The
Alliance of Five Powers began with the Glis. Much of the origin of
this ancient race is long since lost to time; in their own records,
history seems to begin roughly 30,000 years ago, at the peak of the
Glis Empire. The Glis were never conquerors, but built their empire
through trade and alliances. Acting as science brokers among their
allies, they were able to build a powerful warfleet that kept pirates
at bay and kept their borders safe, but their battles were won
through superior technology and firepower rather than tactics or
training. This lack of skill in war would continue until the Fall:
some 20,000 years ago, the Glis Empire collapsed under its own
weight. Glis civilization had not been built to endure the collapse
of central authority. The empire was thrown into confused panic, and
former allies and neighbors rushed to devour the corpse.
Since
the Glis had not been accustomed to wars of conquest, most of the
myriad factions left after the Fall attempted cutthroat diplomacy as
a first option, and were easy pickings for enemies using sheer force.
Among those were thousands of Glis merchant-warlords who recognized
the vulnerability of their own people; over millennia of fighting,
these many militant enclaves consolidated though alliance and
conquest into eight. The Eight Remnants eventually settled into an
uneasy detente when it became clear they could not conquer each
other—at least, not without leaving both the victor and victim
vulnerable to any third faction. Pirates and external foes remained
constantly testing the Glis borders, reduced to less than a quarter
of the Empire's territory at its peak.
After
over two thousand years of cold war stasis, the Kiliak Remnant made a
bold grab for power. Rather than military, the move was symbolic:
they renamed their capital to Gliris-Sha (or Gliris II), invoking the
fallen near-mythical capital of the Empire. The response was
immediate: the other seven Remnants united and fell upon the Kiliak
for their presumption. To their own shock, they found cooperation
much more satisfying than hostility and fear; after fully dismantling
the Kiliak as a political entity, the remaining seven laid unified
claim to Gliris II and, over the course of several more decades,
slowly consolidated into a single Glis Remnant.
Unlike
the former Empire, the Remnant would remain warlike. Though wholly
uninterested in conquest, it was still fighting a nearly endless
defensive war; in fact, the Remnant constantly refused offers of
peace, seeing its struggle as integral to its unity and identity.
This besieged mindset led to a sort of complacency in itself. When
the Fourth Kingdom of the Drule Supremacy arrived, the Glis rejected
their diplomatic overtures. They were seen as just another vulture to
be driven from the Empire's carcass… until they obliterated the
defenses of the border world of Sikril and claimed it for their own.
The
infuriated Glis dispatched an assault fleet to Sikril, which swiftly
became a brutal meat grinder for both sides, yet the battle there
failed to stop the Drules from launching their next wave of conquest.
It soon became apparent to Glis analysts that the unknown invaders
had far greater resources than the Remnant possessed; while their
ships were equal to the Drule vessels one on one, the Drules could
field greater numbers faster. Compounding the issue was the fact that
the technology and facilities to build the most powerful Glis
warships had been long since lost in the Fall, despite efforts to
rediscover their secrets. Their leadership was still debating the
proper response to this realization when the Drules raided Gliris II
and decapitated the Remnant's war effort. (To add insult to injury,
they would much later learn this had been a coincidence. The Drules
were wholly unaware that they had raided the capital.)
Much
like what was recorded in the Fall, the Annihilation caused the rest
of the Glis to collapse into panic and anarchy. Planets, fleets, and
even individual ships took whatever action they saw fit to save
whatever could be saved. Rushed evacuations occurred throughout the
Remnant, while others opted for a last stand that would severely
bloody the Drules. A few even surrendered, though no official Glis
source will acknowledge this A call was sent out for survivors
to rally at the original Gliris, and ultimately four waves of
refugees aboard hundreds of ships arrived there.
In
orbit over their original homeworld—once a jewel of the galaxy, now
a long-ruined pirate haven—the survivors made a pact that the Glis
would never again be complacent victims. Instead, they would become
the aggressors. Nearly every Glis soldier took an oath that so long
as a single weapon remained in a single Glis' paws, the Drules would
never again know peace. And thus launched what was originally known
as the Glirian Crusade. Their first action was to bombard the surface
of Gliris to glass, purging it of the pirates they had once feared
and any hope of future habitation as a symbol of their new path.
The
Glis fleet organized into four Grand Convoys: Alitra, Shiriki,
Varesi, and Ka-glira. Each of them would develop a distinct culture,
becoming akin to four new nations, united by spiteful rage. Each
operated independently but stayed in close contact, attacking Drule
forces wherever they found them, destroying as much as possible and
fleeing before reinforcements could punish them. It was the Ka-glira
Convoy which, some thirty years after the beginning of the Crusade,
detected a large Drule fleet and arrived to find a new planet holding
out against conquest.
The
Hydrans were in fact descended from Drules, tracing their history
back to when the Supremacy first spilled into the Milky Way via the
Maw of Indurkra wormhole. An early colonization effort from the Tenth
Kingdom went awry when crossing the wormhole: a navigational error
led to the fleet being flung violently through extraplanar space. The
colony ship Touch
of the Dark
found
itself stranded over a lifeless planet of active volcanic islands.
With few options, they settled the planet anyway, naming it Hydros:
Crucible, in the Tenth's dialect.
Lacking
any of the expected support and equipment, the settlers turned to
their priests and witches to make their new home habitable. Neither
had much initial success. Drule occult science was heavily reliant on
technology and reagents, and the witches' stocks were swiftly running
dry; the priests found themselves unable to contact their gods. This
was the point that the settlers ceased to call themselves Drules,
believing they had been found somehow unworthy. Their fight to
survive became an equally fierce desire to prove themselves.
For
nearly twenty years the Hydrans were able only to maintain their
small population, living on food from the Touch
of the Dark's
subsistence gardens and carving shelter from the rocks. Then a nearby
volcano, the Spire of Rulika, began to erupt. A small delegation of
witches and priests journeyed to the site. Their plan was as simple
as it was desperate: to use the volcano itself as a reagent of sorts,
to amplify the priests' pleas to the gods. Such a thing had never
been attempted before.
The
delegation got a response, though not the one they were expecting.
Afterwards the priests would describe a sense of energy invading
their minds in sync with the eruption. Emboldened by this, both
groups redoubled their efforts, melding their methods into a mystical
discipline that fed on the chaos of Hydros' surface to seemingly
commune with the planet itself. It took another decade for Hydran
shamanism to reach a recognizable form. But soon they were able to
not only tame the violent surface and stormy seas, but cooperate with
them.
Shamanism
revolutionized Hydros in the same way industrial revolutions affected
many other worlds, and soon a thriving civilization began to spread
over the planet. Formally abandoning their silent gods and lost
technology, the Hydrans fully embraced their new identity with pride
rather than shame.
Though
they no longer considered themselves Drules, the Hydrans bore no ill
will against their ancestors; they welcomed the Fourth Kingdom as
brothers when their scouting vessels arrived. The Fourth was far less
impressed. They engaged in diplomacy until it became clear Hydros had
no empire and minimal defenses, then declared their lost brethren a
shameful abomination and attacked in force.
Believing
shamanism to be only a weak facsimile of occult science was, to say
the least, a tactical error. Dismissing that the Hydrans had once
been Drules was even more so. Fourth Kingdom fighters found skies
filled with volcanic ash, while infantry was all but neutralized by
deadly storms. Then the Hydrans began to issue sol
adroce
challenges
to grounded troop ships, demanding the right to battle for possession
of the vessels. Not about to lose face by refusing challenges from
their inferior cousins, the Drules accepted the challenges and were
roundly defeated. Within two years the Hydrans had reverse engineered
the captured vessels into technomystical warships of their own,
though these ships were not enough to break the siege.
By
the time the Ka-glira Convoy arrived at Hydros, the situation had
settled into a stalemate with sporadic flares of new combat: the
Drules blockading the planet out of sheer disgust at its existence,
the Hydrans not interested in going anywhere but nonetheless offended
by their presence. The Glis wasted no time in removing that presence
for them, then inviting the Hydrans to join in their crusade. By this
time the Hydrans were more than irritated enough to accept. Elements
of the Ka-glira would remain in defense of Hydros, while the Hydran
warships joined the Glis fleet. Even more valuable were the advisors
they sent along, with a wealth of information on Drule culture and
tactics. Soon Hydran tacticians were present in each of the Grand
Convoys.
The
intervention on Hydros was the exception rather than the rule, given
the relative scarcity of intelligent life in the galaxy. Continuing
to follow the Drule advance, the crusaders usually came across supply
posts and mining colonies rather than besieged civilizations. Though
able to use captured supplies for some maintenance, attrition was
becoming a serious problem in the fleet.
When
the Shiriki Convoy came across a large Drule maintenance station
being built in an unnamed system, it was too tempting a prize to pass
up. Upon eliminating the defenses they found the station playing host
to thousands of slaves. The liberated slaves were quite willing to
continue construction for their rescuers. But a half-complete space
station proceed to be a wholly indefensible resource; when the Drules
sent reinforcements, the Shiriki defenders could do nothing to stop
them from destroying the station before focusing on their ships.
Guilt-stricken by the needless deaths, the crusaders agreed to be far
more careful about what they attempted to liberate and hold. It would
be another twenty years before their next defensive battle.
The
Kolaliri were once conquerors themselves. Though they were originally
a skilled and disciplined warrior society, their greatest advantage
was technological: in a process known as crysforging, they could take
raw metallic material and use resonance to crystalize it into
whatever armor and weapons a current situation required. When
conditions changed, their equipment could be repurposed rapidly to
match. The speed and efficiency of crysforging, as well as the
strength of the base material, was constantly being improved
throughout their initial conquests. This adaptability, along with
rigorous training, made the early Kolaliri a nearly unstoppable
juggernaut.
Over
several centuries, the Kolaliri built an empire around their
homeworld of Kolair, enslaving any other races they encountered and
using the principles of crysforging to help terraform even the least
hospitable planets. Even civilizations that were in many ways more
advanced were only able to muster minimal resistance, and the
uninterrupted victories made the Kolaliri arrogant. It became a
matter of near-faith that they were the superior race in the galaxy.
The pace of conquest slowed, as even the warriors became more
interested in basking in past glories rather than acquiring new
territory. Soon the expansion of their empire ground to a halt
entirely.
After
nearly a century of decadence, the Kolaliri began to run low on
resources. Their first step was to exile all the slaves from the
Empire. There was, they reasoned, no need to expend their limited
resources on inferiors. Though it eased some immediate pressure,
removing one of the Empire's major sources of labor—not to mention
the segment of the population afforded the least resources to begin
with—did not alleviate the problem for long. It soon became clear
that the Kolaliri must either reduce their consumption or acquire new
territory. Giving up any luxuries was unthinkable, so the invasion
fleets were reformed.
The
first planet the Kolaliri attempted to conquer is unknown: they did
not know or care what its name was at the time, and now prefer to
ignore that it ever existed. The planet's inhabitants wanted nothing
more than to be left alone, and had built powerful defenses to that
end. Military research and training had been two of the first things
to fall by the wayside as the Kolaliri descended into complacency.
The result was inevitable: the tactical flexibility of crysforging
was useless against the sheer power of the defenders. Nearly as soon
as the first ships were lost, the invaders broke and fled. Defeat had
been unknown and unthinkable.
Immediately,
weapons research was restarted in earnest, but it would take time.
Reestablishing any semblance of warrior discipline among the decadent
Kolaliri would be even more difficult. The resource issue was
immediate. Finally, the Emperor came to a decision. Petty crime, and
worse, was common within the Empire—law enforcement was as lax as
anything else. To reduce the population to sustainable levels and
encourage better behavior among the rest, a 'death lottery' was
instituted. Twice a year, a number of criminals would be randomly
chosen and executed, no matter their crime. This policy proved both
surprisingly effective and surprisingly popular.
The
death lottery had been in place for roughly a decade when the Fourth
Kingdom arrived. Having captured and interrogated some of the
Empire's exiled slaves, the Drules offered the Kolaliri an alliance:
unlimited resources and glory in exchange for crysforging technology
and military cooperation. (Though diplomacy is often the Fourth
Kingdom's precursor to conquest, later intelligence indicates this
offer was sincere: their philosophies were quite similar, and Drules
allying with civilizations as a more efficient alternative to
conquest is not unheard of.) To their surprise, the Kolaliri rejected
the offer outright. Their death lottery had saved them; they had no
need to rely on the aid of lesser civilizations, and were insulted by
the mere suggestion. Additionally, they found the Drules' appearance
hideous, and demanded the ugly intruders leave them be.
This
disastrous diplomacy was immediately followed by the Drules sacking
three of the Empire's border worlds, slaughtering the populations,
and sending the Emperor a message that the Kolaliri would be granted
all the death they could ever want.
Though
their research after their last failed conquest had improved things,
the Kolaliri were no match for the Drule armada. The Drules
specifically encircled the Empire, wiping out border worlds first,
slowly tightening the circle of conquest around Kolair just to
further humiliate their foes. But this twisting the knife also led to
their detection by the Varesi Convoy. The Varesi traveled to the
center of the circle, assuming they would find the Drules' ultimate
target there, and found Kolaliri forces rallying for a last desperate
stand in their home system. After convincing the defenders not to
attack them, the Varesi asked if they wanted assistance.
Much
as the Kolaliri bristled at the thought of accepting aid, the thought
of being entirely wiped out was far more disagreeable. They handled
it the only way they knew: by announcing their delight at finally
encountering 'other superior beings' in the galaxy, and inviting the
Glis and Hydrans to join them in annihilating the attackers.
The
Battle of Kolair lasted nearly a week, and ended with a first in the
history of the Glirian Crusade: a treaty. The Drules agreed to leave
the Kolair system alone, as they had no more time to waste with
'arrogant younglings on worthless planets'. Any Kolaliri who left
their system would be killed on sight. It was one last humiliation of
the proud Kolaliri Empire, and the Fourth Kingdom considered it a
victory. What they didn't anticipate was that the Kolaliri might have
come to hate them enough to sustain an alliance with others.
That,
however, was precisely what happened. Joining the Glis-Hydran
coalition (and complimenting the Hydrans on being 'somewhat less
hideous' than their cousins), the Kolaliri added what was left of
their fleet to the crusade. Additionally, though its planets were
badly depleted of resources, having the Kolair system as a safe home
base for the Grand Convoys was a welcome development; Hydros remained
regularly besieged.
While
the Glirian Crusade was transforming into a multi-species alliance,
another coalition was forming elsewhere between two equally unlikely
civilizations.
The
history of the Biboh is even less clear than that of the ancient
Glis. What is known for certain is that they are artificial
creations, genetically engineered by a race which no longer seems to
exist. (When asked about the fate of their creators, the Biboh refer
only to something best translated as 'the plague of birth'.
Historians believe this race may have unleashed a fatal genetic
defect upon itself.) The prevailing theory is that they were created
to serve aboard spacecraft in place of their creators, in much the
same way as many other races used artificial intelligence.
Whatever
their purpose, the Biboh were created with an instinctive need to
please others. Originally this kept them obedient to their creators.
Over time, it led them to develop complex forms of art and
entertainment, both for themselves and as an offering to any others
they encountered on their journeys. When their creators vanished, the
Biboh continued to travel. They were often enlisted by other races as
scouts or messengers, asking for no payment but the approval of those
who employed them. Just as often they would put on elaborate
performances to amuse local populations. Soon they were known through
a large range as interstellar bards of sorts, wandering from planet
to planet.
The
Biboh used a tribal structure: the inhabitants of a given ship were
considered a clan, while a group of ships made up a tribe. Various
tribes remained in loose contact, but there was no central
government—or indeed, any government at all. Gradually it became
evident that a semblance of order might be helpful. With no true
allies, but countless friends, the Biboh tribes were able to
establish a few supply outposts of their own to increase their range.
Over time several formalized routes were established, with the
arrival of the Biboh celebrated as a holiday on many worlds.
How
long this state of affairs continued is unknown, as the Biboh had
little interest in measuring time. But eventually they would begin to
find planets they had visited for dozens or hundreds of circuits in
ruins, conquered by the Fourth Kingdom. Initially the Biboh attempted
to make peace; they would just as happily have offered their services
to the Drules as to anyone else. But the Drules were uninterested.
Soon the Biboh found their vessels attacked on sight, while what
defensive weapons they once possessed had long since fallen into
disrepair.
Throughout
their history, the Biboh had never known true enemies, nor true fear.
Contact with the Drules changed both of those. They had been designed
with the ability to survive and maintain their numbers, not increase
them. The thought of an external force decreasing them had never been
imagined. Confronted with the sudden possibility of extinction, the
Biboh gathered at their outposts to try to decide on a plan.
Unfortunately, those outposts were directly in the path of the Fourth
Kingdom advance. Drule forces fell upon the meetings, and the few
Biboh able to reach their ships fled.
After
being routed at their outposts, the hundreds of Biboh tribes had been
reduced to only three. The Kiya-Biboh and Zi-Biboh had managed to
flee largely intact, while the shattered remains of many other tribes
consolidated into the Hal-Biboh. Unsure what else to do, the
survivors simply kept running until they encountered another
inhabited world.
The
Quasnot had never entertained the thought of life beyond their own
planet. Their homeworld of Quariot had almost no accessible metal,
all but preventing the harnessing of electricity. This alone made
them seem remarkably primitive in the eyes of any spacefaring
civilization. But the Quasnot were keenly intelligent and socially
complex, with a tribal structure developed over thousands of years.
Instead of typical technological advancement, they mastered
domesticating the wildlife of Quariot. Centuries of selective
breeding made their workbeasts as well-honed for their tasks as any
machine could have been.
Most
Quasnot tribes acted independently. There were no true wars; the
tribes were respectful rivals, not enemies, and combat rituals were
enough to settle even the most bitter disagreements. The Council of
Honor, a group of elders with nominal authority over all tribes,
existed to deal with extreme emergencies—it was first formed after
a cataclysmic earthquake that nearly split the smallest continent in
two, and over the entirety of Quasnot history had met fewer than two
dozen times.
When
the first Biboh ship landed on Quariot, the nearest Quasnot tribes
were too stunned to even duel for the right to investigate. Rather
than expend time and strength on honor challenges, a cooperative
expedition was sent out. The scouts were wholly unprepared to
encounter intelligent life emerging from the vessel—and even less
prepared for the visitors to issue dire warnings of approaching
conquerors. This resulted in the first meeting of the Council of
Honor in over a hundred years.
Recognizing
the state of Quasnot technology, the Biboh offered to help evacuate
the planet before the Drules arrived. Reeling from a situation beyond
their wildest imaginings, the Quasnot declined to leave everything
they knew. They would fight, and either succeed or die as warriors.
Attempting to reciprocate the honor they were fairly sure the Biboh
had offered them, they invited the aliens to fight and die with them
if they wished.
Though
the Biboh were not motivated by the thought of dying as warriors, the
thought of simply abandoning another race to extinction was almost as
unattractive. The Zi-Biboh suggested a middle ground of sorts: they
could attempt to restore the weapons on their few combat vessels to
working order, then gift those ships to the Quasnot for their final
stand. The Quasnot were intrigued, pledging what resources they had
to the endeavor.
As
the project began, the Biboh moved their entire fleet—still several
hundred ships, though most were small and completely unarmed—into
the Quariot system. Mere weeks later, a massive warfleet appeared in
the system. To the shock of the Biboh, the new arrivals were not
Drules; to the shock of the arriving Shiriki Convoy, the ships
awaiting them were not Drules either. Immediately the Shiriki were
placed in something of a quandary. Given the limited resources of the
crusaders, defending a planet that could offer neither martial or
material support in return would be a poor strategic choice. But they
were even less willing than the Biboh had been to abandon a
civilization to their hated enemies.
The
arrival of the first aliens had been a stunning revelation. The
arrival of so many more had the Quasnot struggling to regain any
sense of their own agency. As the Shiriki were trying to decide on a
course of action, the Biboh relayed a message from the Council of
Honor: the Quasnot were demanding an honor duel over their presence.
Exactly what they were dueling for was not made clear (records from
the Council would admit not even the challengers knew). But the
Shiriki had an inspiration, and dispatched a warrior from each of the
crusade's races to engage in the duel. The Quasnot warrior they faced
easily defeated all three at once.
After
this display, the Shiriki abandoned their original evaluation. If
they could just get the Quasnot warriors onto Drule ships—something
Kolaliri vessels could easily be adapted to facilitate—they would
be devastating allies. Upon being invited to join the coalition, the
Quasnot were eager to accept, but insisted the Biboh must also be
allowed to join; honor demanded their fates be tied together. The
Shiriki readily agreed.
During
these negotiations, the Alitra Convoy also arrived to Quariot. They
had been scouting the Drule advance in the region, and believed the
invasion was imminent. But as days and weeks went on, the invasion
did not come. After nearly a year of waiting, Alitra scouts were sent
out again, and returned with seemingly miraculous news: the Fourth
Kingdom had altered the direction of its expansion slightly, and
Quariot was no longer in their path. Far later, it would become known
that this was no arbitrary miracle, but a direct result of the
Glirian Crusade: the Drules, like the Shiriki, had detected the Biboh
fleet and believed it to be their enemies. Unlike the Shiriki, the
Drules were quite fed up with wasting resources on the guerilla
attacks, and decided to travel a path of less resistance.
Having
geared up for a war beyond imagination, the Quasnot were actually
somewhat disappointed to be bypassed. The crusaders reassured them
that they would take the fight to the Drules. But as the other Grand
Convoys arrived to Quariot to reorganize, it was becoming clear the
haphazard coalition was reaching its own breaking point. Every new
addition, though valuable, put new stresses on a chain of command
that had barely changed since the Glis first set out to war.
It
was the Hydrans who first suggested turning the crusade into a formal
alliance. The Glis were immediately receptive; the Kolaliri were not,
but were quickly convinced of its benefits (not least that a more
integrated command structure would offer Kolaliri more advancement
opportunities). It was all the same to the Biboh and Quasnot, who
agreed that it sounded like a good idea. Over the course of the next
several months, negotiations—mostly the Biboh doing their best to
mediate between the other four—would hammer out an agreement that
was still largely military in nature. The coalition was still a
ragtag band of minor powers and fallen empires, but now they were a
ragtag band with a plan.
Since
Kolair's system could barely sustain its own population and Hydros
was still subjected to regular blockades, Quariot was named the
capital of the new Alliance of Five Powers. Metal deposits uncovered
on the planet's moons would be mined to maintain the AFP's warships.
Hopes for building a proper shipyard in the system were abandoned as
the limits of the deposits became clear, but it was still a much
better situation than what they had before.
Each
Grand Convoy would be headed by a formalized council, with at least
one representative from each race. The councils would deal with any
non-military matters that arose as well as broad strategy. The Glis,
as the impetus behind the crusade and the source of most of its
warships, still held the most military command positions. Hydrans
still served as advisors and tacticians, in addition to establishing
a rudimentary scouting and intelligence organization. The Kolaliri
were largely responsible for resource acquisition and maintenance, as
the AFP lacked any mining or manufacturing equipment except for what
they could crysforge. The Quasnot would function as shock troops and
boarding parties.
Though
their addition had originally been nearly an afterthought, the
negotiations established the Biboh as the glue that would hold the
AFP together: not only were they the only ones with any semblance of
diplomatic skill, their arts and performances were invaluable for
morale. The Hal-Biboh, being comprised of so many tribal remnants,
were far larger than a typical Biboh tribe. With the formalization of
the AFP it split into six. The Qua-Biboh would remain on Quariot to
facilitate communications with the new capital, while the Ali-Biboh,
Shira-Biboh, Var-Biboh, and Glira-Biboh would join the four Grand
Convoys. A Hal-Biboh tribe would remain, in honor of the lost; they,
the Kiya-Biboh, and the Zi-Biboh would be freelancers of sorts,
traveling wherever the AFP needed them.
The
name Alliance of Five Powers was multilayered. It of course referred
to the obvious five races that had joined together. It also
referenced the organization of the new alliance: the four Grand
Convoys and Quariot.
Shortly
after the AFP's formation, the Fourth Kingdom advance would cease
entirely. Unlike the bypassing of Quariot, this had nothing to do
with their enemies: after a string of unbroken conquests that had
begun long before reaching the Glis, it was simply time for them to
stop and consolidate their holdings. The AFP took advantage of this
lull to send the Alitra and Varesi Convoys back along the Fourth's
border to carry out diversionary strikes, as well as delivering food
to Kolair and breaking the blockade at Hydros on principle. With
Quariot as their primary staging point, keeping Drule attention from
focusing on it was a necessity.
When
the Drule advance began again, the Ka-glira Convoy was given primary
responsibility for shadowing it. Unknown to the AFP, part of the
Fourth's consolidation had been calling in a task force to deal with
the persistent thorn in their sides. A Ka-glira attempt to ambush a
supply convoy saw them ambushed in turn. The Alitra were near enough
to rush to their aid, ultimately routing the Drule armada. But the
Ka-glira had suffered catastrophic losses, including the Ka-glira
Tashi,
their flagship. Reeling at the worst defeat in the history of the
Grand Convoys, all AFP forces retreated to Quariot to rebalance their
strength. The setback served to further enrage the survivors, but
also reinforced that a single planet with a few lunar mines could not
truly sustain an interstellar warfleet.
Returning
to their original assignment, the Ka-glira suddenly began to discover
conquered planets all inhabited by the same slave race—a first in
the history of the Glirian Crusade, let alone the AFP. Afraid the
Fourth had conquered some new empire while they were licking their
wounds, the Ka-glira called for help from the other Grand Convoys
while searching for the Drule front lines. Finally detecting a large
fleet, the Ka-glira and Varesi fell upon the Drules in a fury. The
natives, seemingly in the midst of evacuating, had obliterated two
dreadnoughts, but there was no sign of native warships larger than
fighter craft. Later in the battle, a single capital ship would
arrive; though it battled fearlessly, it was clear to the AFP that it
could not have destroyed the dreadnoughts either. Though confusing,
any empire capable of taking down such vessels seemed like an empire
worth allying with. The AFP battled for two days over the alien
planet before the Fourth finally ceded the field.
Only
then would things begin to make sense. The natives, called
Earthlings, were not an empire at all: they were a young civilization
with great ambitions, and had built a vast network of colonies
without having the strength to defend them. They had been holding out
against the Drule advance with narrow escapes and nuclear suicide
attacks. Only one ship had aided the AFP in battle because the
Earthlings only had
one
ship, but many more were in production… they had the resources and
infrastructure, if only they had the time.
To
the Drules, Earthling territory had looked like just another naive
young civilization to be conquered. To the Alliance of Five Powers,
it looked like the promised land.
(This
report will be continued in part 3: Galaxy Alliance.)
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