Arali

Departmento Cartographicae pict-file of Arali

**Arali** is a lifeless planet with an economy centered around gambling. Aside from a few uranium mines, gambling is the only industry on the planet, and with few resources and a poisonous atmosphere, loose gaming laws are the only reason this backwater colony exists. When a nearby inhabited planet suffered a catastrophe, the caves were sealed off from the atmosphere and converted to serve as an emergency refugee camp. Many of the survivors still live there today, having converted the caves and tunnels into a vast underground city.

## Biosphere

A small rocky planet with a toxic atmosphere of 83% carbon dioxide, 10% oxygen, and 6% nitrogen. Stars and the sparse ring of rocks which surrounded the planet were visible even during the day. The terrain was mountainous and barren. Ravines and caves were common across the surface as well as smooth barren plains. Surface weather consisted of high winds and dust storms, making prolonged periods of outside work inadvisable without sufficient protection. The planet is famed for the many terraces that look as though they have been 'carved' into rock faces. An extensive network of caves also exists. While many people insist that these structures are not natural and must have been made by intelligent lifeforms, there is no actual evidence of this. In fact, there is no evidence of life ever having existed on the planet besides these strange rock formations. Many of the survivors still live there today, having converted the caves and tunnels into a vast underground cities.

## Fauna

Highly aggressive and animalistic creatures capable of flight and are incredibly photosensitive infest abandoned tunnels and dark spaces of Arali. They have thin, streamlined bodies covered in what appears to be thick and leathery skin, wings capable of supporting limited flight, and a twin-forked tail with sharp points at the end. Hidden in both of their legs are bonespears, that they use for grabbing their opponents. Due to the nature of their total-dark environments they have no eyes, but instead have incredibly sensitive ultrasonic sensor organs capable of picking up on the most minute of sounds.

## Culture

Arali psychology leans on toughness in mind and the body. Arali have always had a tendency to be selfish, unsympathetic, and blunt. They respect strength and self-reliance and are neither surprised nor offended by treachery. Their worst insult is to call someone "not worth killing". Most Arali trust and serve no one but themselves. This solitary attitude stems in part from a deep sense of fatalism and futility. The Arali live with a generally violent and short-sighted attitude of personal gain.

Arali high nobles kept themselves secret so that the larger population, who were often angry at the hard, dangerous, and often short life on Arali, would not have an easy target to vent their frustrations toward and rebel against. These nobles had split Arali population into several factions to keep the population's attention split and give no easy scapegoat for the Arali's problems. Instigating regular inter-faction conflicts in order to regulate the overall human population of Arali, striking a balance where the population was large enough to defend itself against the various mutants and other threats in and around the planet, yet small enough to not overtax the limited resources of Arali. Very few outsiders are allowed to live on Arali and are instead herded into foreigner sections to where their resources are bought and sold from, and where they kidnap the unsuspecting to get drafted into their armies. These nobles manipulate all factions on Arali through acts of disinformation, either making them paranoid of further attacks or keeping them too busy fighting one another to ever realize who actually control of the Arali. Thus, allowing the nobles to live in comparative luxury and security at the expense of the rest of the planet.

The Arali Siege Sappers are the Astra Militarum regiments that hail from the industrial trade world of Arali. Primarily recruited from the planet's Trade Guild Families and factions who operate as the Regiment's officers while various gangs and travelers are rounded up to make up the foot troops.

### Factions

* With the largest population on Arali, an unparalleled capacity for mass conscription, and a number of stations and metres of track. It is one of the most formidable factions on Arali. A brutal police-state system of government and frequent shortages of food or other necessities. Citizens are often overworked, underpaid, and generally terrorized by the government. Well-armed soldiers patrol each station under control to maintain law and order as well as prevent rebellion, while conscripted recruits are used for war fighting at the front.

* A totalitarian dictatorship enforces strict anti-mutation and physical feature standards policy on what it is to be a "Pure Human". It's common policy that if one of these features is not perfect, one is considered a mutant and executed. This faction has a more efficient command structure and grasp of military tactics than most other factions, most likely because of it's militaristic nature, but also an apparent preference of quality over quantity when it comes to troops. This doctrine is also most likely practiced out of necessity, given the relatively low population.

* The place for all traders and most gambling dens, featuring a free-market economy. It gives off an "every man for himself" vibe. This faction's cities appear austere when it comes to entering and leaving, with non-faction personnel requiring passports or other forms of identification as well as having their weapons confiscated from them until they leave the city. Very much in charge of handling dealings with outsiders.

## History

In the heart of the Ishtar Subsector, the world of Arali was a small and lifeless planet. Its atmosphere was a toxic mix of carbon dioxide, oxygen, and nitrogen, making the surface uninhabitable. The terrain was rugged, characterized by barren mountains, deep ravines, and smooth, windswept plains. The constant high winds and frequent dust storms made it a harsh and unforgiving place.

However, what made Arali truly unique were the terraces, like grand steps carved into the rock faces, and an extensive network of caves and tunnels. These terraces seemed as though they had been "carved" by an intelligent hand, and the caves held the key to Arali's survival.

For centuries, the planet remained uninhabited, with only occasional scientific expeditions attempting to unlock the mysteries of its terraced landscape. The terraces and caves piqued the interest of scientists and explorers, who theorized about their origins. Some believed that they were the work of an ancient and advanced civilization, while others considered them natural wonders, created by unique geological processes.

Then, a neighboring inhabited planet faced a catastrophic event. The survivors, desperate and in search of refuge, turned their eyes to Arali. The caves, with their natural protection from the toxic surface atmosphere, became the only hope for the survivors. They sealed off the tunnels, carved out habitable spaces, and transformed the caves into a vast underground city.

The survivors adapted to life in the underground city, forming a tight-knit community. They used the rugged terrain and the natural protection of the caves to their advantage. Over time, this refuge grew into a thriving society.

As the population expanded, factions emerged, each with its distinct culture and values. One of the powerful factions established a totalitarian dictatorship, enforcing strict anti-mutation and physical feature standards. Those who did not meet their criteria were labeled as "mutants" and executed. This policy was designed to maintain what they considered "pure human" characteristics.

Another faction, known for its large population, formed a mass conscription state. It operated as a brutal police-state system of government, where citizens lived under strict control, overwork, and frequent shortages of essential resources.

A third faction took control of trade and gambling, creating a free-market economy. In their cities, the atmosphere was "every man for himself," and outsiders had to navigate a web of regulations to conduct business or even live on Arali.

The high nobles of Arali remained hidden, carefully concealing themselves from the larger population. They deliberately fragmented the society into several factions to prevent a unified revolt against their rule. They manipulated the factions through acts of disinformation, instigating regular inter-faction conflicts to regulate the overall population and maintain the balance between security and resources.