. It was time for the Koprulu ponies to strike out on their own, and forge their own futures. Realizing the alternative was to continue to play the role of Steelwings puppet in a government Stonehoof felt certain would turn into a military dictatorship, Stonehoof seized the moment and agreed to join in the scheme.

Using his vast wealth, he made bribes and promises of great political power to many of the lower ranking fleet commanders who join in his insurrection. Stonehoof made sure to only extend the offer to some of the more ambitious fleet commanders who he was certain would not betray him to Steelwing. After feeling confident he had gathered enough support, he was ready to begin the insurrection. The first order of business was to inform Zamara which fleets to avoid direct contact with, as they would be the insurgents. Zamara obligued, and focused her efforts against Steelwings loyal fleet commanders, doing everything in her power to wear down his forces.

Stonehoof could see that the time to strike along side the Golden Armada was now perfect. Stonehoof however did not follow the plan as intended, despite the demands of a rather infuriated Zamara. He instead waited and continued to let the Royal Navy systematically destroy the Golden Armada in battle after battle, while suffering high casualties of their own.

Finally when victory against the Khala seemed imminent, Stonehoof made his move. Throughout the Royal Navy, Stonehoofs fleet commanders attacked and destroyed several Royal Navy ships, before abandoning the campaign and returning to Korhal. Even though Stonehoof had taken a significant number of fleets with him, and even though the Royal Navy had taken many losses in the fight against the Golden Armada, the Royal Navy was still powerful enough to fight and win a two front war. Fortunately Stonehoofs insurrection had sparked paranoia and rebellion among the ranks of the Royal Navy. Many opportunistic fleet commanders and governors of small colonies believed that the Royal Navy was in a state of open rebellion, and it was every pony for himself. Mass desertions within the Royal Navy followed; many colonies took the opportunity to declare independence as well.

With so many fleet commanders lost, Stonehoofs fleet was now on par with the remnants of the Royal Navy and Golden Armada. Seeing that Steelwing was now far to busy putting down insurrections throughout the sector, Stonehoof declared himself Emperor of the sovereign world of Korhal, and began quickly expanding his seat of power.

A mildly displeased Zamara sent an ambassador to Korhal thanking him for his part, and extended the agreed upon invitation to join the Khala. Stonehoof, seeing that now his fleets were more than a match for hers, tactfully informed her that he had altered their arrangement. While upset with his deception, she made no directly aggressive moves against the Governor, and instead worked to rebuild her Fleet.

Emperor Xander Stonehoof was now the arguably disputed ruler of his own sovereign world. He knew he had much work to do and fast. It wouldn't be long before his own newly appointed Admirals gained ambitions of their own.

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Cloning and the rise of the Imperial Dominion.

Even our children can still sacrifice for the greater good of Korhal.

A key reason for Korhals separation from the Equestrian government was a ban on certain forbidden technologies. Namely neural resocialization, and cloning.

While there were literally dozens of worlds and self sufficient space platforms through out the sector, especially surrounding Korhal, there simple weren’t enough settlers to colonize said worlds. Like all factions at the time, the Korhal government granted incentives for baring as many children as possible, eventually making child birth mandatory among fertile mares of certain age groups. But no matter how much any of the factions pushed, no faction could realistically reach their desired populations goals. So the Korhal government turned to cloning.

The cloning technology only seemed to work with material extracted from the young ponies. Virtually every child was expected to give their genetic material for mass cloning. Combined with the enforced birthing policies, by the second generation since independence, Korhal had attained a higher population than Tarsonis (Commander Steelwings capital world and seat of power in the sector).

The second generation of fully grown clones were used to populate new cities through out the planet. Almost all the new cities seemed to have a cookie cutter population of one another. This created a rather unsettling feeling among the original population knowing that visiting any of the new cites meant you might run into another version of yourself. As a result, most naturally born citizens stayed around the old cities to avoid meeting their doppelgangers. Unfortunately it still wasn’t enough to reach their desired population goals. Realizing over cloning the same genetic material would only lead to problems with future generations, the Korhal government was only willing to take cloning to a certain extent. What they needed was more unique genetic material. Seeing that many of the other colonies that had declared independence weren’t nearly as well equip as they were, the Korhal government sought to annex their neighboring worlds. They weren't so much interested in capturing new land, as much as they were interested in acquiring new precious genetic material from its citizens.

Not being able to stand up to their military supremacy, many colonies quickly fell under the power of the Korhal government, and found their populations inflated with clones from Korhal. Because they now fell under Korhal's government, the colonist were forced to hand over their children's genetic material, which was also used to create the third clone generation. By conquering their neighboring independent colonies, the Korhal government had all the genetic material they needed. With all the new colonies they controlled, the Korhal government was restructured into the Imperial Dominion.

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Neural Resocialization

"This is the new marine! Neural resocialization! Cookie-cutter soldiers! Press them out of the resoc tanks like so many gingerbread men, wind 'em up and send 'em off to die!"

~Lieutenant L. Z. Breanne of the old terran Confederate Marine Corps.

The Dominion Immediately encountered two problems with all their newly acquired territory.

The first was the constant threat of rebellion. Stone Hoof remembered how easy it was for him to declare independence during a mass defection. Unlike Commander Steelwing whose remaining fleet commanders, for the most part, were still loyal to the Equestrian government, Stone Hoof realized many of his admirals might gain ambitions of their own. His fleet had grown, but Korhals Fleet logistics weren’t organized enough to coordinate the large fleet, and Stone Hoof felt his admirals had to much power. Stone Hooves popularity had also diminished. Many Imperials weren’t happy about having their individuality taken from them, and the clones especially had little love for their creator, as they were often seen as second rate citizens by the “naturals.”

The second problem was the youth of the third generation. Many of these children, who were either clones or were only birthed due to the birthing laws in effect, never grew up in a good home. As they were often thrown into a city with an unimpressive array of skills, many youth lost their way. Clones especially would often develop a deep resentment towards themselves and others, sometimes going into a violent rampage. Whether this was purely a product of bad upbringing, or a side effect of the cloning no one knew for sure. What was certain was that the Dominion had the highest crime rate in the sector, particularly with violent criminals.

To solve this problem, the Emperor turned to another piece of formally forbidden terran technology, neural resocialization. This technology was used to imprint a new set of memories, personality and unique skills onto a subject. These “resocs,” as they were called, were usually taken from dangerous criminals who were too violent to exist in normal society. They could also be recruited from decedents who would actively take arms against the government.

This was done to varying degrees. Sometimes it was only done as a form of rapid training, which did little to any existing memories. Other times it was done to completely bury old memories, resulting in the loss of all things that made someone who they were. A completely resocialized pony lost all will to disobey orders, and was essentially a mindless drone. While such a heavy form of resoc guaranteed obedience, it also resulted in the loss of individual initiative, and unique skills. It was also common for ponies to undergo voluntary lighter forms of resoc to improve the skills they needed, or to prevent mental problems that could develop as a result of long term military service.

Since jail cells were filled with violent criminals and rebels, resoc was used to a great extent. While sometimes resocs were converted into happy industrial workers, given the unique set of skills relevant to their occupation, the vast majority were used to serve in the military. These soldiers were programmed with not only the combat skills needed to serve, but were also completely obedient to the chain of command, with Emperor Stone Hoof at the top. Due to the success of resocialization, the Dominion was able to suppress/prevent any major rebellions that threatened the unity of the Dominion.

A new policy came out of resocialization allowing less than psychotic criminals the option to serve in the military for a reduced sentence. In order to encourage use of this option, incentives were put in place; such as extremely long sentences for petty crimes, and terrible prison conditions. As result of the prison conditions, petty criminals would often turn violent while in prison, thus were resocialized and conscripted anyway. This was used to great success in recruitment, and made sure that not all their military were mindless drones, but also petty thieves and drunken brawlers as well.

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The Dominion Armada

The Dominion arguably maintains the largest unified fleet in the sector, its size surpassed only by the not so unified United Fleet of the Consortium. While other factions could match Dominion industrial output, they lack the numbers necessary to man said ships. With such a massive population advantage, the Dominion has no problem maintaining crews on their ships, and troops on the ground.

Dominion officers are well trained, usually orphans raised from childhood in the art of war. Educated men and women are also accepted for officer training as well. While their life time trained officer are the best trained in the sector, their volunteer officers (while still highly trained) aren’t on par with their Confederate counter parts, due largely to the Confederacies military roots and traditions. Ship enlisted crews are heavily supplemented by resocs, who know everything they need to know to man their stations, though aren’t capable of much else. Resocs fortunately only make a little less than a third of their naval enlisted ranks, and are usually used to run the less important jobs where critical thinking is second to obedience.

Unlike the other factions, who had to build their fighter pilot training programs from the ground up, the Dominion managed to recreate the fighter pilot training program used by the old Dominion. The Dominion Armada sustains the best fighter pilot program in the sector. When the Dominion trains its officers, the best of the litter are selected to be fighter pilots squadron leaders and ship commanders. Even their basically trained volunteers pilots have been known to match skills with the best of the other factions, and occasionally become squadron leaders themselves. While the Dominion Armada has trained easily the best elite fighter squadrons in the sector, often taking on the impossible and making it look easy, they are few and far between. Most of their pilots are resocs who simply had their pilot experience downloaded into them like a computer. While highly skilled, they have a difficult time adapting to or anticipating the actions of free thinking pilots. It's been shown time and time again that resoc pilots with computer like reflexes and skills, while impressive on paper, can't seem to match the ingenuity of the "lesser" trained pilots of the other factions. Many Dominion ships have been lost to Confederate raids and even pirate raids due simply to bad fighter escort.

Even so, the Dominion Armada's ships are vast and powerful. Only the ships of the Golden Armada can go toe to toe with the DA's minotaur class battle cruisers. While other factions had to design their own ships, the Dominion was able to recreate the powerful warships of the old terran Dominion which were of a superior quality. With their highly trained officers, vast numbers, and powerful warships, the Dominion Armada remains a force to be respected and feared.

The Dominion Armada also tends to make the most liberal use of the nuclear option. While all other factions are capable of using nuclear weapons, they tend to hold back due to the long term damage they'll do the worlds they try to defend or capture. The Dominion capital world of Korhal however was already devastated by a planetary nuclear bombardment during the reign of the terrans. The world was eventually recolonized, and a massive effort went into repairing the planets ecology. The technology used to rebuild the world was left behind and recovered by the Dominion, allowing them reverse engineer it. Having access to technology able to quickly undo the damage left behind by nuclear bombardment, the Dominion Armada will often times be the first to use the final option.

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The Dominion Marine Corps.

In air, on land, through sea and space

There’s no threat we shall not face.

Through sand or snow, on grass and mud,

We'll leave behind a trial of blood.

Fear’s the shadow that we cast

Celestia trembles when we pass.

Through calm of peace, through flames of war,

We serve with honor, we are the Corps.

~Shining Armor reciting the Dominion Marine Corps creed

The Imperial Dominion Marine Corps maintains the same training and traditions of the Terran Dominion Marine Corps that came before them, which grew out of the Terran Confederate Marine Corps that came before them, which grew out of the UED Marine Corps that came before them (which was supposedly based off the United States Marine Corps according to the wiki).

Dominion Marines are highly trained, and instilled with a deep sense of Imperial pride, knowing they are usually called as the first line of defense on the ground. Despite the Confederacies proud military heritage, trained Dominion Marines have proven to be on par with Confederate Guardsmen time and time again. Unfortunately there are rarely ever enough volunteers for the job, so the majority of resocs are sent into the Marine Corps Infantry, usually to be used as meat shields for the “real marines,” aka volunteers. Volunteer Marines will usually go up in rank much more quickly than resocs, due to often having better leadership potential. It is possible for a resoc to eventually redevelop the creative thinking skills required for leadership position. But as leadership skills are usually forged through life experience, something that resocs are stripped of, it’s very uncommon.

Roughly half of the DMC infantry is composed of resocs to help supplement their numbers. The volunteer half is made up of individuals ranging from eager young stallions seeking adventure, to less than psychotic criminals who see service as a way out of prison, and everything in between. Upon completion of service, all crimes are forgiven and can never be held against the veteran in terms of employment or educational opportunities. An unwritten policy among the enlisted is that nothing in their past matters, they're all in the same outfit now.

The DMC values mobility and firepower above all else. Many of their vehicles, while less armored, have the ability to transform to fulfill different roles. DMC armor is known for being fast on the battle field, and dealing lots of damage, but rarely ever prefers a direct tank to tank engagement. The DMC instead relies on superior air power to deal with heavy enemy armor, while using superior mobility to strike from multiple angels at once. As such, the DMC maintains its own pilots and fighter squadrons for engagement in atmosphere.

The DMC most prides itself on its MSF (Marine Special Forces). Most of the non-resoc marines who serve more than one term will eventually make their way into the elite ranks, where they are trained heavily in tactical and strategic awareness, often times being able to defeat forces many times larger than their own. An order to be accepted for training, a certain number of other advance infantry training courses must be completed, or a large number of combat hours logged. These marines will usually wear lighter armor, and carry smaller rifles (which have less ammo, but inflict just as much damage), and equip their lighter armor with Jump Jets and other utility devices making them far more versatile than the infantry of other factions. When on the offensive, even against Confederate Guardsmen, MSF rarely ever know defeat.

Unfortunately MSF aren’t in enough number to play a defensive role and are only deployed where they are needed for an offensive push, forcing the DMC to rely mostly on resocs for defense. Without strong leadership micro managing at the smallest levels, DMC resocs will often lose to superior offensive tactics, which often times aren’t even that impressive begin with. Combined with the fact that while DMC armor isn’t the strongest in a direct fight, it’s not that difficult to over power defending DMC forces in a direct tank assault when air support is not available. While known for being fast and hitting hard, DMC armor is rarely cut out for defending a fixed position. Having both their elite training and retaining their critical thinking skills, Confederate guardsmen have put Dominion marines to shame on many occasions.

Even so, the Dominion Marine Corps has held the line against the Royal Guard, as well as their zerg pets, for over three hundred years.

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Dominion Intelligence

If you ever feel like you're being watched, it's probably because you are.

Dominion Intelligence is widely considered the most effective intelligence service in the entire sector. Their agent are trained in the arts of infiltration, assassination, mental manipulation, plotting, political intrigue, and all other things that no honest citizen would ever be involved with. Mares are also given specialized training in using seduction to manipulate stallions of other factions.

Agents are trained from a young age, and go through a very difficult training program up until adulthood. Recruits can be drawn from different pools. Some are children with nowhere to go who volunteer for the training, others are juvenile delinquents, some are abducted for the ghost program, and some are just pulled out of orphanages. Once started, there is no way out of the program save through death, or graduation.

All recruits regardless of race will start their prepubescent years training with one another. After years of standard training, they are divided into different courses based on their race. Unicorns who have developed a particularly strong will move onto a psychic training program where they learn to become "Ghost," agents trained to use psychic magic. Ponies with wings go through advanced flight training. Earth ponies, or unicorns who lacked strong magical potential focus more on getting the most of their limited anatomy. The majority of children eventually graduate, but some show very little initiative, or outright defiance during their training. These children are sometimes killed to be made an example of. Usually only a handful need to die to get the rest in line, as constantly killing recruits that take a life time of training is never good for the long term.

Agents are trusted with some of the most sensitive information in the Dominion, so instilled loyalty is a major focus when training agents. They are also trained in resisting forms of mental intrusion to prevent anyone with psychic abilities from simply extracting the thoughts telepathically. Once training is completed, DI agents become some of the most effective infiltrators in the sector. They are feared by both their own citizens, and the enemy alike. Any agent that completes training is immediately granted the officer rank of at least Ensign, but may be granted Lieutenant Junior grade if they perform particularly well in training.

When sent on missions, they usually work in pairs, but may be assigned command of military units as well. When this is done, an agent may be given an acting rank (temporarily granted a rank higher than usual). An agents orders are usually unquestioned by anyone of lower rank, as they are authorized to relieve other officers of command, perform executions or assign resocialization if they feel others are getting in the way of mission accomplishment. Agents are raised to put mission accomplishment first, and tend to be rather amoral.

While DI agents are very deadly soldiers when they have to be, they rarely ever engage in direct combat. Instead, they are deployed all over the sector to simply observe and rely intel. Every time a battle happens in the Koprulu sectors, Dominion Intelligence is usually watching. Every time the Dominion makes an offensive push, Dominion Intelligence is always watching. As agents usually put themselves in positions where they can see everything at once, they frequently forward information on changing battlefield conditions to commanders on the front, making sure the Dominion always knows what’s going on during an assault. To a degree, Ghost agents will use their telepathy to relieve stress, fear and doubt from the friendly soldiers on the battle field, and some of the more powerful ghost can even inspire that in the subconscious of defending enemy troops. If a battle is lost, an agent will always remain behind to continue gathering intel on the enemies next course of action.

Infiltration is usually done in pairs, usually posing as civilians. One will gain access to a facility usually by earning employment, and using that position to gather intel. The other works behind the scenes to get that agent into a position of power so he/she can gather information more easily, as well as get any gathered intel off world back to the Dominion. Simply by being around other VIPs, ghost agents will read their thoughts and gather much precious intel, then forwarding it to their partner through telepathy.

With their superior training in infiltration, hacking technology, and psychic magic, the Dominion has created the most powerful spy network in the sector. The intel DI gathers is almost always used to plan assaults for Dominion MSF and Elite Fighter Squadrons. The elite branches of the Dominion military owe many of their victories to the intelligence gathered by DI agents working behind the scenes.

Magic Potential and the Ghost Program

Not all ghost are make belief.

The secrets of the arcane arts were lost to the Imperial Dominion long ago. By studying the old Terran Dominions psychic technology, they learned how to train their unicorns to become powerful telepaths. Dominion Intelligence recreated the ghost program, where they would train their most powerful unicorns to master the psychic magic. In order to locate potential candidates for ghost training, all unicorn children are legally required to be tested for powerful magical potential. Failing to comply is a capital offense for the parents.

Like all DI agents, ghost are trusted with some of the most sensitive information in the Dominion, and can potentially do a lot of damage with their psychic training if they ever went rogue. In order to maintain control, every ghost is implanted with a neural inhibitor which can help to suppress free will, as well as particularly dangerous memories of their past. Fortunately since most ghost are taken as foals, they grow up in an environment that guarantees loyalty to the Dominion. Dominion Intelligence is considered the most frantically loyal of the branches. Now and then, older recruits are accepted for ghost training as well. These recruits go through a light form of neural resocialization, because a complete resoc wouldn't have the critical thinking necessary to perform intelligence gathering. Usually only their most recent memories are changed, and the neural inhibitor does the rest.

While all agents in DI go through extensive training, ghost psychic training is what has given DI a substantial advantage over the other intelligence agencies in the sector. But as Impressive as the ghost program is, it’s been met with a massive obstacle. The Dominion found to late that cloned unicorns have diminished magical potential, and can pass this weakened potential to off spring. More than likely, this is why the Old Dominion stopped using cloning as it stumped terran psychic evolution. Upon discovering this, the Dominion quickly put an end to the cloning of any unicorns. Unfortunately the damage to the magical gene pool had already been done. Very few powerful unicorn emerged in the comings generations.

Luckily it was found that genetic traits from a clone are always recessive to a natural. Over the generations, Imperial unicorns have slowly been recovering their lost magical potential. To increase the birth rate of powerful unicorns, many unicorn mares have been impregnated with the genes of stallion ghost operatives, though not always with consent. While these measures have improved the situation, the vast majority of Imperials still have some trace of bad genetics left over from the massive cloning era. Despite their high population, the Dominion maintains the lowest birth rate of unicorns with high magical potential. So while the Dominion does have an impressive training program, like much of their military, candidates are few and far between.

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The Reaper Corps

There are many paths to death. There is only one to victory.

Victory is worth any cost. The cost is always high.

Inmates must pay the price for their own survival.

Inmates must protect themselves at all times. Regard every calm moment as a battlefield, and every battlefield a calm moment.

Your enemy is your greatest teacher. Learn well.

Never allow your enemies to lull you with a false front. Look behind their deception, and the threat shall reveal itself to you.

Dictate the battle to your enemies. Leave them no option but to face you in the manner of your choosing.

Enemies must be confronted and destroyed with efficiency. Method matters not. Use the knife, or the gun, or the bomb, or the fist. Never hesitate.

There is no truth but in victory. All else is dust, easily swept away.

~Precept's of the Ice House

The Reaper Corps was made in response to the resoc program. Occasionally the Dominion will run into violent recruits who can not be successfully resocialized. Sometimes the new happy memories will stick, but the violent urges continue to resurface. Sometimes the new memories exist along side the old ones, and the subject still retains all their violent memories. And sometimes the new memories simply don’t stay at all, quickly leaving as if they were little more than a dream.

As the Dominion believes every Imperial can serve a purpose, these violent ponies are sent to a training facility known as “the Ice House.” Here these recruits will undergo the most intense physical training in the sector. The majority of them will not survive to see graduation. Because resocialization failed to work, they’re meals are instead drugged on a daily basis to make them less independent and more cooperative. By the end of their training, the surviving recruits are USUALLY very dedicated soldiers to their new corps. After they graduate, they are no longer drugged and will eventually regain the critical thinking skills needed to survive in their line of work.

Having graduated from the deadliest training regiment the Koprulu sector has to offer, they are sent on dangerous missions where the majority will be killed after their first operation. The few who survive eventually adapt, and become some of the most feared soldiers in the sector. Reapers are often deployed in the same manner as Marine Special Forces. Unlike the MSF who always have a wealth of intel backing them up, reapers are considered expendable, and are usually sent when the Dominion is lacking sufficient intel. In other words, they usually go in blind.

As resocs have their memories wiped away, their criminal records are also cleaned. Because reapers retain their memories, they must still repay their debt to society. Every time a reaper successfully completes a mission, years of services are deducted from his/her sentence. Due to the dangerous nature of their missions, very few reapers ever live to see the end of their service.

Perhaps the largest drawback to the reapers is that they still retain their old habits. Reapers are feared not just because of their combat prowess, but also for their often sadistic love of violence. They rarely take prisoners, and often take joy in making their enemies deaths as slow and painful as possible. Other times, they still retain their selfish greedy desires that may have caused them to turn violent in the first place. Many reapers have been suspected, and some even convicted, of conducting illegal activities on the side. It is for this reason that the reaper core is usually sent on missions not vital to the overall goals of the Dominion.

In order to maintain a short leash on reapers, their armor is always equipped with a kill switch. If it is ever believed that a reaper has gone rogue, their commander is authorized, and often encouraged, to hit the kill switch. The kill switch is also activated in the event the reaper tries to remove his armor without authorization. Because operational effectiveness is more important, the kill switch will deactivate if the suit is damaged in a certain way. This is done in order to prevent the kill switch auto activating simply because it mistook battlefield damage to the suit as an attempt at removal. It is difficult, but possible, for a reaper to cut himself out of his suit.

There have been cases of reapers successfully going rogue. While usually they just sell off their talents to the highest bidder, they have occasionally been known to go on a homicidal rampage of personal revenge against their former officers.

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Colonial Militias

Virtually every colony maintains its own colonial militia. The level of armaments and training can be very diverse. Most small colonies rely heavily on Dominion for protection and largely maintain only infantry volunteers. In these cases, the militia acts as a sort of peace keeper force to help suppress civil unrest.

Colonies that have many cities across their world will maintain massive colonial militias that are stand alone armies in their own right. In addition to infantry, they often times employ heavy armor and several fighter squadrons to protect their skies should they feel the Dominion presence is insufficient.

Almost every colony maintains at least a Colonial Marine Corps of sorts. Whether small backwaters or massive metropolises, colonial marines will usually be the first line of the defense on the ground.

About the only thing a colony can not maintain is a fleet. While some of the more powerful militias do maintain enough fighters to hold their own against an invading fleet, without the necessary FTL logistics they are unable to launch invasions on other worlds, and that is how the Dominion would prefer to keep things.

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Emperors

There are three levels of government that are universal to the Imperial Dominion. The Emperor, the Admiralty, and the Magistrate. The balance of power goes in a loop, with the Emperor selecting his Admirals, the Admirals selecting the Magistrate, and the Magistrates voting on an Emperor.

The selection of an Emperor is the most complicated of the three. When an Emperor reaches an age of fifty-five, or a decline in health (physical or mental) is noticed, an election is held between members of the Stone Hoof family. The Magistrates of the Dominion will vote for which ever successor they feel is most competent.

Successors are not limited to sons, but can also be brothers, cousins and nephews as well. If the minimum of five successors is not meant, female members may be potential successors as well. While there has been the occasional female candidate, there has never been a female Emperor. Successors must also be below the age of thirty-five, but above the age of twenty, though exceptions have been made.

Many successors are usually selected from birth, and undergo a life time of preparation. They will usually try to prove their worth by working through the ranks as a military officer, getting involved in politics below the level of a magistrate, or running a business to prove they have the leadership skills required. Naturally some will also spend much of their young lives trying to win the favor of magistrates, though due to the sometimes short lived careers of magistrates, individual merit can often overcome favoritism. Despite their status as a successor, they rarely live pampered lives. Those of the Stone Hoof family who do show such a display of greed, heathenism and incompetence usually earn the disapproval of their potential backers.

In the event of an Emperors sudden death, the first born son is placed in charge as temporary holder to the throne until an election can occur. When this happens, the next in line Emperor uses his time to prove his competence, and is usually left on the throne after election.

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Admirals

The position of Lord Admiral is the highest position one can gain within the military. While the military chooses all ranks below an Lord Admiral, the rank of a Lord Admiral is granted specifically by the Emperor himself.

Lord Admirals are tasked with not only defending, but also operating a specific portion of the Dominion, including all colonies both terrestrial, or space born. Lord Admirals must give a report every eight years on both the industrial and military output of their section. If satisfactory numbers aren’t maintained, the Emperor may choose to relive the Lord Admiral of his station. If an Emperor notices that a Lord Admirals sector is suffering, he may choose to relieve him early.

When a Lord Admiral is retired, relived, or killed, all Admirals from his Fleet are potential candidates for the Admiralty. The Emperor must choose from a potential Admirals to run and protect that section of the Dominion. This is probably the most important decision Emperors will make, as Emperors have little direct involvement on worlds outside the capital.

While Lord Admirals are tasked with both the economic and military success of their territory, most prefer to work more on defending their colonies rather than they running them. Though every Admiral has shown a level of military competence to make it as far as he has in his career, economic competence isn’t something that’s usually emphasized in the military. As such, they assign Magistrates to run individual colonies.

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Magistrate

Each Lord Admiral is assigned to protect a number of colonies, and each magistrate is assigned to run one of his colony. Some magistrates only run a specific space station, as well as all mining and trade in the surrounding area. Others run worlds with a single settlement, and others run massively populated worlds. In either case, their combined economic performance is what ultimately determines the success of the Lord Admiral above them. Without the support of a colonies industry, an Admirals fleet can not be maintained.

There is no official set of rules on how magistrates are selected, and it goes on a case by case basis with each Lord Admiral. Some hold a selection every three years between their current magistrate and other potential candidates. Most only expect a report, and if all seems well, they don’t bother at looking at new candidates. But the presence of a competent Magistrate is important, because a failure on the part of a magistrate could result in a Lord Admiral being relieved. A good Magistrate reflects a good Admiral in the eyes of most Emperors. Usually as long as a magistrate can maintain good economic and industrial numbers, there is little need to for elections

Candidates for magistrates also vary form Admiral to Admiral. Some value education, others proven business leaders, some political experience. Theoretically anyone can become a magistrate. Cases vary greatly from mayors of massive cities, to tiny successful business owners and everything in between. It all depends mainly on the Admiral doing the selection process.

Governments below the magistrate level vary from colony to colony. In some smaller colonies, magistrates run it like a mayor runs a small town. In larger colonies, more democratic approaches have been taken, with multiple leaders controlling different sections of the colony. The governments of individual colonies below the magistrate level are as diverse as the colonies themselves.

One of the most important moments of any Magistrate career is an Imperial Election. During an election, Admiral and Magistrate positions are locked in place. This is done to prevent Admirals and Emperors from relieving someone who they feel might not vote for their choice of successor. The process can take anywhere from a month to over a year, depending on how many successors are being screened.

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Judiciars

Admirals often times prefer to keep their minds focused on the military aspect of their jobs. Since they tend to view the micromanaging of individual magistrates as a distraction from their military duties, they often times assign a Judiciar to manage the civilian end of things.

An unofficial position, Judiciars are specifically in charge of assigning and keeping on eye out for incompetent Magistrates. For most Lord Admirals, selecting their Judiciar is the most important decision they will make, and often times the only decision as far as the civilian end of things goes. Usually Judiciars are chosen from already proven competent magistrates.

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Business Owners

Magistrates are allowed to, and often encouraged too, legally acquire any businesses they feel is “vital” to their colonies continued prosperity. Should a business ever become so powerful it becomes the corner stone of a citiy or colonies industry, the business owners will quickly find themselves under a Magistrate’s watchful eye. Because the Magistrate’s continued employment will largely depend on how well his economy runs, he/she may choose to relieve current business owners of their position and place someone in charge who they feel is more competent.

Naturally some favoritism falls in place with this practice, though Magistrates who choose incompetent friends over competent strangers tend to quickly find themselves out of a job as well.

This practice for the longest time was a major source of rebellion in the early days of the Dominion. Fortunately sincee the days of neural resocialization, the Dominion has the numbers to keep such rebellions down.

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Culture

More than any other faction, Imperials love ancient terran culture. The Dominion is also the largest provider of only two factions that continue to make cinema, which is often enjoyed by members of the other factions as well. While Ponies of the other factions enjoy Imperial films, it seems only Imperials as a people ever developed a love of the old terran era movies. Due to their love of terran culture, Imperials don’t speak with the “equestrian” accent. You’ll almost never hear an Imperial use the words “every pony,” and will instead speak the same way terrans have. The exception to this are certain ghost operatives. Many of them are required to spend months or years spying on enemy factions, and as a result have once again adopted their old equestrian accents.

It is because of their love of terran culture that Imperials are viewed as highly eccentric by the other factions. While its not universal, most Imperials do wear clothing, the exception being some of the smaller colonies. Imperial dialogue can often make references to ancient terran movies, books and games, that the ponies of other factions never seem to understand. For example, every Confederate knows that Imperials children are afraid of Slender man, but no Confederate knows exactly who or what Slender man is.

There is very little pedigree in the Dominion. Just as the government positions can change hands very quickly at the first signs of incompetence, so can businesses. Nothing in the Dominion is truly ones own outside of minor material possessions, and there is no guarantee the son will inherit the fruits of the father’s labor.

The Dominion maintains the largest population in the sector due to cloning. They also have the highest rate of citizens leaving the Dominion to seek citizenship among the other factions, usually with relative ease. The main cause for many is believed to be a lack in identity. While almost every Imperial is a descendent of a clone, “fresh clones” are usually treated as an expendable resource more so than a citizen. It’s not uncommon for them to abandon the Dominion to find a higher purpose.

While cloning has been greatly scaled back, and stopped completely among unicorns, the Dominion is always looking to increase its numbers. Homeless children are usually offered a military education (eventually becoming naval officers) in exchange for their genetic material. Struggling house holds can also offer their children’s genetic material as well in exchange for compensation.

Imperials usually start with very little when they leave the nest, and are expected to “earn their place” among Dominion society. While often viewed as a last resort, most stallions will find themselves in one branch of the military or another for at least one term of service in order to help get on their feet. A military career in the Dominion Marine Corps infantry specifically is usually viewed as a final option. Mares of the pegusi and earth pony variant are usually in the same boat, but are mostly sent into the Armada. The majority of Armada enlisted is female. Service in the DMC medical corps for a mare, is seen as the equivalent as service in the DMC infantry for a stallion; a last resort.

Unicorn mares are an exception to the rule. Due to the Dominions aggressive acquisition of powerful unicorns, mares are given the same benefits as a military serviceman, in exchange for allowing Dominion Intelligence to use her as a surrogate mother. The donor is always a ghost stallion of proven magical potential; many stallions in the ghost program have fathered dozens of foals they'll never meet. The foal is tested shortly after birth, and if it comes up positive for powerful magical potential, the mother is given a bonus, and can expect even greater compensation for any future children she agrees to bare. The child is then adopted by the ghost academy and will spend their childhood being honed into a weapon. If it is found to be of low magical potential (usually the case), the mother may opt to have the child adopted by the Naval Officer Training School, and will spend their youth mastering the art of war. To this regard, the mother doesn’t have to worry about her child going hungry at least.

Unfortunately, because the Dominion is always on the look out for powerful unicorn children, unicorns in the Dominion often times avoid paring up for fear that their child may be taken away if it turns out to be a unicorn of powerful magical potential. To compensate, some incentives are given to unicorn married couples. Even among mix species marriages, the unicorn wife might still be required to act as surrogate for at least one child.

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Relationship with the other factions.

The Dominion is often times at ends with the Confederacy, and the two factions are known for exchanging blows frequently.

No side is able to push deep into the other side’s territory, but both sides are known for consistently launching raids against one another. Because the Dominion spends much more time gathering intel, and tends to attack using highly specialized commando units and fighter squadrons, Dominion raids are much less common, but usually more devastating. The Confederacy uses zerg to supplement their forces, and tends to launch raids with more regularity, if with mixed success.

To both sides credit, they don’t target civilians. Confederate raids over Dominion skies are so common; they’re practically a social event on some of the frontier worlds. Colonial Militia is rarely involved in the fighting as long as the Confederates keep the violence limited to military targets. It’s believed this is a factor as to why Confederates don’t target civilians.

The Dominion has expressed interest in a cease fire with the Confederacy. Due to internal problems with their own military, the Confederacy is unable to end hostilities, even if it wanted to.

Despite sharing borders, the Dominion has very little contact with their Khalai neighbors. Due to the proud warrior nature of the Khalai Templar warriors, there is the occasionally skirmish every few months. These fights are never massive, and usually only end with ships being disabled rather than destroyed. The real battle takes place behind the scenes between the known ghost operatives of the Dominion, and the Dark Templar of the Khalai. The two are always locked in a silent war of espionage.

The Dominion is the only faction that's government doesn't trade heavily with the Kel Morian Consortium. But since the Consortium is the center of commerce in the sector, many independent merchants do involve themselves in trade. While most factions in the Koprulu sector use the Consortium bit as their main form of currency, the Dominion maintained is own currency, which has hindered trade in the long run.

The Dominion and the Consortium have a bad history with one another. The Kel Morian Consortium was formed as a result of the Dominions aggressive expansion. Kel Moria offered military aid to any world that felt threatened by Dominion expansion. Due to the growing fear of Dominion invasion, many independent colonies flocked to the protection of the Kel Morian Consortium, which unlike the Dominion, allowed for a great deal of autonomy among their colonies. While the Dominon and Consortium have never been in a state of war with one another, Imperials are still viewed as oppressors and conquerors by the Kel Morian people.

The Dominions biggest issue with the Consortium is the fact its a haven for Pirates, Rebels and other criminals. While the Consortium doesn't actively offer refugee for these groups, the United Fleet isn't large enough to route out these internal threats. Many of these groups will often cross borders into Dominion space to conduct raids on Dominion supply ships. The Dominion Armada has raised tensions with the Consortium now and then by illegally sending warships across the border in hopes of dealing with these threats. They are rarely ever successful in finding their hidden bases, and are sometimes even attacked by United Fleet forces. The Dominion never declared open war with the Consortium in spite of these attacks. Partially because they were on Consortium space, largely because they don't wish to open up a second battle front.

The Imperial Dominion is greatly despised by the Umojan Vatican. Korhals desertion from Commander Steelwings campaign was the spark that ignited a mass desertion from many of the other smaller colonies. The Vatican blames the Dominion for what they consider Steelwings defeat, even though it was technically a cease fire. Despite their deep resentment towards the Dominion, the fact they share no borders has kept the Vatican from show any acts of aggression. Because the Vatican are currently in a "Holy War" against the Khalai heretics who do border the Dominion, some with in the Dominion military believe that should the Vatican ever defeat the Khalai ponies, the Dominion would be their next target.

The New Khala

Aiur, Discovery and Zamara

The knowledge you possess may be the key to bringing a new golden age for my people. It is worth the risk. The life of one mare is a small price to pay.

~ Discovery

When the protoss shuttle first arrived on Equestria centuries ago, Celestia was unsure of how to respond. The robotic crew quickly began construction on a warp gate, then shut down shortly afterwards. Study of the protoss robots revealed little, as the technology didn't seem to respond to any of the ponies. Study of the gate however revealed a message for which ever race was responsible for giving off such a powerful release of energy, which referred to the ability to raise and lower the sun. The message on the gate informed the race that by activating the gate, they would open a portal to meet a race of equal psionic potential, so that they could mutually benefit from one another's knowledge.

Celestia didn't know what to think of the message. The alien race could indeed be offering them knowledge beyond their comprehension, but could also be waiting with an army to invade their country, and perhaps entire world. Celestia put the gateway under heavy guard while she deliberated whether or not it should be destroyed.

Ultimately, she found herself betrayed by two of her own unicorns, who activated the gateway they were entrusted to protect. Seeing no point in wasting perfectly good prisoners, she had ropes tied to the waste of the traitors, and thrown through the gates to see if they could come back turned inside out, or perhaps half eaten by monsters on the other side. Instead they willingly returned, and reported a lush green world, and an ancient ruined city. After imprisoning the unicorns in stone and banishing them to the moon, Celestia finally decided she would fund an expedition to explore the other side.

The expedition was composed of many archeologist and royal guard to provide protection. Many artifacts were brought back to Canterlot, including the rare khraydaren crystals, though they experienced very little luck in unlocking its secrets. As the expedition started to leave beyond the cities ruins, they immediately encountered another problem. The planet was infested with some monstrous native creatures, who were as violent as they were ugly. While they were scattered and few in number, it made any expedition outside of the city dangerous without heavy guard.

This problem would eventually be solved when a new technology was discovered of another alien origin. The technology allowed the Equestrians to develop weapons that were able to easily deal with the violent natives, later discovered to be called Zerg, and allowed for space travel. Though without any knowledge of the sector, space expedition proved slow and mostly fruitless. With the royal guard now in better control of the planet’s surface, expeditions were able to safely leave the city in search of other alien relics, but still encountered little success in reverse engineering it. Many settlements quickly began to spring up on the alien world as more and more Equestrain settlers migrated in hopes of getting a claim on some of the land.

Back in Canterlot, a young mare scholar named Discovery was making studies of her own. In particular, she believed it could be possible to read the minds of others. While she had made some minor progress, mostly in being able to detect hints of emotions from other ponies, her ideas were mostly scoffed at and seen as a pipe dream. Like many of the other scholars, she was being forced to assist in trying to unlock the secrets of the alien technology responsible for creating the warp gate in the first place.

One day Discovery was busy meditating, trying to practice her mental intrusion on the ponies in the room next door. She had a piece of an alien crystal with her that she was supposed to be studying, but ignored. However she found as she focused her magic, the crystal began to react to her and give off a strange new magic she had never encountered before. This unintentional discovery was the breakthrough that the Equestrian scholars were looking for.

Discovery studied the crystal with a new fervor, but also keeping her findings to herself. Eventually she learned how to mimic the psionic energies of the crystal, recreating them herself. With her new understanding of psionic magic, she became the first unicorn to be able to successfully use the alien technology. Discovery soon went public with her finds.

At first Celestia was overjoyed in the break through, and put the young mare in charge of all future research. Discovery began to teach the other unicorns how to use psionic magic as well, and in time, they had a hand full of experts able to reactivate the alien technology. Though many of the records they had kept stored in their computers were corrupt, they had managed to gather enough information about the sector to begin quickly settling other worlds.

Discovery's next big discovery would be when she learned to manipulate the Aiur warp gate. This would eventually lead to two new events. The first was the Discovery of Tarsonis. This world was once a capital world of another race known as the terrans. Being a former powerhouse in the sector, the planet was rich in terran artifacts which advanced the Koprulu ponies technology hundreds of years. More importantly was the discovery of Shakkuras. The planet Shakkuras itself offered little in terms of new breakthrough's, but it did give the location of a potential treasure house of knowledge; the location of the moon Ehlna.

Ehlna was used to hold memory crystals of the protoss. Discovery believed if she could get a hold of those crystals, she would have all the knowledge needed fully unlock the secrets of the protoss.

Discovery pleaded with Celestia to fund a tiny expedition to the moon, but Celestia had already invested much resources into what had so far been a fruitless venture. She was much more impressed with the advancements of the terran technology, while the protoss technology had offered few promising results. The only thing useful they had produced so far was the location of more terran technology on Tarsonis. With her request denied, Discovery decided she would continue to Ehlna on her own.

Discovery didn't know how long she spent on that moon searching for any sign of the crystals. The planet was the sight of an ancient battle, with many destroyed protoss and terran warships. When at least she discovered the temple library, she began to absorb some of the knowledge. The rush of knowledge from each crystal she received was incredible. In addition to the wealth of history, some of the crystals helped to further her understanding of psionic magic. It advanced her understanding enough that she was eventually able to hear the psychic signal of a voice calling out to her. It was a particularly red glowing crystal. When she put her hooves on it, a voice from within began to clearly speak to her.

Discovery had found a living protoss consciousness. Not just any consciousness, but a protoss preserver, who had literally thousands of life times of knowledge. The consciousness called its self Zamara, and was pleased she had been discovered by a fellow follower of the Khala’s Light, the psionic magic that she had been practicing. It explained to her that she had much of her people’s history with in her mind, and that by activating the crystal she was trapped in, it would now slowly degrade. Once her crystal had degraded, all remaining knowledge of the protoss people would be lost.

Discovery apologized for her actions, not knowing that the crystals were so fragile. She swore she would do anything in her power to prevent that from happening. First Zamara explained her situation, and how she first became trapped in the crystal. Then she wished to know what had last happened in the outside world, and how long she had been trapped. Discovery explained that they had found no signs of her people, and they were presumed to be extinct. Saddened by the horrific revelation of her people’s fate, Zamara made her an offer. Zamara didn't want to see all the knowledge of her people disappear, and asked if she would be willing to allow Zamara to temporarily inhabit her body until she could create a new memory crystal. In exchange, she would be granted access to all the remaining knowledge of her people. Discovery was hesitant at first. Allowing a foreign entity inhabit her body was a huge leap of faith. But at the same time, Discovery firmly believed that it was the protoss technology that would lead to her people’s ascension. Ultimately, she accepted Zamara’s offer.

This was not the first time Zamara had done this. When her original body had been mortally wounded and left for dead, she was forced to inhabit the body of a terran. Because the action was forced and performed quickly, her terran host developed a brain tumor that would have eventually killed him if she had stayed. Considering this new host was willing to aid her out of the kindness of her heart, Zamara wanted to be especially careful not to harm her savior. When she began to enter Discovery's mind, Discovery's body was put into a deathly still state, preserved entirely by the Khala's Light. The process took many months as Zamara slowly transferred all the memories of her people into this one being.

Tragically when the process was complete, Zamara had found that Discover's consciousness had been absorbed by Zamara. Discovery's short life was but a drop of water in the ocean of memories that was Zamara. Zamara would spend many more months scouring her mind trying to find any trace of her poor savior, but it was to no avail. Zamara knew Discovery was still somewhere in her mind, and possibly aware of anything Zamara did with her body. To repay Discovery for her kindness, Zamara would try to fulfill Discovery's final wish in helping to teach her people about protoss technology, psionics, and the Khala.

Zamara was at first very uncomfortable with her new quadrupedal body, and even more so with the unicorn magic needed to take the place of thumbs. After an embarrassing few hours, she took Discoveries starving body back to Shakkura’s she discovered the rest of Discovery's people. After being fed for the first time in months, and being allowed to sleep, Zamara began trying to master her new body, merging it with the Khala. Eventually she was able to potentially form new psychic links with other unicorns. Feeling she had regained enough of her former power, she announced herself to her new people as Zamara the Preserver.

To her surprise, everyone thought she was insane. She concluded that the ponies, much like the terrans, were used to living with lies and deception, and that is why they didn't believe her. She began to demonstrate an astonishing new mastery of both psionic magic, and use of protoss technology. Not only could she use fully use the technology, but she could reproduce it as well. While they still weren't entirely convinced she was the new incarnation of a protoss prophet, many unicorns were willing to hear her out, and were especially intrigued by the idea of the Khala. Though hesitant, some unicorns eventually joined her link, and were astonished that they too were suddenly able to read each other’s minds, use the protoss technology with no effort, and even began to develop psionic powers of their own. Even the weakest of unicorns were able to reach new heights of power with this form of magic. Being able to see into her mind, they now knew that she was no longer Discovery, but was truly the protoss preserver Zamara.

A great sadness filled the Khala that day knowing the tragic fate of the young scholar who had been responsible for so many breakthroughs. But through the Khala, the unicorns also understood that she willing accepted her fate so they could all be made aware of the Khala in the first place. Discovery's sacrifice would never be forgotten.

The Khalas Light

To her royal highness Princess Celestia.

Your race is known for celebrating peace and friendship, love and tolerance. These are the things you have spent centuries of your life trying to teach your people. Your people have come a long way, and are eager to learn my teachings. Together we have achieved the paradise you've been seeking. A society where there is no death, no loneliness, no deception. I don't ask that all members of your race be forced to embrace the Khala’s Light, only that you do not deny your people the opportunity become part of something more.

~ a Letter from Zamara.

The Discovery of the Khala had not gone unnoticed by the Canterlot government. Some were fearful of its growing influence. Others, including Princess Celestia, were intrigued. She believed that if it were implemented properly, it could mean great things for her people.

Zamara was hoping to build a bridge between the New Khala and the Canterlot government. With Celestia’s permission, one of her first courses of action was to begin a mission trip to a psychiatric ward. There were a number of ponies here who were thought beyond help, yet one by one Zamara cured them of their mental illness. By forcing the unicorns into the Khala, they were able to draw on its support, and use it to regain their sanity.

After much study, Zamara found a way to bring earth ponies and pegasi into the Khala as well by making alterations to their brains. She had done so before to her previous terran host, but caused a tumor to develop because she performed the act far too quickly. Having more time to work with these ponies, she eventually perfected a safe technique. A grateful Celestia extended her thanks for helping to cure so many of her subjects.

With Celestia’s blessing, Zamara trained other Khalai unicorns in the technique, and sent missionaries to mental institutes throughout all of Equestria, curing hundreds of ponies of their illnesses, converting them to the New Khala faith. In time, Zamara’s followers swelled in number, but so long as her actions were deemed helpful to Equestria’s overall well-being, Celestia paid no heed to Zamara’s growing strength.

Aside from being used to help deal with mental Illness, linking with the Khala had other benefits as well. Many of the less magically gifted unicorns found that they were able to perform powerful psionic magic that was far stronger than the arcane magic they normally wielded. While many powerful mages continued to use the more traditional arcane arts, a number of weaker unicorns joined the Khala to learn psionic magic. In time, learning to use psionic magic would cause a unicorn to lose many of their arcane abilities, but since most unicorns had little aptitude for powerful arcane magic to begin with, most were willing to make the sacrifice.

Not only were unicorns of the Khala able to learn how to wield psionic magic, they also discovered that by joining the Khala, they would only age to a certain point effectively becoming immortal. When word of this got out, a number of unicorns flocked to the New Khala. This initially caused some concern for Celestia, as there was a finite supply of space and resources on Equestria. Fortunately the Khalai had already began rebuilding the old protoss warp network and were quickly regaining access to the lost empire. The fact there were so many words to colonize meant it would be a long time before they had to worry about it. If anything, there weren't enough ponies to settle on all the new worlds.

The Severance

I turned the other cheek when you murdered one of the greatest mind to ever come out of Equestria, just so you could save your own life. I gave you much freedom to expand your faith, and convert my people. With that freedom you have openly broken the law, and defied my rule. Aiur is still under the jurisdiction of the Equestrian government. While your intentions may have been good, you may not choose which laws you will and won't obey.

~Celestia

For a time, things between Zamara and Celestia went smoothly. Zamara had free reign throughout Equestria, and had a great admiration for the society that Celestia strove to build. Zamara believed that while she had much to teach the ponies, they too had much they could have taught her people. Perhaps much of her peoples own violent history could have been avoided.

Celestia and Zamara had a strong respect for one another. Celestia could see the strong ties she had created between many of her subjects through the Khala, while Zamara was impressed by all Celestia had accomplished without the Khala.

Unfortunately, this was not meant to last. Zamara would eventually find out about the two unicorns who had been imprisoned in stone and banished to the moon for their "betrayal." Using her technology, she would eventually pay a visit to Luna's moon, and found a depressing sight. Thousands upon thousands of ponies, all incased in stone and banished. Zamara would eventually visit the Canterlot libraries and see the records of their crimes. Indeed some were violent criminals, while others simply made a choice Celestia didn't agree with. Zamara didn't hold it against Celestia, she had to make do with the tools she had at the time. At the time, banishment seemed like the only appropriate tool for dealing with many of these criminals. But there wasn't a different way now. If Zamara could convert those ponies to the Khalas Light, they would no longer be violent or greedy. They would work towards the betterment of all of Equestria. Celestia seemed like a leader with a good heart, and a genuine love for her subjects, so surely she would see the logic in Zamara’s actions.

Zamara would return the two unicorns who had been banished for activating the gateway in the first place. If she was sure about one thing, these two unicorns didn't deserve what happened to them. After all, if it weren't for the two of them, Zamara would still be trapped in a slowly decaying memory crystal. Using Discoveries knowledge of arcane magic, Zamara was able to successfully reverse the spell using her own psionic magic. The two grateful unicorns swore loyalty to Zamara and joined in the New Khala.

Eventually Celestia discovered Zamara’s betrayal, and was less than happy about it. Celestia realized that Zamara was still new to Equestrian culture, and was simply acting out of good intention. She told Zamara she would show leniency one time, but warned her there would be consequences for any future betrayals.

Zamara didn't agree with Celestia’s methods, and tried to reason with Celestia, asking her to release her subjects from their stone imprisonment. She tried to explain that if they could be allowed to join in the Khala’s Light, they could one again be functioning members of Equestrian society, but Celestia would not give in. In her mind, if converting to the Khala could be used a means to forgive crimes, then nothing would stop ponies from committing future crimes, knowing they would be forgiven for converting later. If she allowed all of her current prisoners to convert, she would have to let all future prisoners convert as well. Unable to reach compromise, the two pony’s mutual respect had been fractured.

The strain between to the two would only worsen with Zamara’s decision to recreate the Templar. In protoss times, the Templar were a warrior cast who carried out the military will of the Empire. This decision could not have come at a worst time.

Originally Celestia had only intended on colonizing five "prime" worlds; Aiur, Umoja, Korhal, Moria and Tarsonis. These worlds were chosen for colonization because they held the most technology and remaining infrastructure. However, a number of other unsanctioned colonies were established without the permission of the Canterlot government. Because they were unsanctioned, the limited Royal Guard deployed to the Koprulu sector weren't there to protect them from the local zerg threats that seemed to inhabit almost every world. Instead, these colonies would form their own colonial militias. While militias were able to protect their own interest without interference from the government, they quickly began to turn on one another as unsanctioned colonies began fighting over territorial disputes.

Celestia believed her people were expanding too quickly. She also believed her people were not yet ready to deal with this new technology, and that only the royal guard should have access the new technologically advanced weapons. Believing she could save more lives in the long run, she began the largest military mobilization in Equestrian history. More guardsman than ever before were trained, and for the first time, a dedicated Royal Navy was commissioned to help the struggling Royal Guard maintain peace in the sector. Under the guidance of Commander Steel Wing, the majority of the Equestrian military was deployed to the Koprulu sector in order to bring the wayward colonies back into the fold. One of the first things Commander Steel Wing did was disband all standing colonial militias. This included the New Khala Templar. The pacification campaign was a difficult one, as many insurgents did take up arms against the Commander Steelwings forces..

Zamara was not pleased with Celestia’s decision to attempt to disband the Templar. While Celestia viewed Zamaras actions as a hostel military buildup, Zamara viewed Celestia’s actions as a hostile invasion, as the Royal Navy now occupied the skies of Aiur. To make matters worse, Zamara had also planned on rebuilding the Golden Armada. Zamara believed she could demonstrate that the Khalai ponies were still loyal to the Canterlot government, and hoped to assist the struggling Royal Navy in helping to secure the sector with ships of their own. Commander Steel Wing argued that this build up was an act of aggression, that no one outside the Equestrian government should be allowed to have a fleet, and that the Khalai ponies could eventually use their fleet to succeed from Equestrian rule. Ultimately Celestia sided with Steel Wing, and gave him permission to dismantle the construction yards on Aiur.

While Zamara did not deny she had turned the construction yard to military production in hopes of bettering the Equestrian governments hold on the sector, she also pointed out that the construction yards were also used to produce many of their transport and exploratory vessels. The yards were a corner stone of Aiur’s industry, and she could not allow the Royal Guard to simply dismantle them. When Zamara refused to submit to Steel Wings orders, Steel Wing deployed Guardsman to the surface to take the construction yards by force. Once the construction yards were cleared out, Steel Wing had them bombarded from orbit. Steel Wing believed that by destroying the construction yards on Aiur, he would cripple the Khalai pony’s ability to rebel, ending a war before it could start. To his credit, no one was killed in the legally sanctioned raid, and the Canterlot government reimbursed Khalai citizens for any loss of property. Regardless this only caused tensions to further increase. In the minds of many Khalai ponies, the invasion of Aiur soil and the destruction of their most important industrial center was an act of war. To add insult to injury, the Royal Guard also seized control of the Warp Gate back to Equestria. They even went so far as to demand the Khalai build additional warp gates on Equestria, to prevent Khalai from simply destroying the only warp gate available.

Having reached the end of her patients with Celestia, Zamara decided it was time to fight back. Fortunately Steel Wing wasn't aware of the construction yards hidden on other planets. Patiently Zamara would rebuild the Golden Armada, and retrain the Templar. Additionally Zamara secretly teleported all the banished moon ponies to their hidden words where they would be freed from their stone imprisonment. Given the choice to either convert or return to their stone imprisonment, all the freed ponies converted to the New Khala faith. Many of them still held a vendetta against the Equestrian government and Celestia, and were more than willing to join in the coming fight against their Equestrian oppressors.

After almost a decade of secretly training her army and building her fleet, Zamara felt ready to retaliate against Steel Wings forces. All of the Khalai ponies living on Equestria had already returned to Aiur. Celestia hadn't had a major incident with the Khalai for almost a decade, and was certain the Khalai had finally fallen in line. Steel Wing was also convinced his stratagems has succeeded in securing the sector, and believed Aiur posed no threat.

With all the pieces in place, highly trained infiltrators called "Dark Templar" crossed over to Equestria. Using their stealth to their advantage, the Dark Templar dispatched the Guardsmen protecting the Equestrian warp gates, planted explosives, and then crossed over again. Contact with all the Equestrian Warp gate was lost shortly after. The Koprulu sector was now officially cut off from the Equestrian government.

The Khalai Rebellion

Celestia trusted you. She gave you free reign in her country, and showed you far more leniency than you deserved! This is the way you repay her trust? You have doomed everyponey in the sector! If we all have to die out here, I promise you'll be among the first. Celestia isn't here to stick her neck out for you anymore Zamara.

~Commander Steel Wing

With their link to Equestria severed, the Khalai ponies no longer had to fear Celestia’s power directly. Unfortunately, there were still a number of fanatics in the sector who were more than willing to start a pointless war in the name of their so called God Princess. Particularly Commander Steel Wing's Royal Guard and Royal Navy.

It didn't take long for Commander Steel Wing to declare Zamara an enemy of the state, even though said state was no longer relevant. Within hours, the blockade over Aiur sent detachments of Royal Guard to arrest Zamara so she could be executed for her crimes. This was exactly what Zamara was waiting for.

In her mind, the Equestrian government no longer had any power in the Koprulu sector. Everyone was now their own sovereign nation. That meant that Commander Steel Wing was no longer acting on Celestia’s interest, as much as he wanted to cling to that belief, but they were instead acting in the interest of an entirely new government. Just as she wasn't the aggressor in her war against Canterlot when they invaded and bombarded her world, she would not be the aggressor here.

Zamara’s loyal Templar defended her Nexus and refused to let a single Guardsman enter, despite their threats to open fire. The instant the Guardsman fired their first shot, Steel Wing's new government had now officially declared war. Within minutes, Golden Armada ships and Templar warriors began warping in across Aiur and its skies. Steel Wing's blockade was quickly shattered, and the Golden Armada set its plan in motion to attack as many of the other blockaded colonies as possible. Because many of the originally unsanctioned colonies never welcomed the Royal Guards military occupation in the first place, when they saw the Golden Armada attacking the Royal Navy in orbit, many colonist took up arms against the Guardsman forces on the ground.

Zamara had caught Steel Wing completely off guard. With his forces spread throughout the sector, individual fleets were easy prey to the Golden Armadas onslaught. To no one’s surprise, the Royal Navy quickly withdrew its forces, leaving many of the Royal Guard stranded. Zamara knew that even with the very successful preemptive strike, Steel Wing's Royal Navy was still significantly larger than hers. Even without the Royal Navy to support them, the stranded Royal Guard units would still gladly fight to the death in the name of a Goddess who could no longer hear them. But she had planned for this.

It was no secret that Aiur wasn't the only colony unhappy about Celestia’s policies. Governor Stone Hooves of the prime world Korhal had the largest industrial center under his control. Zamara made a deal with him. He would persuade a number of fleet commanders to join him in an insurrection against Steel Wing's forces, and in return he would be offered a place of power within the New Khala. The Governor agreed. When Zamara launched her preemptive attack, she purposely avoided attacking Stone Hooves forces. His fleet commanders would purposely avoid confrontation while she ate away at Steel Wing's loyal forces. When the time was right, he would defect.

The good governor didn't keep his word entirely. While he did eventually abandon the campaign, he waited much longer than he was supposed to, making sure that Zamara’s Golden Armada was beaten to a pulp before finally defecting. While his betrayal came much later that she would have preferred, the plan had worked. Stone Hooves defection caused a large number of governors and fleet commanders to finally see what Zamara saw, that the Equestrian government no longer held any relevance. One after another, colonies once again declared independence, while fleet commanders abandoned the campaign and conquered independent colonies, becoming petty sovereigns in their own right. With the entire sector now in disarray, Commander Steel Wing was now faced with many far greater threats on the home front. Believing he had finally seen the reality of his situation, Zamara extended a peace offering to the Commander who reluctantly agreed.

With the war over, and the entire sector was plunged into a dark of age zealots, warlords, corporate empires and self-proclaimed monarchs. Zamara was confident her people at least could finally breathe easy.

Aftermath of the Khalai Rebellion

Do you honestly believe that piece of paper will protect you from Celestia’s justice? The stallion who signed that treaty was a coward and a traitor. The true sons and daughters of Equestria will never rest until we stand victorious over your charred and broken body! Not even death will stop our righteous crusade!

~ Grand Archmage Spell Storm. First Grand Arch Mage of the New Canterlot Vatican

With the war finally over, the entire sector was in a state of ruin. Without Celestia’s leadership, conflicts quickly broke out all over the Koprulu sector. For many Koprulu ponies, joining with the New Khala seemed like the safest choice. Zamara was proud to say her nation was the light in the darkness. Many pilgrims throughout the sector made their way to the relative safety of her borders. While the Golden Armada had been crippled in the fighting, the fact that the once unstoppable Royal Navy had fallen apart at its seams meant that the Golden Armada was still one of the largest fleets in the sector.

For the next couple of decades, the New Khala enjoyed a time of peace and prosperity in a sector filled with violence and discord. The Golden Armada had grown powerful once again, and their Templar warriors were better trained than ever. The petty struggles of the other factions seemed distant and not worthy of worry. The peace was not meant to last.

While Zamara was pleased that most Koprulu ponies had finally gotten it through their heads that Celestia was a nothing more than a memory, there were still some zealots left who refused to let go of the past. Calling themselves the New Canterlot Vatican, these fanatical mages had gathered every misguided and desperate soul in the sector and forged them into an unholy army, which was ironically called "the Holy Navy."

Biding their time to build a fleet of their own, the Holy Navy launched a preemptive attack into New Khala space. With the element of surprise, they successfully conquered a number of worlds within days. Quick to respond, the Golden Armada mobilized, and launched a counter attack, successfully reclaiming some of their worlds, but were unable to fully drive out the Holy Navy.

To make matters worse, the Holy Navy's soldiers, who referred to themselves as crusaders, seemed to have an endless supply of reinforcements. While poorly trained compared to the mighty warriors of the Templar, the crusaders never seemed to stay dead. No matter how many times the Templar would kill a crusader, he would show up again on the battle field days later, but this time as a phantom in empty suit of armor.

This was a mystery that Zamara was never able to crack. She had a strong understanding of protoss technology, terran technology, and a deep understanding of zerg as well, but this was clearly a form of a dark Equestrian magic; one she didn't think could ever exist. Whatever the reason, the Vatican claimed its holy warriors would never rest until she was dead. Apparently death and rest were one and the same to them.

Relation with Other Factions

The Khalai Unicorns were the ones who caused the severance, the event that cut off all communication and transportation with Equestria. This act was viewed as an act of aggression by the Equestrian forces in the sector, which initiated the Khalai rebellion, the first pony war to break out in the Koprulu Sector since their arrival. The Khalai however never viewed it as an act of aggression, but of self-defense. In their eyes, Celestia started the war when she sent Commander Steel Wing to place a blockade around Aiur. This act has had mixed results with their relationship towards the other factions.

Everybody needs money. You might think you don't need it, but trust me you do. How else do you expect to get anywhere in part of space?

The Khalai maintain a relation of mutual trade with the Kel-Morian Consortium. Mostly the Khalai trade processed Khaydaren power cells in exchange for metals and other building material. The power cells are sought after goods by the other factions, as they can provide a large amount of energy and have a long life span. More importantly, only the Khalai have the technology to produce the cells, giving the Khala a monopoly on a prized export. The Kel-Morians have number of mining guilds, and an ample amount of raw material to trade, so both factions have mutual benefit.

The biggest issue the Khala have the Consortium is their state of near lawlessness. The Consortiums problems tend to spill across the border. While they rarely target Golden Armada Vessels, pirate raids do occasionally happen near Khala border worlds. While the Golden Armada would love to deal with these incursions, with the majority of their fleet usually locked in combat against the Holy Navy, Khala border words are never truly safe.

It's really quite simple. Stay out of our way, and we may just decide to do the same.

The Dominion owes its entire existence to the severance. While they may have acted out of personal interest, the Dominions actions also helped to save the New Khala from Commander Steel Wing’s forces. While both sides owe a great deal to the other, neither faction has been on particularly friendly terms.

The Khalai's relation with the Dominion is tense at best. Each faction is already in a state of war with another neighbor, so for the most part the Dominion and Khala keep to themselves. While elements of the Dominion Armada and Golden Armada have occasionally found themselves working together against pirate raiders, the fact each side has renowned infiltrators makes each faction distrustful of one another. Both sides rightfully suspect each other of espionage. Assassinations of high ranking officials from both sides are quite common. While both sides have little to fear from the other faction’s laughable intelligences agencies, every time an act of successful intrigue happens with in their border, they both know who is to blame.

The Dominion likes to sneak around; stab people in the back. The Confederacy doesn't play those games. We catch one of your ships in our space, expect to find one hundred of our ships in yours.

The Khalai and the Confederates will probably never see eye to eye. Even though it’s been centuries since the severance, the Confederacy has never forgiven the New Khala. They still blame the Khalai for the state the Koprulu sector is in. Although the Confederacy may not like the New Khala, the Confederacy is too busy contending with the Dominions constant border disputes to focus its efforts on the Khala. Since the Khala and the Confederacy share no borders, there is little reason for the two sides to ever come to blows, provided the Khalai do nothing to provoke them. Being largely descendants of Equestrian Royal Guardsmen, the Confederates remain very war like in their attitude towards other factions.

It doesn't matter how far you think she is. No one is out of reach from Celestia's judgment. Not even in this forsaken sector of space.

The New Canterlot Vatican is the New Khala's greatest contender. The Vatican remain fanatically loyal to Celestia, and view the Khala as heresy against their god princess. Since the end of the Khala Rebellion, the Golden Armada and Holy Navy have both grown powerful, and to this day are locked in a bitter stalemate. The Khalai have a population that never ages, and advanced robotics to help crew their ships, while the Vatican have created soldiers that can return from the dead. Neither side has given any quarter. Spanning over two centuries, it is currently the longest ongoing pony conflict in both Koprulu history, and Equestrian history.

The Templar Order

I know not fear, for the Khala is my strength. I know not death, for the Khala is my salvation.

~Templar battle prayer

The Templar Order is descended from the Templar Cast from protoss times. During protoss times, Khalai citizens were born into a certain cast, and that would be the role they were expected to play in life. Zamara for the most part did away with the cast system, though it was never completely possible, due to the nature of ponies and their cutie marks. Unlike the old cast system, the Templar Order is made up mostly of unicorn volunteers, though drafting has been used from time to time. With the ongoing war against the Vatican, the Templar Order is always looking to expand.

While all three species of ponies can be found within the Khala ranks, the majority are going to be unicorns. Unlike the other factions whose primary soldier is the Pegasus, due to a natural born aggression possibly left over from their warrior heritage, the Templar soldiers are comprised of unicorns. Because protoss military grade technology requires the use of psionics, and because only unicorns can use pisonics, there are very few opportunities for non-unicorns to serve, particularly in combat roles.

When a unicorn becomes a Templar, he will quickly be declared either a warrior, a pilot, or a crewman, depending on his skills. The vast majority of fighting is done in space, so most Templar will never get to experience the glory of pony to pony combat, but most unicorns will still aspire to become pilots or warriors.

The Templars greatest strength is simultaneously their greatest weakness. Templar fight with an unyielding sense of honor and courage that dictates their actions in battle. This has been the cause of many victories, as well as pointless loss of life and military resources. Templar will almost never stand down from a fight, and instead choose to meet death head on, even when there is nothing to be gained from their sacrifice. Against any other enemy, the Templar would be a horrifying foe. Unfortunately, they currently face an enemy who would gladly die several times just to end the life of one Templar.

While many Templar will eventually throw their lives away in some pointless show of bravado, the ones who are fortunate enough to survive are among the greatest veterans in the Sector. Some of them have fought the Vatican for the entirety of the war, and a few even fought the Royal Guard and Royal Navy during the Khalai Rebellion. Having access to veterans with centuries of experience, the Templar have been able to hold the line against an endless barrage of crusaders.

While the warriors of the Templar order are primarily males, many females will still join the Golden Armada as pilots or crewmen. However, due to traditions with in the civilian hierarchy, mare Templar never advance past the rank of overseer. Instead, mare Templar who show exemplary leadership have one of two fates. Either they are eventually killed in battle against the Vatican (the most common fate), or they are discharged and made into matriarchs tasked with governing worlds on the home front.

Templar Rank Structure

Unlike the other factions who usually use a rank system of both enlisted and officer, the Templar Order only uses one rank structure with only eight ranks.

Every Templar will start with the rank of an initiate. They will remain this rank until they have logged in a certain amount of combat or training time.

Most Templar are the rank of disciple. Many Templar will never leave this rank. A Templar will usually leave this rank only after they have shown a mastery of skill in either martial or psionic prowess. The rank of disciple is broken down into further rank to fill certain role. For example, first in command disciple, second in command disciple, etc.

The next rank is sub overseer. Typically in order to be declared a sub overseer, one must first earn the title of High Templar, or Templar Champion. A title isn't a rank, but an acknowledgement of a Templars mastery over a certain skill. A Templar who has shown extraordinary mental discipline and mastery over his psionic powers will be granted the title of High Templar. A Templar who has shown impressive martial prowess in raw combat ability, whether on the ground or in a star fighter, is granted the title of Templar Champion (think Fenix and Artanis). It is possible for a disciple to earn the rank of sub overseer simply through leadership potential alone, though it isn't very common. On ships, they act as captains on frigate sized vessels, second in commands on cruiser sized vessels, and sometimes as second in command of a portion of a capital ship.

The rank of overseer is usually used to fill the rank of ship captains for cruiser sized ships. Often time dangerous in their own right, due to their already proven battle tested skills, a Templar who has achieved the rank of an Overseer has shown complete mastery in at least one form of combat. There have been exceptions from time to time of less than experienced sub overseers becoming overseers to fill less than vital leadership roles.

Sub executors are called to be captains of capital sized ships, and may lead smaller ships alongside their capital ship as a battle group.

Executors lead groups of capital ships, and their respective battle groups as well.

High Executors command a planets entire fleets, and planetary garrisons. They are typically tasked with defending or invading entire worlds.

Praetor is the highest rank in the Templar order one can achieve without direct promotion from the Grand Matriarch herself. Praetors command multiple fleets, and multiple planetary garrisons. They are called upon to command several words at once. They are typically placed in direct control of one world’s military, but also dictate the military actions of the High Executors under them.

A ninth rank can exist that is given from outside of the Templar Order. The Supreme Matriarch can declare a Praetor "Steward of the Templar (Fenix was considered made Steward of the Templar when Aiur was invaded)" who receives complete control over the entire Golden Armada. This rank appears and disappears depending on the severity of the Vatican Crusade. It is never a permanent rank, because leaving a single Templar with that much power for to long may cause an insurrection.

The Dark Order

What some call dishonorable, we call efficient.

Zamara quickly found she was surrounded on all sides by deception, betrayal and espionage. If she wanted to keep up with her enemies, she would need warriors capable of playing by the same rules. While the Templar Order fought honorably as they held the line against the Vaticans Crusade, she knew the Khalai would need warriors free of the restraints of honor. Her answer was to resurrect the teaching of the Natherzim, and create the Dark Order.

While the vast majority of Templar serve the Templar Order, some will instead choose the path of the Dark Templar. This path is a very unpopular choice, as a Dark Templar must operate outside of the Khala, something most Khalai find unsettling. Due to the sensitive information Dark Templar may one day hold, becoming a Dark Templar is an eternal commitment that ends only with death.

Instead of using the psionic powers of the Khalas Light, they learn to wield the powers of the void. Through the void, a Dark Templar could actually do many of the same things a Khala Templar could do, though to a significantly lessor extent. The true power of the void is not used in direct confrontation, but in infiltration instead.

While the Templar Order serves with a deep sense of honor and zeal, the Dark Order doesn't hold itself to such a standard. While there are plenty of Dark Templar who do try to walk the path of honor, Dark Order isn't usually called upon to do honorable things. It is called upon to get things done, by any means necessary.

Dark Templar don't operate in armies, instead they operate solo, or in small groups. Like their Imperial counter parts (Dominion Intelligence), the Dark Templar will be called upon to spy, steal, observe, sabotage and assassinate. Through the efforts of the Dark Order, the New Khala intelligence network is second only to that of the Dominions.

The Dark Order of the New Khala is significantly different than the Dark Templar of the protoss. While a number of those Natherzim eventually learned to value effectiveness over fair play, many within the old order still favored honor over deception. A mistake that cost their people dearly. While still a young order compared to the original Dark Templar, the new Dark Order has proven to be far more effective, largely because they have taken to the techniques employed by Dominion Intelligence.

While the Dark Templar still carry the old ceremonial warp blades, they have become a last resort weapon, and are considered archaic by most professions. Instead, the new Dark Templar Order has taken a liking to poisons, planted explosives, well timed sabotage leading to unfortunate accidents, sniping from long distances, and any other underhanded method one could think of. While the warp blades might be the more traditional weapon, and remains a favored choice in close quarter situations, it's a particularly horrible assassination weapon. It’s not hard to tell which faction is responsible for the death of a high ranking official when he is sliced in half with a beam weapon that simultaneously cauterized the wound. As a result, the Dark Order have taken a liking to more subtle approaches. The best kind of assassination is the kind where no foul play is suspected in the first place.

Unlike the life of a Dominion Intelligence operative, which is often considered a thrilling life of constant danger and excitement serving behind enemy lines, the early life of a new Dark Templar is actually quite boring most days of the week. While many young unicorns join the order believing they'll be spending the majority of their time cheating death in the kill or be killed world of espionage, the reality is usually the furthest thing from. A large role of the Dark Templar is negotiation, paperwork and bureaucracy, particularly with the Consortium. Because Khalai ponies will grow up without a life of deception, and don't even know how to tell a lie, they are bad businessmen and ambassadors. The Dark Templar, being the only ones trained in such things, are instead often called upon to negotiate business transactions to make sure their people aren't getting a bad deal. While they all strive to one day be the assassin's they always dreamed of being, most will spend their early days as businessmen and bureaucrats. They are also often used as ambassadors to consortium politicians and businessmen because they're valued for their dishonesty.

This has also earned them the distrust of their own people. When dealing with other Khalai ponies, a Khalai pony will always know what he or she is thinking. When dealing with a Dark Templar, one never knows if they are telling the truth, especially given the fact that they are trained to be liars. The truth is that Dark Templar are every bit as loyal and honest to one another as the next Khalai pony, but it's a difficult truth for most to accept.

Many new Dark Templar will spend much of their time learning how to act like a normal non-Khalai pony would before they get involved in any real espionage. While unfortunately boring, this is a necessary part of training. In the early days, many Dark Templar had their covers blown simply because they could not fit in. While Dark Templar do have the ability to stay invisible at all times if they wanted too, it turns out hiding in plain sight can be more effective way to gather information. As sad as it seems, when the Dark Order was first established, early Dark Templar learned the proper art of espionage from watching spy movies; fortunately they have come a long way since then. Despite their humble origins, the Dark Order is many times more successful than the old Dark Templar, and the shadow of a Dark Templar is every bit as feared as that of a Dominion Ghost.

Unlike Dominion Intelligence, who typically answer to no one, the Dark Order is considered an off shoot branch of the Templar Order, and still fall within the jurisdiction of the Templar overseers and above. Most Dark Templar will continue to serve the Templar Order directly.

Unlike the Templar Order that is mostly males, the Dark Templar order is largely open to males and females alike. While physical strength is an important factor for Templar warriors on the battlefield, keen wits and creative thinking is what keeps a Dark Templar alive off the battle field. While typically not as effective in direct combat as their High Templar and Templar Champion overlords, the Dark Templar have proven time and time again proven to be far more deadly in other was compared to their Templar Order masters. A single drop of poison left behind by a Dark Templar has been known to do more damage to a rival faction’s stability than an entire fleet of warships

Shadows

There are certain Dark Templar who earn the favor of powerful matriarchs, and leave the Dark Order to become Shadows. Becoming a Matriarchs Shadow is usually voluntary, and once the oath is taken, the Shadow is forever bound to that Matriarchs will. The Supreme Matriarch may assign shadows to personal of the upmost importance. These Shadows are called upon to handle a matriarch’s personal bidding, sometimes even the bidding of the supreme matriarch herself. Shadows do not answer to the Templar Order or Dark Order, and are completely under the command of the individual Matriarch. During missions, they are granted acting ranks, and the matriarch will provide the Dark Templar with all the soldiers and resources the he or she may need. Many High and Grand Matriarchs, while they may not agree with their methods, have come to appreciate the results they can deliver that rest of the honor bound Templar Order can't. Despite sometimes committing some rather questionable acts, such as sacrificing Templar and civilian lives alike, much of what the Dark Templar do they do with a Matriarchs blessing, and under her protections. Even though a special honor guard is often formed to protect matriarchs, many Matriarchs will often choose to keep a favored Dark Templar operative for themselves as a personal bodyguard, usually a stallion. Should a Shadows Matriarch ever be killed, many Matriarchs leave a final order that their Shadow is to be executed. This is to help prevent any betrayals.

Because Shadows are effectively untouchable, they are viewed with much contempt from their Templar Order brethren who believe all should be held accountable for their actions. Even though they are typically disliked by the Templar Order, and even the Dark Order, many High Executors and Praetors have come to rely on their talents. They are viewed as a way to break the bureaucracy of the military, and sent on off the chart missions. Like matriarchs, Higher Executors and Praetors may also take a favored Dark Templar as a personal shadow, usually a mare. Dominion Intelligence are known for having the best intelligence network in the sector, and have used that network to assassinate many Executors. While Templar Honor Guard are among the more fierce warriors in the Templar Order, and will gladly give their lives to protect an Executor against a threat who challenges them directly, they are often ineffective against Dominion assassins as they tend not to seek confrontation in the first place. Executors have learned that the best way to stop an assassin, is have an assassin of your own.

Matriarchal Hierarchy

It is a stallion’s duty to defend the land. It is a mares duty to make sure that land is still worth defending.

In ancient protoss society, the Judicator cast were called upon to lead the Conclave (the empires governing body). The Conclave was mostly ran by males at all but the lowest levels. The New Khala started in much the same way, where stallions were expected to run the military, government and industry. This was short lived due to the majority of strong male leaders being called upon to lead the Templar Order in the fight against the Vatican. As a result, many mares were expected to fill the empty government leadership roles left behind. In time, this became the norm in Khala government. Stallions became executors leading a planets fleets and armies, mares became matriarch's who rule the planets land and run the government.

While early matriarchs were chosen from civilians in the first few years of the Vatican Crusade, all current matriarchs have had a military background at one point or another. Because they have shown they are capable leaders, and risked their lives in defense of the Khala, they are rewarded by being granted dominion over large portions of land and even entire planets. With the exception of Dark Templar, High Executors and Praetors, matriarchs may take any unmarried stallion they wish as a husband, typically choosing stallions with limited life spans.

There are five levels of the matriarch hierarchy. The Low Matriarchs are called upon to rule large portions of land on a planet’s surface, or civilian space platforms that belongs to a colony. Some colonies only have a handful of Low Matriarchs, while a heavily populated colony may include hundreds of Low Matriarchs to govern the land. Their level of power is considered on par with that of a sub executor. Low Matriarchs are promoted directly out of the Golden Armada.

A Middle Matriarch rules over groups of Low Matriarchs, usually over massive portions of a colony. They are considered on par with an executor. Middle Matriarchs are tasked with the selection of Low Matriarchs. Because Low Matriarchs are promoted directly out of the Golden Armada, Middle Matriarchs will usually confer to the guidance of an Executor for a list of potential candidates.

A High Matriarch is used to rule an entire planet, and are on par with High Executors. While technically civilians, High Matriarchs play a large role in military logistics. It is up to the High Matriarch to provide her High Executor with the soldiers, ships, and other resources necessary to wage war. A High Matriarch will also assign Middle Matriarchs to govern massive portions of their colonies. Typically they will choose from the oldest and most experienced Low Matriarchs to promote.

Grand Matriarchs are on par with a Praetor in terms of power, and will govern multiple worlds. They still directly control one world of their own, along with that worlds Low and Middle Matriarchs, but also hold dominion over their neighboring High Matriarchs. The Praetor charged with protecting her region has control over all that regions Executors and their fleets and garrisons. However, the Praetor also maintains his own person fleet and garrison. Just like it is up to a High Matriarch to provide her High Executor with the resources to wage war, a Praetor is also reliant on a Grand Matriarchs world for his personal forces. Should a High Matriarch die, the Grand Matriarch will select a new High Matriarch from the Middle Matriarchs who served under her. If an entirely new colony in her region of Khala Space is established, she will choose a Middle Matriarch that serves directly under her, and elevate her to the rank of High Matriarch to rule over the newly established colony.

The title of Supreme Matriarch falls only on Zamara herself, who rules over the Khalai as a whole. It is her job to assign the role of roles of Grand Matriarchs, Praetors, and Steward.

While technically civilian, High and Grand Matriarchs have very powerful authority in the Templar ranks, because without them, the High Executors and Praetors would not be able to field their armies. This has created an expectation within the Khalai Matriarchal and Military hierarchy. While it is not a law, when an unmarried (usually the case) Templar reaches the rank of High Executor and is placed in charge of a planets defense, he is expected to take that worlds High Matriarch as his wife. Most Executors will submit the Matriarchs expectation. This has an unofficial role in determining promotions with in the Templar Order. In order to maintain good relations with that world’s civilian government, Praetors will typically choose to promote an unmarried Templar to the rank of High Executor. This power in marriage works both ways. If an Executor marries a Middle Matriarch, and if one of them advances in rank, the spouse’s opportunity for advancement is significantly stronger, and will usually get the promotion should it ever become available. Though due to the frequent deaths of Templar, it is a rare occurrence for either of them to be married long enough for this to happen.

As Templar are more frequently killed than matriarchs, a matriarch will often go through multiple husbands. Marriage among the hierarchy has become more of a political procedure than a joining of two ponies, and it’s not uncommon for a matriarch to go months or years without ever seeing her husband. Sometimes she may never see her husband at all, being married over a view screen through a brief ceremony, only to find out he was killed days later in a campaign.

Middle, High and Grand Matriarchs are usually only killed via assassination. When the deed is done sloppily with evidence left all over the place, it's almost always leads back to the Vatican, or a hired assassin from the Consortium, typically compliments of the Vatican. When the job is done right, leaving no hint as to who the true killer is, it is assumed, though never proven, that it was the work of Dominion Intelligence. Low Matriarchs, while given a relatively safe job, seem to experience frequent deaths. While a Middle Matriarch or above has been away from the battlefield for years or decades by the time she is assigned her position, a newly appointed Low Matriarch will come fresh from the Golden Armada. Many of these mares initially don't fully accept their new responsibility or role in life, and still cling to their devotion to the Templar Order. They will sometimes use their political influence to put themselves back on the front lines. It’s not uncommon for a Low Matriarch to marry a Sub Executor simply for the sake of returning to the front lines alongside him. This kind of behavior is frowned upon, and punishable with revocation of their matriarch status. However it's been found that if they revoke every Low Matriarch who returns to the battle field for some final moments of glory, they would quickly run out of Low Matriarchs to revoke. While many will die from this behavior, it’s been found it's best to just let them get it out of their systems. All Matriarchs were Templar at one point, and can still remember how hard it was to leave behind their brothers and sister in arms.

That said, every Matriarch is still a capable warrior in her own right. They all have years or decades of combat experience, and often times still train fiercely, often times alongside a personal shadow, with their honor guard. They are rarely ever a pushover in direct combat.

Preservers

Your duty is to remember what others would rather forget.

The role of a preserver is the most sacred roles any Khalai can hold. A preserver’s duty is to store the memories of the dead. Every time a member of the Khala dies, all of his or her life memories are transferred to the preservers. Most preservers reside on Aiur, or a world belonging to a High or Grand Matriarch, usually using his or her wealth of knowledge to act as an adviser.

Preservers are the rarest breed of Khalai. Ponies born with the potential to be a preserver are typically born less than one in every generation. Finding preservers is a very difficult process. Usually any pony who has the potential to be a preserver will experience symptoms at an early age. Initially it starts with reliving other pony’s lives in the form of dreams. Eventually it'll turn in uncontrollable emotions that aren't his or hers, follow by hearing the voices of several ponies at once, typically as they die. Fortunately the symptoms are very minor in their youth, and only get worse as their psionic abilities mature. If anyone is suspected of being a preserver, there are powerful Khalai who can test them.

If a child test positive for being a preserver, they are taken away to the capital and placed into a special isolated nexus for much of their youth, which will sever their connection to the Khala so long as they remain inside. The child will spend their youth training to prepare for the mental and emotional trauma that will come with their ability. Unlike unicorn ponies who can leave and join the Khala at will, a preserver has a very difficult time separating from the Khala. This is because they are connected to it on a much higher level, and can only disconnect after years or decades of expereince.

The training of a preserver is an extremely important task, and has at times even been carried out by the Supreme Matriarch herself. It is imperative that the student receives the proper training. Preservers not prepared to deal with the strain of witnessing hundreds of deaths continuously have been known to occasionally lose their sanity to the Khala. An ironic fate considering it is suppose to the thing that helps ponies keep their sanity in the worst of times.

Once fully trained, a preserver is held to the highest stature in Khala society. They often have the ears of Matriarchs, who often times turn to them for advice. Many Grand Matriarch have a preserver to help act as her adviser, since he holds much of her world’s collective knowledge. There are also some High Matriarchs fortunate enough to have a preserver on their world. They act as historians and scientist, as well as artist and philosophers. As long as a single preserver lives, no knowledge held by a Khalai can truly be lost.

Preservers however are often considered High Value targets by the other factions. For this reason, they rarely leave Khala space, and only travel in massive fleets. If a Matriarch wishes to keep one as an advisor, she must maintain the highest levels of security. For this reason, life for a preserver can sometimes be akin to that of a prison, even if a luxurious one. Even so, occasionally a preserver is successfully assassinated which is always a great loss to the Khalai people. With the rare birth rate of potential preservers, the loss of any preserver is always mourned throughout the Khala. Should it be discovered that a preserver under a Matriarchs care was killed due to her negligence, she risk losing her status as matriarch, and most atone for her failure by serving and dying in the Templar Order.

One of the greatest honors a Templar can receive is to be an honor guard to a preserver. Should their preserver ever die, it is customary, though not necessary required nor encouraged, that all honor guard take their own lives.

Khalai Society

Spending their entire lives in the Khala, most Khalai ponies have no concept of deception, and are usually incapable of lying. The exception of course being the Dark Templar, who are encouraged to practice such things.

Because the Khala helps to provide emotional stability, Khalai ponies have strong self-control. While Templar warriors are considered raging berserkers by outsiders, they actually maintain a very stable state of mind, even in the most stressful conditions, and rarely ever let rage and passion blind their judgment. It has more to do with a sense of honor and tradition that causes them to behave the way they do on the battlefield.

Marriage with in the Khala is often arranged between powerful families, or political groups. Marriage among common citizens is usually more lenient. Because the Khala helps to maintain a near constant state of self-control, the Khalai ponies don't often give into their cardinal desires, though are still encouraged to produce as many children as possible. The exception to this are the Dark Templar who don't rely on the Khalas emotional control; they are renowned for being sexual deviants.

Crime within the Khala is almost nonexistent since everyone knows when anyone else is lying. Combined with the Khalas emotional control, very few Khalai ponies ever feel the need to use violence against their brethren.

The majority of the Khalai ponies will always be unicorns. The augmentations performed on non-unicorns ponies that allow them to join with the Khala in the first place create powerful psionic potential for their offspring. While the father and mother will never develop psionic powers of their own, if either parent has even the slightest hint of unicorn blood in them, the child will almost always come out as a unicorn. This caused some Khalai ponies born of a Pegasus and unicorn decent to be born with an alicorn appearance. While they have both wings and horn, they do not have the God like powers of a true Alicorn. When this happens, the wings may or may not be passed on to future offspring. Ponies born of an alicorn appearance are considered to be especially blessed with beauty and are considered a good omen.

While the unicorn ponies graciously accept their pegasi and earth pony brethren into the Khalas Light, there are few opportunities to raise to political power for anyone who doesn't serve the Templar at one point or another. Because non unicorn ponies are unable to use the Templar weapons of war, they tend not to get to far ahead in life from within the Khala. Non-unicorn ponies also don't benefit from the eternal youth the Khala provides unicorns, which is a large contributor as to why non-unicorns are such a massive minority. This has had some mixed results with interracial marriages. Some unicorns prefer not to let themselves get attached to a pony they know will not be around forever. Others see past it and instead choose to cherish the time they have. Some prefer a spouse with a limited life spawn, because they can't envision themselves spending an eternity with one pony.

Unicorn Khalai mares may not age, but they still only have a limited window to reproduce. Like the mares of the other factions, they will eventually reach the end of their fertility and be unable to bare offspring. In order to keep the population high, and to keep a steady flow of fresh young mares and stallions joining the Templar Ranks, fertile mares are encouraged to bare children while they still have the opportunity. On some of the lower populated colonies, it is a requirement. Since the Khala almost guarantees unicorn offspring, any fertile mare of any race is considered a prized catch, and Khalai unicorn stallions will go to great lengths in hopes of courting one.

It is the pegasi who are most valued, since children born with an alicorn appearance are considered a good omen. Many Low Matriarchs who are still fertile often taken pegasi stallion husbands in hopes of producing alicorn offspring. In the long run the marriage won't matter since the pegasus will eventually grow old and die. Many simply view it as seizing the moment.

The Khalai earth pony stallion is a bit disadvantaged when it comes to Khalai love life. Having no physical features of remarkable beauty to offer, like a Pegasus's wings, nor any psionic potential, the Khalai earth pony brings little to the table. Despite their disadvantages, they have little trouble finding a mate, especially among older unicorn mares. In a strange way they are actually valued for by older unicorn mares for their short life span. Some unicorns don't like the idea of being tied down to one stallion for all eternity. Many Low and Middle Matriarchs past their fertile state have taken earth pony stallions as husbands. (Keep in mind that since they only age to the point of appearing "middle aged", a hundred year old unicorn mare would look no different than say a thirty-five year old).

Unicorn mares past their fertility have the most trouble finding a mate. Many of these mares were married at one point or another, but often see their husbands die serving the Templar. Stallions who have not yet had children will often look for a younger fertile spouse. While that they can no longer serve the Khala by baring children, they will devote themselves to the Khalas service in other ways, usually through means of military service. Like many stallions, the vast majority will die, but some will prove to be of extraordinary potential, and go on to become candidates for matriarchy. Should that happen, they will usually never have trouble finding a stallion again.

Motherhood in the Khala is considered one of the most important roles for a mare, and is viewed as equally important as a stallion’s military service. Khala society views it as a mare sacred duty to bare and care for many foals as possible. There is a certain stigma towards mares who bare no children. Just like a unicorn who has not served time in the Templar Order, a mare who bore no children during her period of fertility is seen as a mare who did not perform her duty to the Khala. Because it is mandatory on some worlds for a mare to produce at least one child, regardless of marital status, it's uncommon to see a mare be childless, though there are ways around it. The easiest way to avoid motherhood is for a mare to join the Templar. Any mare who spends her fertile years serving the Khala is still considered a mare who has performed her duties. Serving in the Khalas defense is a common option for many mares who doesn't feel ready for motherhood. Should she decided to bare children later on, she is eligible for an early discharge so she may be allowed to safely raise the child. Fortunately, children born of the Khala tend to be more well tempered and well behaved than children of normal Koprulu society. The link between a mother and her offspring in the Khala is said to be stronger than most. While the idea is generally accepted as a truth, there is no proof of this one way or another. A mother is expected to raise all children by herself, and often does so with children from multiple stallions. Because the mother plays the larger more direct role in Khala society, it is the last name of the mother that is passed onto the child, as opposed to most Koprulu cultures that pass on the name of the father.

Fatherhood in the Khala plays very little role for most stallions in terms of directly raising the child, as most stallions will be on distant worlds serving the Templar Order during their child's youth. However, fatherhood and military service are considered to go hand in hand. The greatest act of fatherhood with in the Khala society is not actually helping to raise the child, but to serve, and if necessary, to die in that child's defense. Any unicorn stallion who fathers a child is immediately required to serve the Templar until the child is of age to strike out on his own. Fortunately thanks to the Khala warp network, it’s not a difficult task for a Templar to frequently visit his family off duty. Such visits are encouraged; they not only give the stallion and mare more opportunities to produce more offspring, but it's been found Templar who occasionally see the child they are fighting to protect tend to fight much harder that those who don't.

While there is no official currency with in Khala society, status does play a factor in terms of land and resource distribution, as well as earning administrative positions in nonmilitary/matriarchal government organizations. Higher education is considered an important next step in life once a Khalai pony has earned Elder status. While many Khalai do aspire to be scholars in either the arts or sciences, a Khalai citizens queue to get into universities is heavily reliant on his or her status. Most unicorn stallions will spend their entire lives in the Templar Order, so it is mostly the mares who move on to receive higher education; most artist and scientist with in the Khala are female. Status for a stallion is usually measured in military service. Status for a mare is measured either in military service, or in the amount of children she raised that went on to become Templar or mothers themselves. For this reason, most mares will not began higher education until they are past their fertile years, as it is very difficult to gain entry to Khala universities without high status. Some of the more ambitious mares will opt for military service after they have reached the end of their fertile state in hopes of achieving matriarchy. Her status as a mother will usually factor in when promotions for Low Matriarchs become available. It's possible to achieve matriarchy at a younger age if they can advance the ranks fast enough to reach overseer while still in the fertile stage of their life. They can still easily have children later in life, as matriarchs are allowed to take any unmarried stallion they wish as a husband, provided he isn't a Templar whose military rank out ranks her matriarchal rank. Mares past fertility who never bore children but reached the rank of overseer still can become matriarchs, as their military service has granted them much status. They are however heavily disadvantaged against a mare who bore children, and matched her military record.

A Khalai becomes an elder once their basic duty to the Khala is considered fulfilled. Reaching Elder status for a mare is the most straight forward; there usually two criteria to be met. The first is that she must be past her fertile stage. As long as she is still capable of baring children, it is still considered her duty to continue to bare children if possible. The second is that all of her living children are now considered adults themselves. Once a mare has completed the task of motherhood expected of her, she is considered an elder, and is free to spend the rest of her life to explore the arts and sciences as she wishes, continue to serve by joining the Templar in hopes of earning matriarchy, or simply enjoy herself and see what life has to offer. It is far more difficult for a stallion to achieve Elder status. A mare can only bare children up to a certain point in her life, a healthy stallion however is always considered able to fight, and so his duty to the Khala can technically be never ending. Fatherhood is the main means of earning elder status. If a stallion ever fathers a child, that child is now a direct representation of his remaining time of military service. Once all the children that a stallion fathers grow up and eventually joins the Templar themselves, or become mothers themselves, the father has now completed his duty in furthering Khala society. The Templar alongside his wife both earn elder status, and are free to spend the rest of their lives together. Divorce is allowed, but it almost never happens in the Khala. Another less fortunate means of earning elder status is to become crippled in battle. This is seen as the equivalent of performing your duty to the death, so discharge and elder status follows; this is not a preferred means of military discharge.

Failing to complete ones duty to the Khala can be considered a crime. While there is no currency within Khala society, everyone is still expected to earn their keep. A pony does not have to enter military service or motherhood, and can instead choose to pursue civilian labor. However because they are considered to be able to work forever, their duty is never ending, and can’t earn Elder status this way. A stallion however can still earn elder status by becoming a father, since stallions are always fertile; fatherhood will bring military service with it. Many stallions will initially choose a civilian craft, and later join the Templar after finding their special some pony. A mare in a civilian craft must be more careful with her choice. If she goes through her entire fertile years without ever baring children, she will never be able to achieve elder status, except through matriarchy, which is not an easy task. Still, many mares will choose to wait, and instead meet a stallion as a civilian before choosing to begin motherhood. The only exception to this are mares who have a medical condition preventing them from baring children. Fortunately Khalai medical technology is very advanced, making this uncommon. Should it happen though, a mare who reaches the rank of overseer within the Templar Order can be discharged with Elder status once she serves an additional 10 years as that rank, though she may reach matriarch status before then.

The Khala instills a deep sense of duty in all Khalai ponies, so it’s very unlikely that anyone ever fails to perform their duty. But every now and then, an individual might come along in life that does not want to conform to societies standards. As extremely rare as this is (the Khala usually prevents this from happening), when it happens, that pony is arrested, dehorned (severing his or her link to the Khala), and exiled from Khala space.

Progression outside the military is difficult but possible. There are many political positions below the level of a Matriarch, and are equally available to both mare and stallions. Because there is no currency used within Khala society, there is little hope of becoming a powerful industrial entity. All industry is owned by the government, and all leadership positions with in industry are also chosen by the government. Individual status factors into such leadership positions.

Since there is little individual ambition with in the Khala, most ponies don't worry themselves with dreams of raising to power. Instead they mainly focus on what they can do to better the Khala way of life. Besides the Dark Templar, ambition can still be found, particularly among the Matriarchs, who are often vying to raise to greater power. While they do often compete with each other to prove their worth to their superiors as to why they should receive the next promotion, they do typically accept the decisions of their superiors and their own role in the grand scheme of things. There was never been an insurrection from within the Khalas own ranks at the hands of a rogue Matriarch.

Since Khalai robotics has reached the point where robots can perform most remedial task with in Khala industry, and because the Khalai don't use any form of currency, many Khalai who earn elder status pursue arts. The Khalai are known for making excellent music, painting, dance and song. Great artist are highly revered throughout the Khala. While most must earn elder status before they can pursue those goals, there are occasionally Khalai born with enough raw talent to bypass the motherly or military duties necessary to earn elder status. Others instead pursue administrative goals, hoping to serve by running lower levels of government. This life style has had a great appeal to many immigrants of the Consortium and Dominion who seek a new life. Particularly among Dominion clones. Unicorn Stallions are the least likely to convert to the Khala as they would be expected to fight and die, but pegasi, earth ponies and unicorn mares find much appeal to the Khalai life style. Much is expected from non-unicorn immigrant mares. The only way for them to gain citizen ship is to agree to raise children if they haven't already. Immigrant non unicorn stallions don't have such expectations, but are still encouraged to father children. They are actually valued by unicorn mares seeking motherhood, because unlike unicorn stallions who will be sent away to the front lines, non-unicorn stallions are free to stay home, and serve the Khala by using their limited lifespans to help raise children directly. It’s very easy for an immigrant stallion to find a mate for this reason, especially pegasi. Because they are there to help raise the children directly, their unicorn spouse is much more likely to be willing to bare additional children, which will greatly help her status in her later years.

The greatest deterrent is fear of losing individuality to the Khala. Many believe that their thoughts will never again be their own, or don't want other ponies knowing what they are thinking at all times. There is a misconception that the Khalas emotional control will turn Khalai ponies into emotionless husk. The truth is that Khalai ponies experience all the same emotions, joys and fears that any other pony does. The only difference is that the Khala helps them to maintain control of their emotions, rather than letting their emotions control them. Even with the fear that comes with initially joining the Khala, when ponies are desperate enough, they are willing to make that sacrifice in search of a supposedly better life.