Alright. Seeing as I seem to be better at quests focusing on a SC race, I'm going to do just that. Plus, I've been itching to get my Protoss writing a good practice.
Let's see how this goes. Note, that this is Post-LoTV for the factions.
You look at the Galaxy Map as you headed towards your destination. You were given a very special mission, after all. Once Amon was slain by the hands of Kerrigan, the Protoss were now rebuilding their society. It has even strengthened the relations between the Protoss factions, seeing as Highlord Alarak of the Tal'darim is no longer hostile to the Daelaam under Hierarch Artanis' command. There was even the Purifiers, who are now accepted as Templar.
...Speaking of the Daelaam, it reminds you of how much the Protoss have unified-- and your own heritage.
[X] Tal'darim: You are the new Highlord of the Tal'darim people within the Daelaam. Though the other tribes dislike some of your methods, your people use the substance called Terrazine as a form of stimulant. The Tal'darim pride on strength, and the power to annihilate any foe in their path. You may not have any good 'defense' compared to other Tribes within the Daelaam, but you have pride with the offensive capabilities of your faction. You had even given yourself a special mission; to find a new world for the Tal'darim in the Daelaam. Though some would've wished to settle on the homeworld of Aiur, cultures between yours and the other Tribes are simply too different by now. It would be for the best if you kept to your own planets for now.
+ Tal'darim Heritage: All your warriors are Tal'darim themed... and have all of the unique units. (Blood Hunters, Vanguard, Mothership, Wrathwalker, Destroyer, Ascendant, Havoc for unique units.)
+ Tal'darim Strength: Your Tribe is the strongest when it comes to dealing damage. (+35% Effectiveness on the Battlefield)
+ Tal'darim Terrazine: Your Tribe will always be satisfied with your leadership, should you have Terrazine in supply. (High approval when Terrazine are in an acceptable count.)
+ Highlord Authority: The Tal'darim won't question your orders. (Total loyalty when orders are given out.)
+ Fanatic Zealous Rage: The Tal'darim fear nothing-- and if they find a faction that defile a temple you deem important to your Tribe... the intruders will pay for their sacrilege. (+75% Effectiveness in defending Temples/Ruins under your control, and +75% Effectiveness when attacking Temples/Ruins once under your command.)
+ Powerful Void Energies: With the destruction of Amon, your people have strengthened their destructive powers with the void. (Psionic Powers are much more volatile.)
- Rak'shir: It is tradition for Tal'darim to partake in Rak'shir to get higher up in their control over the faction. Randomly, you shall be challenged to Rak'shir... with the possibility of death by your own people. (Rak'shir events randomly. Higher approval results in more Tal'darim coming to fight on your side in Rak'shir. You could DIE in Rak'shir, and refusing Rak'shir will result in lower approval of you for cowardice.)
- Fanatics: Though your people are not as secluded to themselves as they once were, or as crazy, many other races still look upon your faction as crazy Fanatics. (-35% Reputation with other Races.)
- Tal'darim Zealotry: Due to past experiences with other races, the Tal'darim dislike interacting with races outside the Protoss. (-10% to Diplomacy when dealing with other Races.)
- Weak Defense: Your people are better at attacking, not defending! It's shown when Terrans, Zerg, and even other Protoss attack your settlements and almost always win! (-35% Effectiveness with Defense Structures in your territory.)
- Splinter-group: The Tal'darim in the Daelaam are not large-- compared to the other Tribes, at least. Highlord Alarak has most of the Tal'darim under his wing, including the Death Fleet. (-50% Starting Forces.)
[X] Nerazim: You are a new Dark Prelate within the Nerazim Society. Your mission was given to you by Matriarch Vorazun. You are to set up a colony on a suitable planet, preferably similar to the destroyed planet of Shakuras. Though the Matriarch wants to lead the search for a world of the Nerazim herself, she is helping in the reconstruction of Aiur. This is why you were chosen, Dark Prelate. You will find a world where the Nerazim can call their own. The army of the Nerazim uses the Void to shadow themselves.
+ Nerazim Heritage: All your warriors and ships are themed in the traditional Nerazim armor. You have all the unique forces to the Nerazim. (Dark Templar, Centurion, Stalker, Star Relic, Dark Archon, Void Ray, Corsair, Annihilator for unique units.)
+ In the Shadows: All your warriors and ships are capable of cloaking. (+50% Effectiveness when cloaked. If your army is not cloaked before the battle, they will not be able to cloak.)
+ Warp Blades: A special blade, it is gifted to Dark Templar and Dark Prelates as a powerful weapon. (Dark Templar are 50% more effective against all ground units. Dark Prelate effectiveness by 50% as well.)
+ Khaydarin Monolith: A powerful turret capable of great damage against powerful targets. (Khaydarin Monoliths available. +25% Effectiveness against light targets. +55% Effectiveness against Heavy Targets.)
+ Void Mobility: The Nerazim are able to move quickly through the battlefield... which can catch enemies off guard. (+25% Effectiveness in Defense and Offense with light units.)
- Fragile: Barring the Centurion, all your ground forces are much more fragile compared to other forces. (-50% Durability on all ground forces except the Centurion)
- Mysterious: Most races dislike a faction that's so intertwined with darkness and being hidden. (-15% Opinion from Other Races.)
- Small Fleet: The Nerazim aren't known for giant fleets such as the Golden Armada or the Death Fleet. (-50% Fleet Size limit.)
[X] Khalai: You are a new Executor of the Templars, sometimes referred to as the Khalai or Aiur Protoss. Hierarch Artanis has given you a mission to settle a new colony for resources to help with the reconstruction of Aiur. You felt the need to do this-- to redeem yourself for falling into Amons grasp so easily. You were given a large fleet, with many Khalai warriors to find a new colony to fuel the repairs of Aiur.
+ Khalai Heritage: All your warriors and ships are Khalai variants, along with the unique variations. (Aiur Zealot, Dragoon, Avenger, Arbiter, Reaver, Adept for unique units.)
+ Zealous Figure: Khalai are motivated to fight harder when you are present in the field of battle. (+25% Effectiveness when You are present in the battle.)
+ Well Rounded: The Khalai are the main Protoss faction, so they are good at both offense and defense. (+10% Effectiveness in Offense and Defense battles.)
+ Golden Armada: Your tribe has the Golden Armada, a massive Khalai Protoss fleet. This has made many other Khalai Protoss wish to expand their fleet sizes, so that they can get to such nobility as the Golden Armada. (+50% Fleet Size limit.)
- Dae'Uhl: This principle makes it so that you may only observe primitive races. Only when an outside force threatens a race allows you to make your presence known to primitive races. (Cannot take the initiative and interact with primitive races without repercussions. Lifted when an outside force makes itself known and attacks a primitive race.)
[X] Purifier: You are an Executor of the Purifiers. You were originally brain-scanned like many other Templar for what you thought to be the Dragoon research, and was activated after Hierarch Artanis had reactivated Cybros. Your leader, Talandar-- the first Purifier awakened before the rest, requested that you should find a world rich with resources so that the Purifiers could make more warriors to support the Daelaam should danger rear its head towards the alliance. You took a constructed fleet, and headed out to find a world with an acceptable amount of resources to build more forces, and further advance the current technology you have. With thousands of robotic warriors, you shouldn't be taken as a simple threat should enemies decide to attack you.
+ Purifier Heritage: All your warriors and ships are of the Purifier variations, along with their special units. (Sentinel, Purifier Adept, Mirage, Energizer, Disruptor, Instigator, Tempest, Warden, Colossus for unique units.)
+ Robotic Army: You don't rely on organic reproduction to have more warriors. (Can always construct additional warriors with resources.)
+ Purifier Glassing: The Purifiers are known to have powerful Glassing capabilities-- literally purging an entire surface quickly. (Purifier Stations can initiate 'Glassing Purge', which instantly destroys the surface of the planet and leaves it inhospitable. Can only use on planets with large amounts of Infestation.)
+ War Machine: Your race have no true 'civilians', and all your warriors are capable of combat. (Population equals army, and vise versa.)
+ Advanced A.I: The Purifiers are an advanced form of A.I that can also have organic memories. This intrigues many other synthetics. (+25% Relations to other Synthetic A.I's.)
+ Purifier Station: A massive station similar to that of Cybros, it has huge destruction capabilities and could theoretically stand to fight a small fleet entirely on its own. (Massive Star-Ship/Station! Very expensive. Very powerful.)
- Advanced A.I: Your sentient robots with the destructive force that can rival multiple, large enemies at the same time. Organics find that pretty unnerving. (-25% Reputation/Diplomacy with Organic Races.)
- Hacker Alert!: Your race is entirely synthetic; meaning that it's possible to hack your warriors. Though this obviously can't be done on a large scale, it is a risk. (Warriors and small Ships can be hacked.)
- Purifier Directive: No matter what other races say... if there's a big enough infestation, you WILL be forced to Purify it. (Temporary -75% Diplomacy when Purifying worlds.)