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Sons of Ares / ARESXHWLR

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  • Regular
  • Freelancing
    Freelancing
  • Resources
    Resources


History

2955 | Fire and Steel

Will you be a part of the 2955 history?

Polaris Wars

The Polaris Wars continued into 2955, evolving fleet combat into a new era dominated by capital ships. The Sons and Daughters of Ares embraced this shift, refining large-scale engagement strategies and expanding the Moonbreaker program to train capital ship pilots and crews.

Contested Zones

We remained at the forefront of Contested Zones, deploying elite ground and aerial forces while offering mercenary services to those unable to secure these lucrative sites themselves.

Hathor OLPs

Spring brought the rediscovery of the dormant Hathor Group orbital laser platforms above Daymar and Aberdeen. With these reactivated, Ares forces secured control over the surrounding zones, allowing our miners to extract minerals more valuable than anything else in the verse. Rivals who attempted to seize the zones were met with swift and decisive resistance.

2954 | RISE

As the fires of 2953’s wars smoldered, Ares surged forward—refined by combat, expanded in number, and hungry for more. The year saw the rise and fall of organizations, the beginning of capital ship conflict, and the forging of powerful alliances.

Tournaments

  • 3rd Place: FRD’s Hangar of Horrors (FFA FPS BR Style Tournament)
    • Johnshepperd101
  • 3rd Place: MLSC (Formerly MLP) 5v5 Ship Boarding FPS
    • M1sh
    • Orclover
    • Rvdy
    • Viiz
    • hs2kill
    • Shipley
    • Sturtz

The Idris Wars 1 & 2

During a UEE-wide event to capture stolen Idrises and survive under system-wide broadcast, we successfully captured and held multiple Idrises. One of our cleanest extractions was abruptly ended when an unknown object — later described as a “UFO” — rammed us mid-quantum, leading to speculation of foul play or black ops interference. Despite the loss, having taken the Idris from two other major PvP orgs, our reputation as capital ship boarders and operators was solidified.

Early summer, we deployed a fully crewed Aegis Idris and fighter wing, defeating all challengers. Neighborhood Watch Alliance attempted infiltration through Samsquatch, but we left him stranded in dead space and farmed his org for kills at a Xenothreat site.

The Polaris Wars

The Polaris Wars began in late 2954 and continued into the following year, ushering in the era of capital ship warfare and launching the Moonbreaker program to train dedicated crews. Following the Idris Wars—where Ares captured and held multiple Aegis Idris frigates—access to the platform was again lost, making the Polaris the new frontline flagship in the battles that followed.

BuzzCutPsycho’s Organization The Enclave Delt a Decisive Blow

After wiping a squadron of The Enclave pilots outside Everus Harbor tensions increased. While hunting them we trapped a group of them in a bunker and launched a flawless raid wiping them with no losses. While we prepared to go to SPK to clear our crimestats a howler murdered the bounty again in the mines ensuring they would spend their full sentence in Klescher. They were so afraid of us after this they never even came for our bounties while everyone got away free and clear with diplomatic immunity.

The Last Jumptown with the old IFCS System

We completely dominated the early 2954 Jumptown wars as the old IFCS system was sunset. The introduction of the new “Master Modes” IFCS has only made us more dangerous. We formed new units including the Pitvipers and Pegasus Logistics. Industry has ramped up as we make a place for the many sons and daughters that join our ranks. Secret military projects have enriched the organization.

Ashen Initiative

We co-founded the Ashen Initiative with allied orgs, leading to some of the largest and most successful fleet engagements to date. In one major clash near Hurston, Ashen dealt a crushing blow to the Neighborhood Watch alliance.

The Downfall of Task Force Nova

After some of our mercenaries were disrespected by TFN leadership, we infiltrated them and gathered a huge fleet to ambush them. We waited in orbit of Daymar for them to gather at Covalex Hub Gundo and then struck defeating them within minutes. Within hours, the org collapsed in a cascade of resignations.

Contested Zones

On the release of Contested Zones, Ares was among the first to secure and deploy from an Executive Hangar. Within hours of the patch dropping, we had boots on the ground and ships in the air. This early foothold solidified our presence in the new frontier.

2953 | Trials and Uprising

War erupted across Stanton.

Out of the fires of open war across Stanton, Ares and the Howlers were forged. No longer loosely affiliated mercenaries, we became an organized force. Wars began to shape our identity.

The Battle of Tonksgiving

This battle was fought after cultural differences led to a confrontation in Arena Commander. Despite the differences after the retaliation peace talks were had and an understanding reached about the events.

Other Wars

During this year Ares fought in the Great Ghost Hollow Wars and Jumptown 2.0 wars. The Ghost Hollow Wars refined our thick atmosphere flying abilities which would later pay off as we went to war with an increasing number of elite organizations as they only had experience in the space maps of arena commander at the time.

We also launched an all out war to liberate the Stanton III planet from the oppressive and eco destroying control of ArcCorp and BlacJac Security as a news article from the time describes.

The Sons and Daughters of Ares held out against the entire UEE, ArcCorp, and the would be bounty hunters attempting to collect a 100 million aUEC payday. All fell to their railgun and ship fire. The burning hulks of destroyed spacecraft littered the skies above and ground around Area 20 on ArcCorp.

SLAM Wars

The greatest war of this time was the SLAM Wars created by a spike in supply of the expensive drug. SLAM targets the user’s nervous system acting as a fear-inhibitor and painkiller and is popular among mercs and outlaws who use it for an edge in combat. A fully laden Crusader Hercules Starlifter C2 of the drug would sell for over 20 million aUEC and the purchase order could be filled in half an hour. This caused all out war for the locations where it could be purchased.

During this period Ares spread out across all the Stanton purchase locations and liberated untold millions of aUEC in SLAM which enriched the organization and it’s members funding the war machine and industry alike.

2952 | Origins

Elite QRF Force Forms

A group of mercenaries formed at Trauma Team Medical Rescue Community that would respond to any Quick Response Force (QRF) requests with “no questions asked” as a rule. There was a spike of instances of QRF traps across Stanton where pirates would request help and wait for what they thought would be ill equipped victims. In response the group refined tactics and began training to counter the traps. This group became so successful so quickly that the pirates began dropping the trap beacons if they were picked up by Trama members and leaving the system to look for a place they could operate.

Siege of Orison

The mercenaries fought relentlessly in the 2952 Siege of Orison by the nine tails.

Manifesto

Click here to play with us on discord.

The Reaping Song

Listen, listen
Remember the wane
Of son’s Fury and waving grain
We fell and fell
And danced along
To croon a knell
Of rights and wrongs

And
My son, my son
Remember the burn
When leaves with fire and seasons turned
We fell and fell
And sang a song
To weave a Cell
All autumn long

And
Down in the vale
Hear the reaper swing, the reaper swing
The reaper swing
Down in the vale
Hear the reaper sing
A tale of winter long

My girl, my girl
Remember the chill
When rains froze and snows did kill
We fell and fell
And danced along
Through icy hell
To their winter song

My love, my love
Remember the cries
When winter died for spring skies
They roared and roared
But we grabbed our seed
And sowed a song
Against their greed

My son, my son
Remember the chains
When gold ruled with iron reins
We roared and roared
And twisted and screamed
For ours, a vale
Of better dreams

And
Down in the vale
Hear the reaper swing, the reaper swing
The reaper swing
Down in the vale
Hear the reaper sing
A tale of winter done

Charter

The Sons and Daughters of Ares

  • Alignment: Grey
  • Commitment: We have units ranging from casual to hardcore and competitive
  • Time Zone: Mostly NA, some EU and AUS (expanding globally)
New players and veterans welcome.

Click here to play with us on discord.

The Sons of Ares operate in a grey area and have very few in game restrictions. Currently we are not worried about faction reputation and play every game loop, whenever reputation has an effect in game and on organizations, we will revisit it. The general vibe you will find is a dislike for Hurston and ArcCorp in Stanton.

We are not MILSIM but you will find progression within units, decorations for demonstrating knowledge and ability in a game loop, and leadership opportunities.

What we do

We play all game loops and run events often. Active players can receive funds to support any group activities they want to get into from the org bank.

  • Salvage
  • Mining
  • Trading
  • Racing
  • Medical Rescues
  • Privateering and piracy
  • PvE Bounties, bunkers, and beacons
  • PvP including both piracy and player bounties

We also play some other games together like Helldivers, DCS, Valorant, Space Engineers and have an org Minecraft server.

To join you can apply here on the org page, join the discord and take the prospect role during onboarding or from the role selection in Channels & Roles.

Departments

Legion

The Ares Legion is the combat force of the Sons and Daughters of Ares. Legionnaires serve as the core fighting force in missions, fleet actions, and ground operations. They are disciplined, reliable, and focused on achieving victory through strength, coordination, and adaptability.

Holwers

Howlers are Ares members that have passed the hardest combat tests and proven themselves in battle. They train relentlessly and act as force multipliers and tactical advisors. Like warrant officers, they provide expertise to leaders, train and mentor other members, and lead functional teams and strike groups. Howlers are not required to assume broad command responsibilities and can focus on their specialized fields and roles. Some may command vessels, strike teams, or special operations during org events. They prioritize teamwork, precision, and pushing the limits of Star Citizen’s most intense encounters.

The Ares Howlers focuses on competitive PvP and recruits two types of players.

1. An Arena Commander top fragging, ranked leaderboard grinding, monster
2. Players that maintain a competitive level in Arena Commander and bring groups to succeed against all odds in the PU

To be a Howler you must have the time and desire to learn and put in the effort to reach and maintain a competitive level of play. It usually takes three to six months to make it through the onboarding process. Unlike the rest of Ares it is exclusive. To be a howler you must be committed to burning relations with any other organization.

Pegasus

The Pegasus unit handles logistics. From moving the supplies that fuel war to the cargo we liberate from it’s unjust owners they get things where they need to be and they do it fast.

[REDACTED]

This unit specializes in [REDACTED] and [REDACTED]. While any miner, salvager, crewmember or even officer in your organization may be a son or daughter members of this unit —————