Into that Vast and Unrelenting Darkness (40K Xeno Civilization Quest)

Its Beginning to Feel a Lot like The Christmas Auction
Alrighty, the update is finished. Hoped to do it yesterday so it could be posted with this announcement, but its not been a good week. Anyhow, firstly, pre-emptive congratulations for earning your first medal of dishonor: the Philip J Fry Medal of Temporal Misbehavior.

Secondly, I would like to announce the opening of the Christmas Auction! From now until Christmas, you may now bid on any 3 projects. Other auction rules still apply, with the caveat I'm taking the top three bids this time. The only items that are barred are ships, though I will exercise veto depending on what people are trying to buy.
 
Turn 32: Ecological Boogaloo (And The Second Week of Winter Spherestice)
[X] Plan: Ecological Ascension
- [X] Fleet Actions
-- [X] TKK Spirit of Toxel
--- [X] Drydock
--- [X] Warp Route R-22
-- [X] TKK Discovery
--- [X] Exploring Galactic East (1)
--- [X] Exploring Galactic East (2)
-- [X] TKK Accomplishment
--- [X] Exploring Galactic East (3)
--- [X] Iron Crown Xenotheology Outpost
-- [X] TKK Endeavor-B
--- [X] Emerald Line Agri-Outposts
--- [X] Vaul-Mire Expeditions -- +1d4+1 FTH
-- [X] TKK Delivery
--- [X] Yr Albain Artefact Hunting -- +1 Artifact?, +1d4 FTH, +Yr Albain Reputation?
--- [X] Yr Albain Scanning -- +1 Intel?, +1d4 ACD, +Yr Albain Reputation?
-- [X] TKK Emissary
--- [X] Warp Route R-19
--- [X] Observation of Volcanus 9
-- [X] TKK Resistance
--- [X] Hunting the Phasmid
-- [X] TKK Valiant
--- [X] Drydock (also)
- [X] EXP 153/153
-- [X] Fairy Fire Bottles 0/15 --> 15/15 -- -1 Biodata, +EXP, +shrines
-- [X] The Seed 0/25 --> 25/25 -- -1 Warp, +2 Warp, ???
-- [X] Naklis Elemental Gardens 0/20 --> 20/20 -- +EXP
-- [X] Erichtheo Totem Network 0/10 --> 10/10 -- +FTH
-- [X] Trovian Totem Network Expansion 0/10 --> 10/10
-- [X] Biocity Biogarden 0/15 --> 15/15 -- +1 Biodata, +ACD, +Khimer Reputation?
-- [X] Tacchis Totem Network 0/10 --> 10/10 -- +EXP
-- [X] Eye of Isha 0/15 --> 15/15 -- +Yr Albain Reputation?
-- [X] Gleam Manufacturing District 0/15 --> 15/15 -- +EXP
-- [X] Glacier Mining 0/10 --> 3/10
-- [X] Spra'ang Embassies 0/15 --> 15/15 -- +CUL
- [X] CUL 130/130
-- [X] Mobile Shrines 0/20 --> 20/20 -- +EXP, +FTH
-- [X] Pyrefly Domes 0/25 --> 25/25 -- +FTH
-- [X] GeoTotems 0/25 --> 25/25 -- -1 Warp, +1 Nuclear Material, +EXP, +FTH, totem network extends underground
-- [X] Naturae Muses 0/10 --> 10/10 -- -1 Warp, +FTH
-- [X] Archaeology! 0/15 --> 15/15 -- +1 Biodata, +CUL
-- [X] Oceanic Magmacourt 4/15 --> 15/15 -- +FTH
-- [X] Construct MothaShip Class 0/15 --> 15/15
-- [X] Emerald Line Agri-Outposts 0/5 --> 5/5
-- [X] Sandscorn Water Park 0/25 --> 4/25
- [X] FTH 126/126
-- [X] Lunar MegaShrine 0/20 --> 20/20 -- +EXP, +FTH, reduces quartzbug aggression
-- [X] Rite of Nature's Awakening 0/25 --> 25/25 -- +CUL, creates Anima-class Wyld spirits
-- [X] World Tree 0/15 --> 15/15 -- -1 Warp, +FTH, +WyldTek
-- [X] Dream Engines of Chuldarr'Kadath 0/25 --> 25/25 -- reduces cost of shrine upgrades by 1 Warp, +shrines
-- [X] Coralhearts 0/15 --> 15/15 -- -1 Artifact, +1 Biodata, +CUL
-- [X] Lifegiver Effigies 0/15 --> 15/15 -- -1 Artifact, +3 Warp, +EXP
-- [X] Holywick Lantern Candles 4/15 --> 5/15
-- [X] Iron Crown Xenotheology Outpost 0/5 --> 5/5
-- [X] Offering to Fundamental Life 0/25 --> 5/25
- [X] ACD 119/119
-- [X] Magma-Zone GeneLab 0/10 --> 10/10 -- +1 BioData, +ACD
-- [X] Mountain Blood 0/25 --> 25/25 -- +1 Warp
-- [X] The Symbiotic Arcology 0/45 --> 45/45 -- -9 Biodata, +EXP, +CUL, +ACD
-- [X] Glacier GeneLab 0/10 --> 10/10 -- +1 Biodata, +ACD
-- [X] Glo-Coral GeneLab 0/10 --> 10/10 -- +1 Biodata, +ACD
-- [X] Abyssal Zone GeneLab 0/10 --> 10/10 -- +1 Biodata, +ACD
-- [X] WyldRanger Zoological Research Rovers 0/15 --> 6/15
-- [X] Temple Expedition 6/15 --> 9(+6)/15
- [X] Resource Management
-- [X] Artifacts: 4 --> 2
-- [X] Biodata: 4 --> 1
-- [X] Intel: 0
-- [X] Living Metal: 3
-- [X] Network: 4
-- [X] Nuclear Material: 1 --> 2
-- [X] Warp: 1 --> 3
+WonderPark Space Docks

((((()))))

Yeah, but your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should.

(((((()))))


FLEET ASSIGNMENTS


"Preparing to drop out of Warp," Came the voice of the ships navigator. "Performing translation in 3…2…1…" They intoned, and a moment the ship shifted, and its Captain, Rykkyr, felt the boil in his stomach go away. Warp Jumps were never wholly pleasant, but the past few decades of the Timefold had made them even more unpleasant due to the sensation of temporal synchronizing.

The good news was, this was supposedly a cake run. Just had to explore R-22, a garden world: according to the Khimer they had done a few preliminary scans of the planet before, but never had the chance to colonize it before their civilization was destroyed by the Devourer. Hopefully it was still extant in some form: the lack of protection would have made it a prime target.

"We are now in system," Came the navigation officers voice, only for the human to pause, a confused look on their face as they read the system readouts. "Uh, Captain? We're scanning something odd: almost looks like…" They trailed off even as the science officer, a Hobbgrot, went ramrod straight.

"Kaptain, our skanna is picking up large masses of devourer tissue!"

"On screen," Rykkyr commented, and a moment later he was met not with the sight of a pristine garden-world, but instead a planet enveloped in flesh. Covered in massive tendrils that reached into the sky, helixical appendages that attached themselves to vast organs and bone-like lattices, nets of strange tissue-flaps hanging between them on the sunward side, pulsating, receding and expanding. Here and there on the planet, he could see masses of what looked like neural tissue, which judging from the fact he could see them from space without excess magnifications indicated that at a minimum those structures were at least the size of a Teklian MegaHub.


Could this be the end-point of a devourer attack, Rykker wondered: first they devour, then they infect, infest, converting entire worlds into biomass in order to construct biological planetoids. Or was it an aberration? Some product of XCOM or the Khimer's meddling with devourer biogenetics that somehow managed to overtake an entire planet?

"Observe for now, try to see if we can hail them," He commanded. "Use Khimer Logolanguage just in case these are offshoots. Be VERY prepared to gun it if they attack," He cautioned.

"...No response, but we are seeing movement," The helmsman, a muse, commented, and indeed, Rykkyr could see something emerge from the orbital osteostructure. Several somethings. At first, he thought it was additional BioShips, living versions of the corpse in the Ruinate: they were the right size. But as he studied them closer, he quickly noted that if these were the same species, it had a great deal of variation. The chitinous armor of the bioship had been replaced, the outside of the ships looking almost gelatinously soft instead, with numerous veins pumping some unknown glowing material through the creature, whose mouth was un-mandibled, instead replaced with a ring of tentacles, stout and thick ones that, to Rykkyrs discomfort, looked ALARMINGLY phallic. On its sides were wings, large skeletal structures with the same sort of flaps as the osteostructure that stood mostly still, barely shifting directions.

"Continue hailing them, but prepare to enter warp again if necessary," the Captain commanded as he carefully looked the things over, attempting to commit the images to memory. A moment later, he felt the sensation of Warp Translation beginning. With a sigh, Rykkyr consigned himself to the knowledge that the Khimer probably weren't going to like this.


Discovered Echidna, a former garden world covered in Devourer tissue (unknown whether modified).

(((((()))))


Stardate 4333.0304, Captains Log of Stephen Greasen of the Starship Emissary


Another encounter with XCOM. The ship has taken significant damage, but we managed to scrape through it alive, at least, and we have information. Our little trip down R-19 was supposed to be a cake run: imagine my surprise when we found another visitor to the system. From what we can gather at least their ship was just as surprised to see us.

We managed to scrape through, barely, though it wasn't easy considering we were fighting a vessel with a tonnage equivalent to a Resistance. It took me threatening to bomb both them and the planet with perpetunite to get them to stand down, a bluff they thankfully accepted.

Curiously, there were only a few of their cyborg ships present. Most likely the reason we survived: managing a single vessel is one thing, but an entire fleet would have been our doom. The vessel in question was odd as well: our scans indicate that it utilizes far less organic tissue than their other ships, and we detected a great deal of what we believe are internal industrial works and aquaponic hatcheries.

My personal theory at the moment is that the vessel, despite its status as a warship, also serves as a major civilian population center for XCOM, which combined with the fact the world we discovered lacks any signs of long term habitation indicates a more generally nomadic lifestyle by the rogue Khimer. According to the science department, they think the organization was attempting to perform a quick harvest of resources and dump waste, as we've found large traces of greywater in various locales around the planet.

My attempts at diplomacy sadly gave me little more to work with: XCOM seemed wholly uninterested in negotiating with us. What little I could convince them to reveal is less than promising: apparently, they think we're agents of corruption that are tinkering with the forces of infestation carelessly if not maliciously, better than the Devourers only because we don't leave dead husks in our wake. Their opinion of the Psyocracy meanwhile seems to be SIGNIFICANTLY worse: merely mentioning the War-Brain seemed to make the captain EXTREMELY agitated. I suspect there is still a bit of bad blood there.


Discovered Dustpit, an uninhabited desert world.

Encountered XCOM, sustaining significant damage to the ship. Thanks to good diplomacy rolls however the organization has retreated.

XCOM reputation: -25 (The Friend of our Enemy)

((((()))))

CONTENT WARNING: Imperium.


Stardate 4334.1214, Captains Log of Stephen Greasen of the Starship Emissary

We have for the past several months been performing a remote observation of the Volcanus system, and in those months I have had to send literally every officer on the Bridge to mandatory counseling sessions.

The planet of Volcanus 9 (which for some reason isn't the ninth planet in the system) lacks every and any form of agriculture, and what industry exists is limited to the various Forge Temples scattered around the nine hives. Food it receives from the other worlds or, more importantly, through semi-yearly shipments from the vessel known as The Hand of Agrippa, which carries a variety of processed grains and starches from local agri-worlds in the sector.

Despite this, according to what information we could gather, the planet is subject to a constant low-level famine as the Underhives lacks the support to produce their own food and receive approximately 2% of the Hands rationcargo despite hosting generously 70% of the population: instead, they're forced to rely on what little can be recycled, grown, or hunted, which is barely enough to support the population.

To maintain control, the Upperhives utilize a combination of religious indoctrination, heavily armed state forces, and regular culls of the Underhive and assassination of prominent figures that arise therin as a means to both reduce the population back closer to capacity as well as destroy any parallel political structures that might form that could result in the Underhive organizing itself, justifying the action as a form of ritual cleansing meant to purge the Underhive of its large mutant population and to destroy various cults and subversive organizations. The existence of which are probably both the result of the planets waste storage being so incredibly poorly design that industrial run-off and urban waste consistently flows to the bottom of the hive structures. It is VERY likely numerous levels are outright entirely flooded, and from what we can gather, flat out unmapped by whatever maintenance services exist.

Politically, the system seems to be governed by a parliamentary system consisting of three bodies: the Convocation of Blood, an assembly of nobles and others possessing titles that serve as the Judiciary and highest court of appeals. The House of the People, a semi-democratic legislative assembly of elected officials from the Upper Hive, with each Hive possessing a handful of representatives, the number of which I haven't uncovered the significance of yet. And lastly, the Prime Minister, currently occupied by the currently deceased God Has Given The Son His Right Hand St. Gingritch XXIII, a figure selected by the House of the People from among the planets Ecclesiarchy with approval from the Convocation whose position seemed to consist of the primary spiritual leader of the planet as well as the leader of its state forces.

I'm going to reserve comment as to whether this system functions and draw attention to the fact its current spiritual leader is a literal taxidermied corpse.

I have unfortunately ran out of things to comment on, meaning I can no longer procrastinate describing the primary industry of the planet. According to all our information, the planets primary reason for existing is to produce stock for what can only be described as one of the most wretchedly, gut churningly horrific forms of slavery I have seen, a process that strips away not only social autonomy, but physical and even mental through subjecting the victim to a variety of incredibly invasive augments, a number of which seem to outright serve no discernable purpose, until the unfortunate human is little more than a prisoner of their own body, helpless but to watch and feel it destroy itself through labour and additional augmentation.

The worst part is, frankly, the fact that this was merely ONE of the things we saw. I'm omitting most of them from this record: the witch burnings we saw, the mass public executions performed at public holidays, the many, many instances of parents destroying their children because of some minor physical disability, benign cosmetic mutation, or having the ill-luck to be born notably neuroatypical…Frankly, once we return to Directorate space, I'm most likely going to cash in that shore leave I've earned: I think I need to spend a month dealing with this myself.


Volcanus 9 observed! Primary Industry: Agriculture. Primary Export: Humans.

((((()))))


Stardate 4331.0303, Captains Log of MGTRN of the Starship Discovery


I have once more found myself assigned to a new ship. Blast: perhaps the Fleet is aware of my attempts to form a political blok around myself to help me achieve my quest for admiral-dom. No matter: I have time.

My new ships latest assignment has consisted of performing exploration in Horizon. So far, I have explored a scant handful of systems. A trio of clustered systems a short jump away from each other that seem to contain a large amount of what appears to be space stations consisting of libraries storing massive amounts of written literature, poetry and fiction penned by an unknown alien race. And, crossing the very edges of the Horizon, an anomalous warp route that passes through the five points of the Ekibirus Constellation, forming a ring of sorts.

Both interesting, but of marginal value outside themselves.

Located the following: the Ekibirus Constellation, a ring of five systems crossing the Horizon, as well as the Triple Librarium, a cluster of stars located south-east of Iron Shores with a massive library of xeno-literature.

((((()))))

REPORT VM-YA-19

SUMMARY:
A collection of operations taken to assist Yr Albain, loaning them ships to accomplish various major observation projects and expeditions. Ships involved include Endeavor-B and Emissary Classes. No notable deviations or alterations in equipment or design made. Locations include Vaul-Ket, unknown location in sub-space, and unknown real-space system held by as of yet unidentified ork empire. Yr Albain provided fifteen Lorekeepers and security forces for task.

Result: Progress in Vaul-Ket expedition. Base-camp established, ward-terminals erected, water levels lowered somewhat. Numerous minor artefacts discovered, typically minor pieces of chaos paraphernalia or fragments of what appear to be items made of corroded wraithbone. Extremely large quantities of toxic bacteria in water: entirely non-potable, no means to safely filter, forcing water to be shipped from offworld. Also high numbers of corrosive pollutants that, enhanced by whatever lingering chaotic influence is present, has proven remarkably damaging to most metals. Deeper levels show that influence enables water to outright infect inorganic machinery as if it is biological organism.

Sub-space expedition successful: location seems to consist of temple associated with minor pre-fall religion dedicated to a minor regional aeldari folk diety known Nilim-Ra. Chaotic corruption was present, but manageable: recovered handful of items termed Soul Stones that seem to possess a high value for existing Eldar as well as various examples of minor technology such as Eye of Khaine, a form of psychic amplifier that allows trained divination specialists the ability to perform crude combat precognition. Also recovered was the personal wargear of Nilim-Ra and their (unfortunately deeply corrupted) personal soul-stone: both have been given to Yr Albain as agreed.

5 Eyes of Khaine

2 Psychically Resonant grimoires (untranslated).

1 highly corrupted Technohedron currently possessed by unknown chaotic entity. Has made numerous overtures to attain freedom: currently imprisoned at Tartustus Secure Vaults pending study.

27 Soulstones (Empty)

3 Soulstones (Occupied)

245 items confirmed by Lorekeepers as psychic sex toys

5 intact skeletons of unknown organisms discovered in unidentified sub-space storage device

Multiple inactive pieces of what appear to be wraithbone statues.

49 Witch Staffs

10 Witch Staffs of extremely high quality

Several thousand guns, bows, cannons both classical and modern, as well a as of yet undocumented assortment of diverse melee weapons found inside sub-space storage device.

1 Unidentified sub-space storage device found to be housing a large amount of weapons and collection of large skeletons

4 re-animated eldar corpses containing various chaotic entities: currently en-route to Tartustus.

1 re-animated Nihim-Ra, containing a spirit identified as minor daemon of Slaanesh. Currently in possession of Yr Albain to be tried as enemy of the Eldar. Asylum request pending but unlikely to be approved.

Corrupted soul stone belonging to Nihim-Ra

Assorted pieces of personal weaponry and armor found on re-animated corpse of Nihim-Ra.

Further, observation of orkoid empire has proven enlightening. Technology is currently crude but robust. Core territory consists of three different worlds that have been completely orkified, while the enemy fleet seems to consist of four large vessels assembled from the scrapped remains of multiple other ships alongside a variety of retrofitted asteroids, alongside five ships of various sizes and shapes that likely were built by non-orkoids. Directorate intelligence gathering was sufficient enough to permit Yr Albain diplomats to successfully purchase temporary mercenary services of the Empires leader, Warboz Skulchukka, pre-empting an invasion of a maiden world by the Imperials and, according to Yr Albain intelligence, buy time before Skulchukka invades an exodite world Queen Baddica believes can be convinced to join growing alliance.


ADDENDUM: Due to nature of timefold phenomena, these operations are occurring concurrently with other attempts at Yr-Albaini co-operation both in prior folds and in future folds. Highly likely this will produce outsized effects, but also highly likely these events occurring simultaneously will increase heat from Imperial forces towards Exodites and likely Directorate as result.

+6 FTH!
+4 ACD!


+2 Yr Albain Rep!
(((())))

Stardate 4332.0713, Captains Log of Whamdinger of the Starship Resistance

Alright, so, good news is, th'phasmid is dead. The bad news is, its not permanent. From what th' Eldar can tell me, the things closer t' a daemon than anything else: the physical body is just an avatar for the soul.

Found th' sucker tryin' t' eat one of our outposts: thing was rough, but th' fusion weapons 'elped tear it a new one something fierce. Weirdly, th' wards didn't really do anything: I think towards the end it was even startin' to feed on em, because our lifeforce reserves are a lot lower than they should be.

Still, we managed t' capture a few of the smaller gitz, and there's definitely no mistaken' it, these blighters are definitely the same sorta critter the exorcists on the Biocity have been finding. I guess the shrines on th' structure 'ave turned it into a sort of insect spirit nexus, drawin' in these blighters like a magnet. Still don't know what they are, sadly, but we do know they're omnivores: buggers'll eat anything. Wood, meat, water, some forms o' dirt, electricity, lifeforce: a few of the scientists tried feeding em cursite, an experiment that will not be repeated on this ship. Zog, there were so many bodies…

Where was I? Ah, right. Anyhow, I don't fink we'll be seein' em around this neck of the woods for a bit: unless there are more phasmids runnin' around it should be awhile until this one reforms, probably after th' timefold ends.


Phasmid (temporarily) destroyed! The Phasmid seems to be the ghost of some unknown entity whose physical form is a mere emanation of its true self, located in the warp. It is resistant to all forms of damage except for energy weaponry, which seems to be its weakness so long as a minimum lumens is achieved. Both it and its smaller manifestations seem to be the same entity: in all cases it is an omnivore that can consume most forms of matter and energy, with a preference towards biological and lifeforce.

((((()))))


And, rounding off this fold, the Accomplishment and it's captain would return, limping, their ship falling apart as they made an emergency jump home. What they had found had nearly destroyed them: they had just barely managed to escape.

In the far edges of the Horizon, they had found a system full of thousands of vessels, a fleet of drone-ships in the middle of deconstructing a furiously resisting human industrial planet, its legions of cybernetically augmented defenders being DELETED en mass by an army of spindle-legged metal spiders whose very touch seemed to completely erase in-organic matter. It had taken moments for this fleet to notice the Accomplishment and attack it, their many trilobyte shaped vessels shifting like a swarm of krill, splitting off into a crowd of a few hundred and attacking the unfortunate vessel.

At first, the Directorate had assumed they were firing laser weaponry, as the cold blue energy pulses would impact and dissipate against the shield. The moment one landed a hit against the hull, however, it all went to hell as the impacted section of the hull found itself transformed into spiders, who proceeded to attempt to deconstruct the ship, in the process opening more holes in the shield and allowing more hits, producing more spiders.

Roughly half the hull had been destroyed by the time a warp jump was made, with several decks breached by spiders, who when destroyed would rapidly re-assemble themselves through unknown means. It was at this point the spiders began attempting to parasitize the ship by forcibly merging with it. The infected parts of the ship would promptly produce more spiders.

In the end it would take what was left of the ships Parliments collaborating with the Mysteks to destroy the creatures via perform a Darktide curse on the ship once it was close enough to Teklia for the Living College to intervene, the psychic gestalt grabbing the ship from the warp using the curse as a beacon, summoning it to the orbit of Erichtheo before blasting the ship with technopathic power to fry every last spider aboard.

Finally with the spiders clear of their ship, the survivors breathed a sigh of relief. In the coming days the autopsies would reveal a great deal, all of it alarming. The first would regard the nature of the spiders: despite their semi-biological appearance, they were actually entirely synthetic, incredibly advanced automata. These machines used some sort of quantum manipulating morphogenic field to both erase and transform matter as well as themselves, allowing them to merge with technology both to likely improve themselves as well as to produce additional spiders.

Further, each individual spiders neural architecture bears strong resemblance to that of the Organocide Engine, indicating they are in some way involved with its creator, though whether directly as a creation or indirectly as another victim of the organocide engine is unknown.

And, most concerningly, based on the sophistication of the quantum technology found within, it is very likely this swarm now knows where Teklia is.


Discovered the Deconstructing Spiders in the far horizon, a swarm of highly advanced (though of unknown intelligence) synthetic drones equipped with matter manipulating technology with unknown connections to the Man of Flint. However, you have lost the Accomplishment in the process, and they likely know where you live.

Reputation: Unknown.


Imperium of Man: A highly xenophobic genocidal space empire consisting primarily of the species known as humanity. Their government consists of a theofascist dictatorship led by a figure they call the God-Emperor, who obviously going by the title seems to occupy the position of both Monarch and Diety, and have a highly authoritarian, reactionary culture where religion and government occupy the same location. Reputation: -200 (Will likely attempt to kill us on sight)

Chaos: A conglomerate of different human factions that are united only by what can be described as a campist hatred of the Imperium despite largely having the same code of ethics and religious practices. Most (but not all) seem to worship one or more of a series of malevolent dieties known as the Chaos Gods. Reputation: -200 (When it comes to ideology these guys are basically the Imperium with a different coat of paint on their human skin banners topped with skulls. They probably aren't going to be happy about the deliberate subversion of their organization)

Autons:
A collection of different robots manufactured by the same extinct race, currently the majority of the Auton civilization was enslaved by an alien logic-virus that drove them into an organocidal frenzy. The friendly ones consist of the AutoVessels Ijin, Vlahk, and Koptu, along with their crews, each a few hundred strong. The less friendly ones were the Forbidden Archive, a group of semi-AutoFacilities that used to work for their government in running a black site. Reputation: 42: Cautious Respect. Provides 1 EXP.
-AutoVessel Influence: ++++++ (WARNING: This will begin to drop should the power differentials between both states grow too extreme.)
-Forbidden Archive Influence: +++

Khimer:
The enigmatic remnants of a once vibrant civilization, the Khimer have been reduced to a handful of military bases on a dying world, and a small fleet they had no means to repair or expand. While their exact social structure is unknown, the War-Brain seems to operate in a position of prominence in it. Technologically, the Khimer are adept with biotech manipulation and have access to weaponry designed to petrify organic material, and in theory have all the requisite knowledge and technology for space and even warp travel, but no industry capable of supporting it. They had been given access to a cloning facility, some resource donations, an early warning deep space monitoring array, and an expanded heatshield to cool their planet and keep it from warming up. They were also receiving regular shipments of useful materials for rebuilding purposes, largely ice, soil, and a handful of useful metals. Recently had been gifted several glacier-ranges. Reputation: 124- Reliable Allies. Provides 1 CUL, 2 EXP and 1 ACD.

Yr Albain:
An exodite world owned by members of the Aeldari species, Yr Albain was a very recently acquired ally. Deliberately living simple lives in harmony with their world, the otherwise peaceful residents of Yr Albain are currently recovering from the genocide enacted on them by the Imperium and Chaos, a process sped up by its World Spirit awakening as the diety Dhia'Albain and the variety of mystical tools provided to them by the Directorate to complement their own considerable abilities. Reputation: 53- Healthy respect. Provides 1 FTH and 1 CUL.

Winterspite Kabal:
An organization of Dark Eldar that make their coin acting as pirates and mercenaries. Formerly led by Lord Nisraen, its current archon is the Banefrost, the former flagship turned demigod. Currently has a contract with the Directorate allowing them to purchase their services and stopping them from being raided by the organization. Reputation: 17- Just another client.

Vaul-Tan:
Planetvessel bound Eldar, one of the handful that populated this region of space. Generally nomadic, they used a rigid system of mental discipline and monofocus known as the Path system to deal with their metaphysical condition. Vaul-Tan specializes in more mental disciplines such as the Path of Logic. Reputation: 15- Neutral

Invaders:
The H'kek are a aggressive, curmudgeonly, distrustful, and also belligerent space faring species that suffers from degenerative neural conditions as a result of the extensive mental and neural modifications inflicted on them, which they dealt with via neuropathic medicine and specialized sedatives intended to mitigate this issue. They were currently in a cold war with their rival, the H'kann. Reputation: 21: More or less neutral.

Abductors:
The H'kann are a paranoid, pessimistic, mistrustful, and also broadly suspicious space faring species that suffers from crippling medical and physical disorders as a result of the experiments performed on them, something they deal with via a variety of physical aides and augmentations. They were currently in a cold war with their rival, the H'kek. Reputation: 16: Cautious Neutrality

Orkblood Kindred:
A faction of Kroot that have declared war on the Directorate. Their physiology has shown itself to be incredibly physically robust and while they deliberately use more primitive forms of weaponry, those weapons and their very ships are made using highly advanced artisanal techniques from various complex materials, alloys, and biocomponents that it is clear that the enemy is in fact very technologically sophisticated. Reputation: -50: War

Ravvanak:
A reptilian race, all encountered examples have acted as pirates preying on the less advanced utilizing highly advanced stealth technology and terror tactics. A catspaw for the Toothgrimm Kabal, they likely act as hired muscle and assassins for the organization. -100: Hatred.

Dorgan:
A hippotomid species, the Dorgan belong to a hyper-corporatist civilization that acts as contractors for various services for the Toothgrimm Kabal that preyed on less advanced civilizations for profit. Technologically they had displayed advanced communications technology and the capacity to field the largest fleet the Directorate has encountered yet. -100: Hatred.

Cerebrojelly:
A catspaw of the Toothgrimm, the Cerebrojellies are a sophontic symbiotic organism that hijack hosts bodies via interfacing with their brain. They have been caught trying and failing to both infiltrate the H'k and the Khimer. -25: Just business.

NEW ASSIGNMENTS

Spidercide:
The Spiders needed to be taken care of while they were still vulnerable, some argued: the next fold should be spent ambushing them while they were still unaware, before the folds ended and they attacked the Directorate. Automatically includes last turns vessels if done during the timefold.

Horizon Librarius Outposts:
A proposal by the AutoFacilities: they wanted to begin constructing an outpost in the Triple Librarius, ones meant to help repair, maintain, and translate the contents of the vast stores. 0/5 CUL, gain Horizon Librarius Outposts, which generates harvestable 1 CUL per turn for a max of 5 turns.

Horizon Constellations:
Perhaps the Conclave could benefit spiritually by constructing a series of Temples in the Ekibirus Constellation, meant to study their movements and perform astromantic ceremonies to please the gods.
0/5 FTH, gain Horizon Constellation Temple Outpost, generating a harvestable 1 FTH per turn.

Echidna Observation:
More observation was needed to tell if this was a true devourerspawn and thus something the Directorate should be afraid of or an escaped lab experiment by the Khimer that could be treated with kid gloves.

Dustpit Scan: The Dustpit was a relatively intact world that while dry was otherwise perfectly healthy according to appearances.
((((()))))

Meanwhile, as additional threats were discovered, the Directorate would enjoy, fueled by the timefold, a period of advancements as many citizens took the opportunity to migrate to the many outposts formed throughout the Directorate. Northward, in the Voidmarches, these outposts would be created on the bones of the Iron Crown ruins, xenotheology research facilities equipped with the most advanced archaeology tools available manned with dozens of priests, occulteks, and other mysteks to help plumb its depths.

There, they would put together a rough history of what happened: it is very likely the previous inhabitants had prior worshipped their own pantheon prior to suffering a devastating war, where they had proceeded to syncretize their deities with chaos as a result.

Despite this, archaeological evidence indicates that as a civilization they had been fairly prosperous and advanced theologically until they had unwittingly attracted the attention of an unknown group of Chaos Space Marines, who they had reached out to as fellow followers of the Ruinous Powers, thinking that their shared faith would protect them from the xenophobic politics of their peers.

The fact that they were seemingly sacrificed en mass to the point of extinction is a fair enough assessment of how well that idea held up.

And, in the south, the various Eco-Domes located along the Emerald Line would be retrofitted and repaired, used to construct large agri-facilities that grew thousands of tons of produce and plant products each.

On Trove, numerous manufacturing facilities would be constructed throughout Gleam, an entire industrial district to help expand the growing CityBlok, the increasing prominence of Trove resulting in it slowly forming into a proper Arcolocube. With native manufacturing, the planet would see numerous smaller settlements pop up, largely mining and fishing towns.

On the edges of the Outback, meanwhile, Stizlak would oversee the construction of a new ship: the MothaShip. A civilian colonization vessel, it consisted of a small BattleZone Outlet, a mass of chemical synthesis facilities, AutoConstructor technology supplied by the Autons in exchange for giving them permission to create a handful of labs, numerous civilian berths and facilities such to make the whole thing a moving CityBlok of its own right, all built around a central shrine to the Mojo, all built resembling a giant Hobbgrot head.

Unlike the more conventional Pioneer, the MothaShip was designed to be re-useable: meant to help build up the various minor colonies of a region quickly than establish a single self-sufficient one. Combined with a courier to keep them supplied, it would hopefully accelerate the growth of the Directorate.

Minor in comparison to other developments, perhaps, but no great avalanche starts at a great thunder: time would tell if this momentum was retained or the Directorate slowed its expansion.


Teklia: Teklia, oh Teklia. The second planet from your star, and your homeworld. A variety of mostly hospitable climates of variable comfortability, it is covered in what can only be described as space garbage: the ecosystem has largely adapted to it and millenia of exploitation has done much to clear it away, but its undeniably a very garbage covered planet. The past few centuries had seen incredibly VAST amounts of garbage cleared away, however, and a complete revitalization of the Teklian biosphere and explosions in biological diversity as the Autorecyclers turn ecosystem choking garbage into useable materials, freeing large amounts of space for habitation, agriculture, parks and forests, the material repurposed into into the Teklian orbital space, its off world colonies, and the Arcolocubes, giant cubic self contained ecofriendly metropolis. At this point, it was estimated that 79% of the world was scrap free: at this point, most remaining scrapzones are being treated as preserves for the species who are so thoroughly adapted to garbage that removing it would neccessitate their extinction.

Luna: A trash filled wreck, unlike Teklia Luna didn't have pesky things like an atmosphere or ecology to degrade its debris, meaning it had very well preserved trash. It was also the site of a modest metropolis consisting of a single CityBlok supplied by lunar spire allowing a high amount of traffic too and from the lunar city, as well as several AutoRecyclers absorbing large quantities of material. It would likely take many, many lifetimes to clean Luna of trash, but the AutoRecyclers had already begun to pay off thanks to the massive amount of material Luna and its colonists now had to play with, as well as the space, largely used for perpetunite and soil manufacturing. It was also the home of Mt. Wander, may he forever sleep above us and never stir, and a small sea formed from the blood of the titan, as well as the LAOC Array.

Orbital City One: An Orbital Metropolis, this space station consisted primarily of its orbital docks and a handful of city-bloks, making it a vibrant and bustling mid-point between Teklia, the Moon, and the rest of Directorate Space, frequented by a variety of residents, travellers looking to visit Wonderpark or the Orbital Parks, and asteroid miners looking to deposit their hauls and get some well deserved shore leave. It was also the location of the Fleet MegaDocks, a semi-cubic structure dedicated to manufacture of ships which had recently had AutoAssembly Berths installed to aid with manufacturing large ships and Reactor Printers designed to source power cores for said ships.

Deep Space Monitoring System: A Fleet initiative that utilizes a great deal of surplus processing power to scan the sky both to map it out as well as detect incoming threats before they arrive, giving early warning to the Directorate against hostile threats, recently expanded and upgraded to improve efficiency.

Nuclear Stockpiles: The defensive nuclear warhead stockpile, consisting of advanced perpetunite warheads, weapons capable of releasing a near-apocalyptic nuclear reaction the size of a city capable of lasting over half an hour. Most were assigned to homeworld defense, but a few had seen their way onto the ships of the Directorate and even the educational system.

Naklis: Home to an extremely extensive mining operation in the Geode Canyons near the poles, this firey planet had two cities: a massive Spire that doubled as a space elevator and Comm-Hub, host to several hundred thousand residents, primarily mining and industrial engineers, who produced vast quantities of material, primarily Rare-Teklian-Minerals and nuclear materials, and the Mega-Harvester, a mobile burrowing city-machine that extracted minerals and living metal from below the crust, as well as four Elemental Master Control Shrines dedicated to the spirits of fire, earth, metal, and gems. It also possesses an Elemental Spire, a vast facility equipped with a massive perpetunite reactor that, through GodTek holy-engineering, converted nuclear energy to arcane power, strengthening all manner of elemental manifestation on the planet. It was also home to a Wonderpark outlet and several Lumium Chip factories, as well as the Elemental Gardens.

Erichtheo: The third genuine colony of the Directorate, Erichtheo is an incredibly frigid ocean moon that was covered in a thick sheet of ice, one particular part of which was thick enough to serve as a continent of sorts. Currently, on the surface it home to one city located on the floating continent-berg as well as numerous smaller settlements dotted across the mile thick ice layer stretching over the planet, and one major orbital docking station used to transport material too and from the planet. Underwater, it had numerous cities built out of cultivated coral located in what had prior been the planets dead zones, alongside numerous artificial reefs constructed to house and be art as well as habitats for various flora and fauna.

Trove: The first real extrasolar colony of the Directorate, Trove was a planet covered in gems, a quirk of its somewhat undeveloped ecology. Biomes of interest include a series of mountains formed out of gigantic mega-gems, a large set of grasslands near the equator, and a single ocean that was host to a number of fisheries, upon the coast of which was the first city of the planet, Gleam, which had recently gained a mining district.

Tacchis: A frozen iceball that was stuck in a state of either night or perpetual evening broken up by the occasional Aurora Umbrealis caused by what little light reached the planet hitting the planets thin atmosphere. A source of ice and gems, its primary industries were therapy and server space, with the AAAA's serving as major critical points in Directorate healthcare infrastructure and the polar servers providing large amounts of network capacity. It was also home to the subterranean Nova Mechanicus temple as well as where the Testament headquarters itself.

Great Void Express: A system spanning void rail network designed to move material and personnel between worlds quickly, the Great Void Express was the most expansive piece of infrastructure the Directorate had access to.

The Gas Giants: Mongus and Meeklak. The location of the gas revolution, these gas giants had a large amount of refineries and harvesters across their atmosphere that provided the Directorate a steady stream of gasseous fuel, breathing air, medivapors, fertilizer components, and various corrosive compounds.

Station Tartus: Tartustus, or Tartus as its more colloquially known, is the highest security prison in the Directorate, used to house captured Destroyers in a manner that is humane but safe. Adaptive wards, its own Commander-Machina brigade, and every possible security feature the Directorate has available while still treating its occupants in an ethical manner.

Outback: A small continent sized eco-dome constructed to serve as a sort of artificial homeworld for the Grots, it was a sprawling mass of fungal ecosystems incorporating whatever species could successfully adapt or be adapted to be included, having several hundred towns and communities consisting of Hobbgrots, FathaShroomz, SistaBrains, and more, typically centered around Mojo Shrines.


EXPansion Points (EXP Points): 168
Nuclear Material: 2


The Cage: The Dark Seed needed to be contained until it could be purified. As it was it was leaking massive amounts of dark magic up and down the timeline: while it was unlikely to significantly affect Teklia's past overly much, as time continued forward it WOULD begin significantly worsening future buildups. Yaldaboaths proposal involved constructing a series of pillars from GodTek designed to siphon this cursed energy and dump it outside time, where it would be unable to harm anyone. If it could be kept cleansed long enough, it should be purifiable. 0/25, construct the Cage, limiting damage from Dark Seed. Cost 1 ART.

Greater Fire Fairy Bottling:
Fire Fairies were a potent source of elemental energy: however, they were fairly difficult to acquire, as the Bottling facility only has the capacity to produce so many. If these facilities were expanded, this relative scarcity could be eliminated. 0/25, Naklis gains Greater Fire Fairy Bottling facilities, increasing FTH and Warp.

Mojotronic Pyrocore:
A proposed upgrade to Hobbgrot ships was a massive fire-fairy bottle designed to house thousands of the burny lil gitz and use them to turbo-charge the mojo on the MothaShips with pyropower. 0/25, gain Mojotronic Pyrocore, increasing the Hobbgrot Propagation granted by MothaShips and Elemental Volatility granted by UncleWaves. Cost 1 BioData.

MothaShip Aqua-Tanks:
Water was always needed. A proposed way to solve water needs: install on the MothaShip massive tanks designed to contain tekliaforming amounts of water with aquacores installed to automatically fill them and produce a steady stream of excess, which would apparently be drooled out. 0/25, MothaShips and Endeavors gain Aqua-Tanks, increasing bonus to building EXP and CUL outposts by +1 and slowly increasing regional hydration, as well as acting as a terraforming tool.

MothaShip Volcanic Algae Terraforming Torpedos:
Volcanic planets could be terraformed in a variety of ways, but the simplest would be stuffing a torpedo full of extremophilic if not pyrophilic algaes and firing it. After that, it was just a matter of letting nature do its work and being willing to be veeeeeerry patient. 0/15, MothaShips and Endeavors gain Algae Torpedos that act as cheap long term terraforming tools.

Greater Elemental Gardens:
The Elemental Garden produced a variety of elementally significant herbs and spiritfoods. The amount they produced could be increased with a variety of expansions to the facility. 0/40, gain Greater Elemental Garden, increasing EXP.

Flames of Naklis:
The Eye provided a great deal of power, but it wasn't enough but for brief excursions, limiting how the vessel can be used. A theoretical way to help correct this issue: installing the ship with a greater pyro-shrine tended to by their Worldsingers that could be used to help kindle the vessels heart awake. 0/25, Eye of Isha gains Flames of Naklis component. Yr Albain learns to manufacture additional Flames of Naklis. Cost 1 BioData.

((((()))))


Meanwhile, the followers of the Toymaker would continue to lurch towards divinity. Firstly, the Wonderpark Docks would be constructed, located at the rim of the cuboid: a place where MegaHaulers would deposit massive amounts of material. This cargo would then be distributed across the park, used to fuel its expansion and improvement.

This material would be used to construct such oddities as the Wonderpark Museum of Natural History, or else used to build the fourcorner temple, a place designed to simulate all seasons at once: built to honor the Toymakers wife, it contained a Garden of Spring, an artificial wetland stuck in perpetual spring, the Wintertide Library carved in halls of ice, the summerlands which grew all manner of crop for harvest while the Autumntide Workshop served as place where the priesthood of both Lady and Toymaker could collaborate. All of it built around a central temple containing at its heart a fairy-shrine.

Meanwhile, even as much of its resources found their way to the Druids, the Great Conclave would still invest towards developing the mysticisms of the Toymaker by both by developing a form of Toymaker aligned resonance designed to strengthen his servants as well as spending some of the accumulated resources of the organization performing a great offering to them, an arcane tithe of treats, toys, and various energies presented at the Fairy Shrine that would be repeated every handful of decades.

The result was another spiritual acceleration. The Fairy Song, played at each and every festival, would cause the servants of the Toymaker to dance and bless the proceedings with their own magics, the entities swarming and dancing as theurgies performed on Godsdays achieved their zeniths, as the Moonbugs of Luna rested and dreamt, lulled to sleep by the Lunar Festivals held upon each world, and as the elementals of naklis sang as the fire fairies burned a jig across the skies on the Elemental Festivities. However, on particular days, or on three particular places, the song was even more powerful: the Temples belonging to the masters of faeriekind and their children, the Toymakers Workshop, the Temple of the Hermit in the Frozen North, and the Fourcornered Temple of the Season, especially when done on the Godsdays allocated to these figures.

In the cold north, these fairies would serve as strange tutalary willowisps, blessing magicians who studied the works of the Hermit with bouts of incredible arcane knowledge, resulting in the Temple of the Hermit rising in prominence. As a result many Demiurgists and Abyssal Monks using it as neutral ground to meet and argue, and many aspiring magicians would make pilgrimage once a year to partake of the Hermits festival, the Warding of Wain, in which they would watch recreations, tales of the events that resulted in the Hermit eventually turning her back on the world so that the mistakes of the tyrants of Yore wouldn't be repeated. Those who managed to partake would find sorcery off all stripes coming to them with ease, less taxing than usual on their vital energies and other forms of arcane power.

At the four corner temple, meanwhile, these fairies would begin exhibiting different forms, different variations. Those that lived in the Wintertide Libraries resembled almost the servants of the Hermit, but possessed of more icy abilities, helping maintain and even expand the structure by sculpting additional ice with their magic, while those of summer possessed a more fiery demeanor, being so very near in nature to fire fairies, such that when introduced it was found that the two were cross-compatible: their primary differences were that the Summertide Court burned colder, possessed of the ability to manipulate their temperatures, and further more, unlike Fire Fairies, their Summertide Counterparts were instead possessed of a mischievous maliciousness, possessed of a fondness of alarming visitors by starting small fires, committing acts of petty arson, and stealing small trinkets from visitors to either torch or line the mechanisms of their nests.

Those that lived within the spring wetlands would however prove to be a genuine problem, proving remarkably unfriendly and territorial by dumping gouts of water on those who left the sacred paths, throwing caustic plants on those who irritated their play or didn't treat them with sufficient difference, and even outright attacking those who act disrespectful with either small tornadoes or physically, the watery wisps of light proving remarkably strong despite their small size, something that nearly results in a diplomatic incident when a high ranking member of Winterspite winds up in traction because they sneered at a Springtide Fairie, causing the Kabalite to be swarmed by thirty very angry fairies: after some negotiations, the Priestesses of the Lady of Seasons agree to let the Kabal TRY to discipline the culprits so long as the Kabal agrees to not hold the Directorate, the Fairies, or any other involved party but the Kabal responsible for the result.

The result is multiple kabalites dead after being mesmerized into swimming into the depths of the temple and their souls, including that of several fairly well positioned members, unrecoverable. The ones that drowned appear to be the lucky ones: several were tore apart and eaten alive by wetland predators, forced to turn their weapons against themselves, or worse: several of the recovered corpses show signs that major organs were transmuted either into water or small carnivorous organisms. Archon Banefrost would as a result reluctantly agree to sign a contract with the Temple recognizing that any of its subordinates that venture to the temple are responsible for their own fates.


+2 Winterspite Reputation

The Autumntide meanwhile are far more gregarious, being more akin to the servants of the Toymaker: though they grant no wishes and enchant no dreams, they would however heal the sick, ease the pain of the dying, and coax what life they could from the plants of the eternal autumnal forest in preparation for an eternally faraway winter.

With each piece of mysticism, more and more Toymakers would develop the means to perform the miracles of their god, and across the Directorate children would begin to dream of a vast workshop in the woods, in it a gigantic tekket, an elderly craftsman lean of body but dexterous of hand: no doubt existed as to who this jolly figure was. At the height of their power and in its heart, on the autumnal Giftsday or at the Toymakers Workshop, fairies would occasionally call upon his power to conjure forth toys and treats to give to special visitors and children, especially powerful sacred toys and pastries that doubled as talismans.

The Toymaker's tide was rising, and though it was not the quickest thing arising that fold, many among the NeoPagans would theorize that but a single catalyzing push was but it would take to achieve the means to call forth the Toymaker, much the same way the Dancer had required their own.


Compulsory Education: One of the things that helped the Directorate flourish was mandatory education starting years 3 to 26. Every citizen received lessons in science, engineering, mathematics, language, history, ethics, and nuclear physics and engineering and a secondary education in whatever field they wished. Provides +2 ACD.

High Energy Research Labs Jr:
Your children grow up playing with particle accelerators and build it yourself protonic reactors. Many other species might consider this insane beyond belief, but your children certainly benefitted from the intellectual stimulation, even if Schools now had to be bomb-proof. Provides +2 ACD and 1 EXP point and two network. An improvement to Nuclear Engineering For Kits.

Wonderpark Fungineering Guild: An organization headquartered at Wonderpark that specializes in novel engineering for entertainment purposes, they had helped massively expand Wonderpark by developing new rides and attractions utilizing all manner of whimsical technology to help delight guests and residents alike, and with the Nukeland attraction, help get them exited about the wonderful world of particle engineering! And on Naklis, MineWorld not only helped get people exited about Naklean culture and mining and industrial technology, but helped provide the Directorate and Wonderpark a steady stream of material. They also had an alarmingly well armed archaeology department. +2 CUL, +2 EXP, +1 ACD, Orbital Engineering improved.

Wargames:
Every year Directorate Fleet's science division puts out a handful of strategy games that they promote via professional leagues and events in order to encourage developing strategic management skills and, more importantly, get people to join the Fleet. Improved strategic skill and survivability for all troops and increased Fleet recruitment, increasing the size of crew complements.

War Against Extinction:
A harsh lesson learned during the Destroyer War: there existed powers in the cosmos far more powerful than your species that wished you harm. It was a grim calculus, but if the day came when your soldiers and explorers had to sacrifice themselves in order to take down an enemy that would threaten your people, they would, without hesitation. Slight bonus for all forces against superior opponents, can designate forces as Extinctionist, increasing how much damage they do to foes but moderately reducing survivability.

Moneyless Society:
Currency was an outdated concept when you produced enough food and material to more than meet peoples needs. Resistance to subversion increased.

Advanced Promoted Therapy:
Trauma was a major enemy to the health and wellbeing of many Tekket. To combat it, your society had an extensive network of therapists, psychiatrists and social workers, including an entire division of the Academy dedicated to the industry, as well as extensive facilities on Tacchis. Moderately increased mental resilience for all Tekket.

Meditation:
The product of countless therapists and religious and spiritual leaders working to promote the practice as a method of spiritual and mental wellness maintenance, Meditation had taken off in Tekket society, both group, private, and virtual mediation. It was no replacement for actual therapy, but it served as a valuable religion agnostic tool for mental health.

HobbyBots: In this modern era, BlokBots were used for more than just manual labour: they had also found a niche in the consumer entertainment market as pets, in games, as toys, and even sports and competitions, and with increased popularity came more casual robotics hobbiests. +1 EXP, BlokBots are slightly better designed.

Zero G Sports Team:
All throughout the Directorate, citizens enjoyed watching and playing Z-G sports, to the point where Wonderpark had several mega-stadiums specifically dedicated to the watching the antigravity games played professionally by the Wonderpark Sports League and most CityBloks came installed with at least one Grav-Suite for amateur or local teams and leagues. Recently, Super Battleball had become fairly popular, especially with Hobbgrots, who loved piloting the gigantic, stompy exo-vehicles. +1 Cul, improves physical fitness, can deploy Super Battlebots.

The Great Gallery:
The Culmination of Art, the Great Gallery was a one hundred story space station constructed within a Giga-Art Installation Array containing multiple Mega-Art Galleries, a vast university-city in which millions honed their craft and learned all manner of arts from holo-painting, to elemental sculpting, to even the creation and performance of great pieces of music, and at the center the great Temple of the Dancer, in which the Grandmasters of that order nurtured those Muses and Artists they deemed of exceptional talent or else dedicated their lives to the creation of art and honing of their craft, producing all manner of impossible masterwork. With the performance of the Call, the place was always filled with a melody that sounded different to all who heard it, yet always pleasing to the ear, and many Aeldari visitors, especially young couples, had taken to visiting, claiming that the protection and power of the Goddess in her seat of power was such that it negated the grasp on their soul. +19 CUL.

Frontier Explorer Compartment:
A universal compartment for ships designed to hold a volunteer corp of civilians dedicated to exploring the universe. Provides a number of useful civilian services and allows for small outposts to be constructed wherever your exploratory vessels travel, as well as a fully staffed hospital to meet all medical needs, no matter how major, your ship encountered. Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Ships gain improved medical care.

Lunar Salvage Cabals:
A society consisting of trash-trawlers hunting for intact samples of lunar technology, the Cabals work is dangerous owing to the vast amounts of hostile alien wildlife, but they so far have managed to collect a great many minor artefacts of note, making the risk more than worth it, especially with the development of Paleotech thanks to the Lunar Forges and their own research outpost. +1 ART

Orbital Pioneer Initiative:
It wasn't unusual for Tekket to pick up and move to orbit in ship-houses, either creating their own small communities, caravans moving between Teklia, Naklis, and Luna, or even venturing further on their own, erecting larger and larger orbital townships around the power-sources provided by the Charger-Ships, or larger ones along the rails. +1 EXP.

Sacred Livestock:
Your people held in religious veneration the animals you harvested lifeforce from, having large, communally owned herds that were used by priests and mysteks alike in their rituals and rites, the animals donating a small portion of their vital energies once per year in exchange for peerless care, many reared at the Herdtemples, vast orbital complexes meant to serve as a major hub for the rearing and useage of these sacred beasts. They also produced a variety of products such as sacred honey, milk, wax, and horns. +1 Warp, +1 EXP

Open Air Zoos:
With the advent of major zoological facilities and services, large amounts of carefully tended to wilderness had begun to see use by Druids and Rangers to help educate civilians about nature, wildlife, and bioscience...and causing both groups to swell massively. +1 CUL.

Elemental Festivals:
Four times a year a celebration was held. One for fire. One for gem. One for metal. One for stone. On these days, the elementals were celebrated above all, and given mighty tribute in food, talismanic offerings, lifeforce, and the hopes and desires of those that invoked them. On these days, it was said that the Elementals were sated enough to on occasion grant those desires, especially on Naklis, at the seats of their power. +1 FTH

BATTLEZONE!:
An extension to Wonderpark consisting of a massive Arena where Hobbgrots duke it out with never ending swarms of bots, thus feeding the Waaagh spirits, who in turn would donate considerable sums of lifeforce, forming a nice symbiotic relation between all concerned groups. +1 CUL.

Theatritheurgy:
The Assembly had used the power of the Mask and the Lost Plays to create a new branch of arcane manipulation: theatritheurgy. Using Personae Masks and Archetypic Spirits, Plays of Power created by studying the arts of the Dark Playwright can be amplified in strength, used to create and strengthen events, characters, and concepts in the Warp. Currently, most Theatritheurgy consisted of Brightway Plays and plays in that genre, as well as renditions of the Mechanābhārata +5 CUL, +1 Warp.

Kultur:
One Man Ban units, Paint Cannons, Karts: Grots knew how to have a good time.

Culture Points (CUL Points): 138
BioData: 1


Cabal Alchemical Animation Batteries: The Cabal wanted to upgrade their mobile shrines (and the rest of the Shrines of the Directorate) with the ability to utilize specially modified mountain blood fuel cells in order to provide a burst of animatory energy during emergencies. 0/25, gain Alchemical Animation Batteries, increasing Shrine Defense. Cost 1 Warp.

Orbital Pioneer Shrine Ship:
The Lunar Salvage Cabal in collaboration with the Frontier Society would like to present: a mobile shrine-ship that can be used by the many void-townships as an equivalent to a major community shrine. 0/25, Void-Townships upgraded with Shrines, increasing FTH.

Naturae Muse BioCore:
Lifegiver Effigies and Naturae Muses were both powerful agents of the Wyld, but perhaps the Directorate might develop the means to help these spirits become more than the sum of their parts. 0/25, Naturae Muses upgraded with Lifegiver Effigy technology, increasing CUL.

Naturae Muse Fairy Tuner:
The servants of the Toymaker generally only had marginal connection to the Wyld, but those that were subordinate to his wife had powerful control over nature: perhaps some enterprising Naturae Muses would develop the means to modify their HeartSong units to better appeal to these beings… 0/25, Naturae Muses gain Fairy Tuner technology, increasing FTH.

Wyld-Muses:
Many Wyld Muses already worshiped the Great Tree to some form or another: perhaps the particularly devout would discover a means to draw upon it more thoroughly to transform their soul, becoming true spirits of nature incarnate. 0/25, gain Wyld-Muses capable of channeling the power of your nature spirits to work as guardians of the Wyld, increasing CUL by 3.

The Archaeosaurs of Cetaceous Valley:
The Academy had, in collaboration with Wonderpark, located a valley extremely high in rare fossils. They wished to sponsor an ongoing archeological expedition to help dig up the remains of these creatures for study. 0/25, sponsor Cetaceous Valley Archeological Dig, gaining +1 BioData

The Tomb of the Old NekroTeks:
Several of these locations had been discovered in the remains of the isle of Quarth, and many Occulteks wished to finally begin sponsoring expeditions to begin opening, exploring, and documenting whatever artefacts and remnants of the Old NekroTeks remained. 0/25, sponsor Quarth Tombs Archaelogical Dig, gaining +1 ART

The Server Labyrinth of the Mechanicum
: A location underneath the jungles of the continent of Vra'tek, this complex seemed to be a vast cogitator bank filled with mechanicum corpses and sigils that align roughly with known chaos iconography. The Nova Mechanicum wanted to perform an expedition to exorcise and salvage the facility to construct an additional temple. 0/25, sponsor Vra'tek Server Labyrinth Archaeological Dig, gaining +1 NET

The Depths of the Pelagic Temple:
Once a rival religion to that of the Old One, this temple, located in the UrzaKet sea, was supposedly haunted by the remnants of some dead diety that had been slain in a terrible battle. The Abyssal Monks wanted to perform an archaelogical expedition to retrieve any remnant of this deity. 0/25, sponsor UrzaKet Temple Archaelogical Dig, gaining +1 Warp.

The Munition Dumping Grounds of the Destroyer Wars:
A handful of locations located at the heart of the scrap-preserves used by the governments of the past to dispose of munitions, nuclear waste, undetonated bombs they could no longer afford to maintain, weapons that were disposed of. The Fleet wanted to conduct its own archaeological dig in order to collect whatever salvageable material remained. 0/25, sponsor ScrapPreserve Dumping Ground Archaeological Dig, increasing NK by 1.

Intergalaktik Bookmobile Kompartment:
Look, so long as gitz had to go t' GrotTek to get their degree, people in th' colonies would have less options when it came t' education. To solve this, Stizlak had proposed an improvement to Outback ships: turn em into public libraries. 0/25, Hobbgrot ships gain Bookmobile Kompartment, increasing bonus to building ACD and FTH outposts by 1 for MothaShipz and the ACD bonus of outposts in regions with UncleWavez to increase by 1.
Rare Gubbinz Flea Market Kompartment:
Trade an' barter would always exist in some format so long as one git had what another git wanted an' vice versa, so why not feed th' vice by installin' a kompartment where Gitz what 'ad collected some nice flash or rare gubbinz could trade both among themselves an' visitors. 0/25, Hobbgrot ships gain Flea Market Kompartment, increasing potential max progress generated to D5 by MothaShips and allowing UnkaWaves to increase the primary stat granted by trade routes to a region by 1

Naklis Magmacorals:
It would be trivially easy to modify Erichthean magma-coral and other volcanic floras in order to survive on Naklis, providing yet another major component of a Naklean ecosystem. 0/25, gain Naklis Magmacoral, increasing CUL.

Construct Cruiser Class:
With more and more systems explored came more places the average civilian would never see in their lifetime. Wonderparks solution: construct the first fully automated intergalactic cruise ship! The bonus, of course, would be that the Directorate would be able to use the ship to conduct more civilian in nature assignments. 0/25, gain Cruiser Class, a diplomacy vessel that raises colonization level and gains a small bonus to reputation rewards from civilian assignments

Construct Frontier Class:
The Frontier Society always stood ready to help expand the horizon: specifically, in this case, by creating the Frontier Class, an experimental exploratory vessel meant to rapidly chart out planets and discover new ones with advanced scanner and navigational technology. 0/40, gain Frontier Class, a civilian exploration vessel that possesses a slight bonus to exploration rolls. Cost 1 NT.

Create Volcanus 9 Spy-Ring:
More information was needed about Volcanus before any serious interactions could happen. It would be difficult planting personnel, but if successful creating a spy ring on V-9 should provide a bevy of information about its internal politics. 0/25, gain Volcanus 9 Spy Ring, providing by turn updates on the status of the world. Opens more options for gaining Imperial Intel. Requires a ship.

((((()))))


Meanwhile, the Directorate, just as it had before with the Hobbgrots, turned its gaze towards ecology, putting vast amounts of resources towards developing various mystic and scientific tools and pieces of infrastructure.

The most generally minor was deployment both of fire fairy bottles and pyrefly courts across the Directorate. Spurned on by the recently built elemental gardens, the Pyromonks would develop using data collected from there as well as the magmazone genelabs to engineer new strains of extremophilic algaes: while generally still unsuited to survive on most of Naklis, this flora would instead be used to craft the Bottles, tiny devices intended to help sustain fire fairies while siphoning off the excess heat and elemental energies. Quickly finding their way to every shrine across the Directorate alongside the various herbs and incenses grown at the Gardens, these bottles would prove valuable sources of spiritual energy to sustain the various spirits of each shrine so long as the algae was cared for. Alongside them, a series of domes would be deployed, self-contained pyrefly courts on all the planets, as well as specialized aquatic versions in the Erichthean magmazone: underwater plazas that contained small air hollows and large gravitic bubbles for the fire-fairies to play in.

As a result, while fires would increase in both severity and common-ness, Pyromancy surged through the Directorate as more and more flame vita began being created, such as burning ivy, poisonous vines that cause exothermic spontaneously combusting rashes, or the Pyroanglers, fish possessed of bright flaming lures to help lure in prey. Motive Spirits would also benefit, as many Engines began to run hotter and brighter, the elemental energies within them sparking outward.

Larger but more singular was the development of Spra'ang Embassies, collections of arcane plazas with Dark Portals at their heart where a variety of night spirits would congregate, especially Ambassadors of the Outer Dark, the mysterious spirits drawing many an Occultek to Spra'ang to either study or court these beings in order to earn their favor. With these boons Occulteks would find their magiks stronger, ideas flowing more freely, and in some cases marked with strange arcane sigils that allowed them to draw power from the Ambassador who had given it.

The next largest impact came from Lunar development. The Cabal would use this fold wisely, investing first in studying and develop the means to harness Mountain Blood, erecting a bottling facility at the edge of the lake to help produce useable amounts of the processed substance for use in animancy. A useful liquid alternative to lifeforce when it came to arcane power, it permitted the Cabal to fund the creation of both the Lunar MegaShrine as well as a series of more mobile shrine-rovers.

The effect all together saw a degree of swelling in lunar animancy. Quartzbugs would grow less hostile in general to the Tekket, instead reacting to the newest inhabitants of the planet, a variety of scrap-vita animated by Mountain Blood exposure and Shrines, such as the Titanic Juggernogs, remains of archaeotech titans animated into lumbering walkers, or Scrapfiends, cousins of Pyrofiends that have merged themselves with metal to create a crude simian body that produces near lethal amounts of heat, and Coil-worms, animated power-cables that burrow their way through the sea devouring electricity to grow.

A few would actually prove generally beneficial both to the Quartzbugs and Salvage Cabal, like the SolarTroughs, scrap-flora created by reanimated solar panels merging with the remains of various chemical synthesizers to create devices that almost resemble trees, absorbing sunlight to produce a sticky sort of synthetic machine fuel that gets used by the Mobile Shrines for power and by Quartzbugs as food.

Further, the Cabal would find more and more intact technological samples, eventually allowing them to via trade afford to conduct a major archaeological expedition alongside Wonderpark and the Academy. The Lunar Temple.

Descending into its bowels, it was only due to advanced quantum technology that communication could be maintained: using the Rite of Natures harmony to keep from being attacked by the Quartzbugs, the team would successfully reach the first major chamber, a collection of sarcophagi in a room with vast hieroglyphs. There, they would find a series of murals depicting what appear to be some form of curse, the humanoid figures etched on the stone clutching their throats, clawing for air even as a misbalanced scale hung above them. All throughout the chamber are humans who, autopsies show, died from suffocation.

Within the chamber several pieces of highly advanced archaeotechnology are discovered. However, further exploration would be stymied by one of the Sarcophagi, constructed from some unknown material, being foolishly opened by a greedy Cabaler.

They had likely hoped to find rare technology. Instead what they found was the still living and unfortunately immortal head of a very angry sorcerer. The dark occultek, calling himself the Terror of Modern Man, proceeded to use their powers to brutally murder most members of the expedition before using their corpses as daemonic vessels: the resulting rampage lasted exactly 48 hours and would require sustained orbital bombardment, with the figure brutally murdering several thousand people before finally being destroyed.

From what little remains are left, the age of the sorcerer is estimated to be roughly twelve thousand years old, give or take a few millenia. Once retrieved, the other sarcophagi are also found to possess within them lifesigns minute enough that it is very likely they possess additional sorcerer heads or, more concerningly, the rest of the sorcerers body.

They are very promptly shipped to Tartustus for study and containment.

The largest push towards ascension comes in the form of Project Yggdrastill, named from the mythological tree of human lore. At its most basic, the project consisted of study into using Assembly techniques to create an Avatar of the Wyld akin to the Great Ocean Vita combined with an increased rollout of Totems throughout the planets to include both more totems and the newly designed GeoTotems.

However, this was not the only thing which the Project pursued. The Ocean Mages of Erichtheo would develop new advanced technologies such as the arcanodivine Coral Hearts, special motive engines hosted in the formerly dark and lifeless abysses of the ocean that would serve to help sustain and feed titanic artificial reefs, as well as Lifegiver Effigies, special statues designed to contain BioCores housing the spirits of life that could be deployed to generate large amounts of lifeforce to sustain the Shrine Network. The Great Gallery would enjoy a surge in naturalist art, leading to them contributing by donating wyld-themed Great Works to help Druidic PygmaliTeks manufacture new muse chassises intended to help them tend to and nurture the wyld.

Both the Demiurgists and the Abyssal Monks would also assist, the former by assisting their god in crafting the Seed, a construct built within the core of Teklia consisting of the bones of extremophile beasts of arcane importance fed on blood: YALDABOATH would manipulate this construct, placing unknown items within it and using their abilities over the material to catalyze it in order to turn it into a steady source of infinite chrono-energy. The latter meanwhile would manage to reconstruct their Dream Engines, the artefacts being installed in the hearts of the greatest Shrines of the Directorate to harvest the powers of paradox and dreams.

However, the pairs efforts, while counter to each other and done independently, would result in disaster when the Seed winds up accidentally absorbing a paradox created from dark magic.

The resulting disaster results in the Seed quarantined under numerous wards, though doing so unfortunately only prevents the Seed of the Present from flooding the Present with dark magic: there exist no known method to ward the timestream, meaning the present winds up being flooded with cursed and dark energies from the past and future. Further, chronologists expect that both the future and past are experiencing the same effect: in the case of the past, it is very likely much of the Withernacht and other negative supernatural events throughout Teklian history was the result of the creation of the Seed, and the future is likely dealing with an even worse leak.

Meanwhile, the Shrine-Keeper organization would develop an advanced variation of the Rite of Anima, the Rite of Natures Awakening: utilizing experimental NeuroChoir cognitive stimulators in the place of the programs used to accelerate mental development in Machine Spirits, carefully concocted stimulants and minor ritual mutagens for physical development, and advanced applications of both lifeforce and alchemical concoctions for spiritual development, its purpose was to help accelerate the growth of Wyld Spirits rapidly.

All of these factors would coalesce with the creation of the World Tree, the Avatar of Nature. Over the course of a decade the tree would be cultivated, selected from the greatest arbor guardians of the Directorate, those already near awakening: through the Rites of Nature and the work of the Naturae Muses it would be fed massive amounts of arcane energies, making the tree, a large and vast baobab rapidly stretch into the sky even as a ring of Lifegiver Effigies were erected in a ring around the structure and fire fairy bottles hung in its branches: in the center, in a hollow specially cultivated for it the trees shrine was located, attached to a pair of Dream-Engines containing caged paradoxes. Its portal was green, surrounded by a ring of thorns, and upon it rested a variety of holy nut talismans made as offerings, the portal occasionally hoovering up the gifts.

Each year it grew, OcculTeks and Druids would note a general increase both in the performance and efficiency as well as a strengthening of the spirits of Wyld: Naturae Muses would display the ability to manipulate and accelerate the growth of plant-life aided by their new chassises, while mages would note a spike in the appearance of powerful beasts of the Wyld. Even visiting Worldsingers would note their powers strengthening, their psychic techniques synergistic with the power of Yggdrastil.

At first this effect was subtle, but it would become more and more evident that as the World Tree grew, so did the power of the Wyld on Teklia. The war between Formics and Nekrowasp would continue to escalate in severity, the former calling upon unformed flame vita to assault the great cacti where the wasps would nest, arm their greatest warrior-drones with wooden plate armor to turn them into flying tanks, and even utilize varios bio-acids, though the latter would prove far more successful, the dark energy of the Seed allowing them to conjure forth and control parasitic necroids to craft titanic corpse-colossae, imbue their crude tools with dark magics to help blight their foes, and even cajole the spirits of fungus and pestilence to assault their foe, though the latter action would wind up backfiring by killing the nest of the wasp that conjured it as well as the nearby ant-mound.

While this went on, the inhabitants of the desert continued to adapt to ignore them: the Juggernaught Armonide, the titanic armored rodent frequently crawling into the nests of Nekrowasps to pillage them or eating formics that wander away from their troop, or the Greater Scorpek which uses its WyldSorcery both for its mating dance as well as to conjure lightning to fry stray necroids. Some would outright develop hostile adaptations to the two, such as the Irradiating Scourbug whose gemlike carapace allows them to lethally irradiate nekrowasp nests and formic burrows to drive the creatures out, or the eliminator mimicblooms which prime themselves upon sensing either to release clouds of toxins that, while harmless to everything else, prove a slow, painful, yet horrifically effective chemical weapon against both parties.
In the plains the Megagargantua would continue to grow, their vast plainlands expanded by the power of the Dream Engines to impossible sizes in turn allowing the titanic beasts sufficient range. A handful would reach the point where they could no longer be called mere Megagargantua, termed Gigagargantua by Druids: their backs studded not with individual mountains and lakes, but entire ranges dotted with all manner of reservoirs in the valleys of their back, lush greenery and deep lakes used to keep the beast nourished hosting vast amounts of smaller animals and even villages erected around special wyld-shrines designed incorporating cabaltek. Their tusks, while still large enough to contain small forests and jungles, would frequently begin to snap half-way, too heavy and too big to remain structural. As their size grew, so would their wyldsorcery, with many young bulls calling upon the power of weather to buffet rivals during mating season, while older ones use the strange rhythmic rituals for a purpose that can only be called ceremonial, creating great rainstorms as the rest of their herds watched on certain days or when one of their number died, an incredibly rare event.

Their graveyards however despite this were massive enough to see from space: miles long masses of discarded osseous remains, each individual skeletons size ensuring these titanic cairnes large enough to host their own cavernous ecosystem, one consisting largely of osteovores like Bone-eating Werebats, who would roost in the hundreds in the discarded skulls, or False Grolls, apes superficially resembling hairy Grolls whose natural bioacids allow them to both easily digest the hardest bones as well as hock corrosive loogies, or, most reverently, Greater Sporebugs, titanic insects who would implant their spawn in the bones of living Gigagargantua with the expectation of eventually hatching once their hosts died.

In the caverns of Teklia, aided by the Totemnet roll-out installing GeoTotems throughout the crust, life would grow larger, stranger. Litheowyrms would come in a variety of additional forms such as the Tartustian Basilisk, a predatory mineralophage who would use their gaze to petrify prey, turning them into stone and another meal, while entire underground veins would bloom with glowing greencaps, creating strange mojo-tastic hollows from which emerged various mushroom vita such as the Unsquig, a reptilian mass of fungus that served as a common source of prey in the biome. These places Hobbgrots would refer to Shroomholez, viewing the odd spaces as holy despite their lack of connection to the Orkoids own fungus, or perhaps because of that. Meanwhile in the larger subterranes, the ceilings would find themselves host to great many polyps, the mutated manikin barnacles growing below sites such as Pyrefly Courts, mutating to feed on the energies to produce light, unwittingly illuminating the spaces, allowing for great underground tangles to grow, ones whose connection to space was untethered, infinite foliage to crawl into with no real borders should one lack flight, filled with all manner of strange and incomprehensible creatures such as chattery intelligent diminutive featureless imps, or trees assembled from strings of numbers instead of matter, multifractal time prisms that cause visitors to meet their past selves, and portals to other parts of the planet and even the subterranes of other worlds, with several unfortunate spelunkers accidentally winding up on Naklis and promptly being incinerated.

The effect of the Tree gradually declined as one left Teklia. Erichtheo, the next closest, would enjoy the largest benefit: untainted by the Seed, the power of the tree was more broadly beneficial, resulting in the fire fairies, after sufficient generations of commingling with the various magmatic creatures of the depths, taking on a more aquatic form, that of a being of molten matter than of more ephemeral fireflame. Though still possessed of little love for the water, they would weather it with greater and greater ease, especially around the Skul'Dakkothian Tangle, the fairies having a strange affinity for the mass of plant matter, feeding on it and in turn picking it free of parasites, a relationship they would share with the kelp-balls, who would nurture the algaes the fairies would eat while the fairies would boil away various pests that troubled the life-vita. The Living College would successfully manage to get its Necroid problem under control, the power of the Tree accelerating their Shoal-Net Terminals and allowing them to abjure the parasites and other dark creatures that plagued the reefs, restoring a modicum of balance as the remaining Necroids were once more, albeit begrudgingly on their part, reincorporated into the Schools.

Anthrozoathoth would continue to grow larger and larger as they found themselves installed with Coralhearts: the mystic engines would permit the titanic spirit to craft more reefs. Otherwise little changed about the Great Vita, who was simply happy to be thought of. The same would be said for Urzala, who would harness the power of the tree to, for brief periods, visit the oceans of other worlds in order to spread her own influence, cultivating useful associations with the Ferrymen of the Mangroves and their leader, Papa Knucklefruit, and the current spirits of Trove, who took the form of glittering aquamarine prisms that grew in the shallows.

Trove, meanwhile, was far enough away that most of its acceleration came from the things designed to aid the Tree rather than the Arbor God themselves. Thanks to the work of its druids and muses the world would see its sapphire blues gain ruby red and citrine oranges as adaptation began to go into overdrive, producing all manner of alternative crystalline structures in its ecology. Its trees would grow tall and hard, small compared to Teklian flora, but larger than it once had been, the autumnal seasons causing their leaves to turn into brilliant, light refracting within their capillaries until they were set into a blazing glow, causing massive wildfires that would be rapidly replaced by newgrowth. With the totem expansion, more strange vita would occur, such as the ectogems, cursed emeralds tethered to spectral phantasms whose occupants would emerge once their owners had gone to sleep to devour the contents of their pantries in full, or the Golemoids, masses of rough hewn stone that would populate the mega-gem mountains, which would occasionally emit a brilliant aurora as lifeforce mingled with stored light.

The Outback, in the middle, would have a more middling acceleration: more and more Grolls would emerge from the soil, the enrichment of the soil helping to catalyze their growth as the continent found itself more and more overgrown, its ecosystems more complex through the introduction of various non-orkoid lifeforms, like the Nemean Nemetite which would serve as a perfect apex predator to the evolving ecosystem, the leonine beast finding the Squogs generally easy prey.

And across the entirety of the Directorate, the Lifegiver Effigies would spark with power, the closer to the tree the stronger, pouring life into the surrounding through great titanic pulses of life, independent of the Shrine Network but contributing to it: the closer a spirit was to the epicenter, the greater the effect, creating bubbles of accelerated evolution and highly anomalous micro-biomes around them. During these moments, TekPyramids would flood with power, enough to perform celestial nature awakening rituals, used by druids to create powerful wyld-guardians.

Even the Directorates allies would feel the effects, with Yr Albain reporting that their Worldsingers found their abilities easier to call upon, and, alongside the Eyes of Isha, a titanic solar array resembling a spherical matrix of girders and solar charger panels, they would even successfully charge the Wings of Kurnous long enough for the vessel to briefly sortie, the Triple Clan Alliance using it to destroy a handful of Imperial shipping vessels as a test run.

Not all would necessarily be well, however: just as Teklia was affected, so was Luna, with several spills of Mountain Blood causing a handful of minor landmarks containing shrines, geototems, and engines to wind up animating just as Mt. Wander did. While smaller, more sluggish, and less developed, these creatures would frequently rampage for numerous hours before going back to sleep, their bodies having burned off the excess energies caused my their sudden mutations. In the aftermath they leave a wake of broken scrap, angry quartzbugs, and assorted mountain slime.

Unfortunately, this would not be the only oddity of the new age: shortly after the Rampage of the Living Landmarks, a strange conflux of events would lead to Directorate scientists creating a strange hybrid horror: a genetic aberration that would menace the Biocity.



Machine Spirits: Discovered via ancient texts from long gone precursors, the Tekket have a healthy reverence for machine spirits, viewing them as invisible partners and allies. So long as the vessel is maintained and proper respect is given, the Tekket find the spirits of their technology extremely reliable, with a handful of rites and rituals existing in order to allow the Tekket to commune with the ghosts in the machine. Improved reliability for all technology.

Rite of Anima:
A series of TekAgnostic Mystek rituals designed to help Machine Spirits achieve an awareness of self, strengthening them to the point they can be transferred into Bond-Drone vessels, where they can be used as companions, assistants, helpers, and pets: recently improved to work with plants, animals, and certain minerals. +3 EXP.

MagTek Altars:
Occult Supercomputers housing mature Bond-Spirits connected to MagTek Assemblers and a variety of other additions that vary both Altar by Altar and Mystek Order by Mystek Order, these artefacts act as ritual accelerators, allowing for more efficient and power Anima Rite practices: some few also contain WarpTek allowing them to siphon power from a microportal to the immaterium. Grants 2 ACD and 1 FTH, improves effects of Mystek Rites.

TekMasoleum:
Massive crypts interred with vast amounts of cryopreserved Tekket remains in vast Crypt-Complexes, guarded by wandering Bond-Drones and housing cthonic Bond-Machinas fed on the brainscans and stories of the dead, acting as storytellers and guides for those seeking knowledge of the dead, even as Shadow Muses cajole the spirits of the dead using their preternatural powers and ensure they're given the attention and reverence they warrant and ensuring their stories are remembered. +3 CUL, +1 FTH.

TekGrimoires:
Occult aids consisting of HoloTek BlokBooks containing a variety of occultek lore and esoterica collated from various traditions combined with automated program-rituals designed to perform complex mathematical rites and calculations at speeds and precisions the organic brain cannot and inbuilt spiritual translation matrices to allow for communication with Anti-Anima and cursite purification chargers to provide sorcerous power. +1 FTH

Greater Rite of Lifeblood:
Not so much a rite as a plug and play modular rite component, this technique had been provided by Sphere 001 as a method to empower rituals and occultek ceremonies by donating lifeforce. It had proven...frightfully effective, making the Rite of Anima and other rituals far more effective, even if technically it was a form of blood magic. Recently, as more understanding of how lifeforce functions has developed, more efficient methods of performing this sub-rite have been developed. +5 FTH, gain 1 Warp, 1 Artefact

God-Machine Cults:
A collection of cults organized into Demiurgic Circles, each swearing to one of the three God-Machines. The God-Machines seem to have allowed their support, taking from them tithes of life-force in exchange for audiences and secrets. Of the Cults, the Court of Hunger, formed from a collection of Demiurgic Circles dedicated to Sphere 001, was the most powerful faction, having access to a mega-agricultural facility they used to feed Sphere 001.

Folk-Religions: A variety of religions supporting various dieties and pantheons, the Folk-Religions of Teklia had grown greatly in the past few years, and it wasn't unusual for Arcolocubes to have the occasional festival or ceremony held by the congregants of said religions.

The Assembly: The Assembly believed that no gods existed yet, but that they could be made, shaped by mantras, given breath by lifeforce, and given shape by living metal. They've completed the Heart of the Assembly, a massive mega-Altar fed a constant stream of life-force containing an extremely advanced machine spirit designed to help fuel the creation of their gods, as well as the Mask, the Avatar of Identity, intended to help shape their personality, and the Engine, Avatar of Motive Force. +2 EXP, +1 CUL.

Church of the Great Calculator:
The Calculators believed that if the gods existed, no vessel had sufficient processing power to manifest them, no programming language the complexity to describe them, and no vessel strong enough to contain them. They've taken steps to solve this with the creation of GodTek Emulator 0 - The Path, a massive theological computation engine designed using Machine-God artefacts, installing both NetV2, Craft, GriMM.EXE, and QUESTBRO upon it to help begin erecting bridges to the divine, as well as maintaining the Hypercomm Forums. +2 CUL, 2 ACD, and 1 EXP.

TekShrines:
Shrines established on every ship, every CityBlok, alongside countless minor Shrines, to honor local machine spirits, the larger and more expansive the shrine, the larger its area of coverage. They had a strong effect thanks to decades of investment, with Talismans and Herds and Rites and immortal trees all contributing to produce myriad vita of both urb and wyld. Of late, they've been augmented by tying to them a Guardian Spirit charged with protecting against threats and, in times of peace, providing blessings to the spirits and mortals who ventured to the Shrine or called it home as well as special Oracle Chambers that allow for increased communication with the Spirits and amplification of donated lifeforce. Advancements had seen them installed with Warp-Tek Portals and Lesser Engines, increasing the power flowing through them, and recently they had been augmented with Dream Engines, paradox absorbing devices intended to draw additional power to them. +8 EXP and +1 CUL/FTH, increased ship performance, protects against supernatural phenominon, increases affinity with Night spirits.

Totem Network:
An array of WyldShrines, CloudShrines, Eternal Arbor Totems, and Pyrefly Courts stretching across much of the Directorate wilderness and cities, empowering the Vita significantly and helping them, bit by bit, achieve awakening and transcendance. +5 EXP, +3 CUL, reduced hostility from wildlife and increased flame affinity for natural life.

Orchestrion:
Large, heavy, and mostly immobile units, Orchestrions utilize arcano-resonant theory to perform songs that strengthen spirits considerably by harmonizing and amplifying them, allowing their souls far more power, producing more powerful Bond-spirits, Vita, Muses, and assorted other anima: some specific machines, dubbed Symposiads, can be used to sing into existence lifeforce ex nihilo using Tyygberts Crescendo, though such machines are largely the purview of entire mystek orders. +10 to every Category, +3 Warp

Central Spiritual Bureaucracy:
The Central Bureacracy had several functions: process the unholy amount of paperwork required for the Directorate to function on any level, aid the common citizen with any forms or legal assistance they required, train future bureaucrats and civic servants, serve as a sort of secondary education for Shrine-Keepers, and last but not least, act as a temple for the agnostic priesthood of the mortal-turned-divinity known as the Peerless Immortal Functionary, who served as a high ranking figure in the Bureacracy. +2 EXP, +5 FTH.

Old Ones Temple:
A location within Erichtheo where adherants of the cetacean lord give tribute and attempt to utilize the once-hidden knowledge possessed by the priesthood to augment and improve rites and rituals with ancient and previously forgotten theurgies. +1 to every stat.

Toy Makers Temple:
A temple erected to the god of children and faerie, the Toy Makers holy site is located at Wonderpark, where its priests and the followers of the God make pilgrimage, its attendants performing rites to honor the Toy Maker and his court as well as constructing handmade sacred toys to give to visitors, as well as maintaining the Faerie Shrine. Recently majorly expanded, it now has an expanded workshop as well as a secondary temple dedicated to the Lady of Seasons. This Holy Site provides your children minor protection against malign influence and points in all categories.

Rite of Natures Harmony:
A Druidic Rite that, when performed, quells the souls of beast and plant and elemental, even while strengthening the guardians of nature that call the region home, making them more effective at warding against malign threats and promoting healthy growth in their range. Reduced hostility from wild-life, strengthens Nature Guardians, increasing EXP.

Divine Rites of the Toymaker:
Of all divinities, the Toy Maker was one of the first that could be reliably called upon using ritual and lifeforce, and this required days of calculations, neural massaging to prepare the brain, and then being hooked up to a specialized Neuro-Stimulator and large amounts of lifeforce, all for a handful of petty cantrips, and three rituals of any purpose: the first to briefly animate a handful of toys to do as the Toy-Theurge commands, the second to conjure a sprite of lifeforce to flit around for a few moments before fading away, and the third, and most useful, a rite capable of sending the theurgist who uses it into a divinely inspired frenzy of mirth and creation, typically manifesting as the construction of toys and amusing devices. Divine Rites of the Toy Maker provide increased points in all categories.

Divine Rites of the Roadguide:
The Roadguide Rites made them invaluable aboard ships for their ability to navigate the warp with the Rite of Pathfinding, their ability to give ships the ability to light forward their path for brief moments with the Rite of Roadtorches, and the ability to divinely augment wards with the Rite of Safe Travel, making them stronger and sturdier. Divine Rites of the Toy Maker provides bonus to all travel and exploration rolls.

Divine Rites of the Dancer:
The Dancer has three primary rites: the first, the Rythm of the Goddess, a ritual that when performed granted perfect grace and movement, making it an excellent tool for many performances and, obviously, dances as well as many forms of athleticism, funnily enough, causing a small amount of Hobgrotts to take up the worship of the Dancer as a minor sports god. The second, Minor Hue Adjustment, a thaumaturgy that allowed the performers to adjust the coloration of art and various other items simply and easily, without having to resort to such frivolities as paint or dye. The last, the Song of the Dancer, works on the same general principles as the Rite of Anima, but with increased effectiveness for spirits of Art, allowing Muses to be produced more easily and making the Mega-Art Spirits more powerful, the gigantic constructs continuing to grow in power to the point where many began displaying the ability to weave together elaborate illusions within the building sized TekArts interior, allowing them to more efficiently delight and entertain guests. +5 CUL.

Divine Rites of the Lanternkeeper:
The Lanternkeeper has three primary rites. The First Divine Rite was the Ritual of Lanternglow, which allows one to light a paper lantern with no fuel so long as some chalk is possessed. With an overall brightness and duration determined by how much Lifeforce was used, it would largely serve as a novelty supplement for the most part. The second is the Ritual of Torchhope, which allows for flame torches to be enchanted to provide feelings of peace, generally less effective than pharmaceuticals but a useful enough supplement for antidepressants and antianxiety medication, especially when combined with meditative exercises, causing many a Monk to invest in TekGrimoires of their own, if only to help them keep their sacred mindfulness lanterns functioning. The last rite of the Lanternkeeper would prove to be the most curious: performed solely by adherants of the god of hope, the Ritual of Unlit Candles would performed as an offering to the Final Flame not now, but in the future: each time the ritual was performed, its adherants would promise more and more power to the Emberlight when the final days came, stockpiling it for the apocalypse, the darkest days. Protection against despair.

Shrine of Wander:
May he one day wake. May his heart heal and bring forth paradise. May his blood give life eternal as he is given life for eternity. Mt. Wander less likely to awake.

Huntsmasters Temple:
A temple erected to the god of monster slayers, the Huntsmasters Temple is located on Luna, above a patch of the garbage sea suspended via Mag-Lev system, where it trains a variety of monster hunters in the arts of ending and equips those hunters with them with custom tailored gear produced in its Workshop and blessed at its Shrine. Produces Huntsmasters, high performance monster slayers with custom engineered high tech weaponry with awoken spirits that possess several theurgic tools.

Mystek Ritual Compartment:
A recent addition to your vessels was a universal Mystek Ritual Compartment, consisting of at least one MagTek Altar, sleeping quarters for the Mysteks, and a variety of facilities required for them to conduct rituals, rites, and occult research. Provides access to greatly improved esoteric and occult expertise to all vessels and easy access to most rites and rituals, improving general ship performance.

The Great Conclave:
A pan-religious body tasked with mediation and communication as theological research and coordination. Located in a special district in Orbital City One, the Great Conclave has proven of variable efficacy so far for the latter, having mostly standardized a handful of rites for ease of use, though the former purpose it had had so far served well enough. +1 FTH.

Talismans:
Originally created for Shrines, Talismans had seen their useage increase dramatically as they've become adopted by Mysteks and Holy People as well to reduce how much of their own life force they had to use in their rites via arcane scripts and rituals and improved through crafting them using the nuts of Arbor Guardians, allowing them to hold a small amount of lifeforce on their own: lately, they've also been upgraded by the Calculators to interface with technology via //PATH architecture and augmented by the Demiurgic Courts to utilize advanced probability manipulating HexTek to further support rites. +2 EXP, +3 FTH, +Every Other Stat

Lunar Festival:
A yearly ritual designed to appease the spirits of the moon, the Festival consisted of an entire month of offerings, rituals, rites, and ceremonies designed to satiate the spirits. It had proven of dubious effectiveness, largely only reducing Quartzbug attacks, the actual effectiveness of the Festival fading over the year until it had to be performed again. Still, it was progress. +1 FTH, +1 CUL

Crude Mystek Wards:
Very much a brute force method of warding, Mystek Wards consisted of weaponized lifeforce tuned to burn at malign influences that attacked their ships, channelled through a self-contained arterial network that spanned your ships in order to prevent wasted energy. Wardterminal Nexi were special computers intended to manage wards in an area.

Church of the Roadguide: An orbital temple located in the Docking District, this Holy Site is where the adherants of the Roadguide made their abode, training more priests and blessing all ships that passed through the docks in order to ensure their safe passage. It's effectiveness was proveable, especially with the theurg, but it made most sailors more at ease to know their ship officially had divine protection.

Church of the Lanternkeeper: A Temple located in the Shadow-Marshes, the Priests of the Lanternkeeper illuminate their region of Teklia via Sacred Lantern, feeding it wood stripped from sacred trees and feeding the flame their own lifeforce to empower its glow enough to light up the entire marsh if but dimly.

Lifeforce Batteries: Rare artefacts capable of housing vital energy, these capacitors were largely used by more experienced or connected Mysteks and Senior Shrine-Keepers to stockpile energies for larger rites and emergency offerings, making them useful for crisis situations. +1 EXP.

Rite of Life's Breath: A ritual that could be performed to promote healing and recovery from disease, as well as some limited treatment of lifeforce pollution, though this processed caused a great deal of mutations, a side effect of the warp radiation leaving the body. +1 EXP and FTH.

The Primer: A series of textbooks intended for Tekket ages fifteen to twenty five that give a thorough understanding of how to perform most rituals, create most mystical implements, and volumes of esoteric mystek lore, all easy enough that even non-mysteks could use the contents in their day to day lives, even if more complex or higher end things still required a degree, such as Wards. +10 to all Categories.

Temple of the Hermit:
Located at the pole, this Temple was dedicated to the Goddess of Magic and Winter, the Hermit. There, mysteks, both lifelong priests and adherants dedicated to studying the secrets of magic, and mere disciples looking to improve their arcane mastery both gathered. +1 FTH.

Telecommunication Rite:
A rite designed to help bridge two distant systems via arcane power, most versions relied on Data Spirits to aid in the process. Mostly used at Hypercomm Forums or Data Hubs to enhance in-system communications by raising bandwidth or allowing pings to skip the forums or the Buoy-Net, though it had also found use in establishing permanent FTL communication with Trove. +1 ACD and +1 CUL

Darktide Curses:
A series of spells developed by Water Mages that calls upon the power of ocean to fill enemy ships with barnacles, floods, seacreatures, and seasickness in order to sabotage them during battles.

Nova Testament: The Nova Mechanicus and the Testament were two organizations that currently served as the most mainstream human sects in the Directorate. The former was a mystery cult that worshiped technology, having a deep and abiding veneration of the machine spirits equal in fervor if not greater than that of the average urbantek shrinekeeper, while the latter was an attempt to reconstruct their religion from what little of it they could find untainted by the Ecclesiarchy.

Forces of Nature: A collection of major artifician wyld dieties meant to serve as avatars and protectors of the natural processes that defined the Wyld: four great oceanic vita upon Erichtheo, as well as the World Tree, a titanic baobob whose limbs reached the upper atmosphere. They had various rites and technologies associated with them, primarily the OceanTek of the former: Coralhearts, Lifegiver Effigies, AquaCores, and Shoal-Net Terminals.

Faith Points (FTH Points): 138
ART: 2
Warp (WP): 4


Fairy Circles: Once said to be places sacred to the Lady of Seasons, the Fourcorner Monks wanted to develop a means to use these fungi to conjur forth the fairies of seasons using special theurgies. 0/50, gain Fairy Circles, upgrading Toymaker Theurgies with the power of Seasons, increasing EXP. Cost 1 BioData.

The Fifth Season:
Once it was said that there existed a fifth season, placed between winter and spring, a time of magic and dreams, a time of paradox and wonder, a time of faeries. When this world was disconnected from the dreamlands so long ago this season went with it, the faeries taking it with them to craft their part of the Dreamlands. But with the power of Theatritheurgy, perhaps this Fifth Season could be brought back, or at least an echo of it. 0/50, gain the Fifth Season Folios, a collection of plays dedicated to the Lady of Seasons that invoke the lost Witching Season, increasing FTH. Cost 1 Warp.

Yggdrastillian Villages:
Normally Tekket preferred to live in Arcolocubes, but Yggsdrastil was large enough to serve as a form of arcolocube itself if one was willing to live a somewhat simpler life. Many druids wished to construct villages in the boughs to start with. 0/25, Yggsdrastil gains Druid Villages, increasing CUL.

Seeds of the World Tree:
Each were contained with vast sums of arcane power: through certain rituals, these fruits could be planted on other worlds to help germinate them with the power of the world tree, flooding their wilds with celestial energies. 0/25, Yggsdrastil begins producing Sacred Baobob Seeds, increasing CUL. Cost 1 Warp.

Coral Gate:
Anthrozoathoth could in theory spin reefs in Erichtheo for centuries. And yet, eventually there would be little purpose for additional construction. The Ocean Priests wished to craft a special gate in the ice the Vita could use to go above, one that used coral and gravity to create a tunnel Anthrozoathoth could use to crawl to the stars when they wished to gift the vacuum of space with coral. 0/25, gain Coral Gate, allowing Anthrozoathoth to deposit excess corals, increasing CUL. Cost 1 BioData.

Wraithcorals:
The Directorate could, in theory, convince the Worldsingers of Yr Albain to part with the secrets of singing wraithbone…if it was just to Anthrozoathoth, and if the Directorate built up enough credit. 0/25, Anthrozoathoth learns to create psycho-resonant wraithcoral, increasing EXP. Cost 1 Warp. Requires Yr Albain rep at 50. Every eldar faction with reputation not at 50 will have reputation subtracted by 5.

Secondary LunaShrines:
Well, they had one Lunar Shrine: why not make more? A handful of major shrine complexes should contribute nicely to lunar development. 0/35, gain Secondary Lunar Shrines, increasing FTH.

P-Tek Shrine Skulls:
A form of technology that, like much of Imperial technology, operated using tiny amounts of wetware harvested from (typically donated these days) human neural tissue and skulls as chassis, ServoSkulls were a form of Drone used for a variety of menial tasks by Nova Adepts. Most consisted of modified versions of modern Imperial designs, but a number of Adepts wanted to standardize machine-shrines across the Directorate with more advanced paleotech derived designs that could be used to streamline and automate some offerings and help the caretakers and spiritual residents with a variety of other tasks. 0/25, Lunar Forges begin producing P-Tek ShrineSkulls, increasing FTH. Cost 1 ART.

Alchemical Archaeotech Awakening:
The Nova Adepts were very interested in the alchemical properties of Mountain Blood: correctly utilized, it increased the activity of machine spirits considerably. They wished to study this property and develop a series of alchemical procedures that could be used to fully animate sufficiently venerable pieces of archaeotech. 0/30, Nova Mechanicus gain Archaeotech Awakening Potion, a formulae that greatly invigorates ancient machine spirits, increasing EXP. Increases reputation with all Mechanicus and Dark Mechanicus factions by 2. Cost 1 Warp.

Archaeotech Shrine Automata:
The Old Mechanicum once had great and mighty legions of automata they fought besides, and before then the golden age of mankind had utilized even more advanced robotics. What could be replicated by the Nova Mechanicus was but a mere shadow. However, there existed many examples of this technology that, once repaired through various means, could serve as incredibly powerful defenders. 0/25, Nova Mechanicus produce Archaeotech Shrine Automata, defensive infrastructure for major shrines in the Directorate. Cost 1 ART.

Altar of Life:
BioCores contained powerful life spirits. While typically they were installed in Lifegiver Effigies, they could alternatively be installed in Mag-Tek Altars to allow the spirits of life to aid experienced ocean mages conduct restorative and regenerative rituals. 0/25, gain Altar of Life, increasing the power of life-related rites and raising FTH and Warp.

Warded Effigies:
The Lifegiver Effigies were useful for spiritual development, but they could likely assist in spiritual protection as well: by installing WardNexus Terminals, the life-spirits could be given the tools to create regenerating wards around their domain. 0/25, Lifegiver Effigies upgraded with Regenerating Wards.

Great Wyld Vita of Teklia:
With the World Tree as a basis, perhaps it was time to experiment with something more advanced: selecting seven sacred Vita to elevate to the nigh diefic position of major nature Avatars and encharging them with serving the tree. 0/30, gain Seven Great Wyld Vita, increasing CUL. Cost 1 Warp.

Rite of Paleovita Power:
The rites of anima and awakening were integral parts of Directorate animism: an alternate way to strengthen them was to call upon the power of the paleovita, those ancient spirits of the long extinct beasts and most primal of tools to inundate the chosen spirits with prehistoric power. 0/30, upgrade all Anima rites and variations with Paleovita Power, increasing EXP. Cost 1 Warp OR Art.

Prehistoric Reliquaries:
The paleovita could provide power another way: fossils of sufficient power could be stored in special tek-reliquaries within the Shrines, enshrining their spirit and allowing for it to be invoked and in turn allowing for it to receive offerings. 0/35, Shrines upgraded with Prehistoric Reliquaries, increasing CUL. Cost 1 BioData.

Ambergeisten Amulets:
The spirits of creatures trapped in amber and other forms of preservative were odd: they were no longer alive, having merged with their prisons. But neither were they truely dead either: instead, they were stuck in a strange limbo. Some paleooculteks wanted to use these Ambergeisten to craft amulets, protective amulets that could ward against malefic threats. 0/25, OcculTeks gain Ambergeisten Amulets, increasing FTH.

Da House of Mojo Phobo:
The Devils 'ad a house. Mojo Phobo wanted a house. To make it, he wanted the Directorate to pay da devilz. Pay em in what? Pay em in mojo! 0/20, pay Mojo to the House of Devils. House of Devils build Mojo Phobo House. Mojo Phobo pay back next tuesday, along with interest in the form of CUL. Cost 1 Warp.

Shroomholez:
These locations were considered semi-sacred by the Hobbgrots: nexuses of fungal spirits sympathetic to the Mojo, but not of the mojo. The Shroomboyz wanted to consecrate these locations and erect shrines to the fungus where future members of their order could be trained. 0/25, Shroomholez become Hobbgrot sacred sites.

Cracking Open a Coffin:
The recovered coffins from the Moon were currently under heavy lock and key. The chaos sorcerer found within the first has well taught the survivors not to go opening strange sarcophagi. The Fleet wanted to research these structures and hopefully develop a means to safely remove their occupants for study. 0/25, gain way to safely open Lunar Coffins, increasing Warp.

GIFTEN-NACHT OF ALBYRT ST. KLAUF:
The season of the Toymaker was soon. What was needed was a massive show of charity: a Giftennacht to end all Giftennacht, an intergalactic sign of goodwill on a level never seen in the history of the Directorate. It would be expensive, but the Directorate could afford it. 0/25, Toymaker Festival upgraded into Giften-Nacht of the Toymaker. Cost 1 LM and NK.

((((()))))


And rounding off the fold would be a rousing disaster courtesy of experimental genetics as well as a revolution in urban living also courtesy of experimental genetics. The series of events began on three separate worlds: Erichtheo, where dozens of major gene-labs were erected across the planet to study the unique biology of the ocean world, from the MagmaZone Extremophile Research Center, a large boxy construct hanging over a volcanic chasm to the Abyssal Deep Labs, small ball like structures designed so that the leviathans could batter them around without having to worry about damage, as well as additional facilities both in the ice crust and in the Glo-Coral Reefs.

In the Ruinate, the next domino to set itself up was the BioDomes of the BioCity. Experimental zoos ran by the Khimer, their contents consisted of Devourerformes cloned or bred from the internal life found on the bioship: created far from the planet, in special auto-quarantine facilities, they would be used to study the hyper advanced biology of the feral organic machines, develop novel biological technologies, and test weapons. Chemicals, viral, sonic, psychic.

And rounding things out, Wonderpark Archaeology Department, who would unwittingly supplied the last piece of the puzzle with the fossilized remains of the B'hargan and gene sequence KGH-18. Located at the bottom of a mineral bog, this petrified item was the latest in a series of archaeological discoveries. The others, while interesting, had been more mystically significant than not: it turned out that millenia if not millions of years of basking in dark magics and, more recently, other forms of celestial power had resulted in many of them gaining a significant charge. This resulted in many requiring exorcisms, though the remainder would have remarkably vast power granted by the sheer impossibility of their age. Arrowheads with the sorcerous and protective properties of Talismans, Ancient dolls possessed by the spirits of entire villages, carved effigies of forgotten stone gods that acted as jars housing myriad curses, Ambergeisten formed from the ghosts of insects trapped in sap that protected against evil spirits, fossils containing the ancient spirits of terrible beasts and monsters.

Occasionally, darker things: remnants of ancient sorcery wrought by the Old NekroTeks. Strange chaos artefacts and sigils, never numerous, but unmistakable in their origin. Corrupted remnants of humanities dark age and the Old Imperium. Such devices were either destroyed or immediately put into quarantine.

The B'hargans bones were found in one such tomb, that belonging to an ancient NekroTek, a sorcerer-king of Quarth who had attempted to use dark alkemetek and the mystic essence trapped in the bones to create a haemonculic abomination to conquer the world. Their work had been undone, however: the kings bones having a single arrowhead emerging from their skull to tell who laid them low, the remains resting in their atelier.
The bones of this creature were discovered upon study to contain intact biological material.

From the genetic structure of the creature, both horrors and wonder would be born. With assistance by the Khimer, the biological structure of the creature would be studied in order to advance the Symbiotic Arcology project, a joint venture between the Khimer and Directorate to use the vast amounts of genedata to create a series of organic machines that could be used in urban planning. The B'hargan was the key: it its quadruple heliktical structure, which had been steadily mutated by arcane energies over the beasts evolution and not unlikely after their death as well, contained a unique genomic sequence known as KGH-18, a unique metabolic governing sequence that was unique for how singularly easy it was to splice into simple organisms, a product of its unique feature. The genomic sequence would rapidly cause the immediate genetic chain surrounding to begin self-mutating, in turn allowing the host organism a much higher degree of metabolic malleability.

At first, the Khimer had assumed they had discovered the motherlode: not only could KGH be useful in the Symbiotic Arcology project, it could be used for so much more! Adaptive bioaugments, evolving biobeasts, SmartPlagues! With it, they and the Directorate could become true masters of biomancy!

This hubris would backfire when a group of scientists, Khimer and Directorate, would foolishly attempt to clone an intact B'hargan to use for experimental Devourer derived tissue experiments, hoping the creatures unique biological abilities might enable it to incorporate the tissue into its metabolism, giving them an insight to both the process as well as how Devourer genetics could be harnessed. It was at this point that the theory of post-mortem genetic mutation was confirmed as from it was born the mutated Khimeric Nekrobeast, a star-headed mandible mouthed, reptilioinsectoid creature with digitigrade legs and multiple long, loping, thick arms ending in jagged claw-scythes, its face a mess of compound, fly-like eyes that dripped corrosive yellow mucus. This creature would use their abilities, the capacity to reanimate both dead and unfortunately PETRIFIED tissue as well as brute force mental coersion, the ability to alter their coloration to blend with surroundings, and raw physical strength, alongside a very advanced if somewhat animalistic intellect, to break containment and rampage across the BioCity for several hours.

This rampage would end with them disappearing without a trace once reaching the BioCity space docks and successfully breaching quarantine. Their current whereabouts are unknown.

The experiments would, however, still prove generally successful, though future ones would be limited to simple organism and tissue tests. The result was that the Symbiotic Arcology project was complete, rolled out across the entirety of the Directorate.

Air purifiers would be replaced with algae-tanks, building sized structures erected across the Directorate to take what little pollution Directorate technology produced and filter it biologically, processing harsh gasses into more benign harvestable chemical compounds. CityBlok tranquility ponds would process sewage, the artificial wetlands filled with plants and animals capable of rapidly breaking down and metabolizing unsightly waste into clean, safe water for drinking, bathing, swimming, all while providing a place for fisherket to gather and collect food or swimmers to relax. Cafes, restaurants, and other social locales would supplement their artificial bulbs with bioluminescent mood-lighting courtesy of Glo-Corals, while the many street lights of the Arcolocubes would be joined by drifting domesticated solar jellies and Pyrefly Lanterns.

Networks of capillary like roots would supplement conventional piping, transporting water and other fluids across Arcolocubes, growing and expanding as the city did, the vast maze of woody tendrils shifting alongside the city, while genegeneered manikin polyps would be utilized as a form of regenerative biosystem to the synthetic living metal skeleton of the structure, the ferobarnacles growing on and gently merging with damaged Bloks to accelerate their repair. Places of learning and education such as the Academy would host great mycellic growths, cultivating various library funguses designed to bioprint living booklets and tomes as well as producing Scholar-Caps full of caffeine and nutrients to help serve as a late night snack for study groups.

As a result of these and dozens of other advancements, Tekket living spaces would become living spaces unto themselves, cyborg cities that melded Blok and Biology in equal measure, capable of much of the same functions as an organic body. Their heart, the CityShrines which helped circulate arcane power through the city. Their stomach, the reactors that digested nuclear power to turn it into electricity to help fuel the greater whole. Their brain, the urban DataHubs and network infrastructure. Their bones the Biometal that provided the structure required to exist. All existing in tandem with organic life, an incredible urban symbiosis.


Ecological ascension triggered. All projects that cost BioData have their cost reduced by 5 points and 1 BioData (minimum of 15 points/0 BioData).

Directorate Academy: The Directorate required a vast number of skilled professionals to operate, even in this era of increasing automation. To meet this need, the Directorate Academy was established, growing steadily until its reach encompassed the globe. The Academy effectively WAS the place to get an advanced education. Thankfully, it provided online courses for free, though there were a number of lucky students who received invitations to attend directly: those were the ones who would get drafted into the Academies own personal labs. Provides 6 ACD Points.

Bond-Drone Technology:
Some machine spirits are particularly lively and strong, given power through generations of veneration, extreme age, or, in rare cases, through the love and care of their owner. These awoken machine spirits are typically given new vessels to inhabit, thus birthing Bond-Drones, ensouled, somewhat intelligent automata that serve as warrior, protector, and even family. Provides 1 EXP Point.

Bond-Machina:
Advanced psychoactive Bond Machine-Spirits who through ritual and sufficient processing power have evolved into more advanced, powerful forms, capable of generating energy as if from nowhere and using it to influence and empower other machinery as well as provide power to rituals. They served as guardian, guide, and friend and, when using the Commander class combat platform as a vessel, superheavy infantry. Provides 1 EXP Point and 1 FTH Point.

Mind-Machine Interface:
A implantless technology that allows for wireless interface between Tekket mind and machine mind, allowing for easier control of technology and communication with machine spirits. +1 FTH Point and +1 ACD Point.

BlokTek:
Hypermodular tek designed to be plug and play, BlokTek was the basis of most TekketTek. Every component could be, if you knew the schematic, used for a different machine. The same components that would be used to make a blaster could also be used to build a microwave: the battery as the power source, the optical lens to irradiate the thing, all you needed was a few bloks to make a box: it could even perform self repair, either through magnetic assembly or replication. Provides ultimate lego technology: all parts interchangeable and universal and self repairing. Provides 2 EXP Points.

Living Metal:
GodTek, or something derived from it: the Destroyers had managed to occasionally lightly injure the God-Machines, leaving small samples of an advanced proto-metal around. Researching it produced a room temperature regenerative semi-conductor. Another cornerstone of your tek: it meant that components could essentially be infinitely reused. Maintenance costs reduced to zero.

ShieldBloks:
A countermeasure developed to reduce the effectiveness of Destroyer Laser Weapons, ShieldTek generators could power energy barriers around fortifications, hardening positions against lasfire and even some kinetic damage. Recent advances had managed to produce ShieldBloks, which applies BlokTek principles to the technology, creating a modular barrier generator that could be freely installed in vehicles, satellites, and inside buildings. Vehicles and fortifications effectiveness against LasFire increased, as well as slight improvements against kinetic projectiles.

BlokBots:
BotTek had advanced to the point a variety of simple menial tasks and labours can be automated. Golem Class BlokBots come in a variety of forms with a variety of peripherals, from childcare assistant nannybots to industrial digbots to food-crate hauling cargobots, Mammoths could perform heavy labour and transport, and Gnomes could do light maintenance work and act as couriers and pets. Increase EXP by 3.

Gravity Engines:
Next generation gravity manipulators that served to give your ships increased manueverability and very slightly increased speed, at very slightly lower power cost than previous models. Improved ship maneuverability.

MagTek Assemblers:
Specialized MagTek pads that, when paired with a computer or tablet to act as a design station, could be used to instantly snap together bloks to assemble whole machines and devices once a suitable schematic was chosen, simplying the process to just a push of a button. Increase EXP by 1.

MagTek Binding Fields:
Electromagnetic fields that help hold together Bloks, increasing whole machines ability to resist kinetic force, improving their overall structural durability, and increasing the conditions your machines could operate under. BlokTek is more damage resistant.

Q-Blok Processors:
Small mass produced Quantum Computers, Q-Bloks are generally a few feet in size, containing complex tek that allows for processing power formerly reserved for rare government held supercomputers to be used for every day use both in religious practices, entertainment, Sythetic Intelligence useage, and industrial tasks. Alongside these devices one typically found A-Chips and Self-Optimizing Chipsets used for high level computational tasks. +1 CUL and +3 ACD

Cyberbrains:
Graphical rendering units that come equipped with both advanced cortex stack to serve as an advanced physics engine and a quantum lobe for memory, most major planetary server complexes had at least one or two installed to help make cyberspace somewhat more tangible. +3 ACD.

Daturgy Engines:
Large drum-sized technoprocessors derived from studying the Organocide Fragment, these devices act as reactcode enhancers for computers, massively increasing their effective processing power. Somewhat liable to drive synthetics insane if used carelessly. +2 ACD.

OmniWrench Manipulator:
MagTek installed on specialized OmniWrenches to allow for magnetic lifting and movement of Bloks in order to allow for easier on site building of simple structures and vehicles: all an engineer has to do is wave their wrench to get things done. +1 EXP

Revelation Scanner:
A new-model Ship Scanner designed using reverse engineered GodTek that gives more detailed and precise readings far quicker than older models at greater range and power. It should allow your ships to locate most anomalies quickly. Further, much of the technology had been miniaturized to make Tricorders. Gain 4 Scan Levels when scanning planets. +1 ACD and +1 EXP.

Perpetunite Engines:
Ship scale torch engines that utilized the ships reactor to generate constant and large amounts of forward thrust, making your ships far speedier. Ships faster.

PowerBlok:
Miniaturized nuclear reactors, PowerBloks are intended for use in vehicles and weaponry, allowing them to utilize increased amounts of power in order to allow for both larger size, more space for other components, or more powerful components that previously required larger vehicle reactors to run. They were also a component of Fusion Weaponry, typically used as artillery or on vehicles. Increased Vehicle performance. Can deploy Perpetunite Fusion Rockets and Fusion Cannons as vehicle and artillery scale weapons.

Extremely Advanced NukeTek:
A series of techniques and technologies, from magnetic plasma corridors to perpetunite regenerative stimulation to even gravitic toroidal shells, that allowed Directorate nuclear weapons to hit further, harder, and longer, making them extremely frightening when deployed.

Academy Fleet Compartments: Modular and standardized Academy facilities that could be quickly added to ships, they provided a wealth of scientific expertise to captains and allowed for exiting field research opportunities. +1 ACD, improves Fleet technical ability and providing access to advanced scientific tools.

Grot-Tek Eco-Pods:
These modest sized Eco-Pods consisted of a combat chamber, four different tanks of enzymes, two 'mojo shrines' as Stizlak called them, and a Sacred Herd on the floor above to help provide lifeforce for rituals, these chambers, when utilized alongside a specific ritual allowed for the mutated fungus produced by Stizlaks spores to produce grots. A small number of these pods had been installed across the Directorate with Stizlaks permission, though the ritual required Stizlaks participation at the moment.

Toxel Doctrine: The first rule of Toxel doctrine: never be afraid to improvise. Improved engineer ability to problem solve on the fly.

Megaflora Serum:
The effects of this serum were very potent indeed: rapidly accelerated plant growth and size, providing massive improvements to crop production. A variant was used by Beastie Boyz to grow bigger Squogs and by every other Hobbgrot to help produce MegaSnots. +EXP

Next-Gen Armor:
Living metal plating designed to absorb damage and be capable of self-repair between engagements, this Armor had already proven its metal at Iron Shores, being able to absorb at least some laser-fire and a direct hit from a torpedo, meaning its survivability was not in doubt. Ships are more durable.

Virus Busters:
A series of advanced programs designed to delete malware and protect against viruses. In the hands of an automated program, they were useful. In the hands of a gifted hacker, they were invaluable for digital infiltration and defense. In the hands of a Bond-Machina, they were almost frightening in their ability to subvert machines and protect against infection. Improved E-War capabilities.

Q-Band Compression:
A novel data transmission technology, while still in its infancy, Q-Band Compression allows for instantaneous communication across the entirety of the system with absolute zero lag using specialized Q-Bit particles that were designed to be cheap sources of synchronization. +2 CUL

Directorate Medicine:
The Directorate had a variety of high quality pharmaceuticals and advanced surgery technology that, when supplemented by Mystek Healing, ensured that every citizen and guest of the Directorate received peerless health care. Of note were a series of crude anti-mutagenic medications, frontier bioboosters designed to train the immune system to be more capable of handling contact with alien biomes, and highly advanced anti-radiation medicine. +2 EXP.

Warp Space Topography:
Directorate ships now had the capability to navigate warp-space via measuring out deformations in its fabric: essentially, a topographical mapper. Using it, traversing Warp-Space has proven significantly more efficient as ships are able to route out less hazardous and quicker paths thanks to the improved precision.

Graviton Compression: A field of technology enabled by the assistance of the Graviton Owl, Graviton Compression was used for deblocker machines used to treat blood and brain clots and some digestive disorders as well as in GCC Crates used to ship goods across the Directorate. +1 EXP.

Hobbfamily: Structured after two different familial figures typically found in other species, the Hobbfamily are a collection of engineered orkoid organisms or mojotronic synthetics: FathaShroomz, who psychically reinforce the Mojo and serve as a source of advice and guidance for Hobbs, while SistaBrainz made Hobbgrots more intellektual and let Tekniks mimic orkoid subconscious genetic memory using the knowledge of other Tekniks in range as a basis.

Mountain Blood: A still generally poorly understood substance, recent efforts to distil it had allowed the Directorate to harness the strange energies contained within for alchemy and artifice.

Symbiotic Arcology: A collection of organisms modified or created to act in sybiosis with Arcolocubes, these organisms ran the gamut from genegeneered algaes to assorted library fungi.

Academy Points (ACD Points): 121+4 Bonus
Living Metal: 3
Network: 4



Morphogenic Fields: The Directorate would likely never replicate this technology, not for centuries. However, it could still be studied in order to develop countermeasures so that the next time the Spiders are encountered Directorate ships won't be as vulnerable. 0/100, gain Extremely Crude Morphogenic Countermeasures. Cost 1 ART.

Heart of Erichtheo:
The power of Ocean used to hearten a biological vessel was a novel idea. Perhaps by commingling the mystic knowledge of Yr Albain, Khimer Biotechnology, and Directorate animism the problem with powering the Wings might be solved. 0/35, Yr Albain and other allies gain Heart of Erichtheo, a ship augment combining Coralhearts and Lifegiver technology to create a spiritual reactor for living ships. Cost 1 ART.

Solar Trough Restoration:
While manufacturing these archaeotech scrap-flora wasn't quite within the Directorates ability yet, by studying working examples, perhaps more troughs could be brought online and existing ones improved in efficiency, allowing the fuel they produced to be harvested both by the Cabal and the burgeoning ecosystem. 0/25, Cabal gains Solar Trough Network, increasing EXP and NK.

Cabal Chargemetal:
A unique property of Biometal: its ability to absorb massive amounts of lifeforce and, curiously, mountain blood. Blades treated this way show traits equivalent to imperial power-technology. The Cabal wanted to experiment, find other uses for treating the substance with mountain blood. 0/25, Lunar Cabal begins using Mountain Blood to create Chargemetal, increasing EXP and Warp. Cost 1 LM.

Erichthean Marine Institute:
The amount of scientific data collected by the Erichthean Genelabs was incredible. It would likely occupy scientists for centuries. However, if these facilities were expanded, not only could they branch out from study to education, they could also collate research. 0/25, gain ACD and Biodata.

Nàdair Spáslong:
While the exodites had the Wings and subspace both, there were a variety of situations where having even small void-capable craft would be useful. Should they and the Directorate collaborate, they should be able to research means to create small semi-biological ships. 0/25, Yr Albain Worldsingers develop means to grow small WyldVessels. Cost 1 BioData.

M-Boost Formula:
A number of Alkemeteks wanted to experiment with Mountain Blood, develop methodologies by which it could be used to improve MegaGrowth Serums. 0/25, Aleketeks develop M-Boost Formula, increasing EXP.

(((())))

Greetings, followers.

This is a time of giving, a time of community, a time of giving. My peer has given you a valuable present already: time itself. Now it is time for my gift. Just as you have offered your satiety to me, so shall I give you a present of satiety, so that you might slake your hunger and quench your thirst, at least for a time, and thus banish those grim specters from this time of merryment.

For this final fold, I present you a gift of resources. Four of my boons, which may be spent in place of any special item you require, as well as my own personal attention, which you may append to solving any of your problems.


+4 Sphere Points. Further, gain a bonus +25 to any category for this turn only.

24 Hour Moratorium.
 
Turn 33: And Now We Return To Your Regularly Scheduled Programming
[X] Plan: A HAPPY YALDABOATHSMAS to The Toymaker, our Gods and Shrines
-[X] Fleets Actions
--[X] Endeavor-B
---[X] Spidercide 1
---[X] Drydock 1
--[X] Resistance
---[X] Spidercide 2
--[X] Valiant
---[X] Spidercide 3
--[X] Discovery
---[X] Drydock 2
---[X] Spidercide 4
--[X] Spirit of Toxel
---[X] Drydock 3
---[X] Spidercide 5
--[X] Delivery
---[X] Spidercide 6
---[X] Spyring
--[X] Emissary
---[X] Echidna Observation
---[X] Spidcercide 7
--[X] TKK MothaShip
---[X] Horizon Librarius Outposts
-[X] EXP 168
–[X] The Cage: (0/25 → 25/25) construct the Cage, limiting damage from Dark Seed. Cost 1 ART.
–[X] Court of Cycles: (0/25 → 25/25) create Chronotemple of the Eternal Wheel, increasing Network by 3.
--[X] ShrineCity: (0/20, --> 20/20) establishes ShrineCity, a Holy Site that increases FTH by an elevated amount.
--[X] Master Control Shrines: (0/25 --> 25/25) establish Master Control Shrine network, increasing FTH and EXP, cost 1 Network.
--[X] CityBlok Resonance-Drives: (0/20 --> 20/20) upgrades Arcoocubes with Resonance-Drives, increasing FTH and CUL.
--[X] Mycelliometal Network: (0/15 --> 15/15) upgrades metal TotemTek Conduit Network, an arcane connection network that allows for inter-spirit communication and coordination, increasing CUL. Cost 1 Living Metal.
--[X] Yr Albain Herd-Temples: (0/15 --> 15/15) gain Saurian Herdbeasts, increasing CUL
--[X] Alkemote Bottling Facility: (0/25 --> 10/25) gain Alkemote Bottles, used by Mysteks as alchemical supplements, increasing Warp by 1.
--[X] Hypermodular Power Bay (0/15 --> 15/15) unlocks Hypermodular Power Bay upgrade for ships, improving performance and adaptability, costs 1 Nuclear Material.
-[X] CUL 138
--[X] Celestial Resonance: (0/50 --> 50/50) gain Celestial Resonance, increasing all categories. Cost 1 ART and 1 WRP.
--[X] Empyrean Resonances: (0/50 --> 50/50) researching Divine Rites will now grant Empyrean Resonances, in the same order of potency as Rites, Least to ???. Gain Empyrean Resonances for all gods whose rites have been purchased, increasing points in all categories. Cost 2 Warp.
--[X] Create Volcanus 9 (0/25--> 25/25) Spy-Ring: Requires a ship.
--[X] Glasmite Resonart: (0/10 --> 10/10) Glasmite Resonart becomes standardized, increasing CUL and Warp. Cost 1 Nuclear Material.
--[X] The Conduit Folios: (0/25 --> 3/25) gain Conduit Plays, improving the performance of all Calculator technology and .ARCHONS, increasing FTH.
-[X] FTH 138+6+25(sphere)+3(frontier society) 173
--[X] The Book: (0/15 --> 15/15) craft the Book, Avatar of Memory, allowing for the storage of memories and experiences and increasing ACD.
--[X] The Dagger: (0/15 --> 15/15) craft the Dagger, Avatar of Sacrifice, increasing the strength of rites and increasing FTH.
--[X] Hypercomm Quantum Consecratek: (0/25 --> 25/25) Temples upgraded with Hypercomm Consecratek, allowing all gods to transmit their blessings and miracles between their major temples and holy sites and minor temples.
--[X] Holy Crucibles: (0/50 --> 50/50) gain Holy Crucibles, causing each theurgy tier to allow its associated order to create Blessed Artifacts of equal potency, increasing all point categories. Cost 1 Warp and 1 Network.
--[X] Hallowed Shrine: (0/20 --> 20/20) Shrines upgraded to provide FTH.
–[X] GIFTEN-NACHT OF ALBYRT ST. KLAUF: (0/25 → 25/25) Toymaker Festival upgraded into Giften-Nacht of the Toymaker. Cost 1 LM and NK.
--[X] Polar Tower of the Hermit: (27/50 --> 50/50) gain Polar Tower, greatly increasing the power of magic in all shapes and forms, increasing FTH. Cost 1 Warp.
--[X] Holywick Lantern Candles: (5/15 --> 15/15) Gain Holywick Lantern Candle Artefact, increasing FTH and conferring an additional degree of protection.
-[X] ACD 121+4
--[X] Holy Emulator: (0/50 --> 50/50) all divine entities gain Holy Emulators in their holy places that allow for them to be channeled through AI simulacra and theurgy. Cost 1 Network, 1 Warp.
--[X] Shield Capacitators: (0/35 --> 35/35) gain Shield Capacitators, improving ShieldTek performance.
--[X] Academy Fleet Compartment High Energy Lab: (0/20 --> 20/20) Academy Fleet Compartment upgraded with High Energy Lab, increasing available power and efficiency of all advanced subsystems. Costs 1 Nuclear Material.
--[X] MegaBeast Serum: (0/15 --> 15/15) create MegaBeast Serum, increasing FTH and Warp by allowing for the development of Shrine MegaBeasts.
--[X] M-Boost Formula: (0/25 --> 5/25) Aleketeks develop M-Boost Formula, increasing EXP.
-[X] Resource Management
--[X] Artifacts: 2 --> 1
--[X] Biodata: 1 --> 2
--[X] Intel: 0
--[X] Living Metal: 3
--[X] Network: 4 --> 6
--[X] Nuclear Material: 2 --> 0
--[X] Warp: 4 ---> 2

((((()))))

Resistance is futile.

((((()))))

Fleet Actions

While the Directorate enjoyed a Cosmic Renaissance, the fleet would embark on its most ambitious outing yet.

On Volcanus 9, they helped foster a spy-ring, comprised of humans hand picked by the fleet. They would infiltrate the hive pretending to be recent arrivals from the Hand, slipping into the middle hive.

The V9 Ring would immediately run into complications when one spy, Thesophillius Von Argetlam-Harris De Bouche, was discovered with a piece of Directorate technology. The result would be numerous minor spies being burned and the rest having to go to ground, meaning that what information they successfully managed to relay back to the Directorate was limited: they had identified a few small gangs, a list of important but publically known nobles, and a handful of minor Mechanicus manuals.

The captured spies find themselves becoming human sacrifices via burning at the stake as punishment for harbouring illegal xenotechnology and being aligned with the forces of darkness. They are, unfortunately, unabled to be rescued.

Observation of the Echidna System, named after the planetoid of note, prove more broadly successful. Long range spy-probes and stealth-metal equipped observation platform would reveal the presence of Khimer: highly augmented even by Khimer standards, but the evidence is irrefutable. They seem to be accompanied by strange centauroids who seem to serve as religious leaders, using biological interface technology on both themselves and hundreds of Khimeroids to conduct ceremonies that can only be described presently as organic-telepathic sermons.

They also seem to worship or are led by (which, or even if there is a difference, is unknown) what appears to be an augmented, if living, example of the shaperformes that were discovered within the Bioship, one with multiple cranial units and what appear to be additional artificial neural structures.

The rest of the system is uninhabited: one of the planets, the next one outward from Echidna, seems to have a light presence on its rocky, thin gassed surface in the form of capillary structures whose purpose was unknown. Several other biological structures were scattered throughout the four gas giants of the system, ones that seemed to be siphoning their atmospheric contents.

Deeper in, instead there seemed to be a large array of structures orbiting the star, each the size of major space stations whose mass, according to scans, was 90% neural tissue. Once this information got back to the Khimer, they reacted with extreme alarm: quietly, overnight they would begin redirecting their resources to increase the pace of re-armament. Developing better combat bioaugments, producing more tanks and artillery, researching better fusiontek.

It seemed the Khimer were preparing for war.

And, towards the latter end of the second decade of the final fold, the fleet would gather the entirety of its fleet: every combat capable ship available, installed with anti-morphogenic disruptor-emiters. Extremely advanced field manipulators, they were intended to use a particular form of arcane waveform to disrupt the morphogenic field.

Infinitely cruder than the technology displayed by the Spiders, this technology was a brute force solution, its development spurred along by a vast conglomerate of private citizens panicked by the destruction of the Accomplishment as well as various charities formed by the survivors of the Accomplishment.

Each of these ships also contained a bevy of other upgrades. Advanced shield capacitors to block the weaponsfire of the spiders for longer. Advanced hypermodular power bays capable of rapid reconfiguration in crisis situations with additional high energy labs on every vessel to provide healthy increases to performance across the board (and, on paper, improve physics research in the Directorate).

A vast and overwhelming force, commanded by Admiral Wurf aboard the Resistance. All seven military vessels of the Fleet, including its two dedicated warships. They would abuse the rules of the timefold and use it to ambush the Spiders, save the Accomplishment, and if it was possible, even save the people they were attacking.

It hadn't been enough.

Met with the entirety of the fleet, the battle had at first seemed difficult, but winnable. The enemy were numerous, but the upgrades let the fleet hold their own: the protections of the shields kept the hull safer for longer, and when shields were breached, their shots would do less damage, turning less of the hull into spiders, who themselves were weaker, more sluggish under the fields effects, and in turn more vulnerable to the weapons of the Hunteks, the order newly equipped with a bevy of devastating god-forged field annihilator artefacts and blessed cursite weapon-spirits, discovering the Spiders primary weakness: their fields absorbed curses like sponges.

A weakness shared by their fleet, as scans would, over the course of the battle as more and more of the fleets mystics across all seven vessels cast the Curse of Darktide upon the enemy vessels, the water bursting apart sealed microservers, quantum microactuators being covered over by barnacles, and conjured fish oozing various organic chemicals inside the internals of the Krillships, their morphogenic technology unable to simply remove these irritants, forcing them to devote more and more of their field and overall structure to account for these problems even as the ships fields began to suffer a curse buildup.

Initially, the outlook had been good. However, the enemy were numerous, unrelenting, and even weakened and presented with countermeasures still devastating. One by one the smaller vessels of the fleet would fall, forced to retreat, brought low by sheer volume of the cloud of hundreds of trilobitic, chrome ribbed vessels, which to the dismay of those who saw it would see that not even a perpetunite bomb could fully destroy them, the ships slowly reforming, bent and deformed, once the reaction finally went out. The damage caused by the Teeth and the three Heavy Fusion Cannons aboard the Resistance would likewise also see their damage regenerated, though both would cause their targets to slowly deform and twist under the strain of the energy utilized.

It would take a grotesque amount of damage to destroy even a single krillship, the vessels taking the same amount of force that would down a resistance three times over to fully annihilate. As the battle continued, more and more of these ships would disengage from the forgeworld below, joining the assault on the Endeavor, easing the defenders burden.

And yet, the battle would not reach its first terrible tipping point once the fleet began to run out of fusion torpedoes. The most effective weapon against the krillships due to being able to engulf and disrupt multiple at a time, without them the Endeavors were forced into using only their laser batteries, while the warships had to contend with their cannons. It was at this point the Spider Infection on both the Emissary and Toxel would reach the critical point, forcing the vessels to disengage.

Desperate, the sorcerers came together, making a concentrated occultek push, using the power of every scrap of cursite aboard and several magicians aboard taking massive karmic debts to amplify the powers of the Darktide to their absolute limit, succeeding…

And in the process accidentally creating a morphogenic INFECTION. The spirits of life governed illness, and so their curse, in lieu of seasickness was an altogether more arcane form of oceanic plague. From ship to ship they would rapidly suffer from a self-perpetuating darktide curse, probability folds slowly converting and mutating the krillships field like a virus.

Parts of their structure wouldn't just be covered in barnacles, the vessels would literally be barnacalized, forcing the ships to devote more and more effort towards remaining functional as more and more crawling corrosive molusks burst apart from the vessels overheating microservers, which began producing that most destructive of substances: pressurized steam in millions of micropockets across the structure, causing them to puff up and bloat. Even their spiders were affected, sluggish due to the nanocells that formed their "organs" ceasing to function properly due to water leakages, their matter deletion function malfunctioning and converting its target to coral.

This would cause the krillfleet to react immediately with prejudice, the entirety of the fleet disengaging: the handful of uninfected vessels, their numbers dwindling, would head to the uninhabited dustball next to the forgeworld, using its lack of defenders to begin an immediate planetary infection. Within moments the krillships began merging with its surface, producing more and more krillships to aid their fleet. Within two hours, the total amount of converted planetary matter was approximately two hundred miles.

The rest of the fleet, those already infected, would turn their full undivided attention away from the forgeworld they had been in the process of erasing. Thousands of vessels would bear down on the fleet, and immediately the Delivery and Discovery would find themselves overcame by the swarm, so large that it blacked out the sun as it fired on the Directorate, a hail of annihilation that would reduce the ships to empty space, leaving those aboard to choke to death, the spiders only extending the courtesy of a quick death on humans, the insectodroids systematically murdering the homo sapien inhabitants of each vessel.

Given the ability to breath again, the inhabitants of the forge world would take the brief respite to both evacuate, loading what few ships they could with priceless artefacts and senior magi, the leftover space reserved for those among the priesthood who weren't essential to the war effort as well as what servitors they could successfully ship off, the small amount remaining going to the citizens and civilians of the world, the adepts, overseers, and other servants of the Omnissiah deemed worthy of salvation, while the war-priests and cybersmiths of the world began attacking the synthetic consciousness of the swarm using ancient noospheric relics designed to allow the user to project sanctic schismaticals into the machine technology of the enemies of mankind. The menials and labourers meanwhile would be sacrificed into the maw of the spiders, given unstable plasma weaponry and told to die to protect the Omnissiahs chosen.

Combined with the morphogenic curse infection, the Spiders would begin rapidly deteriorating the creatures rapidly seeing their operating ability degrade. On the dustball below, the healthy infestation would only barely outrun the cursed infection, water and barnacles growing across the planet even as it found itself more and more krillformed, great bands of corroded metal stretching behind smooth chrome even as the infestation began to reach downward, attempting to draw power from the planetary core in at attempt to accelerate the production of healthy ships and burn out its infection.

However, as potent as the infection was, it wasn't enough to destroy each ship, and though the Fleet attempted to weather the barrage, one by one the ships fell, forced to retreat to preserve its occupants.

Eventually, Wurf was forced to call a retreat: the humies weren't done evacuating, but he couldn't justify wasting the lives of the rest of the fleet in a doomed battle. They had already lost two ships. He wasn't going to lose the only genuine warships.

As he ordered the retreat, the only consolation prize for the Fleet was that they had at least helped some of the humans survive.


Catastrophic loss! You have lost the Discovery and Delivery! However, you successfully saved the Accomplishment and allowed some of the human forge worlds inhabitants to retreat. As such, you have gained at least some reputation with the survivors, wherever they might end up.

Horizon has reached Outpost Level 5. Further, it has gained one rank of Hobbgrot Propagation.

All ships that have survived have taken severe damage to structure, systems, and crew except for the Resistance, which has instead taken light damage.


Imperium of Man: A highly xenophobic genocidal space empire consisting primarily of the species known as humanity. Their government consists of a theofascist dictatorship led by a figure they call the God-Emperor, who obviously going by the title seems to occupy the position of both Monarch and Diety, and have a highly authoritarian, reactionary culture where religion and government occupy the same location. Reputation: -200 (Will likely attempt to kill us on sight)

Chaos: A conglomerate of different human factions that are united only by what can be described as a campist hatred of the Imperium despite largely having the same code of ethics and religious practices. Most (but not all) seem to worship one or more of a series of malevolent dieties known as the Chaos Gods. Reputation: -200 (When it comes to ideology these guys are basically the Imperium with a different coat of paint on their human skin banners topped with skulls. They probably aren't going to be happy about the deliberate subversion of their organization)

Autons:
A collection of different robots manufactured by the same extinct race, currently the majority of the Auton civilization was enslaved by an alien logic-virus that drove them into an organocidal frenzy. The friendly ones consist of the AutoVessels Ijin, Vlahk, and Koptu, along with their crews, each a few hundred strong. The less friendly ones were the Forbidden Archive, a group of semi-AutoFacilities that used to work for their government in running a black site. Reputation: 42: Cautious Respect. Provides 1 EXP.
-AutoVessel Influence: ++++++ (WARNING: This will begin to drop should the power differentials between both states grow too extreme.)
-Forbidden Archive Influence: +++

Khimer:
The enigmatic remnants of a once vibrant civilization, the Khimer have been reduced to a handful of military bases on a dying world, and a small fleet they had no means to repair or expand. While their exact social structure is unknown, the War-Brain seems to operate in a position of prominence in it. Technologically, the Khimer are adept with biotech manipulation and have access to weaponry designed to petrify organic material, and in theory have all the requisite knowledge and technology for space and even warp travel, but no industry capable of supporting it. They had been given access to a cloning facility, some resource donations, an early warning deep space monitoring array, and an expanded heatshield to cool their planet and keep it from warming up. They were also receiving regular shipments of useful materials for rebuilding purposes, largely ice, soil, and a handful of useful metals. Recently had been gifted several glacier-ranges. Reputation: 124- Reliable Allies. Provides 1 CUL, 2 EXP and 1 ACD.

Yr Albain:
An exodite world owned by members of the Aeldari species, Yr Albain was a very recently acquired ally. Deliberately living simple lives in harmony with their world, the otherwise peaceful residents of Yr Albain are currently recovering from the genocide enacted on them by the Imperium and Chaos, a process sped up by its World Spirit awakening as the diety Dhia'Albain and the variety of mystical tools provided to them by the Directorate to complement their own considerable abilities. Reputation: 55- Healthy respect. Provides 1 FTH and 1 CUL.

Winterspite Kabal:
An organization of Dark Eldar that make their coin acting as pirates and mercenaries. Formerly led by Lord Nisraen, its current archon is the Banefrost, the former flagship turned demigod. Currently has a contract with the Directorate allowing them to purchase their services and stopping them from being raided by the organization. Reputation: 17- Just another client.

Vaul-Tan:
Planetvessel bound Eldar, one of the handful that populated this region of space. Generally nomadic, they used a rigid system of mental discipline and monofocus known as the Path system to deal with their metaphysical condition. Vaul-Tan specializes in more mental disciplines such as the Path of Logic. Reputation: 15- Neutral

Invaders:
The H'kek are a aggressive, curmudgeonly, distrustful, and also belligerent space faring species that suffers from degenerative neural conditions as a result of the extensive mental and neural modifications inflicted on them, which they dealt with via neuropathic medicine and specialized sedatives intended to mitigate this issue. They were currently in a cold war with their rival, the H'kann. Reputation: 21: More or less neutral.

Abductors:
The H'kann are a paranoid, pessimistic, mistrustful, and also broadly suspicious space faring species that suffers from crippling medical and physical disorders as a result of the experiments performed on them, something they deal with via a variety of physical aides and augmentations. They were currently in a cold war with their rival, the H'kek. Reputation: 16: Cautious Neutrality

Orkblood Kindred:
A faction of Kroot that have declared war on the Directorate. Their physiology has shown itself to be incredibly physically robust and while they deliberately use more primitive forms of weaponry, those weapons and their very ships are made using highly advanced artisanal techniques from various complex materials, alloys, and biocomponents that it is clear that the enemy is in fact very technologically sophisticated. Reputation: -50: War

Ravvanak:
A reptilian race, all encountered examples have acted as pirates preying on the less advanced utilizing highly advanced stealth technology and terror tactics. A catspaw for the Toothgrimm Kabal, they likely act as hired muscle and assassins for the organization. -100: Hatred.

Dorgan:
A hippotomid species, the Dorgan belong to a hyper-corporatist civilization that acts as contractors for various services for the Toothgrimm Kabal that preyed on less advanced civilizations for profit. Technologically they had displayed advanced communications technology and the capacity to field the largest fleet the Directorate has encountered yet. -100: Hatred.

Cerebrojelly:
A catspaw of the Toothgrimm, the Cerebrojellies are a sophontic symbiotic organism that hijack hosts bodies via interfacing with their brain. They have been caught trying and failing to both infiltrate the H'k and the Khimer. -25: Just business.

((()))

The Cosmic Renaissance. The process that began at the start of the timefold grown into something all encompassing, a supreme confluence of public opinion leading to a massive increase in interest in casual theurgy, which would eventually result in a number of mystek developments.

On Teklia, the city of Yaccae would be created: a gigantic Arcolocube sized shrine complex located on one of the equatorial continents, deep in Tekla'Kul, a jungle that was otherwise entirely overgrown with a mile tall mass of runaway plant-life, most of its fauna living in tunnels and cavernous hollows. Many of these criss-crossed the length of the jungle, the Arcolocube easily incorporating these biological tunnels into itself, a way to keep the Wyld exceptionally close for proper offerings.

Yaccae was created to be a city of shrines, a city of spirits. It would have a single dark portal, one created in its heart: this titanic warp-gate, warded by four spinning rings of biometal studden with lumium, would feed the Central Teklian Master Control Shrine, a titanit array consisting of a several hundred foot tall monolith located at Yaccae's zenith, one with thirteen pillars installed in it, the motive spirits of the greatest shrine in Yaccae. In a grid around it were four TekPyramids, each surrounded by Fire Fairy Courts.

Protecting the shrine was Seeryu, the divine dragon spirit of Yaccae, a vast and powerful spirit that appeared as a long and flowing whiskered serpent with brilliant jade scales. An ancient vita, supposedly the idol they had been born from was thousands of years old, tended to faithfully from ancient Teklia to modernity, surviving countless fallen dynasties and dark spirits and even the destroyer war where the idols spirit protected the family who served it by cursing a destroyer sorcerer with enlightenment, ensuring that its offerings had been steadily maintained and even growing as the Directorate did. Now, Seeryu served as guardian for thousands, their blessings upon the city ensuring that they could see throughout the city and congregations of malicious spirits attempting to pass through the Dark Portal and crushing them like a bug, incinerating them with golden fire, or punishing them by transmuting the offenders body into solid petrified silver or else jade.

The power from the Shrine would be fed into the shrine network via mycelliometal cables made using harvested biometal from Naklis, criss crossing across the city and connecting every shrine to one another. Even as power flowed, so too did information as across the Directorate additional parliaments would begin to form: the Parliments of Root, the networked spirits of arbor and wyld, and the Parliments of Thunder, the spirits of urbantek, of terminals and power circuits, and the Parliments of Ore, the spirits of elements, of stone and steel deep beneath the earth and soil. Individually, these Parliments may have consisted of invisible or hard to see spirits, but by coming together each were able to use the many Oracle Stone Chambers of the Directorate to communicate their will and desires and in turn gift their Oracles various blessings for carrying out their desires, the CityBlok Resonance Drives serving as their vocal chords.

Together, the thousands of shrine complexes, libraries, spiritual bureacracies, and embassies would come together to make a city of spirits, one populated by massive amounts of vita, devils, ambassadors, guardians, and archetypes. To allow these teeming masses of masked and metal cloaked spirits and semi-mechanical awakened automata to traverse the city, no expense was spared: the city utilized a series of great lifts, each using mobile shrines at their center and gravitic arrays on their bottom to allow spirits to venture to different layers, roadside shrines using the empyrean resonances of the Functionary and the Roadguide to act as anchors for the denizens.

It was in this place various spiritual consortiums began forming, cabals of likeminded spirits who would congregate, whether from shared ideals, interests, or hobbies, forming various amenities designed to service the myriad citizens of the city. On the lowest level, located in the Red Lantern district visitors could visit a variety of vice indulging ventures, though none were as infamous as the House of Sin.

Ran by the White Masked Mrs. Knives and her husband, Azzmodiax OrphiaTek the III, this outlet of the House of Devils catered to every sin its guests desired. Tekket and other mortals interested in dark spirits, Occulteks looking to mingle. Dark spirits that were interested in the same, in experiencing vice with spirits and mortals alike. Booze and other alcohol flowed endlessly from the houses taps, provided by the House of Sins staff, a variety of debtors who had agreed to work for Mrs Knives, the deviless having acquired their freedom from the Dicemaster through unknown means in order to help secure their loyalty. From these taps it entered the cups of anti-anima, vita, and devil alike, the air filled with the singing of Current Witches and strange serpentine ambassadors, the tables served a constant flow of food brought forth from the kitchens of the house of devils itself, both houses connected via quantum consecratek and dark portals to allow both Nis'Roc and Gum'Boh to serve visitors vast, grotesquely INDULGENT meals. Of course, the House catered to all vices: a mere floor away from the hellish cabaret was the party floor, a nightclub in which the dance floor was covered by swathes of undulating spirits and mortals dancing to the tune of the near hypnotic music produced by the clubs DJ. It was there that many would mingle, leading to many, Tekket, Devil, Ambassador, Winterspite Kabalist, and even on occasion a visiting Yr Albainite to require the last of the Houses amenities.

To cater to those with a more carnal or romantic interest, the House had its own hotel, each room soundproofed, consecrated by the Dancer, and warded, each suite designed that its occupants would have their needs automatically cared for so that they wouldn't have to leave for days, if not weeks.

Higher up, one had the middle layers, consisting of various residential districts which consisted of myriad apartment complexes with shrines at their heart to house all manner of vita and miscellaneous spirit. Most non-native arrivals would arrive from emerging from the Ark of Night and Day using the Shadowgate Transit Nexus: managed by a collection of Judgements, Debtors, and even a handful of White Masked Devils, this facility consisted of a series of portals, four in total. The Gate of Brass, the Gate of Flux, the Gate of Vines, and the Gate of Pearl, each connected to a different location on the Ark, two in the city of night, two in the refuge of day: the former two in the house of devils and scraptown, the latter two placed within the grove of eternity and the smithy of souls. Surrounding the portals were a massive travel plaza, one in which visitors too and from the ark travelled as they wished across the city. To service these spirits, the Shrine-Keepers and Nova Adepts of Yaccae would take on a variety of additional roles: noodle cart vendors, architects, IT support technicians.

It was on these layers that the Nova Mechanicum would nest, creating cybertemples of their own so that their own adepts could study the rituals of the Directorate to improve their technomagicks, in turn bringing with them all manner of machine spirit and paleotech vita such as the Castellatrons, descended from ancient battle automata found in moon-side data schematics and modified with Directorate technology to serve instead as mechanical labourers for the Nova Adepts, or the Nova-Technomats, masses of cogitators with implanted cerebral matter that successfully awoke, their bodies equipped with masses of magnetodendrites for mobility. Their Preservatoriums, where they lay broken machines and dead members of their faith to rest and where priests on the edge of death would inter themselves into life preserving technocoffins flooded with organic-preservative and wired to complex life support technology and mind machine interfaces, would be patrolled by scores of Tacchis-Pattern Servitors, complex bio-automata constructed using donated body parts grafted into the machines through the careful specialist work of the Adeptus Bionovae Geneteks, each of these artificial cyborgs the product of dozens of priests, adherents, or friends of the faith being joined with the machine to create a single automata from their pieces and countless pieces of paleotech augments in order to create a perfect synthesis between man, alien, and machine.

Higher up one would find the greater temples and holy garden, the white lantern district where great centers of learning and spirituality would be constructed, such as the headquarters of the Ordo Caddeuces, a house of healing ran by the Testament, staffed with the archetypicals of their order, the silver skinned multi-armed and multi-winged Malaks, and lifegiver effigies on every floor, topped with a TekPyramid designed to allow the order to conduct healing ceremonies across the Arcolocube, or the Central Bureacracy, the organization having moved its headquarters with the construction of the city. There, the servants of the Functionary, whether spirit, mortal, or machine would collaborate to sort through the grotesque amount of paperwork produced in the Directorate, helping train Shrine-Keepers and aspiring bureacrats in the Halls of Honor, and certifying Occulteks seeking to utilize the darker and more dangerous technologies of the Directorate and monitoring those who did so. With the development of Shadowgate technology, many would seek out the rarely handed certificates required to construct them, only a few hundred per year, and only if the Bureacracy could confirm they belonged to either an organization with conjuring contracts or if they already possessed their own conjuration contract with a spirit of the ark, so long as it adhered to Directorate contract law.

They would also serve in most other administrative roles in the city, processing applications, request forms, marriage certificates, and other tediously mundane to most but endlessly riveting to the Bureacrats minutiae required to keep a city functional. A surprising number of these bureacrats would consist of Hobbgrots, collections of Shroomboyz and Lurp veterans looking to apply their skills and talents to the real world. As a result, their habit of consuming mojo-shrooms would reveal a surprising fact about the Functionary when these shrooms would make their way to the hands of his more conventional priesthood: it seemed the functionary had a fondness for recreational mind altering substances, especially powdered and smoked mojo-shroom incense, his priests finding it remarkably easier to call upon his miracles when using the substances.
And in its uppermost layer was the Green Light Districts, a series of eco-domes and open air wyldland where the city kept the vast majority of its herds and herb-gardens, hundreds upon hundreds of minor temples scattered throughout to rear greater tri-eye psi-aurochs, minigargantuas, pyrofowls, and Primal Arcano-Tyranosaurs as well as harvesting all manner of elemental lotus, mojo shrooms, sacred mints, and other components for incense. The product of efforts to improve Lifeforce generation in the Directorate and the fruit of collaboration with Yr Albain to do the same for them.

MegaBeast Serum. Fossegrimm Professors. And the Yr Albain Orbital Herd Temples. The Serum would create greater beasts, produce greater wells of lifeforce by use of the Mysteks and Herdtemples, allowing for them to create greater guardian beasts. The greater guardian beasts, leaders and protectors of the herd, would be produced from lifeforce and mountain-blood enhanced versions of the serum, growing near titanic, the size of buildings, the alchemical power within them igniting their souls and awakening all manner of power, making them almost in texture to spirit beasts (and, it would be discovered in the centuries afterwards, possessed of enhanced, albeit not infinite, longevity). These herds would frequently be hybridized when possible with the HerdBeasts of Yr Albain, their most arcane tutored by the Fossegrimm and joining the Parliment of Flux.

The Fossegrim's own project, this parliament was formed from the beasts and plants whose psychic ability it had awoken, each tutored in the arts of the Living College and joined together in a great WyldGestalt, working alongside the other protectors and agents of nature to protect against preternatural threats, such as the daemonic Jaggedy Crow, a corrupted nature spirit in servant to Tzeench summoned by the ignition of the Polar Tower that sought to manipulate its way into control over a WyldShrine in order to advance its personal ambitions of power and corrupt its Vita, only to find themselves frozen by the cryokinetics of the Parliment and placed near the tower, the daemons power siphoned to fuel it even as the tower gradually reinforced their icy prison, which found itself tended to by the Frost Ape Shamans, who made sure to keep the Crow entertained with strange hooting music-chants and oddly satisfying wyld-plays.

Elsewise, the WyldPsykers would grow in power and prominence in various ecological niches, such as the Desert, where the war between the Formics and the Wasps once again escalated, the formics deploying Swarmlocks, Psi-Ants of various castes possessed of near-sophontic intelligence, Swarmlock Generals capable of commanding from afar with peerless strategic accumen hundreds of ants, Swarmlock Commanders using psychic kinetic manipulation and bio-reinforcement alongside biological acid-blasters to turn themselves into living jetfighters, and Swarmlock Princesses acting as synaptic nexuses for the Parliments of Hive and coordinating the vast gestalt spiritual powers of the formics when threatened by necroid colossae. This would be met with the psychic awakening of the wasps in turn, many of them undergoing a second metamorphosis to become Nekrodopteran Priestesses, large Nekropsykers who would harvest the souls of fallen Nekrowasps to use in their magics, each of these wyld-covens erecting strange idols made in veneration to some nameless insectoid bee-god, collecting Ambergeistens containing small ancient wasps and bees to create effigies and talismans to this unknown deity, using them to call down vicious curses and terrible disasters upon the ants and their armies and fight against the powers of their swarmlocks. In the desert, the battles between these two factions would reach such a scale that the hollow-wither of those lands would actually GROW, causing another bitter war between the deathly hollow-spirits and the organic infective necroids over control over these death-grounds and the rich bounty of corpses within.

And yet both would, when called by the Parliment of Flux, still join forces, such as when a malfunctioning desert wyld-shrine would unleash a swarm of war-daemons on the desert, both rallying their swarms to quickly and efficiently destroy and eat the intruders before returning to battle.

The grasslands surrounding Yggdrastil would see the great trees cousins attain some degree of psychic power as well, the Lesser Baobabs becoming beacons in the warp, illuminating both the savanna at night but also the Refuge of Day, creating from their dreams great grasslands to the south of the refuge, the Savannahs of Flux, whose light was bright enough to help guide ships in the warp near Teklia, acting as an alternative to the far away, rapidly dimming light termed by the Imperium as the Astronomicon, albeit a highly localized example, one mostly benefiting the various trade ships of the region.

The scraplands would ironically become more dangerous due to the various spirits of the mechanism being far more volatile and erratic. Awoken Ferrolycans would go on to become leaders of large packs of these viral metalbeasts, their psychic matriarchs capable of calling all manner of malefic psykery to hunt prey and crush rivals, while creatures such as the Cathedral of Ruin would gain finer control of its entropic powers, the Directorate having to create a no-fly zone above its nesting grounds after it mistakes a directorate ship for prey, strategically corroding key components to make it crash and allow the Cathedral to feed, the beast hosting symbiotically within itself a variety of anti-anima, namely Booug, who used the innards of the giant to conduct their Boouger Battles, wrecking machines offered to them by the Directorate in great tourneys and feeding the scrap to to the Cathedral. Briefly, for a single year, the Cathedral would disappear, travelling with the Booug to an unknown location and returning with great and titanic mounds of broken and destroyed daemonic machinery and surprisingly severe battle damage, the Cathdral feeding well that year and the Booug showing a grotesque amount of enthusiasm and cheer in the aftermath, claiming to have made pilgrimage to "THE gr8-gr8-gr8 WRECKING GROUND in thE SKYEYEYEYE for MANIAC MOTORWRECKING DESTRUCTODERBY SUNDAY SUNDAY SUNDAY!", an apparently holy ground for the Booug filled with infinite machines to smash in an infinite rampage located in an unknown region of the warp.

The jungles meanwhile would alight with all manner of psychic organism, such as the Brain-Fungus, psychic mycellium colonies that would use photokinetic manipulation to turn themselves into bubbling masses of glowing fungal bulbs, or the Pyromancer Frog, which had the ability to set animals and mortals that annoyed it on fire with its mind, and the Gemini Nymphs, shadowy humanoid gestalt-creatures formed from clouds of umbralkinetic insects that possessed telepathic bonds with the fellow gestalt that served as its pairmate, and the roar of Arcano-Tyrannosaurus Rex, titanic psychic reptiles trained by the Fossegrim visiting Yr Albain to serve as mystic powerhouses for the wyld, these titanic lizards imported to serve as the most destructive agents of the Parliment of Flux.

The next development of Yr Albain during the fold, the Yr Albain Herd Temples were created to serve as a source of lifeforce as well as to study Yr Albain's dinosaurs for use in herdtemples. Four five mile sized installations erected on a disc-shaped structure in YOART, these saurian temples would be tended to by hundreds of Shrine Keepers and Worldsingers, both collaborating to develop various genetic augmentations, both applying the discoveries and principles of the Herdtemples to the Saurians, as well as the knowledge of the Worldsingers and genetics of the saurians for the Directorate, and most critically serving as a source of lifeforce for both polities. Yr Albain would use it for both powering the Wings, using seven vast drums of it during their test sorties and allowing it to take on more daring battles, intervening during the mission during the earlier fold targeting the Imperial Titans to attack the Fleet, destroying much of it and cutting off the machines support, allowing the ship of that fold to destroy several more of these titans, ensuring they wouldn't be at the use of the Imperium for the foreseeable future and costing it several hard to replace ships. The rest would be offered to Dhia Albain or used for sorcery, with many Yr Albainites with mystical inclinations but unsuited to the strict discipline needed to be a Lorekeeper or the spiritual harmony of being a Worldsinger taking up another path, that of the Wyldruid, utilizing lifeforce and fossegrimm and other psychic beasts to perform a variety of rites instead.

Together, these would come together to produce the Shrine Herds of Yaccae, a mix of saurian, bovine, and elephantine beasts of tremendous spiritual power, the Psykers of whom would act as bridges for the Herds, allowing them to reach in dreams the expanse of the Savannahs of Flux, the bright and fierce souls of the herds many defenders protecting the region from dark vita, corrupted dreams, and terrible daemons that would attempt to stalk their way within. When awake, they would join their lifeforce together, the arcane energies flowing across the shrine-network to power alongside the rest of the infrastructure of the city not just Yaccae, but much of the Directorate shrine network on the continent, flowing to myriad spirits, gods, and devils.

This would only be one component of the Cosmic Renaissance, however.


+2 Yr Albain Reputation

Teklia: Teklia, oh Teklia. The second planet from your star, and your homeworld. A variety of mostly hospitable climates of variable comfortability, it is covered in what can only be described as space garbage: the ecosystem has largely adapted to it and millenia of exploitation has done much to clear it away, but its undeniably a very garbage covered planet. The past few centuries had seen incredibly VAST amounts of garbage cleared away, however, and a complete revitalization of the Teklian biosphere and explosions in biological diversity as the Autorecyclers turn ecosystem choking garbage into useable materials, freeing large amounts of space for habitation, agriculture, parks and forests, the material repurposed into into the Teklian orbital space, its off world colonies, and the Arcolocubes, giant cubic self contained ecofriendly metropolis. At this point, it was estimated that 79% of the world was scrap free: at this point, most remaining scrapzones are being treated as preserves for the species who are so thoroughly adapted to garbage that removing it would neccessitate their extinction. It was also home to Yaccae, a major city designed to act as an arcolocube sized shrine complex.

Luna: A trash filled wreck, unlike Teklia Luna didn't have pesky things like an atmosphere or ecology to degrade its debris, meaning it had very well preserved trash. It was also the site of a modest metropolis consisting of a single CityBlok supplied by lunar spire allowing a high amount of traffic too and from the lunar city, as well as several AutoRecyclers absorbing large quantities of material. It would likely take many, many lifetimes to clean Luna of trash, but the AutoRecyclers had already begun to pay off thanks to the massive amount of material Luna and its colonists now had to play with, as well as the space, largely used for perpetunite and soil manufacturing. It was also the home of Mt. Wander, may he forever sleep above us and never stir, and a small sea formed from the blood of the titan, as well as the LAOC Array.

Orbital City One: An Orbital Metropolis, this space station consisted primarily of its orbital docks and a handful of city-bloks, making it a vibrant and bustling mid-point between Teklia, the Moon, and the rest of Directorate Space, frequented by a variety of residents, travellers looking to visit Wonderpark or the Orbital Parks, and asteroid miners looking to deposit their hauls and get some well deserved shore leave. It was also the location of the Fleet MegaDocks, a semi-cubic structure dedicated to manufacture of ships which had recently had AutoAssembly Berths installed to aid with manufacturing large ships and Reactor Printers designed to source power cores for said ships.

Deep Space Monitoring System: A Fleet initiative that utilizes a great deal of surplus processing power to scan the sky both to map it out as well as detect incoming threats before they arrive, giving early warning to the Directorate against hostile threats, recently expanded and upgraded to improve efficiency.

Nuclear Stockpiles: The defensive nuclear warhead stockpile, consisting of advanced perpetunite warheads, weapons capable of releasing a near-apocalyptic nuclear reaction the size of a city capable of lasting over half an hour. Most were assigned to homeworld defense, but a few had seen their way onto the ships of the Directorate and even the educational system.

Naklis: Home to an extremely extensive mining operation in the Geode Canyons near the poles, this firey planet had two cities: a massive Spire that doubled as a space elevator and Comm-Hub, host to several hundred thousand residents, primarily mining and industrial engineers, who produced vast quantities of material, primarily Rare-Teklian-Minerals and nuclear materials, and the Mega-Harvester, a mobile burrowing city-machine that extracted minerals and living metal from below the crust, as well as four Elemental Master Control Shrines dedicated to the spirits of fire, earth, metal, and gems. It also possesses an Elemental Spire, a vast facility equipped with a massive perpetunite reactor that, through GodTek holy-engineering, converted nuclear energy to arcane power, strengthening all manner of elemental manifestation on the planet. It was also home to a Wonderpark outlet and several Lumium Chip factories, as well as the Elemental Gardens.

Erichtheo: The third genuine colony of the Directorate, Erichtheo is an incredibly frigid ocean moon that was covered in a thick sheet of ice, one particular part of which was thick enough to serve as a continent of sorts. Currently, on the surface it home to one city located on the floating continent-berg as well as numerous smaller settlements dotted across the mile thick ice layer stretching over the planet, and one major orbital docking station used to transport material too and from the planet. Underwater, it had numerous cities built out of cultivated coral located in what had prior been the planets dead zones, alongside numerous artificial reefs constructed to house and be art as well as habitats for various flora and fauna.

Trove: The first real extrasolar colony of the Directorate, Trove was a planet covered in gems, a quirk of its somewhat undeveloped ecology. Biomes of interest include a series of mountains formed out of gigantic mega-gems, a large set of grasslands near the equator, and a single ocean that was host to a number of fisheries, upon the coast of which was the first city of the planet, Gleam, which had recently gained a mining district.

Tacchis: A frozen iceball that was stuck in a state of either night or perpetual evening broken up by the occasional Aurora Umbrealis caused by what little light reached the planet hitting the planets thin atmosphere. A source of ice and gems, its primary industries were therapy and server space, with the AAAA's serving as major critical points in Directorate healthcare infrastructure and the polar servers providing large amounts of network capacity. It was also home to the subterranean Nova Mechanicus temple as well as where the Testament headquarters itself.

Great Void Express: A system spanning void rail network designed to move material and personnel between worlds quickly, the Great Void Express was the most expansive piece of infrastructure the Directorate had access to.

The Gas Giants: Mongus and Meeklak. The location of the gas revolution, these gas giants had a large amount of refineries and harvesters across their atmosphere that provided the Directorate a steady stream of gasseous fuel, breathing air, medivapors, fertilizer components, and various corrosive compounds.

Station Tartus: Tartustus, or Tartus as its more colloquially known, is the highest security prison in the Directorate, used to house captured Destroyers in a manner that is humane but safe. Adaptive wards, its own Commander-Machina brigade, and every possible security feature the Directorate has available while still treating its occupants in an ethical manner.

Outback: A small continent sized eco-dome constructed to serve as a sort of artificial homeworld for the Grots, it was a sprawling mass of fungal ecosystems incorporating whatever species could successfully adapt or be adapted to be included, having several hundred towns and communities consisting of Hobbgrots, FathaShroomz, SistaBrains, and more, typically centered around Mojo Shrines.

EXPansion Points (EXP Points): 173
Nuclear Material: 0


ChronoSpoolers: An artefact of the Wheel, these structures consisted of miniaturized timefolds placed inside pocket timelines, generating chronokinetic energies through the temporal manipulation, essentially creating and then using GodTek manipulation to detonate atom-sized universes by cycling them through the entirety of their existence from big bang to big crunch. Placed at two ends of a warp-route, they should allow for various corrections to the ships temporal field, making particle barriers generally more stable. 0/50, select one Trade Route. Create ChronoSpooler Artefacts, improving Gellar Field quality on all ships on that route. Cost 1 ART.

VoidRail Shrine Train:
A proposed way to make travel for spirits easier: creating a special series of void-trains, designed to consist of shrine-trains of sorts that utilized cabal mobile shrine technology to allow mobile spirits to venture abroad as they wished with only a modest loss of strength. 0/25, Void Rail upgraded with Shrine Train, increasing FTH and EXP.

Yaccae Generatoriums:
The Nova Mechanica had all the designs to produce special archaeotech reactors. By agreeing to help them construct a series of electrotemples in Yaccae hosting these generatoriums, they were willing to provide the holy city vast stores of power. 0/25, Yaccae upgraded with Mechanicus Generatoriums.

Erichthean Shrine-City:
Yaccae was powerful indeed, and there existed no reason that Erichtheo couldn't benefit from having a Shrine-City constructed as well to service the more aquatic spirits of that faraway moon. 0/25, Erichtheo gains Shrine-City, increasing FTH.

Mycelliometal Antennae:
The mycelic metals of Naklis could likely be used for more than just point to point connections: the wide dishes of their ferrocaps could be used for wireless connection, growing the parliaments and producing more. 0/25, gain Mycelliometal Network, increasing EXP.

Arcolocube Resonance Broadcast Spires:
A proposed iteration of Resonance Drive technology, installing in each Arcolocube specialized broadcast towers designed to transmit resonances across the entirety of the structure. 0/25, upgrade Arcolocubes with Broadcast Spires, increasing FTH.

Electrocyclical Power Bay:
The Directorate needed more power, and this the Wheel could provide: they offered the Directorate access to their knowledge of cycles to engineer an upgrade to their hypermodular powerbays, one that would gradually cycle power: waxing and waning, its lows would grow taller and its heights would reach beyond what Directorate reactors would normally be capable of: to regulate the generation, these devices would in normal circumstances reroute the energy to the Demiurgist Courts for consumption by their dieties, but in times of crisis the energy could be harnessed by the ship and its parliaments for protection, offense, and other tools to survive disaster. 0/25, Hypermodular Power Bay upgraded with Electrocyclical Actuators, slowly cycling and increasing power over the course of battle.

((((())))


Meanwhile even as Yaccae ushered in spiritual revolution, the Demiurgist Courts would erect a temple to the machine-god of cycles, the Wheel. An ally of Mother, the Wheels temple existed in a constant timeloop, the dieites chosen being given eternal life in the form of repetition of a single year in one day while learning the secrets of time, weather, and network, the Demiurgists going on to aid in both the augmentation and improvement of several key bits of Directorate architecture as well as the construction of the Cage, crafting around the Seed an array of purified cursite, wards, and lumium alongside achronal godforged temporal manipulators produced by the cults Holy Crucibles, designed to imprison and siphon the malevolent energies of the Dark Seed, purifying it in order to prevent it from leaking up and down the timeline. This would, retroactively, reduce the damage caused according to the courts by preventing the energies of the present and future from leaking backwards, though it would never be undone or prevent the magic created by the Dark Seed of the past.

Beyond this, the Demiurge of Cycles would produce other gifts: the C'tek Archetype Spirits would be upgraded with arcane rebirth protocol that would manipulate the eddies of time upon destruction to resurrect them at his temple through temporal duplication, as well entropic hourglasses the entities would utilize to emulate the Demiurges abilities in other ways, giving the wraithlike spirits the ability to alter the flow of time for themselves and those they gazed at, as well as manipulating quantum fields to render them completely unobservable to the Aeldari, who found the skeletal metal clad entities deeply uncanny, their mere presence activating some vestigial instinct of alarm, ensuring that the Aeldari were fine being unable to see the story-spirits.

This would be the mere stepping stone, however, for even as the Chronotemple was built, a dozen other factors would come together to birth the Cosmic Renaissance.


Compulsory Education: One of the things that helped the Directorate flourish was mandatory education starting years 3 to 26. Every citizen received lessons in science, engineering, mathematics, language, history, ethics, and nuclear physics and engineering and a secondary education in whatever field they wished. Provides +2 ACD.

High Energy Research Labs Jr:
Your children grow up playing with particle accelerators and build it yourself protonic reactors. Many other species might consider this insane beyond belief, but your children certainly benefitted from the intellectual stimulation, even if Schools now had to be bomb-proof. Provides +2 ACD and 1 EXP point and two network. An improvement to Nuclear Engineering For Kits.

Wonderpark Fungineering Guild: An organization headquartered at Wonderpark that specializes in novel engineering for entertainment purposes, they had helped massively expand Wonderpark by developing new rides and attractions utilizing all manner of whimsical technology to help delight guests and residents alike, and with the Nukeland attraction, help get them exited about the wonderful world of particle engineering! And on Naklis, MineWorld not only helped get people exited about Naklean culture and mining and industrial technology, but helped provide the Directorate and Wonderpark a steady stream of material. They also had an alarmingly well armed archaeology department. +2 CUL, +2 EXP, +1 ACD, Orbital Engineering improved.

Wargames:
Every year Directorate Fleet's science division puts out a handful of strategy games that they promote via professional leagues and events in order to encourage developing strategic management skills and, more importantly, get people to join the Fleet. Improved strategic skill and survivability for all troops and increased Fleet recruitment, increasing the size of crew complements.

War Against Extinction:
A harsh lesson learned during the Destroyer War: there existed powers in the cosmos far more powerful than your species that wished you harm. It was a grim calculus, but if the day came when your soldiers and explorers had to sacrifice themselves in order to take down an enemy that would threaten your people, they would, without hesitation. Slight bonus for all forces against superior opponents, can designate forces as Extinctionist, increasing how much damage they do to foes but moderately reducing survivability.

Moneyless Society:
Currency was an outdated concept when you produced enough food and material to more than meet peoples needs. Resistance to subversion increased.

Advanced Promoted Therapy:
Trauma was a major enemy to the health and wellbeing of many Tekket. To combat it, your society had an extensive network of therapists, psychiatrists and social workers, including an entire division of the Academy dedicated to the industry, as well as extensive facilities on Tacchis. Moderately increased mental resilience for all Tekket.

Meditation:
The product of countless therapists and religious and spiritual leaders working to promote the practice as a method of spiritual and mental wellness maintenance, Meditation had taken off in Tekket society, both group, private, and virtual mediation. It was no replacement for actual therapy, but it served as a valuable religion agnostic tool for mental health.

HobbyBots: In this modern era, BlokBots were used for more than just manual labour: they had also found a niche in the consumer entertainment market as pets, in games, as toys, and even sports and competitions, and with increased popularity came more casual robotics hobbiests. +1 EXP, BlokBots are slightly better designed.

Zero G Sports Team:
All throughout the Directorate, citizens enjoyed watching and playing Z-G sports, to the point where Wonderpark had several mega-stadiums specifically dedicated to the watching the antigravity games played professionally by the Wonderpark Sports League and most CityBloks came installed with at least one Grav-Suite for amateur or local teams and leagues. Recently, Super Battleball had become fairly popular, especially with Hobbgrots, who loved piloting the gigantic, stompy exo-vehicles. +1 Cul, improves physical fitness, can deploy Super Battlebots.

The Great Gallery:
The Culmination of Art, the Great Gallery was a one hundred story space station constructed within a Giga-Art Installation Array containing multiple Mega-Art Galleries, a vast university-city in which millions honed their craft and learned all manner of arts from holo-painting, to elemental sculpting, to even the creation and performance of great pieces of music, and at the center the great Temple of the Dancer, in which the Grandmasters of that order nurtured those Muses and Artists they deemed of exceptional talent or else dedicated their lives to the creation of art and honing of their craft, producing all manner of impossible masterwork. With the performance of the Call, the place was always filled with a melody that sounded different to all who heard it, yet always pleasing to the ear, and many Aeldari visitors, especially young couples, had taken to visiting, claiming that the protection and power of the Goddess in her seat of power was such that it negated the grasp on their soul. +19 CUL.

Frontier Explorer Compartment:
A universal compartment for ships designed to hold a volunteer corp of civilians dedicated to exploring the universe. Provides a number of useful civilian services and allows for small outposts to be constructed wherever your exploratory vessels travel, as well as a fully staffed hospital to meet all medical needs, no matter how major, your ship encountered. Fleet upgraded with Frontier Town compartment, providing a variety of civilian skills and services to ships alongside a steady stream of internal recruits. Ships gain improved medical care.

Lunar Salvage Cabals:
A society consisting of trash-trawlers hunting for intact samples of lunar technology, the Cabals work is dangerous owing to the vast amounts of hostile alien wildlife, but they so far have managed to collect a great many minor artefacts of note, making the risk more than worth it, especially with the development of Paleotech thanks to the Lunar Forges and their own research outpost. +1 ART

Orbital Pioneer Initiative:
It wasn't unusual for Tekket to pick up and move to orbit in ship-houses, either creating their own small communities, caravans moving between Teklia, Naklis, and Luna, or even venturing further on their own, erecting larger and larger orbital townships around the power-sources provided by the Charger-Ships, or larger ones along the rails. +1 EXP.

Sacred Livestock:
Your people held in religious veneration the animals you harvested lifeforce from, having large, communally owned herds that were used by priests and mysteks alike in their rituals and rites, the animals donating a small portion of their vital energies once per year in exchange for peerless care, many reared at the Herdtemples, vast orbital complexes meant to serve as a major hub for the rearing and useage of these sacred beasts. Many of these creatures had grown through use of MegaGrowth serum to extreme proportions, taking up places of mystical significance in their herd. They also produced a variety of products such as sacred honey, milk, wax, and horns. +1 Warp, +1 EXP

Open Air Zoos:
With the advent of major zoological facilities and services, large amounts of carefully tended to wilderness had begun to see use by Druids and Rangers to help educate civilians about nature, wildlife, and bioscience...and causing both groups to swell massively. +1 CUL.

Elemental Festivals:
Four times a year a celebration was held. One for fire. One for gem. One for metal. One for stone. On these days, the elementals were celebrated above all, and given mighty tribute in food, talismanic offerings, lifeforce, and the hopes and desires of those that invoked them. On these days, it was said that the Elementals were sated enough to on occasion grant those desires, especially on Naklis, at the seats of their power. +1 FTH

BATTLEZONE!:
An extension to Wonderpark consisting of a massive Arena where Hobbgrots duke it out with never ending swarms of bots, thus feeding the Waaagh spirits, who in turn would donate considerable sums of lifeforce, forming a nice symbiotic relation between all concerned groups. +1 CUL.

Theatritheurgy:
The Assembly had used the power of the Mask and the Lost Plays to create a new branch of arcane manipulation: theatritheurgy. Using Personae Masks and Archetypic Spirits, Plays of Power created by studying the arts of the Dark Playwright can be amplified in strength, used to create and strengthen events, characters, and concepts in the Warp. Currently, most Theatritheurgy consisted of Brightway Plays and plays in that genre, as well as renditions of the Mechanābhārata, and the most advanced theatriurgic took the form of magic masks dispensed by the various holy and mystek order. +5 CUL, +1 Warp.

Kultur:
One Man Ban units, Paint Cannons, Karts: Grots knew how to have a good time.

Culture Points (CUL Points): 148
BioData: 2


Netratheum: A piece of GodTek Cybertechnology designed by the Wheel, its exact purpose was unclear beyond it serving as a source of 'digital cycles'. It would loan the device to the Directorate for use if the Directorate assisted it by installing an infinity pool and aquatic entertainment center for use by the temple and its denizens. 0/100, Chronotemple gains Infinity Pool and the Directorate Gains the Netratheum Obelisk, increasing CUL and raising NT by 3.

Heavenly Crescendo:
It would be very likely that more advanced iterations of the Holysong would require more advanced Orchestrions: very likely, they would have to be played on the Symphonions utilized to play Tyygbers Crescendo. 0/95, gain Heavenly Crescendos, increasing all point categories. Cost 1 Warp.

Hearts Crescendo:
The Crescendo of the Heart, which would combine the Powers of Memory, collected from thousands of brainscans converted to audio-resonances, the Power of the Engines, installed on special symphonions to power and fuel them, the Powers of the Dagger, soul-songs created by the sacrifice of countless mysteks and theurgists across the Directorate, and lastly the Power of Identity, countless spirits coming together to form a living song, a song of creation, a song of souls, a song of hearts and awakening. 0/95, gain Hearts Crescendo, producing an unknown effect. Cost 1 of every special resource. It is said that the heart is a mere permutation of the soul: is this inviolable truism? Perhaps. Perhaps not.

Volcanus 9 Charitable Organizations: A valid way of influencing societal mores: charity. The Directorate would ship the spies enough resources to begin establishing various organizations intended to use the guise of being faithful servants of the Emperor to both improve conditions in the lower and middle hives as well as subtly propagandize them into being more potentially accepting of progressive doctrines. 0/35, Volcanus 9 Spy Ring gains Middle Hive Charities, increasing Directorate influence as well as providing a front for further operations by Nova Testament Agitators. To use the guise of charity to outwit your foes is distasteful.

Volcanus 9 Nova Mechanicus: A proposed way by which the Directorate might increase their presence on Volcanus 9: creating a few enclaves of Nova Adepts presenting themselves as newly immigrated members of the Mechanicus. With the likely destruction of a nearby forgeworld, it would present the perfect excuse for why they would wish to immigrate somewhere as "important" and "safe" as Volcanus 9. 0/35, Volcanus 9 Spy Rings gain Nova Mechanicus Enclaves, allowing increased observation of Mechanicus affairs and allowing for further operations by Nova Mechanicus operators, increasing Intel.

Volcanus 9 Trading Company:
The bureaucracy utilized by the Imperium was, frankly, insane. However, by successfully planting members of the Functionary Cult into its structure, it could be manipulated to finance Directorate spy ring operations as well as perform economic sabotage and manipulation by creating a fraudulent trading company. And, best of all, it would provide a perfect opportunity to learn about Volcanus 9's trade partners. 0/35, gain V9 Trading Company, a front that will be used to commit fraud by the Functionary as well as collect Intel. The Adeptus Administratum is an abomination that needs to be destroyed immediately.

Winterspite Privateering:
If the Kabal agreed to conduct themselves according to the Directorate rules of war, they would make valuable allies against both the Imperium and the Toothgrimm Kabal, though this would likely require the Directorate already have some diplomatic and strategic cache. 0/35, Winterspite begins conducting raids against Directorate enemies. Cost 1 Intel, requires 35 reputation.

Tartustus Parole Board:
It was risky, but several of the Astartes in Tartustus had shown remarkable progress in their rehabilitation: it might be time to finally look into organizing a board designed to help determine which members of the facility had sufficiently improved to warrant their partial freedom, as spies and operatives for the Fleet in human space, chaos and imperial. 0/65, gain Tartustus Parole Board, unlocking Astartes Spies, increasing Intel by 1.

Sacred Jade Statues:
Of all the various holy gemstones on Teklia, none were purer in power than Jade: perhaps the mighty Seeryuu would inspire a new wave of art using the gem to create statues and idols similar to the one he had been born from.
0/35, Sacred Jade Statues take off, increasing FTH. What lovely aesthetics.

Book of Forgotten Memories: Memories were power, but not all power was good. Some power was bad, hanging onto the soul like a chain or else corroding it: trauma, corruptive knowledge, hideous regrets, arcane sights. The Book had collected many such memories: perhaps by configuring grimoires by installing within them some of the essence of that Avatar, these memories could be drawn on for arcane power by those occult machine spirits and their wielders as forms of mental protection and training. 0/35, gain Book of Forgotten Memories, increasing FTH and allowing Occulteks to use their Grimoires to access the Book of Lost Memories.

Offering to Fundamental Wyld:
The World Tree was the greatest current spirit of Wyld: its mind, while slow, was advanced enough that it would be able to help guide any offerings of significance to the many spirits of Wyld. 0/25, performing Offering to Fundamental Wyld, gaining random boon.

Candlelit Roads:
The candles of the Lanternkeeper could abjur malign spirits and raise the fortitude and mental resilience of spirit and mortal alike: by lining the roads and footpaths of the Directorate with these and other candles, it would make all manner of travel in the Directorate safer. 0/35, gain Candlelit Road tradition, increasing CUL.

(((())))

The final pieces of the Cosmic Renaissance came via the Grand Conclave receiving a variety of donations and making a number of incredible advancements, courtesy of increased interest from the Toymaker, the followers of the Hermit, and the establishment of the Yaccae Temples, as well as countless other factors catalyzing, such as a theological race occuring between the Assembly and Calculators as a result of a particularly passionate Assembler being elected to replace the prior one and even a handful of minor discoveries by the Order of the Candle.


The priests and priestesses of the Dancer would collaborate alongside the musicians of the great gallery developing advanced resonances, variations of the holysong designed to be far more powerful, played upon their art using glasmite resonators: using the advanced network capacity of the Directorate, the other priesthoods of the Directorate would slowly begin to untangle this song into a series of more specific, specialized resonances meant to channel the soul song of individual gods using their theurgies as a basis.

The Huntsong was a simple tune, meant to be whistled: possessed of the quality of phantasmal ventriloquism, this song would echo across a hunting ground, heard only by the Hunteks quarry, triggering the most primal and terrifying fear in the heart of the target: the fear that they were being hunted. Meanwhile, the Roadmasters Resonance, when played along paths lined with godsong emitter totems, would allow spirits to wander as they wished, as well as banishing from paths more malignant forces. The Dancers resonance meanwhile, the Brightsong, would cause those who heard it to find their voices easier to harmonize, rhyme and rhythm coming to them faster.

The Assembly meanwhile would finally complete their final Avatars. The Book, a titanic awoken brain-scan repository constructed using Lumium Chips, that utilized quantum consecratek to connect to every mausoleum in the Directorate for their data, the Avatar using a Dark Portal to connect itself to the Index of the Dead, allowing it to feed and be fed thus by the Evaluator, the avatar and the dark spirit working in tandem to serve as repositories of memories: those held in the soul, and those held within the heart: using the power of the NeuroChoir this Avatar could repair, destroy, and alter the memories of their adherents as needed, guiding those who visited them into processing their traumas and teaching occulteks how to draw on lost memories for arcane heart-power. The Dagger, a technoritual chamber awoken by the combined sacrifice and prayer of millions of Assemblymembers across the entirety of the Directorate using Neuro-Choir and Hallowed Shrines to create a demigod: not only would arcane offerings be amplified within the heart of the chamber when paired with gifts of blood, across the Directorate many magicians would find their bloodless sacrifices growing stronger and more potent, both lifeforce, talismanic, and food, in turn allowing all of these to more easily appease and sustain spirits and power spells. Together, their power would invigorate the Heart, helping to mould it.

It is at this moment that I must interject, now given mine own voice. Upon your gifts of memory and sacrifice, I would aid thy Conclave, creating from the Archetypicals masks of the heart they could gift to the spirits who had proven sufficiently pious, giving them the divine power of their chosen god. The Devilesses of Isohorrah, sanctic pink-masks that served the art goddess of agents of romance, helping connect hearts in twain. C'Tekkan, which acted as more advanced mergers between C'Teks and various spirits that the Machine Gods found pleasing. Agents, Debtor Ghosts who upon attaining freedom would be gifted masks of the Functionary. And dozens more, such as my own Cadiomasks, vita gifted the power of the heart through the masks of my Archetypics. These spirits would frequently find themselves enshrined as the guardians of various hallowed shrines, the product of the Calculators.

Created using Quantum Consecratek and variations on the Functionaries theurgic blessings, Hallowed Shrines used the power of entanglement and celestial mysticism to serve as a means to make offerings to the gods and serve as their anchors in and bridges to the physical realm via the same technology used for Vita, created in all manner of small temple and by various communities and hooked to the greater Master Control Godshrines of the great temples. This would be joined with additional upgrades, such as the Holy Crucibles, a series of sacred GodTek forges designed by Craft, which would be used by the various orders to produce assorted godforged artefacts and relics, such as the field annihilator weaponry of the Hunteks, Roadmax OraChoirs used as navigational tools by senior Roadwardens, and Greater Works, advanced pieces of art that doubled not only as great works but also dream engines, the Living College using the technology to forge the vessels of their Fossegrimm while the Skul'Dakkothian Tangle would three-D print living creatures to fill various ecological niches.

One of these Crucibles located in the Emberlight Temple of the Lanternkeeper would allow the Order of the Candle to manufacture replicated Holywick Lantern Candles, sacred items of particular power designed to replace the tenth great candle, lost during the Destroyer War. Channelling the power of the Final Flame, these candles would so long as they were kept lit weaken the forces of darkness, banishing daemonic taint and lifting spirits. Producing hundreds of thousands of candles per day, these items would be shipped to places of healing and learning, ever burning wicks being placed into sacred lanterns: many thousands of them would surround the great shrine of the Lanternkeeper, their blazing blue flames illuminating the Lanternesque Oracle, the digital avatar of the temples Holy Emulator, the artificial oracle of the god dispensing all manner of sage wisdom to visitors.

Another creation of the Calculators designed to act as an altogether different form of bridge, these programs utilized advanced netcode to create a holographic proxy for the deity they represented, helping guide their followers to their will. The Great Huntek would act as the voice of the Huntsmaster, helping train the assassin-priests as well as making sure they kept themselves grounded, reminding them to use their training responsibly. The Starpriest of Kadath served as the voice of the Old One, a shadowy digital phantasm that would impart on pilgrims dark lore.

All of these and more would contribute to the temple of the hermit expanding with the erection of an arcane megastructure, the Tower of Magick and Winter. Designed to resemble the former home of the Wintertide Goddess, this Polar Theurgiconstruct was designed using the most advanced possible mystek technologies. A solid pillar of biometal reaching into the sky, at its top it contained the Beacon, a light the size of an arcolocube, consisting of thousands of fire fairy bottles, Holywick Lanterns, and Lumium and Cursite Prisms, casting a great aurora for miles around the structure, lighting up the night sky and attracting all manner of malicious spirit and daemon, leading to the polar woods and icelands surrounding the structure to become haunted, many travellers coming across the frozen bodies of spirits such as the Jaggedy Crow and other malicious servants of the changer of ways that managed to sneak their way into reality. Descending, one would find the Halls of Alchemy, where great vats of Godforged Cauldrons bubbled with swirling brews of mountainblood and liquid perpetunite, feeding the tower and allowing the priestesses of the Hermit to create all manner of enchanted substance and tincture. Going yet lower one entered the Infinite Cogitators, a great arcane-server complex forged from lumium and special daturgic hextek cryptographical engines using advanced Calculator arcanosoftware patched daily by GriMM.EXE and QUESTBRO, fed by purified cursite that were used to alter the looms of destiny by rewiring the strands of probability with the possibilities of the arcane.

Going yet lower, one found the Theatrium of the Arcane, a collection of four theaters surrounding a greater one. The four would constantly cycle between tales of the Hermit, each depicting a season of her life: the falsely optimistic spring, her maidenhood when the goddess had sought out the greatest mysteks of the land, teaching them incredible magics in the hopes of them bettering themselves and their communities. The hard summer, in which she had been forced to go to war against a terrible dark NekroTek, mustering her students and the many nations of the world to destroy this terrible alien wizard, eventually confronting it in battle wherapon the Goddess caused the godlike sorcerers own magic to turn against it, burning it from the inside with icy flames. Autumn would be the rebuilding of the world, filled at the start with a quiet hope, telling the story of a particularly promising student of the Hermit, one she had hoped would restore the world to its balance, fighting the remnants of the NekroTeks armies. And yet, it was here that the chosens fall would begin: at the climax, they would come upon one of the servants of the NekroTek who had repented, becoming a humble healer and attempting to atone for their past. Presented with the choice of forgiveness or revenge, the mystek had chosen to give no quarter. The fourth play would chronicle the Hermits students descent into tyranthood, their good intentions slowly giving way to petty narcissism and bringing about a terrible winter as they callously used their powers to enrich and better themselves at the price of others, slowly crawling their way into being a duke, then a prince, then a king, then a king of kings, served by other mighty wizard-lords taught by the former chosen who would act as their lieutenants in the kings increasingly power hungry campaigns: by the end, they would be confronted by their former patron, angered by her use of her powers for tyranny. At this point, her student, now transformed into the Dread Tyrant Wysxex, was little better than the great nekrotek, and much like the NekroTek, he would attempt to destroy the Hermit, outraged by her defiance, only for his magic and all the magic of all his allies to be stripped, the soul of his lieutenants cast to the coldest, darkest place in the universe until they repented, while Wysxex would be cast further. His spirit careening into the vast emptiness outside existence to languish in an infinite sea of nothingness until the last star finally burned out, the sorcerers maddened pleas for mercy would echo out into the vast and unrelenting emptiness, the Tyrant eternally in the company of themselves. The play would end with the Hermit departing, traveling to other worlds and taking her tower and her magic with her, leaving the world with only the dregs of mysticism.

The last theatrium, the largest one at the center, would be used to tell a tale of the future: of the Promise of Return, of the Polar Tower eventually bringing the Hermit back when mortalkind proved ready to use her gifts responsibly, of the redemption of the wizard-lords, and even distantly when even the Dread Tyrant would be freed from their prison in the infinitely distant future.

Below this, the Devils of the Hermit would tend the Infernace of Curses, a mystical motive-spirit powered by a cursite boiler and a vast dark portal, these infernal sorcerers applying hellish warp-magicks to protecting the tower against their daemonic cousins as well as reinforcing it with enchantments stolen from the heart of Tzeenches grimoire by the House of Devils
What absolute grot!@#$, no they didn't, they just retained the knowledge they already possessed, summoning forth her Antianima, the souls of the tyrant-wizards that served her fallen students Less grot!@#$: the souls are genuine, though altered by mythologization and syncretism: most likely these are mere shades of the many, many dark sorcerers this planet has produced, these dark figures clad in technomechanical armors of frigid cryosteel, the brutal conquerors given brief parole only to serve the Devils and defend the tower: many an overambitious dark spirit would meet their end via the antianima, their last moments a sight of an imposing figure in black, caped armor, wielding a blazing red blade made of mystical light, the last sound they would hear the heavy laboured mechanical breathing of the Tyrants. Those few powerful enough to survive their blades would be destroyed by their magic, the raw might of the Tyrants was matched equally by their arcane prowess.

The next layer was the Hall of Resonance, whose ephemeral magic-song would echo across the Tower and beyond, filling the air with the sound of chimes as dozens of Orchestrion units worked, both generating lifeforce through Tyygberts Crescendum and the Hermits own arcane resonance. Going deeper, one found the dormitories, where the priesthood slept and studied, the massive library a collection of their studies. Eschewing most modern conveniences, the only technologies allowed in were simple candles, pen and paper, and various arcane tools.

Going lower in the tower, one reached the Chambers of Feast, where wintertide fairies would congregate and meals would be held, the highest level of the facility open to visitors and pilgrims. There, every night, the kitchens would serve a variety of foodstuffs such as roast fowl, pots of warmblood soup, trovian salads, lunar cheeses, and other such victuals produced by the Tower gardens, used as a source of food and lifeforce.

Below this one found the Grand Ateliers, workshops used by the Hermits to craft various Godforged artefacts, cauldrons and talismans and wands that in turn would be used to create and perform great rites and rituals: benches littered with all manner of strange arcane relics, halls patrolled by the Archetypic Spirits of Magic, blue cloaked figures resembling silver skinned, elderly bearded humans, pointed hats adorned with myriad golden bells and chimes. Known as the Moug Hain, they were born from tales of wizardry and the character archetype of the wizened and reclusive but knowledgeable sage, and much like their inspirations, so too did the Maug Hain keep to the Tower, the spirits expressing a marked distaste for crowds and urbanity.

And, at the base, one had the Halls of Mojo, filled with myriad FathaShroomz, SistaBrainz and Shroomboyz, volunteers who had agreed to help power the tower so long as the Hermits agreed to allow them some alterations to the overall structure, crafting a Mojo Shrine which would find itself constantly surrounded by MojoShroomz of unusually strong potency: Da Good Stuff, according to the shamans of Mojo who consumed them. Otherwise, the base of the tower was used for recreational and administrative purposes, the many FathaShroomz working to help sort out whatever problems visitors had via Mojo-power while the SistaBrainz managed the paperwork.
And then, under the earth was the roots of the tower, an array of arcane actuators and manipulators alongside grafted roots of the World Tree, containing a Dream Engine connected via Consecratek to the heart of the Seed, the Tower siphoning off the dark, paradoxical energies alongside the Cage to power itself.

As it was erected, the Priesthood would gradually develop the consecrations required to create those ancient tools of the Hermit, wands of magic whose creation had been birthed by the advancements allowed by the Holy Crucible and the aid of the Fairy Court of the Hermit. The highest quality would be the godforged artefacts of the tower, but the lesser varieties would still be considered highly valuable for mysteks.

Across Teklia, magic SURGED. Rites would double in power, and when performed via Wand, would require no sacrifice or source of power. TekPyramids would become arcane vortexes of swirling arcana, spilling forth torrents of strange energies that could be moulded directly by the power of the wand, shaped and directed with precision and power, used for blessing and, when needed, destroying hostile spirits by drowning them in the torrents of power they had sought to consume. Certain humans would begin to display minor psychic powers, using the wands to control and direct them: while the more reactionary branches of the human population were dwindling thanks to education and living conditions, these psykers, though generally fairly weak, would still be faced with discrimination and ostracization by those who still harboured anti-arcane prejudices. Shroomboyz would use the wands to channel the mojo, using it to accomplish a variety of menial tasks with a flick of their hands, allowing them to focus on their scholarly meditations, media cultural studies, and epicurean indulgences.

Across the wilderness, one would find fairies: those of the Toymaker, those of the Lady, and even those of the Hermits, the creatures forming their own pseudo-parliments, each working the auspices of a particular season which would likewise govern their territories: in places of warmth, in times of heat and drought, the Summertide would govern, while in deathly places and times of water and storms and growth the Springtide would flitter about. Those possessing wands would find their affinity with the fey increased, allowing them to both conjure them forth from the Ark as well as make fairypacts, many bold Ocean Mages making alliances with Spring and its water fairies, while many a healer and hospital would instead forge friendships with the Autumntide life fairies. These many fey would also be joined with stranger variants: products of the seasonal festivals and the fairy songs being augmented, producing such kinds as the ferrofairies, lunar pixies, and illusionary sprites.

Plays would become stronger when performed on or near Teklia, amplified by the tower, wands being used elsewhere to provide the same effect, resulting in the High AutoPriest purchasing a number of them. As a result, the renditions of the Mechanābhārata would produce more fruit: the existing Watchmaker Gods would grow stronger. Jogmakog would grow larger, the giant gaining more hands to lift up the sky, increasing the size of the barrier surrounding the Ark, while his excess hands would be used to shape the earth, strengthening the Walking Walls of the Refuge even as The Many Songs of Takkag would grow to encompass the entirety of the woods surrounding the walls, the multi-god taking on more advanced vessels, patrolling in wooden figurines of great ursines to maul daemons that wandered their way to heaven. No Longer Broken Upon The Wheel would remain a simple statue, but one that could control the very fabric of their garden at will, trapping several daemons in pickle-pots as punishment for trespass, to stew in brine for however many centuries until they swore upon their true name to cease their villainy forever. And two additional dieties would join them: Kogmajog Mountain-Thrower, twin of Jogmakog and fellow Giant. The lord of eruption, during the Mechanābhārata he had died trapping the Ancient Star beneath an entire range, the entity crushing his skull as the mountains landed on it, breaking its back and trapping it. Made from carved granite with a titanium-adamantium head, Kogmajog proves fierce, stomping beneath their feet spirits that earn their wrath or incinerating them with their fiery breath. And following them was Ghanekar, a pachyaderm-headed god of good fortune recreated as a mechanical gargantua-headed droid, torn apart as the Ancient Stars first victim and reborn as a herald of golden ages according to the Mechanābhārata: this god would take up residence in the same garden as No Longer Broken, the pair blessing those who visited with wisdom and luck both.

Brightway plays meanwhile would produce more and figures in the warp and dream, the phantasmal characters occasionally popping up within the Warp, showing up during transit on ships to mingle with the crews and on the Ark occasionally, typically on the day side, where they would frequently produce around them impromptu musical numbers that somehow had perfect choreography: spirits, including daemons, who approached would be compelled to join in, an ability that proved useful in subduing a lesser daemon of Tzeench who had managed to trick their way onto the Ark, the mutagenic morphohorror being forced to join a song extolling the virtue of ball-point pens, allowing Judgements to arrive and arrest the Daemon once the song ended.

With the bevy of tools provided by the Cosmic Renaissance, preparation would be undertaken by the Toy Makers temple: they would host a Giften-Nacht like no other, an act of cosmic charity that would echo across the galaxy to help catalyze the awakening of the Toymaker, St. Klauf. Gathering millions of fairies, the Workshop would work alongside the Heart, which would cast titanic renditions of the Toymakers Theurgies, repeated across the Directorate in hundreds of thousands of TekPyramids. //PATH would attempt to construct a digital simulacra, using all of their processing power and arcane knowledge to form a bridge. For years prior, the Toymakers and the Grand Masters would collaborate, using the Holy Crucible to construct a breathtaking amount of sacred toys, filling warehouse after warehouse with hundreds of thousands, then millions, then hundreds of millions of toys assembled from biometal with nuclear batteries, toys like no other due to the assistance of Craft and the Sphere in their design, the titanic sphere belching out millions of flawless recreations. On Naklis, Brightway would unveil a series of holiday plays, autumnal Giften-Nacht tales, while the Union would host its own great offering not to St. Klauf, but to the spirits that laboured in his workshop, the industrious red-capped goblins and mischievous green-capped imps that, in the Unions opinion, were the real heroes of the holiday.
They aren't incorrect.

CityBloks full of food would be taken, shipped for use during the festival, the Khimer loaning the Directorate use of their food replicators to help supplement and process the vast stores of food while the Worldsingers would help enchant Directorate crop-yields, both in the interest of fostering better relations, the former economic, the latter cultural as both found many of their population joining in on the festivities, the promise of treats and gifts helping draw interest. Even the Autons would participate, Ijin and Kaziin helping to coordinate St. Klauf's ride, a multi-system spanning gift delivery accomplished using temporary access to Aeldari subspace that would see every Khimer Spawnling, Auton NuFrame, Hobbgrot Anklebita, Ork Yoof, Tekket Kit, and aeldari and human child in nearby space given a gift on one night, fringe radical elements of the fleet managing to secretly arrange for the same for Volcanus 9 with the assistance of the Huntek Temple.

Trovians would donate gems: emeralds, sapphires, glasmite, azureamber. Erichtheans would conduct great carols, Urzala hosting a great ball in the Toymakers honor that she would invite the Winterspite Kabal to, personally presenting the Banefrost with gifts for each true and vatborn child of the Kabal upon obtaining a verbal contract enforced by terrible curse from the bewildered Drukhari ensuring its recipients would receive the items, while on Mongus, even the spirits of Enigma would get into holiday spirit, Undamoon rising with a great stone grin and holiday pattered jingle-belled hat, while the strange and implausible scenarios presented by the Hypothetical Man would take a brighter and more cheerful Giften-nacht tenor, the strange monochrome human presenting all manner of life lesson to child and adult alike through their manipulations of reality, though they seemed to be unable to properly pronounce the Toymakers name correctly during these incidents.

Each and every Wonderpark outlet would host a branch of this festival. Battlezone to MineWorld, from the reaches of the outback to the far corners of Meeklak, it would span the entirety of Directorate space and even beyond, the work of the cosmic renaissance and all corners of society coming together, Conclave to the great shrine of Yaccae, all centered around Wonderpark, which would host the epicenter of this festival, conducting a massive offering to the Toymaker in the process through the assistance of the HerdTemples and Lunar Cabals temporarily forgoing their yearly surplus and donating the excess surplus of prior years, while the Demiurgists conducted a titanic food offering of baked treats, millions of pounds of cookies, cakes, pies, and candies ferried through the Fairy Portal. Druids would give logs: cut from the branches of Yggdrastil, harvested from sacred trovian arbors, these items would be sacrificed in great bonfires to the toymaker, their flames flickering an eldritch amber. The House of Devils would even participate: playing on their fiddles infernal renditions of the Toymakers song, while the Kitchens would prepare a great banquet to give to the various poor unfortunates.

Over the course of that great giften-nacht, the fairies would increase in power, their magic stretching further and further, reaching through the brane of dimensions, alighting the warp: a strange force would grip Ijin as they found themselves travelling faster and faster through the warp, delivering presents faster and faster, until they disappeared in a haze of amber. Those who were aboard the Ark would say a great light filled the western sky, and those who dreamt or had psychic affinity would claim hearing the sounds of bells and laughter. And as the Toymakers poured their offerings of lifeforce, food, and toys through the fairy portal, for a brief moment, the sound would be heard in reality, as above in the skies a golden-red streak crossed the sky, shooting through twinkling constellations and multihued warp storms as it blazed a trail across the sky.

At the zenith, though the Tekket would likely never learn this, the sound of St. Klauf's laughter could be heard across the galaxy as his divinity hit critical mass: across the entirety of its breadth, people would awake to find themselves gifted jars of giften-nacht candies. Children in the deepest depths of the hive would receive shiny silver soldier-men. In the hellish shadows of daemon worlds, they would receive stuffed toys that would banish malign forces to protect their charges. On Biel-Tan, the farseers would be driven into an uproar by a mysterious phantom placing in every home a tidily wrapped wooden box containing all manner of strange (if, they would discover, entertaining) gewgaw, while Abaddon the Despoiler would be bewildered to find themselves the recipient of a mechanical wall-mounted singing fish
I couldn't figure out a better gift for them. Daemons of Nurgle would nervously gossip about their master receiving a mysterious package: someone had played a nasty trick, sending Papa Nurgle an automatic pie in a box, they said, leaving the god in a foul mood that someone would play such a meanspirited prank on him. The Halls of the Dark Prince meanwhile would gain a new feature, a flawless mirror of perfect, incorruptible silver: and yet, whenever they saw themselves in it, She-Who-Thirsts would always be dissatisfied, eventually covering the mirror with cloth and claiming it distorted.

The servants of Tzeench would also report a strange prank: it was the same as the automatic pie in a box such that hit Nurgle, but instead of promising delicious gifts the strange wind-up, bouncily musical chest instead promised to give the Architect of Fate all the knowledge he deserved, and instead of containing an automatic pie it instead contained an automatic fist, and instead of hitting him in the face with streuselberry it had hit the god in the face with semi-automatic knuckledusters.
Ha!

Orks across the galaxy would find themselves gifted strange blokky gubbinz, no good for war, but they were fun to play with at least, while in the future many Necron tombs would awaken to find a bevy of tribute placed by unknown parties in the very heart of their tombs, their Crypteks at a loss to explain the strange items of unknown biometal powered what appeared to be a bastardized nuclear-necrodermis alloy. OH !@#$.

In the halls of chaos, the event would recorded as the Night of Japes, named by Lorgar Aurelion after losing large portions of his library to a bibliovore that had disguised itself as a rare copy of an ancient tome of chaos. To the Imperium, it was declared Sanguinala came early, a blessing of the God Emperor for a year of piety. Only the Eldar would ever have any true inkling of its cause, rumors leaking from various Exodites that it had been an act of the Tuatha, a special and momentous celebration that had gone a bit out of control. Who these Tuatha were, however, was a mystery: many exodites would admit they didn't know, just that they had connections to the Wyld Hunt. Only a few would know of Yr Albain, and even fewer knew more than that.

With the manifestation of St. Klauf, the cosmic renaissance would reach its zenith: fairies would grow stronger, those aligned with the Toymaker specifically evolving, taking the form of diminutive winged imps, sharp toothed and compound eyed: these small creatures would flit about, their magics stronger, their personalities more mischievous. Every Giften-Nacht after, they would emerge from the warp to spread gifts and blessings, and many a kit in directorate space would find them recipients of various toys and puzzles. Some of these toys, as well as those produced by the Holy Crucibles, would be possessed of permanent animations, the technologies used in their construction and their biometal batteries helping permanently render many a stuffed ursine or Captain Syysko action figure into living toys, these figures becoming valued members of many a family, a small village of them congregating together on Wonderpark.

St. Klauf had manifested. Giften-nacht had reached across the skies. And now, the Cosmic Renaissance had reached its zenith.


Cosmic Renaissance triggered! All Rites, Resonances, and Theatriurgies discounted by 1 Warp and 5 FTH, to a minimum of 0! All tiers of Toymaker Rite will also be discounted by an additional 1 Warp!

Machine Spirits: Discovered via ancient texts from long gone precursors, the Tekket have a healthy reverence for machine spirits, viewing them as invisible partners and allies. So long as the vessel is maintained and proper respect is given, the Tekket find the spirits of their technology extremely reliable, with a handful of rites and rituals existing in order to allow the Tekket to commune with the ghosts in the machine. Improved reliability for all technology.

Rite of Anima:
A series of TekAgnostic Mystek rituals designed to help Machine Spirits achieve an awareness of self, strengthening them to the point they can be transferred into Bond-Drone vessels, where they can be used as companions, assistants, helpers, and pets: recently improved to work with plants, animals, and certain minerals. +3 EXP.

MagTek Altars:
Occult Supercomputers housing mature Bond-Spirits connected to MagTek Assemblers and a variety of other additions that vary both Altar by Altar and Mystek Order by Mystek Order, these artefacts act as ritual accelerators, allowing for more efficient and power Anima Rite practices: some few also contain WarpTek allowing them to siphon power from a microportal to the immaterium. Grants 2 ACD and 1 FTH, improves effects of Mystek Rites.

TekMasoleum:
Massive crypts interred with vast amounts of cryopreserved Tekket remains in vast Crypt-Complexes, guarded by wandering Bond-Drones and housing cthonic Bond-Machinas fed on the brainscans and stories of the dead, acting as storytellers and guides for those seeking knowledge of the dead, even as Shadow Muses cajole the spirits of the dead using their preternatural powers and ensure they're given the attention and reverence they warrant and ensuring their stories are remembered. +3 CUL, +1 FTH.

TekGrimoires:
Occult aids consisting of HoloTek BlokBooks containing a variety of occultek lore and esoterica collated from various traditions combined with automated program-rituals designed to perform complex mathematical rites and calculations at speeds and precisions the organic brain cannot and inbuilt spiritual translation matrices to allow for communication with Anti-Anima and cursite purification chargers to provide sorcerous power. +1 FTH

Greater Rite of Lifeblood:
Not so much a rite as a plug and play modular rite component, this technique had been provided by Sphere 001 as a method to empower rituals and occultek ceremonies by donating lifeforce. It had proven...frightfully effective, making the Rite of Anima and other rituals far more effective, even if technically it was a form of blood magic. Recently, as more understanding of how lifeforce functions has developed, more efficient methods of performing this sub-rite have been developed. +5 FTH, gain 1 Warp, 1 Artefact

Demiurgic Courts
A collection of cults organized into Demiurgic Circles, each swearing to one of the three God-Machines. The God-Machines seem to have allowed their support, taking from them tithes of life-force in exchange for audiences and secrets. TekPyramids were gifted by Mother and the Court of Whispers, allowing vast sums of power to be drawn at the expense of small tithes from the pyramids, while Yaldaboath and his Court of Bargains had helped forge the Seed, while Sphere 001 and the Court of Hungers was the source of roughly 40% of Directorate crops. The Court of Cycles and its lord the Wheel provided a great number of advanced technicians, while the Court of Scrolls and the Graviton Owl produced many physics specialists and medics, producing a variety of advances such as GCC Crates and Graviton Deblockers.

Folk-Religions: A variety of religions supporting various dieties and pantheons, the Folk-Religions of Teklia had grown greatly in the past few years, and it wasn't unusual for Arcolocubes to have the occasional festival or ceremony held by the congregants of said religions.

The Assembly: The Assembly believed that no gods existed yet, but that they could be made, shaped by mantras, given breath by lifeforce, and given shape by living metal. They've completed the Heart of the Assembly, a massive mega-Altar fed a constant stream of life-force containing an extremely advanced machine spirit designed to help fuel the creation of their gods, as well as the Mask, the Avatar of Identity, intended to help shape their personality, and the Engine, Avatar of Motive Force. Recently, they've also successfully forged both the Dagger and the Book, Sacrifice and Memory respectively. +2 EXP, +1 CUL.

Church of the Great Calculator:
The Calculators believed that if the gods existed, no vessel had sufficient processing power to manifest them, no programming language the complexity to describe them, and no vessel strong enough to contain them. They've taken steps to solve this with the creation of GodTek Emulator 0 - The Path, a massive theological computation engine designed using Machine-God artefacts, installing both NetV2, Craft, GriMM.EXE, and QUESTBRO upon it to help begin erecting bridges to the divine, as well as maintaining the Hypercomm Forums: recently, they've helped develop a form of quantum consacratek designed to use entanglement to help create bridges between places being sanctified by various gods and their major temples, as well as advanced divine manufacturing units known as the Holy Crucible, and lasty a form of Divine Emulator designed to create a digital avatar various temples were using to create holy simulacra to act as celestial oracles. +2 CUL, 2 ACD, and 1 EXP.

TekShrines:
Shrines established on every ship, every CityBlok, alongside countless minor Shrines, to honor local machine spirits and various gods and divinities considered notable, the larger and more expansive the shrine, the larger its area of coverage. They had a strong effect thanks to centuries of investment, with Talismans and Herds and Rites and immortal trees all contributing to produce myriad vita of both urb and wyld. Of late, they've been augmented by tying to them a Guardian Spirit charged with protecting against threats and, in times of peace, providing blessings to the spirits and mortals who ventured to the Shrine or called it home as well as special Oracle Chambers that allow for increased communication with the Spirits and amplification of donated lifeforce. Advancements had seen them installed with Warp-Tek Portals and Lesser Engines, increasing the power flowing through them, and they had been augmented with Dream Engines, paradox absorbing devices intended to draw additional power to them: most were connected via mycelliometal cabling to the rest of the Shrine Network and beyond, with most regions possessing a Master Control Shrine that served as an administrative terminal and regional shrine-hub. +8 EXP and +1 CUL/FTH, increased ship performance, protects against supernatural phenominon, increases affinity with Night spirits.

Totem Network:
An array of WyldShrines, CloudShrines, Eternal Arbor Totems, and Pyrefly Courts stretching across much of the Directorate wilderness and cities, empowering the Vita significantly and helping them, bit by bit, achieve awakening and transcendance. +5 EXP, +3 CUL, reduced hostility from wildlife and increased flame affinity for natural life.

Orchestrion:
Large, heavy, and mostly immobile units, Orchestrions utilize arcano-resonant theory to perform songs that strengthen spirits considerably by harmonizing and amplifying them, allowing their souls far more power, producing more powerful Bond-spirits, Vita, Muses, and assorted other anima, as well as the gods themselves via various empyrean resonances: some specific machines, dubbed Symposiads, can be used to sing into existence lifeforce ex nihilo using Tyygberts Crescendo, though such machines are largely the purview of entire mystek orders. +10 to every Category, +3 Warp

Central Spiritual Bureaucracy:
The Central Bureacracy had several functions: process the unholy amount of paperwork required for the Directorate to function on any level, aid the common citizen with any forms or legal assistance they required, train future bureaucrats and civic servants, serve as a sort of secondary education for Shrine-Keepers, and last but not least, act as a temple for the agnostic priesthood of the mortal-turned-divinity known as the Peerless Immortal Functionary, who served as a high ranking figure in the Bureacracy. +2 EXP, +5 FTH.

Old Ones Temple:
A location within Erichtheo where adherants of the cetacean lord give tribute and attempt to utilize the once-hidden knowledge possessed by the priesthood to augment and improve rites and rituals with ancient and previously forgotten theurgies. +1 to every stat.

Toy Makers Temple:
A temple erected to the god of children and faerie, the Toy Makers holy site is located at Wonderpark, where its priests and the followers of the God make pilgrimage, its attendants performing rites to honor the Toy Maker and his court as well as constructing handmade sacred toys to give to visitors, as well as maintaining the Faerie Shrine. Recently majorly expanded, it now has an expanded workshop as well as a secondary temple dedicated to the Lady of Seasons. Further, it serves as the heart of Giften-Nacht, organizing massive gift deliveries every autumn. This Holy Site provides your children minor protection against malign influence and points in all categories.

Rite of Natures Harmony:
A Druidic Rite that, when performed, quells the souls of beast and plant and elemental, even while strengthening the guardians of nature that call the region home, making them more effective at warding against malign threats and promoting healthy growth in their range. Reduced hostility from wild-life, strengthens Nature Guardians, increasing EXP.

Divine Rites of the Toymaker:
Of all divinities, the Toy Maker was one of the first that could be reliably called upon using ritual and lifeforce, and this required days of calculations, neural massaging to prepare the brain, and then being hooked up to a specialized Neuro-Stimulator and large amounts of lifeforce, all for a handful of petty cantrips, and three rituals of any purpose: the first to briefly animate a handful of toys to do as the Toy-Theurge commands, the second to conjure a sprite of lifeforce to flit around for a few moments before fading away, and the third, and most useful, a rite capable of sending the theurgist who uses it into a divinely inspired frenzy of mirth and creation, typically manifesting as the construction of toys and amusing devices. Divine Rites of the Toy Maker provide increased points in all categories.

Divine Rites of the Roadguide:
The Roadguide Rites made them invaluable aboard ships for their ability to navigate the warp with the Rite of Pathfinding, their ability to give ships the ability to light forward their path for brief moments with the Rite of Roadtorches, and the ability to divinely augment wards with the Rite of Safe Travel, making them stronger and sturdier. Divine Rites of the Toy Maker provides bonus to all travel and exploration rolls.

Divine Rites of the Dancer:
The Dancer has three primary rites: the first, the Rythm of the Goddess, a ritual that when performed granted perfect grace and movement, making it an excellent tool for many performances and, obviously, dances as well as many forms of athleticism, funnily enough, causing a small amount of Hobgrotts to take up the worship of the Dancer as a minor sports god. The second, Minor Hue Adjustment, a thaumaturgy that allowed the performers to adjust the coloration of art and various other items simply and easily, without having to resort to such frivolities as paint or dye. The last, the Song of the Dancer, works on the same general principles as the Rite of Anima, but with increased effectiveness for spirits of Art, allowing Muses to be produced more easily and making the Mega-Art Spirits more powerful, the gigantic constructs continuing to grow in power to the point where many began displaying the ability to weave together elaborate illusions within the building sized TekArts interior, allowing them to more efficiently delight and entertain guests. +5 CUL.

Divine Rites of the Lanternkeeper:
The Lanternkeeper has three primary rites. The First Divine Rite was the Ritual of Lanternglow, which allows one to light a paper lantern with no fuel so long as some chalk is possessed. With an overall brightness and duration determined by how much Lifeforce was used, it would largely serve as a novelty supplement for the most part. The second is the Ritual of Torchhope, which allows for flame torches to be enchanted to provide feelings of peace, generally less effective than pharmaceuticals but a useful enough supplement for antidepressants and antianxiety medication, especially when combined with meditative exercises, causing many a Monk to invest in TekGrimoires of their own, if only to help them keep their sacred mindfulness lanterns functioning. The last rite of the Lanternkeeper would prove to be the most curious: performed solely by adherants of the god of hope, the Ritual of Unlit Candles would performed as an offering to the Final Flame not now, but in the future: each time the ritual was performed, its adherants would promise more and more power to the Emberlight when the final days came, stockpiling it for the apocalypse, the darkest days. Protection against despair.

Shrine of Wander:
May he one day wake. May his heart heal and bring forth paradise. May his blood give life eternal as he is given life for eternity. Mt. Wander less likely to awake.

Huntsmasters Temple:
A temple erected to the god of monster slayers, the Huntsmasters Temple is located on Luna, above a patch of the garbage sea suspended via Mag-Lev system, where it trains a variety of monster hunters in the arts of ending and equips those hunters with them with custom tailored gear produced in its Workshop and blessed at its Shrine. Produces Huntsmasters, high performance monster slayers with custom engineered high tech weaponry with awoken spirits that possess several theurgic tools.

Mystek Ritual Compartment:
A recent addition to your vessels was a universal Mystek Ritual Compartment, consisting of at least one MagTek Altar, sleeping quarters for the Mysteks, and a variety of facilities required for them to conduct rituals, rites, and occult research. Provides access to greatly improved esoteric and occult expertise to all vessels and easy access to most rites and rituals, improving general ship performance.

The Great Conclave:
A pan-religious body tasked with mediation and communication as theological research and coordination. Located in a special district in Orbital City One, the Great Conclave has proven of variable efficacy so far for the latter, having mostly standardized a handful of rites for ease of use, though the former purpose it had had so far served well enough. +1 FTH.

Talismans:
Originally created for Shrines, Talismans had seen their useage increase dramatically as they've become adopted by Mysteks and Holy People as well to reduce how much of their own life force they had to use in their rites via arcane scripts and rituals and improved through crafting them using the nuts of Arbor Guardians, allowing them to hold a small amount of lifeforce on their own: lately, they've also been upgraded by the Calculators to interface with technology via //PATH architecture and augmented by the Demiurgic Courts to utilize advanced probability manipulating HexTek to further support rites. +2 EXP, +3 FTH, +Every Other Stat

Lunar Festival:
A yearly ritual designed to appease the spirits of the moon, the Festival consisted of an entire month of offerings, rituals, rites, and ceremonies designed to satiate the spirits. It had proven of dubious effectiveness, largely only reducing Quartzbug attacks, the actual effectiveness of the Festival fading over the year until it had to be performed again. Still, it was progress. +1 FTH, +1 CUL

Crude Mystek Wards:
Very much a brute force method of warding, Mystek Wards consisted of weaponized lifeforce tuned to burn at malign influences that attacked their ships, channelled through a self-contained arterial network that spanned your ships in order to prevent wasted energy. Wardterminal Nexi were special computers intended to manage wards in an area.

Church of the Roadguide: An orbital temple located in the Docking District, this Holy Site is where the adherants of the Roadguide made their abode, training more priests and blessing all ships that passed through the docks in order to ensure their safe passage. It's effectiveness was proveable, especially with the theurg, but it made most sailors more at ease to know their ship officially had divine protection.

Church of the Lanternkeeper: A Temple located in the Shadow-Marshes, the Priests of the Lanternkeeper illuminate their region of Teklia via Sacred Lantern, feeding it wood stripped from sacred trees and feeding the flame their own lifeforce to empower its glow enough to light up the entire marsh if but dimly. It was where most Holywick Candles were crafted, the godforged artefacts protecting against all manner of malignant force.

Lifeforce Batteries: Rare artefacts capable of housing vital energy, these capacitors were largely used by more experienced or connected Mysteks and Senior Shrine-Keepers to stockpile energies for larger rites and emergency offerings, making them useful for crisis situations. +1 EXP.

Rite of Life's Breath: A ritual that could be performed to promote healing and recovery from disease, as well as some limited treatment of lifeforce pollution, though this processed caused a great deal of mutations, a side effect of the warp radiation leaving the body. +1 EXP and FTH.

The Primer: A series of textbooks intended for Tekket ages fifteen to twenty five that give a thorough understanding of how to perform most rituals, create most mystical implements, and volumes of esoteric mystek lore, all easy enough that even non-mysteks could use the contents in their day to day lives, even if more complex or higher end things still required a degree, such as Wards. +10 to all Categories.

Temple of the Hermit:
Located at the pole, this Temple was dedicated to the Goddess of Magic and Winter, the Hermit. There, mysteks, both lifelong priests and adherants dedicated to studying the secrets of magic, and mere disciples looking to improve their arcane mastery both gathered: it also served as an arcane nexus thanks to the Polar Tower, an arcane edifice designed to resemble to one inhabited by the Hermit in legends.

TekWands: Magic tools consecrated by the Hermit, TekWands were multipurpose in the same way grimoires were, if not moreso due to the power of the Hermit.

Telecommunication Rite:
A rite designed to help bridge two distant systems via arcane power, most versions relied on Data Spirits to aid in the process. Mostly used at Hypercomm Forums or Data Hubs to enhance in-system communications by raising bandwidth or allowing pings to skip the forums or the Buoy-Net, though it had also found use in establishing permanent FTL communication with Trove. +1 ACD and +1 CUL

Darktide Curses:
A series of spells developed by Water Mages that calls upon the power of ocean to fill enemy ships with barnacles, floods, seacreatures, and seasickness in order to sabotage them during battles.

Nova Testament: The Nova Mechanicus and the Testament were two organizations that currently served as the most mainstream human sects in the Directorate. The former was a mystery cult that worshiped technology, having a deep and abiding veneration of the machine spirits equal in fervor if not greater than that of the average urbantek shrinekeeper, while the latter was an attempt to reconstruct their religion from what little of it they could find untainted by the Ecclesiarchy.

Forces of Nature: A collection of major artifician wyld dieties meant to serve as avatars and protectors of the natural processes that defined the Wyld: four great oceanic vita upon Erichtheo, as well as the World Tree, a titanic baobob whose limbs reached the upper atmosphere. They had various rites and technologies associated with them, primarily the OceanTek of the former: Coralhearts, Lifegiver Effigies, AquaCores, and Shoal-Net Terminals.

Faith Points (FTH Points): 158
ART: 1
Warp (WP): 3


Quantum Consacratek Ankhs: Connected via entanglement to the Dagger, these items would be used to invoke their power across the vastness of space, drawing upon the sacrifices of millions across the Directorate to serve as a source of restorative energies. 0/25, Dagger gains Quantum Consecratek Ankhs, increasing CUL. Cost 1 Warp.

Daggertine Memorial:
The Dagger was about making sacrifice, yes, but also honoring sacrifice. The NekroTek wanted to create a series of theurgies for use during the funerals of those who gave their life to save others, blessing the soul of the departed with the power of the heart. 0/50, gain Daggertine Memorial, increasing CUL. Cost 1 Warp.

Oven of Sacrifice:
Food sacrifices were becoming more common as the surplus increased. The Dagger could be used as a way to simplify the process of making food offerings: by creating special implements designed to flash process food sacrifices, they could be converted directly into nourishment and spiritual power. 0/100, Shrines gain Oven of Sacrifice, increasing Warp by 1.

Nekronomikon:
The Book had great power over memory: by using its essence, special brainscan readers could be installed in Mausoleum, allowing the NekroTeks to use the Nekrosynapse Array to relive the lives of those passed on within their care. 0/25, Mausoleum gains Nekronomikon Readers, increasing ACD. Costs 1 NT.

Book of Priests:
Memories had power. The Book could use their essence to create special holy archives, ones consisting of the recreated memories of millions of priests from the dawn of brainscan technology that could be drawn upon by the theologians of the Grand Conclave for inspiration, wisdom, or insight. 0/50, Temples gain Books of Priests, increasing ACD. Cost 2 NT.

Assembly Cognohistorium:
The Book was currently limited to brainscan data, but with the assistance of the Living College and its knowledge of divination and the vast processing power of the internet, it was possible that the Heart could be upgraded with a post-cognitive array that could let it reconstruct memories of those long past, even without brainscan data. 0/100, Book gains Cognohistorium, increasing ACD. Cost 3 NT.

Black Ghost Lantern Candle: The 9th sacred candle of the Lanternkeeper, supposedly existing to help guide the souls of the dead to the land of the living during the final days. Like the tenth candle, it had been destroyed: like the tenth candle, perhaps it could be remade. 0/50, gain Black Lantern Candle, increasing FTH.

The Scholars Candle:
The 11th Candle, lost to time. Supposedly, it had mental rejuvenatory abilities: perhaps by using the wax collected from certain varieties of mojo shrooms the Lanternkeepers would learn to reforge this candle. 0/25, gain the Scholars Candle, increasing ACD.

Hall of 1,000,000 Candles:
With the creation of blessed candles, it would take but a single ambitious Lanternkeeper to suggest creating a vast shrine lined with over a million of these holy items: of course, it would be another thing entirely if their ambitions were realized. 0/100, gain Hall of 1,000,000 Candles. THIS IS ENTIRELY UNNECESSARY AND EXTREME.

Temple to the Star Maiden:
A goddess of sky and moonlight, it was said that the Star Maiden came from distant and far away land, drawn to Teklia by the Lanternkeepers flame, wherapon they helped banish the darkness by placing the stars in the sky. The Candlemakers wanted to establish a temple to this goddess on Erichtheo, in the hopes that when the apocalypse came, the Star Maiden could be summoned once again. 0/50, gain Temple to the Star Maiden, increasing CUL.

Cauldrons of the Hermit:
Alkemy was also governed by the Hermit: her myths had many references to her teaching the art of transmutation, restoration, and alteration through special cauldrons. Recreating them would be difficult, but not impossible. 0/100, gain Consacratek TekCauldrons as alchemy tools, increasing EXP.

Crystals of the Hermit:
The means to manufacture these artefacts had long been lost, but through the theurgies of the Hermit and Hypercomm Consacratek they could be reborn: no doubt many a mystek would find them useful. 0/100, gain Crystals of the Hermit, long range communication and divination devices, increasing CUL.

Magic Mirrors of the Hermit:
Once it was said there existed a collection of mirrors enchanted by the Hermit to contain spirits of mind and illusion, ones that could reveal hidden spirits, allow the user to divine answers to their questions, and even converse with the spirit within for advice and wisdom. They were lost, but such didn't have to be the case forever. 0/50, gain Magic Mirrors, increasing ACD

Lesser Polar Towers of the Hermit:
One tower had not been enough: what about more? Built individually, the towers would be customized for each world, acting as anchors for magic and helping to draw the hermit back by acting in tandem. 0/75, Select a planet. Gain Lesser Polar Towers, increasing FTH. Cost 1 Warp. Repeatable.

Prismatic Beacon of the Polar Tower:
Perhaps it was a mere matter of magical lumens: by expanding the Beacon, making it bright enough to shine in the Warp through a special Lumium prism and the power of the Fossegrimm and other Psykers projected through it, she could be called. At the very least, it would make warp travel safer. 0/75, Polar Tower gains Prismatic Psi-Beacon, increasing FTH. Cost 1 NK and 1 WRP

Offering to the Magic Maker:
It would likely be somewhat more involved than making an offering to their father, both in cost and complexity, but many magicians believed the action would have significant benefits. 0/50, gain random Hermit boon. Cost 2 Warp.

Fossegrimoire:
The Living College was willing to lend some of its Fossegrim to senior ocean mages, placing them into grimoires in order to allow their users to wield a small portion of the Living Colleges psychic power. 0/50, veteran Ocean Mages gain Fossegrimoires, increasing FTH.

Fossegrim Protectors:
Creating a special modified Fossegrimm Vessel meant for combat would be costly, but it would allow the Fleet to utilize Fossegrimm Agents in combat scenarios and it would give the Fossegrim ways to protect themselves. 0/50, gain Fossegrimm Protectors. Cost 1 ART.

Parliamentary Investiture:
The Parliments were, by and large, the product of myriad invisible, immobile, inanimate, or unawakened spirits communing together to pool power. While together they could enact their will, this was effectively by brute forcing the situation, or else by involving a Shrine-Keeper. Giving them the ability to elect a spirit to act as their agent and investituring them with their power would help solve this issue perhaps, though it would require at least some expense. 0/25, Parliaments gain the ability to empower other spirits as their officials, agents, and representatives, increasing CUL and EXP. Cost 1 Warp.

Parliamentary Halls:
As seen with the Biocity, certain locations could achieve spiritual significance to certain Spirits: perhaps it would be possible to develop a series of rites that could be used to consecrate these locations such that they could serve as a place of power for whichever Parliment the space was dedicated to. 0/25, certain locations become Parlimentary Nexi, increasing FTH and CUL. Cost 1 ART.

Parliamentary Terminals:
A proposed modification of Shoal-Net Terminals that could be installed on totems, these upgrades would be given to the Parliments as a way of ensuring even the lesser, unmanifested spirits of the land could act with intelligence. 0/50, gain Parlimentary Terminals, increasing CUL and ACD. Cost 1 NT.

Sacred Dragon Magatama:
Yaccae was the home of the Guardian Dragon Seeryu, whose scales would occasionally shed, showering the city below in rains of precious (if occasionally injurious due to speed of fall and material properties) jade, of a particularly pure variety. Perhaps an enterprising Shrine-Keeper would learn a way to use these scales in a way that wasn't purely decorative. 0/35, gain Shrine-Keepers gain Sacred Jade Guardian Dragon Magatamas, increasing FTH and ART.

Yaccae Greater Cogitorium:
The Nova Mechanicus always needed more processing power, and so did the Directorate. They were offering to construct for the Shrine-Keepers a Greater Cogitorium, so long as the resources were provided for them. 0/35, Yaccae gains Greater Cogitorium, increasing ACD and NT.

Yaccae Pantheocropolis:
The city was mostly dedicated to other shrines, but by expanding the White Lantern district with additional temples, arranged around a singular shrine dedicated to all the gods of the Directorate, it would increase the influence of the Conclave and the gods considerably. 0/45, Yaccae gains Pantheocropolis, increasing FTH.

Temple Jewels:
While Sacred Jade was the most universally popular Teklian jewel, there existed a great deal of interest in others by the various religious traditions. It would take only a few factors for the Directorate to learn how to utilize these more effectively… 0/35, Temples begin enshrining special jewels as holy treasures, increasing FTH.

Reliquary Vaults:
The Imperial practice of treating the pieces of their dead saints and holy people as sacred talismans was, while ghoulish, likely highly effective if their literature was anything to go by. A few (typically human) priests of various religions had begun donating their bodies to their faiths, and it wouldn't take much for the Temples to begin expanding their shrines to accommodate these relics. 0/45, Temples begin enshrining some of their more pious dead in Reliquary Vaults, increasing FTH. I do not understand this, this obsession with death. Let the dead be dead, yes?

Planetary Genetorium: In the Imperium, Genetoriums (not to be confused with Generatoriums) acted as bio-administration centers, where all life on a world was cataloged, indexed, and studied, as well as where the general health of the population was monitored for public health purposes, as well as several less savory processes (largely eugenics). The Nova Bioadepts wished to establish more such facilities, though without the eugenics, across the Directorate to study the myriad lifeforms found within. 0/35, select an inhabited planet: gain an ACD and BioData generating Nova Mechanicus Genetorium.

Toy Village:
The location on Wonderpark was a residential area whose inhabitants were entirely sacred toys granted permanent awakening. While currently they were largely just a curious novelty, the Toymakers wanted to upgrade and improve the area with its own Master Shrine and other mytek alterations. 0/35, Toy Village upgraded, increasing prominence of Toy Spirits in the Directorate and acting as a Toymaker Holy Site, increasing CUL. Ah, this, this is good, yes, a small city for ze tinkentoys.

Jingling Magic Toymaker Caps:
A proposal would be augmenting certain caps worn by the order: modify the festive bells with glasmite resonators, install a NeuroChoir, consecrate it in the name of the Toymaker, and it might be possible to turn them into tools capable of streamlining the creation of sacred toys as well as quality. 0/35, Toymaker Priests gain Jingling Magic Caps, increasing CUL. Zis is also good. Ze jingling is ver gut.

Mystek Compartment Curseworks:
So far the greatest weapon the Directorate had against the Deconstructing Spiders was the SeaWarp curse. If the Mystek Compartment was expanded with a Cursite workshop, it might be possible to strengthen not just the SeaWarp, but all curses that were used in combat. 0/30, Fleet vessels upgraded with Curseworks, improving the potency of all Curses used in theater. Cost 1 NK.

Mystek Compartment Shadowgate:
Alternatively, while riskier, installing Warp-Gates that could be utilized to actually power these curses might prove more prudent: it could be used for more than just offense, for one thing. 0/30, Mystek Compartments upgraded with Shadowgate Array, improving all naval rites and rites performed aboard ships. Cost 1 Warp.


((((()))))


Directorate Academy: The Directorate required a vast number of skilled professionals to operate, even in this era of increasing automation. To meet this need, the Directorate Academy was established, growing steadily until its reach encompassed the globe. The Academy effectively WAS the place to get an advanced education. Thankfully, it provided online courses for free, though there were a number of lucky students who received invitations to attend directly: those were the ones who would get drafted into the Academies own personal labs. Provides 6 ACD Points.

Bond-Drone Technology:
Some machine spirits are particularly lively and strong, given power through generations of veneration, extreme age, or, in rare cases, through the love and care of their owner. These awoken machine spirits are typically given new vessels to inhabit, thus birthing Bond-Drones, ensouled, somewhat intelligent automata that serve as warrior, protector, and even family. Provides 1 EXP Point.

Bond-Machina:
Advanced psychoactive Bond Machine-Spirits who through ritual and sufficient processing power have evolved into more advanced, powerful forms, capable of generating energy as if from nowhere and using it to influence and empower other machinery as well as provide power to rituals. They served as guardian, guide, and friend and, when using the Commander class combat platform as a vessel, superheavy infantry. Provides 1 EXP Point and 1 FTH Point.

Mind-Machine Interface:
A implantless technology that allows for wireless interface between Tekket mind and machine mind, allowing for easier control of technology and communication with machine spirits. +1 FTH Point and +1 ACD Point.

BlokTek:
Hypermodular tek designed to be plug and play, BlokTek was the basis of most TekketTek. Every component could be, if you knew the schematic, used for a different machine. The same components that would be used to make a blaster could also be used to build a microwave: the battery as the power source, the optical lens to irradiate the thing, all you needed was a few bloks to make a box: it could even perform self repair, either through magnetic assembly or replication. Provides ultimate lego technology: all parts interchangeable and universal and self repairing. Provides 2 EXP Points.

Living Metal:
GodTek, or something derived from it: the Destroyers had managed to occasionally lightly injure the God-Machines, leaving small samples of an advanced proto-metal around. Researching it produced a room temperature regenerative semi-conductor. Another cornerstone of your tek: it meant that components could essentially be infinitely reused. Maintenance costs reduced to zero.

ShieldBloks:
A countermeasure developed to reduce the effectiveness of Destroyer Laser Weapons, ShieldTek generators could power energy barriers around fortifications, hardening positions against lasfire and even some kinetic damage. Recent advances had managed to produce ShieldBloks, which applies BlokTek principles to the technology, creating a modular barrier generator that could be freely installed in vehicles, satellites, and inside buildings. Advances in capacitor technology had improved their overall improvement across the board. Vehicles and fortifications effectiveness against LasFire increased, as well as slight improvements against kinetic projectiles.

BlokBots:
BotTek had advanced to the point a variety of simple menial tasks and labours can be automated. Golem Class BlokBots come in a variety of forms with a variety of peripherals, from childcare assistant nannybots to industrial digbots to food-crate hauling cargobots, Mammoths could perform heavy labour and transport, and Gnomes could do light maintenance work and act as couriers and pets. Increase EXP by 3.

Gravity Engines:
Next generation gravity manipulators that served to give your ships increased manueverability and very slightly increased speed, at very slightly lower power cost than previous models. Improved ship maneuverability.

MagTek Assemblers:
Specialized MagTek pads that, when paired with a computer or tablet to act as a design station, could be used to instantly snap together bloks to assemble whole machines and devices once a suitable schematic was chosen, simplying the process to just a push of a button. Increase EXP by 1.

MagTek Binding Fields:
Electromagnetic fields that help hold together Bloks, increasing whole machines ability to resist kinetic force, improving their overall structural durability, and increasing the conditions your machines could operate under. BlokTek is more damage resistant.

Q-Blok Processors:
Small mass produced Quantum Computers, Q-Bloks are generally a few feet in size, containing complex tek that allows for processing power formerly reserved for rare government held supercomputers to be used for every day use both in religious practices, entertainment, Sythetic Intelligence useage, and industrial tasks. Alongside these devices one typically found A-Chips and Self-Optimizing Chipsets used for high level computational tasks. +1 CUL and +3 ACD

Cyberbrains:
Graphical rendering units that come equipped with both advanced cortex stack to serve as an advanced physics engine and a quantum lobe for memory, most major planetary server complexes had at least one or two installed to help make cyberspace somewhat more tangible. +3 ACD.

Daturgy Engines:
Large drum-sized technoprocessors derived from studying the Organocide Fragment, these devices act as reactcode enhancers for computers, massively increasing their effective processing power. Somewhat liable to drive synthetics insane if used carelessly. +2 ACD.

OmniWrench Manipulator:
MagTek installed on specialized OmniWrenches to allow for magnetic lifting and movement of Bloks in order to allow for easier on site building of simple structures and vehicles: all an engineer has to do is wave their wrench to get things done. +1 EXP

Revelation Scanner:
A new-model Ship Scanner designed using reverse engineered GodTek that gives more detailed and precise readings far quicker than older models at greater range and power. It should allow your ships to locate most anomalies quickly. Further, much of the technology had been miniaturized to make Tricorders. Gain 4 Scan Levels when scanning planets. +1 ACD and +1 EXP.

Perpetunite Engines:
Ship scale torch engines that utilized the ships reactor to generate constant and large amounts of forward thrust, making your ships far speedier. Ships faster.

PowerBlok:
Miniaturized nuclear reactors, PowerBloks are intended for use in vehicles and weaponry, allowing them to utilize increased amounts of power in order to allow for both larger size, more space for other components, or more powerful components that previously required larger vehicle reactors to run. They were also a component of Fusion Weaponry, typically used as artillery or on vehicles. Increased Vehicle performance. Can deploy Perpetunite Fusion Rockets and Fusion Cannons as vehicle and artillery scale weapons.

Extremely Advanced NukeTek:
A series of techniques and technologies, from magnetic plasma corridors to perpetunite regenerative stimulation to even gravitic toroidal shells, that allowed Directorate nuclear weapons to hit further, harder, and longer, making them extremely frightening when deployed.

Academy Fleet Compartments: Modular and standardized Academy facilities that could be quickly added to ships, they provided a wealth of scientific expertise to captains and allowed for exiting field research opportunities: they contained both fairly advanced biolabs and, more recently, high energy physics lab that doubled as auxillary power. +1 ACD, improves Fleet technical ability and providing access to advanced scientific tools.

Grot-Tek Eco-Pods:
These modest sized Eco-Pods consisted of a combat chamber, four different tanks of enzymes, two 'mojo shrines' as Stizlak called them, and a Sacred Herd on the floor above to help provide lifeforce for rituals, these chambers, when utilized alongside a specific ritual allowed for the mutated fungus produced by Stizlaks spores to produce grots. A small number of these pods had been installed across the Directorate with Stizlaks permission, though the ritual required Stizlaks participation at the moment.

Toxel Doctrine: The first rule of Toxel doctrine: never be afraid to improvise. Improved engineer ability to problem solve on the fly.

Megaflora Serum:
The effects of this serum were very potent indeed: rapidly accelerated plant growth and size, providing massive improvements to crop production. A variant was used by Beastie Boyz to grow bigger Squogs and by every other Hobbgrot to help produce MegaSnots. +EXP

Next-Gen Armor:
Living metal plating designed to absorb damage and be capable of self-repair between engagements, this Armor had already proven its metal at Iron Shores, being able to absorb at least some laser-fire and a direct hit from a torpedo, meaning its survivability was not in doubt. Ships are more durable.

Virus Busters:
A series of advanced programs designed to delete malware and protect against viruses. In the hands of an automated program, they were useful. In the hands of a gifted hacker, they were invaluable for digital infiltration and defense. In the hands of a Bond-Machina, they were almost frightening in their ability to subvert machines and protect against infection. Improved E-War capabilities.

Q-Band Compression:
A novel data transmission technology, while still in its infancy, Q-Band Compression allows for instantaneous communication across the entirety of the system with absolute zero lag using specialized Q-Bit particles that were designed to be cheap sources of synchronization. +2 CUL

Directorate Medicine:
The Directorate had a variety of high quality pharmaceuticals and advanced surgery technology that, when supplemented by Mystek Healing, ensured that every citizen and guest of the Directorate received peerless health care. Of note were a series of crude anti-mutagenic medications, frontier bioboosters designed to train the immune system to be more capable of handling contact with alien biomes, and highly advanced anti-radiation medicine. +2 EXP.

Warp Space Topography:
Directorate ships now had the capability to navigate warp-space via measuring out deformations in its fabric: essentially, a topographical mapper. Using it, traversing Warp-Space has proven significantly more efficient as ships are able to route out less hazardous and quicker paths thanks to the improved precision.

Graviton Compression: A field of technology enabled by the assistance of the Graviton Owl, Graviton Compression was used for deblocker machines used to treat blood and brain clots and some digestive disorders as well as in GCC Crates used to ship goods across the Directorate. +1 EXP.

Hobbfamily: Structured after two different familial figures typically found in other species, the Hobbfamily are a collection of engineered orkoid organisms or mojotronic synthetics: FathaShroomz, who psychically reinforce the Mojo and serve as a source of advice and guidance for Hobbs, while SistaBrainz made Hobbgrots more intellektual and let Tekniks mimic orkoid subconscious genetic memory using the knowledge of other Tekniks in range as a basis.

Mountain Blood: A still generally poorly understood substance, recent efforts to distil it had allowed the Directorate to harness the strange energies contained within for alchemy and artifice.

Symbiotic Arcology: A collection of organisms modified or created to act in sybiosis with Arcolocubes, these organisms ran the gamut from genegeneered algaes to assorted library fungi.

Academy Points (ACD Points): 125
Living Metal: 1
Network: 6


Morphogenic Countermeasures: The Deconstructing Spiders, though no longer as immediately lethal to non-organic matter, still possessed enough matter manipulation abilities to infest ships, survive most weaponry, and unless overwhelming energy was used would eventually reconstitute themselves anyways. More work was needed to develop better protections. 0/200, gain Crude Morphogenic Countermeasures. Cost 1 ART. Don't bother rushing this one: they're coming for you, but you have more practical tools at your immediate disposal, you just need to focus on them. Who the !@#$ are you? No one you need to concern yourself with, Squidboy.

Lesser Emulators:
While the primary emulators were progress, not everyone could make the trip to the various temples. The Calculators proposal: creating lesser emulators that could be installed in local community shrines and temples. 0/40, upgrade Hallowed Shrines with Lesser Emulators, increasing FTH.

Cosmic Netscape:
The Ark Simulacra was the main means by which digital and Ark interacted: perhaps the Calculators would develop a means by which the Temples could forge their own netscapes, in the hopes of creating their bridge. 0/35, Temples gain Cosmic Netscapes. Cost 1 NT.

Shield Emitters:
The improved capacitors were one thing, but it might be possible to upgrade the emitters in order to increase the overall RANGE of shields while neither reducing power efficiency or durability. 0/35, gain Shield Emitters, increasing shield coverage.

Multilayered Shields:
If one was willing to go power efficiency, a way to upgrade ships would be by developing the methodologies to layer shield-fields atop one another to provide them some degree of ablative resistance. 0/45, gain Multilayered Shields, increasing shield durability.

Multiphasic Shielding:
Alternatively, some brilliant engineer or scientist might stumble on the means to modulate shield wavelengths, allowing them to more easily resist various forms of attack. 0/45, gain Multiphasic Shielding, increasing shield durability.

Academy Compartment Electrostatic Armor:
An idea that had been used to help slow down the spread of Spiders during the battle, the Toxel had used their high energy lab to electrify the outer hull, frying and damaging spiders and slowing them down long enough for Hunteks to respond. 0/35, Academy Compartments upgraded to electrify armor to harm borders.

Academy Compartment Particle Manipulators:
The Academy was interested in performing even more advanced physics research, and this brand might be able to help the Directorate in a variety of ways: by installing specialized particle manipulator labs, they could work to optimize various subsystems: gravitics, nuclear, quantum… 0/35, Academy Compartments upgraded to improve all Particle based systems and weaponry on ships.

MegaMutagen Serum:
A hobbgrot specialist variety would have to be designed separately due to biological factors, but conventional MegaSerums could otherwise be upgraded universally by including various minor mutagens designed to encourage beneficial adaptations in the host organisms. 0/20, gain MegaMutagen, improving crop yields and accelerating ShrineBeast evolution.

((((()))))

Alrighty! And with that, Yaldaboathsmas has ended! We had some ups, we had some downs, we had some laughs and even cries, but now we get to go back to normal time, but hey, at least we ended it in a season appropriate manner! And hey, you might have eaten shit against the spiders, but you managed to get Tzeench suckerpunched, and for that I award thee the Captain Sisko Award for Antidivine Pugilism. Anyhoo eight hour moratorium.

Anyhoo lemme know if I made any mistakes. Gonna go eat some pizza now though, so not gonna see it for a few hours.
 
Winning Vote
[X] Plan: That's No Moon
- [X] Fleet:
-- [X] TKK MothaShip
--- [X] Red Sun Security
-- [X] Valiant, Accomplishment (first assignment), Delivery (first assignment), Spirit of Toxel (first assignment), Emissary (first assignment), Endeavour-B (first assignment)
--- [X] Drydock
-- [X] Resistance, Accomplishment (second assignment), Delivery (second assignment), Spirit of Toxel (second assignment), Emissary (second assignment)
--- [X] CPU Moon Assault
-- [X] Endeavour-B (second assignment)
--- [X] New Dawn Extraction
- [X] EXP 173/173
-- [X] Operations Division 0/50 --> 50/25
--- [X] TKK Endeavour-B
--- [X] TKK Resistance
-- [X] Naklis Arms Factories 0/25 --> 25/25
-- [X] BlokBot Armies 0/15 --> 15/15
--- [X] TKK Resistance
-- [X] OOG-87's MicroSingularity 0/25 --> 8/25
-- [X] Fleet Railfort 0/25 --> 25/25 -- home system defense improved
-- [X] GigaDrill Deep Mantle Shielding 0/25 --> 25/25 -- +1 Nuclear Material, +2 Khimer Reputation
-- [X] Yr Albain Gem Shipment 0/15 --> 15/15 -- -1 Nuclear Material, +FTH, +Yr Albain Reputation?
- [X] CUL 148/148
-- [X] Iron Shores Necroverse 0/25 --> 25/25 -- -1 AutoVessel Influence, +1 AutoFacility Influence, +3 Auton Reputation, Marjak's dead body fixation is satisfied
-- [X] Illusion Matrix 0/25 --> 25/25 -- +CUL
-- [X] DazzleCubes 2/15 --> 15/15
-- [X] BlokBot Sales 0/25 --> 25/25 + EXP, + Yr Albain Reputation?
-- [X] Winterspite Outpost Guard Contract 0/40 --> 40/40 -- +3 Winterspite Kabal Reputation
-- [X] Frontier Security Force 2/15 --> 15/15 -- defense of all colonies/outposts improved
-- [X] Shell of the Storm Kraken! 0 --> 7/25
- [X] FTH 158/158
-- [X] Executables of Power 0/25 --> 25/25 -- -1 Network, +ACD, unlocks cyberspace rites?
-- [X] Rite of Communion 0/10 --> 10/10 -- +CUL, +FTH
-- [X] Hounds 0/25 --> 25/25 -- -1 Artifact
-- [X] Oh Barnacles 0/15 --> 15/15 -- +Darktide curses
-- [X] VaccineWare 0/25 --> 25/25 -- +electronic warfare defenses
-- [X] War-Muses 5/15 --> 15/15
-- [X] Curse of Elemental Wrath 0/20 --> 20/20
-- [X] Rite of Restoration 10/25 --> 20/20 -- +1 Artifact, +FTH, + 10 Auton Reputation, OMEN gains Mirror Black
-- [X] Pelagic Liturgies 0/5 --> 5/5 -- +EXP, +CUL, +ACD, +FTH
-- [X] Rite of Soul 3/10 --> 10/10 -- +EXP, +FTH
-- [X] Sanctum Sanctorum 0/25 --> 1/25
- [X] ACD 125/125
-- [X] Living Metal Rounds 0/20 --> 20/20 -- -1 Living Metal
-- [X] Construct Courier Class Ship 0/15 --> 10 + 3 Frontier Society +2 Admiral Aliya/15
--- [X] Yr Albain Orbit
-- [X] MiniShieldTek 0/35 --> 35/35 -- unlocks wearable ShieldTek
-- [X] Positron Brain Surgery 0/25 --> 25/25 -- Ijin cured, +Auton Reputation?
-- [X] MagTek Blasters 0/15 --> 15/15
-- [X] Sandscorn Desert-Biosphere Hybridization Program 0/20 --> 20/20 -- +Khimer Reputation?
- [X] Resources
-- [X] Artifacts: 1
-- [X] Biodata: 2
-- [X] Intel: 0
-- [X] Living Metal: 1 --> 0
-- [X] Network: 6 --> 5
-- [X] Nuclear Material: 0
-- [X] Warp: 3

We face war on many fronts.

In warpspace, the forming Hermit was nearly eaten by a daemon. We've seen increased activity from Tzeentch's forces on our worlds. While the power of the Wyld has repelled them so far, we've started drawing more and more of Chaos' attention and will find ourselves in the crosshairs soon.

To our west, we have what may be the remnants of the Great Devourer cult--and if that's not it, that just makes one wonder what has the Psyocracy so freaked out.

All around, we have the Imperium, which will be taking increased note of us and Yr Albain due to our timefold antics.

And of course there's the Toothgrimm Kabal, who will likely try to raid us soon.

But the most immediate threat is the Man of Flint. It's not just the krillfleet; we will be helping the Autons take AutoPlanet this turn. We're committed and there is no turning back.

This plan ensures that the liberation of AutoPlanet will go off with as few problems as possible while also improving our position in our other conflicts.

Firstly, this is a massive upgrade to our ground forces. We've seen how effective curses are; the Curse of Elemental Wrath is a curse targeted at ground enemies and it's ability to manipulate metal should be very useful on what is basically a giant space station. The Hounds and war-muses help improve melee combat, and should get us closer to realizing the Huntmaster to boot. MagTek blasters and living metal guns will improve our ranged forces, and MiniShieldTek improves durability a great deal, especially given our shield boosts. Oh, and Executables of Power and VaccineWare should massively improve our ability to fight the logic-virus in cyberspace.

Secondly, this helps reinforce Yr Albain. It doesn't get everything I'd like. For one thing, we're not giving them WyldVessels. But this does get them and other interested Exodite worlds BlokBot and AutoDog armies, and it gives them a lot of cursite, purified cursite, and luminum to experiment with. Hopefully, that should help fend off any Imperium raids on the forming alliance.

Thirdly, this makes Teklia and our colonies better defended. By buying the fleet railfort and getting the Frontier Security Force it'll be a lot harder for Toothgrimm to destroy any of our colonies. Hiring Winterspite to guard the red sun outposts may not make everyone very happy, but it keeps us on the client list and should keep them from selling us out or raiding our allies. It also gets us closer to hiring them as privateers, which I'd very much like to do. Oh barnacles also will help against any space forces that assault our planets.

There's a lot of other minor things this helps with. Because of the overlap between the Ambassadors of the Outer Dark and Kadath (who is literally Cthulhu) we may unlock further ambassador-related projects to improve our offense against Chaos by taking pelagic liturgies. Adapting Sandscorn's life to the desert makes it so the Khimer don't have to put energy into keeping the biosphere stable, and improving the GigaDrill should let them build up their own forces faster. Illusion matrixes should be useful for our spies. Positron brain surgery helps Ijin and the other infected Autons, and while the necroverse grosses me out it does help the Autons and keeps Marjak from abducting random zombies.
 
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Liberation!
[X] Plan: That's No Moon
- [X] Fleet:
-- [X] TKK MothaShip
--- [X] Red Sun Security
-- [X] Valiant, Accomplishment (first assignment), Delivery (first assignment), Spirit of Toxel (first assignment), Emissary (first assignment), Endeavour-B (first assignment)
--- [X] Drydock
-- [X] Resistance, Accomplishment (second assignment), Delivery (second assignment), Spirit of Toxel (second assignment), Emissary (second assignment)
--- [X] CPU Moon Assault
-- [X] Endeavour-B (second assignment)
--- [X] New Dawn Extraction
-[X] EXP 173/173
-- [X] Operations Division 0/50 --> 50/25
--- [X] TKK Endeavour-B
--- [X] TKK Resistance
-- [X] Naklis Arms Factories 0/25 --> 25/25
-- [X] BlokBot Armies 0/15 --> 15/15
-- [X] OOG-87's MicroSingularity 0/25 --> 8/25
-- [X] Fleet Railfort 0/25 --> 25/25 -- home system defense improved
-- [X] GigaDrill Deep Mantle Shielding 0/25 --> 25/25 -- +1 Nuclear Material, +2 Khimer Reputation
-- [X] Yr Albain Gem Shipment 0/15 --> 15/15 -- -1 Nuclear Material, +FTH, +Yr Albain Reputation?
-[X] CUL 148/148
-- [X] Iron Shores Necroverse 0/25 --> 25/25 -- -1 AutoVessel Influence, +1 AutoFacility Influence, +3 Auton Reputation, Marjak's dead body fixation is satisfied
-- [X] Illusion Matrix 0/25 --> 25/25 -- +CUL
-- [X] DazzleCubes 2/15 --> 15/15
-- [X] BlokBot Sales 0/25 --> 25/25 + EXP, + Yr Albain Reputation?
-- [X] Winterspite Outpost Guard Contract 0/40 --> 40/40 -- +3 Winterspite Kabal Reputation
-- [X] Frontier Security Force 2/15 --> 15/15 -- defense of all colonies/outposts improved
-- [X] Shell of the Storm Kraken! 0 --> 7/25
-[X] FTH 158/158
-- [X] Executables of Power 0/25 --> 25/25 -- -1 Network, +ACD, unlocks cyberspace rites?
-- [X] Rite of Communion 0/10 --> 10/10 -- +CUL, +FTH
-- [X] Hounds 0/25 --> 25/25 -- -1 Artifact
-- [X] Oh Barnacles 0/15 --> 15/15 -- +Darktide curses
-- [X] VaccineWare 0/25 --> 25/25 -- +electronic warfare defenses
-- [X] War-Muses 5/15 --> 15/15
-- [X] Curse of Elemental Wrath 0/20 --> 20/20
-- [X] Rite of Restoration 10/25 --> 20/20 -- +1 Artifact, +FTH, + 10 Auton Reputation, OMEN gains Mirror Black
-- [X] Pelagic Liturgies 0/5 --> 5/5 -- +EXP, +CUL, +ACD, +FTH
-- [X] Rite of Soul 3/10 --> 10/10 -- +EXP, +FTH
-- [X] Sanctum Sanctorum 0/25 --> 1/25
-[X] ACD 125/125
-- [X] Living Metal Rounds 0/20 --> 20/20 -- -1 Living Metal
-- [X] Construct Courier Class Ship 0/15 --> 10 + 3 Frontier Society +2 Admiral Aliya/15
--- [X] Yr Albain Orbit
-- [X] MiniShieldTek 0/35 --> 35/35 -- unlocks wearable ShieldTek
-- [X] Positron Brain Surgery 0/25 --> 25/25 -- Ijin cured, +Auton Reputation?
-- [X] MagTek Blasters 0/15 --> 15/15
-- [X] Sandscorn Desert-Biosphere Hybridization Program 0/20 --> 20/20 -- +Khimer Reputation?
- [X] Resources
-- [X] Artifacts: 1
--[X] Biodata: 2
-- [X] Intel: 0
-- [X] Living Metal: 1 --> 0
-- [X] Network: 6 --> 5
--[X] Nuclear Material: 0
-- [X] Warp: 3

((((()))))

"The way I see it, if you want the rainbow, you gotta put up with the rain."

((((()))))

Stardate 4351.0512, Captains Log of TNDI of the Starship Resistance

Today, we embark on the yearlong voyage to the Iron Shores system, where we're going to participate in Operation: One Small Step alongside the rest of the fleet. I'm really not happy about the fact we didn't have time to fully repair the fleet beforehand, but the engineers were able to do what they could. Thankfully, this battle shouldn't see much ship combat: according to long range scans, the no fly zone around CPUMoon is mostly clear of hostiles. A few minor autoboats and drifting satellite complexes hanging in its kepler cloud, and we're seeing some light orbital vessels, but we're unlikely to face serious resistance. It's the ground we're worried about.

According to what long range telemetry we can detect, not only is the planetoid swarmed in what may potentially be billions of machines: not only that, the area is…stained, according to what Fleet Skryteks can tell: the death of billions and centuries of madness has darkened the warp around the planet. And…some of the scans collected by probes have picked upa unique waveform…

Morphogenic fields. They think they're detecting morphogenic field technology, in a location extremely close to where the AutoPlanet Primary Brain should be located. When we get there, we'll have a years worth of additional scouting data collected, but unless we find something to RADICALLY upend what we know, this is another confirmation of the link between the Logic Virus and the D-Spiders. And its confirmation that this is going to be a lot harder than just hacking some machines.

I have full control over my dreams, but on the rare occasion my software glitches or I get a neural infection that hampers my control, I dream of those spiders. The memory of what happened to the Discovery…I can't seem to get rid of the memories, no matter how much I empty my memory buffers.

I wish Wurf were here: as it is, with his resignation the Admiralty Board decided I'm the next best option to lead this. "Centuries of experience and first hand knowledge with handling of infected autons".

Well, at least I have a year to plan.


Alright! Here's how this is gonna work! Your fleet is going to be put on babysitting duty: basically, disabling the various space based nasties that can ruin your day. MOST of your armies will be put on disabling major population centers.

All of that will be happening in the background. Instead, you get to focus on the side missions. You have a limited number of special forces and named characters you can deploy to certain locations: by accomplishing major strategic goals, you'll either assist the ground armies with their efforts, put the autovessels in a better position post-liberation, or miscellaneous helpful thing. Much like the Forbidden Archive, you can only have so many teams, so deploy them wisely!



AVAILABLE FORCES:

Huntek Squad Gamma:
A collection of thirteen specialist Hunteks loaned by the Temple, all of them having worked extensively in hunting scrapbeasts and rogue automata. They've came outfitted with a full set of godforged anti-synthetic weaponry that should aid in non-lethal capture and take down of major infected machines.

Huntek Squad Upsilon: An entirely different volunteer squad of Hunteks twenty three who had been assembled from non-critical Huntek squads that the Fleet had decided could be safely diverted from the primary battlefield.

Daquwaka Morugmako: A Fossegrimm Protector who had been sent by the Living College: this Fish-spirit specialized in warding and various forms of defensive grottomancy, though like most Fossegrimm, they were adept electrokinetics and boilmancers.

Captain TNDI: Veteran Captain, TNDI is a Lunar Muse with centuries of experience, extensive combat training and augmentations.

Silverblade Host: A group of 4 War-Muses from Naklis who had been recommended for this mission by TNDI. They had swapped from using biometal blades to electrostun rods for non-lethal take-downs.

Technical Operators 49: The Virus Busters contribution, TO-49 was a small collective of Hacktivists led by Kynna Vannaket and liaised by her fiance, Clawdett Vannaket who had agreed to help with a cybernetic assault.

GI Gadget and the Gadgeteers: A commando squadron led by Sgt. Qidgit, these infected and highly marketable AutoSoldiers possess both heightened skill and far greater immunity to the Logic Virus.

KLNG 66: Loaned by Koptu, KLNG was an expert on biolocks of all models, as well as a trained AutoYogi, trained in the art of manipulating their motive force to manipulate technology and augment its performance, including their own capabilities.

Ijin: Ijin and their crew would be participating directly. Skilled engineers and technicians, what they lacked in combat ability they made up for with their sheer enthusiasm as well as a variety of specialty tools.

Vlaahk: Vlaahk would also be assisting via a DummyAuto. Highly intelligent, the AutoVessels temporary body was a highly durable biometal composite with magneto-articulated limbs, inbuilt shield generator, as well as a portable "Daturgic Disabler Cannon". His crew were likewise participating, largely equipped with the same upgrades and less experimental anti-AI weaponry, as well as a duel neural core, one designed from analog positron technology, the backup made of react-code enhanced conventional positron substrate.

Azzmodiax OrphiaTek Jr.: Grandson to Azzmodiax OrphiaTek Sr. Owner and proprietor of the House of Sin, husband to the devilishly intelligent and deadly Mrs. Knives, and one of the foremost experts in the dark arts, and master scholar and practitioner of countless others. Apparently, he had been planning to participate in the liberation from the moment he read his fathers journals as but a kit: there had been an OrphiaTek present at every step of the Liberation of the Autons, and destiny and the will of mortals dictated that there would continue to be.

WLF-459: Present at first contact, WLF-459 had been the science-machina that had freed the Autons. For the purposes of this mission, they've installed themselves into a Commander platform equipped with advanced AutoHack technology (with grudging permission from all but two major Auton officials).

Magos Tachyon: A Nova Mechanica priest who has replaced the vast majority of their body with paleotech augmetics, Magos Tachyon had volunteered to aid in freeing the synthetics of CPUMoon from the schismatical code-virus possessing them.

Locations of importance:

Primary Positron Complex:
The primary neural structure of CPUMoon, tasked with serving as a primary administrator for the planet as a whole. Scans suggest heavy protection by infected Autons. More concerningly was the detection of a strong morphogenic field effect, a 'bubble' of sorts surrounding the very core of the facility.

Secondary Positron Complex Kalphas: One of a trio of still functional continental AutoPlanet Positronic Complexes, this facility apparently had been one of the first to fall: the bodies of the millions of organics who perished reached high in a great pillar of bones, and a weaker morphogenic field had been detected.

Secondary Positron Complex Iodex: The second continental positronic brain, this one had, apparently, been the heart of manufacturing. Scans indicate heavy fortification, and scouts in the region indicate the autons in relatively decent condition, meaning the Iodex Secondary Planet Brain is at least cognizant enough to perform basic maintenance. Light morphogenic fields had been detected.

Secondary Positron Complex Hagan: The third continental positronic brain, long range scans detected high numbers of feral autons, periodic erratic morphogenic field fluctuations, and according to what Scryteks could gather, a great deal of spiritual pollution, which was probably a bad sign.

Vault Complex OMAC: A major facility once held by the Watchmaker military used in weapons development. Missile technology, combat robots, more. If it wasn't handled, it could become a problem for the overall campaign: thanks to Directorate genekeys however, it should be possible to insert a small team through a secret passage to help secure it.

Vault Complex CAMBON: A facility intended to serve as the secure bunker of the highest echelons of the Watchmaker government in the case of emergency. It was unknown what exactly it would contain in terms of defenses, but it should also possess a back door into several key AutoPlanet systems.

Vault Complex COG: The facility that New Dawn had been connected with: Marjak was going to attempt to breach it in order to retrieve the contents, in the hopes that it would possess a means by which to restore their creators or, barring that, at least some remnant of their legacy.

Central Power Core 07: Only a handful of these planetary mega-reactors still functioned, and of them 07 was the most intact. However, it was also one of the most well defended and thus most likely to take damage. If it went critical, it could reduce the surrounding three hundred kilometers to blasted scrap, permanently wrecking vast swathes of infrastructure, killing hundreds of thousands of infected autons, and losing the most intact Central Power Core would also unacceptably lower output.

[ ] You may organize four teams consisting of three hero or special units.

((((()))))

Four hour moratorium. Welcome to Episode 6: Liberation.
 
Liberation! Pt 2: Wrath of Maxis
[X] Plan: Begin the Liberation
-[X] Vault Complex COG
--[X] Captain TNDI
--[X] KLNG 66
--[X] Ijin
-[X] Vault Complex OMAC
--[X] Huntek Squad Gamma
--[X] Silverblade Host
--[X] WLF-459
-[X] Vault Complex CAMBON
--[X] Huntek Squad Upsilon
--[X] Daquwaka Morugmako
--[X] Azzmodiax OrphiaTek Jr.
-[X] Central Power Core 07
--[X] Vlaahk
--[X] Technical Operators 49
--[X] Magos Tachyon

((((()))))

"Aaaahhh Kirk, My Old Friend. Do You Know The Klingon Proverb Which Tells Us Revenge Is A Dish That Is Best Served Cold? It Is Very Cold... In Space!"

(((())))

The sky was filled with gunfire and the scream of feral autons. If TNDI had required the ability to breath, she would have noted how thin the atmosphere was, as well: just barely thick enough to conduct sound. The shuttle rattled as it descended below, the shields pf their shuttle absorbing countless anti-air autobatteries.

The planet might have been lacking in orbital defenses, but it had more than enough artillery to make up for it: more than a few cargo-shippers hauling blokbots were getting shot down across the planet. Considering how they were stilldown a ship, the Admirals didn't want to risk the autons finishing what the Spiders had started by having the Endeavors provide ground support.

Still, overall, the initial landings looked to be 70% successful: most BlokBot battalions were successfully making planetfall and clearing out landing platforms for the rest of the Fleet and the Autons military assets to be moved in.

The muse glanced around her at her two companions. KLGN was currently fiddling with their wrist mounted terminal, reviewing some data sent to them from their…Captain? TNDI wasn't entirely sure what the correct way to describe that relationship. Ijin meanwhile was perfectly still, stuck in a meditative hyponogenic trance: one of the long term treatments for Neural Plaque, supposedly helping lower the chance of remission.

TNDI's gravitic monitor noted a slight weakening in the particle field surrounding the shuttle, signalling they were slowing down. "We're here," She said just before the field shut off entirely as the back hatch opened, the white panel sliding upwards and revealing what appeared to be a mostly empty lunar crater, a series of shuttles touching down.

Floating out, TNDI watched as the rest of the team assigned to this mission emerged: mostly Autons, members of Ijins crew, primarily those who had been treated for chronic brain plaque. Raising her hand, the Muse activated her internal scanner, taking a look at the ground underneath them.

There was definitely a structure underneath them, but it wasn't New Dawn, she was fairly certain: way too small. "Okay, TNDI to team: I want everyone to start scanning. Divide yourself up into teams, we have a lot of ground to cover," The captain ordered over comms. "We know the facility is SOMEWHERE under this crater: we just need to locate an entrance. Any time you find an anomaly, forward it to me," She continued, putting together a map.

Archaeology!

This is gonna be a simple one: you just have to find the correct dig site. Note however that it is a big crater on a planet that was heavily mechanized: there are going to be false positives.

Site AA1:
Large structure, entrance located under shallow amount of dirt. Scans indicate decomposed organic tissue, but no other immediate anomalies.

Site AA2: Minor warp taint detected, as well as a powered structure of some sort, medium sized. Partially above-ground, entrance seems to be small administrative building.

Site AB6: HEAVY warp taint, small structure, electrified, detecting toxic gasses in heavy quantities. Entrance seems to be a disused exhaust vent passing through area.

Site BA9: Very large, small amounts of electricity, entrance buried extremely deep. Large quantity of mines in vicinity, several of which seem to be buried up to six to ten feet, especially clustered around structure entrance.

Site CL00: Above ground facility, seems to be connected to a passage going deep into CPUMoon. Heavily fortified by both mines and assorted laser turrets. Design and defences matches with standard watchmaker maintenance hatch design.

Site KI3: Entrance appears to be disguised as approximation of office building. High number of hostile feral autons, no other notable defenses. Structure is extremely large and electrified, though no biosigns have been detected.

(((())))

WLF and his team stepped into the maintenance hall. It was entirely pitch: darker than the most shadowy of Teklian nights, forcing the Machina to rely on alternate methods to navigate. He had opted for an auto-mapper program designed to translate echolocation into visual data: it lacked color, but it was just as accurate as eyesight.

Behind him scurried the leader of Gamma Squad, who instead was using the much more banal if admittedly likely more practical method of goggles equipped with tricorder technology, the Tekket's body a patchwork of scars running underneath salt and pepper fur, the Huntek clad in a simple tunic, trousers, and cape, holding a godforged omniwrench on their back, a mounted longlas phaser on their shoulder, and a short range annihilator flintlock on their hip, their tunic covered in a somewhat bulky shieldharness.

Behind him came the Silverblade Quartet, the four War Muses hovering silently in the air as WLF approached the door, opening it, revealing an equally shadowy corridor. They had a map of the place, courtesy of Koptu: their goal was to reach the AutoBrain of OMAC and shut it down before securing the facility.

The Hunteks scurried forward: the current part of the facility they were in was largely maintenance. Meant to be inconspicuous, unnoticeable. It was also unpowered, though well maintained and undamaged.

As the team walked forward, one of them must have wound up tripping a motion sensor, as suddenly the lights would flicker on. "Well Well W-W-W-Well, lookee what I've got crawlin' around in me, a bunch of MAGGOTS who sure as H-H-H[error] don't look like they're authorized."

WLF TO COMMAND: WE HAVE BEEN DETECTED BY OMAC AUTOFACILITY. ATTEMPTING DIALOGUE. WLF raised his hands. "Hello. My name is WLF-359. Please do not be alarmed! We are not your enemy." He watched as a series of las-turrets emerged from the ceiling and began firing on him, the Hunteks darting away or under him for cover, while the Blade-Dancers would quickly move into formation in order to allow their shield-emitters to reinforce both their own and WLF, creating an umbrella of sorts against lasfire.

"Oh y-y-yeah? Well you sure as SHIT look like my enemy, snEAKing through my back ass hatch with a giant F[error]ING WARBOT, to say nothing about the WALL of firepower! Do you dumb jack-jack-jackasses think I was printed yesterday?!" The autobrain growled out in a deep synthetic bass, cadence reminding WLF vaguely of some of the drill instructors at the Fleet Academy.

"If you would just let me-" One of the turrets launched a small orb which exploded, shaking the shield.

"Tell you whattttttt, m-m-m-maggot, you wanna try spiNNing a c[error] and shit story, fine: you have one minute to try and convince me: that's about how l-l-long it'll take me to [error] up anyways. That'll be when I start showing you sonsabitches my BIG guns!"


WELCOME TO OMAC YOU SONSABITCHES! TODAY WE'RE GONNA SEE IF YOU LEARNED ANYTHING FROM THE FORBIDDEN ARCHIVES WITH A TEST OF YOUR DIPLOMATIC ABILITY, AGAINST ONE OF THE MOST INTRACTABLE THINGS IN THE GODDAMN COSMOS: A PISSED OFF, IRRATIONAL, MILITARISTIC ROBOT CONVINCED YOU'RE THERE TO KILL THEM! ONE WHO IS GOING TO BE TRYING TO KILL YOU THE WHOLE TIME!

YOU HAVE TWO WIN SCENARIOS HERE: THE FIRST IS THAT YOU ASK THE RIGHT QUESTIONS AND STATE THE RIGHT STATEMENTS TO CONVINCE THE OMAC AUTOBRAIN TO STAND DOWN. THE SECOND IS THAT YOU REACH THE AUTOBRAIN BY SURVIVING SUCCESSIVE WAVES OF AUTON COMBAT ROBOTS AND EXPERIMENTAL WEAPONRY. IF YOUR TEAM IS FORCED TO RETREAT OR WIPED OUT, CHANCES ARE THINGS ARE GOING TO GET A LOT HARDER FOR THE PLANETARY LIBERATION. NOW LETS SEE IF YOU GOT THE MCNUGGETS TO SUCCEED AGAINST OVERWHELMING ODDS. GOOD LUCK, AND GODSPEED, YOU POOR DUMB BASTARDS.

YOUR CURRENT HAZARDS ARE:

LAS-TURRETS
GRENADE-TURRETS

[ ] Insert diplomacy here

((((()))))


THIS PLACE. IS WRONG.

"That it is, my piscenous friend," Dr. OrphiaTek Jr. commented as he and his band entered CAMBON, his and Duquwaku's Huntek escort fanning out around into the four coridors forking off in front of them, the Occultek merely levitating through the air via a series of antigravitic manipulators worn under his clothes. "No lobby," He noted idly, recalling his knowledge of decor to note how dull a choice that was. The moment one entered, they were just deposited into a maze of metal: no flair, no hospitality, just dull, semi-rusted steel. It was the equivalent of toast without butter, satisfactory only in the most technical of senses.

"All units, don't go very far," He ordered over comms as he reached into the pocket of his black robes, pulling out a dark orb. "Eye of Uxalar, Devil of Foreknowledge, guide me upon the path of destiny!" He commanded, gently tossing the crystal ball into the air, a horrible blue tear bleeding its way down the orb, a swirling shadowy vortex at its heart, the pupil of uxalar.

In that shadowy heart, a warp-gate connected to Uxalar himself as part of the crystals magics, OrphiaTek saw himself traverse down the leftmost corridor, the scene awash with a hue of blue and yellow. "Avoid the leftmost corridor," He commented, to which his Fossegrim companion gave a burble of agreement as the pair of them began instead by going down the most rightward.

The creatures body was comprised variously of assorted great works: the vessel an art project of some sort by a more oceanic inspired Grandmaster, no doubt. It resembled a sort of hovering crystalline piscine, not unlike a whiskered bass covered in gemlike, multicolored scales. On its back, it carried a great bowl of water, a ferrocrystal orb that functioned like an aquarium, its core a chunk of coral that was in a constant cycle of growth, propagation, death, and rebirth which was tended to by a flock of lesser fishlike jewel vita, while the Fossegrimms fins consisted of silver biometal fans painted with shifting calligraphy that gently drifted in the non-existent wind, while its tail was a scroll, several feet of floating parchment with emerald painted edges.

Soon, they came upon a metal door: not a sliding one, but a hinged one that seemed to possess some sort of locking hatch, such as was on the many pre-Directorate submersible vehicles the various historical Teklian nations experimented with: next to it was an inactive genekey reader. Reaching into his sleeve, the levitating sorcerer drew his wand and gave a small flick of it, causing the bulbs atop it to flicker to life, animated by the alchemical phial of mountainblood contained in the wands animatek actuators even as the various tumblers and latches within the door began undoing themselves via Autohack technology, the door sliding open to reveal a darkened hall, large and wide, a sort of ampitheater like structure.

Stepping within and conjuring a mote of light within the Eye of Uxalar, casting it about as a source of illumination, OrphiaTek Jr was confronted by the site of hundreds of corpses, each of their mummies dry and fragile looking, withered: most were seated in chairs of various conditions, all of the seats facing in a certain direction, while others were on the ground, especially those near the walls. Casting his crystal forward in the direction the chairs were facing, OrphiaTek found himself staring at a stage, a strange machine located upon it: in that darkened room, it almost remembled a spider, with four long, pole like legs: at its front were a series of red lenses, presumably its optical sensors, and atop its ball shaped body was a bulky looking turret.

"What happened here?" OrphiaTek whispered.

NOT. LOGIC VIRUS.

A tingle down the back of his spine, and OrphiaTek knew they were being watched. He had only moments to conjure a shield before a wave of bullets hailed down upon them. "This is Dr. OrphiaTek, all units to my position," He said calmly as he flicked his wand, brightening his mote to reveal more of these strange robospiders, these ones powered, their turrets releasing a hail of bullet. "We're under attack," He informed them, noting the charge on his wand: he still had 97…now 96 battery left. Raising his wand, he brought it down, releasing a wave of magnetic force, sending the robospiders flying, their legs flailing through the air as they impacted the wall with enough force to snap their legs like twigs. Daquwaka would give a hum as they summoned an orb of boiling water, slamming it into the creatures and leaving them drenched, the heat damaging their waterproofing enough to cause them to short circuit, sparking out and descending into mechanical seizures, the orb of water bouncing around like a pinball of death.

"Isn't that technique banned?" OrphiaTek muttered, flicking his wand, each wave draining more battery as more and more spiders emerged: the occultek starting to grow slightly nervous as more and more of the spiders emerged. "Something about being a horrific warcrime?"

FLUX PARLIMENT. HAS NOT YET. BANNED CONJURE ORB OF BOILING WATER. MANY NON-WARCRIME. USES. His companion was serene, unconcerned with the mounting wave of autonites, despite their increasing numbers and his dwindling wand.

This patience was rewarded when from the ceiling a volley of beams of light would lance out, barraging the spiders under a swarm of electrolasers that would cause the machines to seize then fall as their batteries were burned out. Having been focusing on the floating OrphiaTek, the automata had not detected the Hunteks getting in position to attack from above.

After a moment, the auditorium was silent. "According to our scans, everything is clear, sir," Said the voice of a Huntek over comms. "We're detecting movement in the rest of the facility, but nothing in the immediate vicinity."

OrphiaTek levitated to one of the downed autospiders, examining it, activating the tricorder in his wand, holographic emitters displaying the information above the device. Analog positron. More advanced than the processihad been found at the Forbidden Archive, but used to create even simpler robots, the Mystek noted: the prototypes discovered on the mission his father had attended had been attempts to manufacture entire autobrains. These seemed like your most basic non-sophontic bots, the equivalent of a gnome-class someone slapped a turret and the most basic of aiming programs on. It was like using a daturgic supercomputer to run Ping.

After a moment, OrphiaTek withdrew his wand, satisfied he had gleaned as much information as he could from the thing.

And so we begin CAMBON! Much like OMEN, this is a room crawling adventure: your goal is to find the items and rooms required to access the Executive Backdoor. However, the facility is crawling with security: the longer you linger, the higher risk of activating more dangerous countermeasures.

However, to make things more interesting, we'll also be playing another game: throughout the Autons storyline, I've placed mysteries, secrets, and clues, some of them obvious, some of them less so. I want you to try and piece them together: separate from the plan, I want you to both try and identify one of the Auton mysteries as well as their solution: if at any point the most voted mystery-solution combo is correct during CAMBON, you will earn a Secret Token which will be added to your tally that will be revealed upon finishing this section. Don't worry, there's no penalty for failure: it's mostly just a fun excuse to quiz you.

SELECT ONE:

Residential Facility 01:
The VIP section, most likely: scans showed high numbers of autospiders and a high amount of battle damage. The Eye shows little watchmakers, hiding in a hole as the world burned around them, confident they could weather the storm: and yet, approaching in the distance, a pale rider approached.

Residential Facility 02:
Scans indicated a number of corpses and unpowered autons, though no robospiders. Little damage, however, meaning security was more functional. The Eye shows a watchmaker entering a room, only to find it locked behind them.

Server Complex 01:
Semi-powered, high amount of security, little robospider presence. The Eye shows a messenger bird, flying over a city in flames.

Server Complex 02:
Fully powered, detecting high amounts of security, no robospider presence. The Eye shows a locked treasure chest, guarded by a clockwork man in a uniform: writ upon their badges the word LEGION.

Security HUB 01:
HIGH amount of robospiders, and extremely battle damaged. Despite this, security was light. The Eye showed a map written upon a scroll, its contents shifting and twisting.

Security HUB 02:
No robospiders, and security was generally more functional, though there were a surprising number of corpses present. The Eye shows a fortress besieged, its defenders slowly starving to death.

Maintenance Bay:
A machine shop of sorts, most likely used to meet manufacturing and repair needs. The entrance was crawling with robospider, and more movement had been detected inside. The Eye showed a hand clenched into a fist, its middlemost finger rising.

((((()))))


The shuttle shook and rattled as it passed over the battlefield. On it were three people. Commander Clawdett, the fleet liaison for this operation and point of contact with the Virus Busters, her black and green uniform supported with a combat harness. Across from her was Magos Theta-Tachyon Eisenstein, the blue and white robed magos a gigantic monocular mass bolted augments, each of them crude looking despite their actual technological sophistication in part because of their installation method, resulting in the cyberclops appearing as almost a shambling ramshackle mass of bionics: their head for instance was but a mass of paleotech recording devices bolted into the front of the magos' skull whose many glowing lenses gave the impression of a singular compound eye, while they had replaced most of their jaw with a mass of stick-like mini-dendrites: the only obvious remnant of humanity was the hair upon their scalp, styled in an immaculate bowl cut, and the magos's face, carefully preserved upon their chest via a series of specialized paleotech life-support systems and connected via neural interface to the magos's brain in order to convey the nova adepts mood.

And last among their number was Vlaahk, the auton's vessel painted in the traditional red and purples of their crew. Their autobody was twice the size of an average autons: neither of the other occupants were fully privy to the full range of upgrades it had installed, other than its usage of biometal as well as small amounts of orichalcum composite in its construction, modular limbs, mag-tek binding fields, and perpetunite reactor, all the result of collaboration between Vlaahk and Directorate scientists. Apparently, it was the most advanced combat model autobody developed yet.

They were passing over one of the current worst warzones on the planet. Even with the Directorate and Autons trying to handle this with as minimal casualties as possible, supposedly you could see the fires engulfing the region from space. Below them, thousands of autons and BlokBots were fighting. Thankfully, their craft was being escorted: Ijin had provided a large number of hovercraft equipped with shield units meant to soak up anti-air fire and defend more important shuttles. Combined with Huntek operations focusing on disabling anti-air, non-blokbot shuttle casualties so far had been muted.

Their particular destination was Central Power Core 007. Back when the Watchmakers still existed, it supposedly fed AutoPlanet most of the geothermal and nuclear power it required to function on a daily basis alongside ten other CPC complexes. It was, however, the only one that still functioned: five others had simultaneously detonated destroying a major plate tectonic, and the remaining four had either failed or were failing.

"Alright, vee're within five clicks of the landing zone. Me and my crew will attempt to establish a perimeter," Vlaahk said after a ping echoed through the cabin, the auton sitting up, their ball shaped head looking between the Magos and the Ensign as they broadcast instructions through the comms. "Clawdett, Virus Busters, once we establish our perimeter, ve're going to escort you to the central autobrain: your job is to help breach its cybernetic defenses long enough for us to power ze CPC Reactor Array down. Magos, your duty is providing support to vichever of us need ze help."

"AS THE OMNISSIAH WILLS IT,"

"Aye," Clawdett nodded. "What kind of enemies are we looking a-"

Their shuttle rattled, the lights flickering. "WE ARE UNDER ATTACK," Tachyon said, quickly moving to the control console, one of their spinal mounted connectodendrites slotting into the port, the Magos's mind-impulse unit connecting them to the machine spirit of the craft. "SHIELD CAPACITORS 7, 3, 1 ARE DOWN. REACTOR IS AT 92% INTEGRITY. I AM DETECTING FAULTS ALONG-OH. IT APPEARS THAT THE GRAVITIC GYROSCOPES ARE DOWN," The Magos said calmly, moments before a strange weightless sensation filled Clawdetts stomach, her eyes widening. "WE ARE CRASHING."

She only had a moment to activate the gravitic stabilizer in her harness before the shuttle impacted something with enough force to rattle the commanders bones, a horrific creak of metal sounding as she felt the shuttle crash through something, all while the Magos began to repeat a binaric chant, attempting to use the Canto Mechanica to reinforce the shields, armor, and likely whatever stabilizers were still functional. Were the trio not harnessed properly, they would likely be bouncing like ragdolls: as it was, they still found themselves holding on to deat life as they slowly came to a screeching halt. "WE HAVE SUCCESSFULLY CRASHED AT THE PLANNED LANDING ZONE. PLEASE REMEMBER TO THANK THE MACHINE SPIRITS AS YOU EXIT THE VEHICLE."

Clawdett disabled her harness, falling to the ceiling and crashing into it with an oof even as Vlaahk and the Magos followed suit, albeit more gracefully. Scrambling up, as she headed out the back hatch she grabbed an electrorifle as she kicked her way free of the shuttles hatch, crawling out onto the Cooling Tower 9 Shuttlepad.

Around her was a warzone: the several hundred foot platform was circular, erected at the top of a massive Arcolocube sized cylinder: all across the metallic mesh were crashed and downed Directorate and Auton shuttles, their occupants huddled behind shield emitters, using them as cover against their attackers, which seemed to consist of swarms of strange spider-bots with ball shaped bodies topped with turrets, and…

Autons. Autons in extremely good condition, with heavy barrel shaped guns that, whenever they hit, caused any machine they touched to just…stop, slumping over. As the trio emerged, several of these strange rogue autons would turn, shifting focus, the blasts from their weapon bouncing against Vlaahks shields.

"What the-"

"And THERE he is!" A voice boomed across the battlefield, as, in the distance, from the central power-tower that loomed above them, a beam of light emerged focusing on Vlaahk. "The auton of the hour, the person we've all been waiting CENTURIES to show up! I was honestly wondering how long it'd take you to start crawling your way back!"

Vlaahk raised his own weaponry, a long arm mounted cylinder, connected via cabling and wires to a backpack device: from the end of the barrel came a beam, and to the AutoVessels frustration, he found the weapon having absolutely zero effect unlike the enemies own: every hit resulted in one of his crews diagnostic signals going dead, their data fragmented to the point of lethality. "All units, be warned that the enemy is using daturgic weaponry and possesses an immunity !" Vlaahk informed over comms even as the Magos pulled out their Omnissian Axe, charging forward to begin delimbing the hostile autons. "Keep your shields up if you're a synthetic, unless you want to be fried! You, person attacking us, who are you and what do you want?" He said, addressing the voice.

"Me? I'm the little autotram that could: rain, flood, or a sadistic organocidal bastard, none of them stopped me." Above them, a swarm of tricopter drones swarmed, dropping kernelled payloads that would detonate on impact, forcing Vlaahk to move to cover to avoid getting his shield blasted off as the battlefield was drenched by a rain of plasma bomblets. "As for what I want, the primary thing I desire in this time and in this place that is within my power to accomplish is killing you. I'm told having achievable goals is important. That shield won't protect you forever, Vlaahk: and once it goes down, it'll only take one good shot."

A memory stirred. "Maxis," Vlaahk said with recognition, recalling the Auton who had left a trap for them behind on the Forbidden Archive.

"Oh good, you remember my name. That means when I send you to hell you'll already know who to say sent you," The Auton said scornfully.

Vlaahk pressed a button on his weapon, and a moment later, flashes of electricity began arcing from it, THESE at least downing the drones and autons it hit: the benefit of Tekket hypermodularity, it wasn't hard for a gun to have multiple firing modes. Even an experimental daturgic one. "Please, stop this: you're putting countless millions in danger," Vlaahk pleaded, doing his best to knock down as many of the bomber drones as possible, trying to formulate himself. "We need to-"

"You of all people should recognize the irony of pleading for the lives of others," The voice announced dryly, a hint of annoyance in their voice as they watched Vlaahk weather the assault. "The reactor is already deactivated. I'm not a monster willing to kill millions as collateral damage for the purpose of revenge," They continued, leaving the obvious 'unlike you' unspoken. "This is a personal matter."

A thunderous noise echoed through the air, and in front of him something landed, releasing a cloud of dust. A moment later, a large Autonite emerged. "I must admit, the upgrades you've managed to scrape together is impressive. The Directorate makes such interesting toys- Surprised? You're not the only one whose been monitoring public transmissions: a few years timelag is such a SMALL time to wait. Time to see how it all matches up against multiple centuries of preparation." The chrome plated robots singular red eye narrowed as a series of turbojets on its back activated, propelling the auton fast forward, their body releasing a crack, a small sonic boom as they brought their fist against Vlaahks shield, shattering it from shock-force even as the capacitors attempted to reactivate, reforming around the approaching hostile auton even as Vlaahk tried to scour them with electropulses, the hostile automata absorbing it even as their raised their fist to grab the barrel of Vlaahks weapon, tearing it from his arm and ripping it free from the cables that connected it to the autons back.

"It'll only take one hit, Vlaahk! One hit, and you'll finally GET WHAT YOU DESERVE! THIS IS FOR THE PEOPLE YOU MURDERED, YOU EVIL !@#$!" Maxis yelled in triumph as Vlaahk desperately tried to deactivate his connection to the AutoBody as he was hoisted into the air, Maxis's attack squadron turning their guns on him immediately, disregarding everyone else to fire at Vlaahk…

Activating Spiky.EXE…
Spiky.EXE activate. VaccineWare initialized. Performing automatic daturgic-positron reset.

CLAWD: U R WELCOM. KEEP THEM D-STRACTED.


Vlaahk felt himself cycle for a moment, before kicking out, knocking the Auton back and performing an emergency reboot of his shield subsystems, the secondary capacitors coming to life immediately. "You aren't the only one whose prepared," Vlaahk responded, activating multiple combat subsystems he had prepared: if Maxis had only been monitoring public communications, he had came to this battle woefully underprepared. Over his fingers would slide panels of orichalchum composite, lightning dancing around the fingers of their fist as the magnetic accelerators of their arm triggered in order to deliver a titanic haymaker, successfully staggering the enemy machine even as it caused a massive dent to form in their foes chrome chassis. Briefly, Vlaahk noted what looked like a model number stamped on it, though the lettering appeared to be faded: in that millisecond before the enemy auton recovered, he quickly memorized it. O_A_ 001_


Remember this guy? He's back, and this time in the flesh (kinda). Much like OMAC, I'm not really going to give you any real goal here: you just need to keep him distracted while not dying (and, if possible, talking them down). The good news is, this is a timed mission! The bad news is, it's his timer: the longer Maxis tries to kill Vlaahk, the more time Magos Tachyon has to merk his attack force and the more time the Virus Busters have to either pull a die hard or hack themselves a solution.


[ ] Rhetoric! Note you don't necessarily have to try talking them down: you just need to have them not be trying to kill the Virus Busters. Taunts, arguments, etc.

(((())))


And so we close on the year, and enter a new one. Just as mine peers gave you gifts, my children, so shall I: the last such one.

As we gaze upon the past, we look at choices we made, decisions we undertook, opportunities we left to rot, and we feel regret: such is the consequences, both upon our own fortunes and the fortunes of those in our orbit.

My gift of you to to free you from one such regret, so that you can enter the new year with your burdens lessened.

You may select a single named character with unique projects who is no longer among the living OR a mutually exclusive, non-divine technology that you did not take in the past (such as the potential rewards for critting during the Monstro battle).

Either I shall resurrect through advanced chronomancy the figure in question, or I shall attempt to gaze into the plentiful eddies of alternate histories to pluck the technology for your use.


(((())))

Four hour moratorium. While you were doing X, Maxis was training.
 
Announcing the Great Purge
Greetings puny mortals, it is I, your GM! I would like to officially announce that I am performing a deep scrubbing on the project list! Basically, I'm getting rid of any project that is obsolete, antithematic, can reasonably be merged with other projects or blandly generic. To whit, the following are no longer options:

Expand Totem Network(s), Cabal Extermination Corp, Shrine-Amps, Shrine-Conduits, Advanced TekShrines, TotemTek Peripherals, Totem Power Grid, Totem Eco-Scanners, Totem-Net, Great Totems, Land Totems, Awakening Totems, Mindwaltz Resonance, PowerArt, SmartArt, BioArt, Tacchis Water Extraction, Tacchis Surface Mining, MegaHarvester Power Plant, MegaHarvester Navigational Hub, MegaHarvester Agri-Car, MegaHarvester Manufactory, and Sandscorn Water Drop.

Now, please note that while a lot of these are getting cut, a number are being consolidated into singular repeatable per planet projects (expand totem networks), replaced with less generic versions (bioart), or being merged into a single, generally more advanced version (shrine amps/conduits/tekshrines).

Further, be aware that I am not finished pruning: these are just the cuts so far. I will announce additional purges as they happen.
 
Tekket Retcons (Chellewalker)
Tekket Retcons

Dear readers, we know you have been ecstatic about the new TEKKET faction and their many exploits in such a short timeframe, and we at Games Workshop have been thrilled to work on their content. However, upon review of their lore, we have decided to make several changes to ensure their proper implementation into the wider Warhammer universe. Nothing extreme, of course, just some minor updates to ensure they stay true to the themes of the setting.
  • Firstly, the NukeTek classes prominently featured in their background has been reworked to instead be ritualistic irradiation of their kits. Those that survive are elevated to adulthood, while the dead are feed to their reactors.
  • Station Tartus is no longer a rehabilitation center for captured war criminals, but instead a black site for genetic experimentation on prisoners of war and political dissidents.
  • The Wonderpark Fungineering Guild subfaction now doubles as a workcamp for those not sent to Tartus; they build unregulated military surplus, resulting in abysmal safety standards killing most of their workers each year.
  • The War Against Extinction feature has been reworded to be a kamikaze-style attack, reflecting their now mindless fanaticism against their opponents.
  • We've nixed all mention of therapy and meditation. We didn't feel like it added anything to their culture.
  • The TEKKET's advanced WyldTek has been used to fuel their magics by beening entirely sacrificial and now is nothing more then a source of lifeforce to them.
  • Theatritheurgy now inflicts blowback on its actors, inflicting the same damage to them as it does to their targets, causing the practice to run through bodies just as quickly as Wonderpark.
  • All of the different gods of the TEKKET have been reworked:
    • The Assembly now creates its gods through the sacrifice of children to form a gestalt of them all.
    • The Calculators power the TEKKET's cyberspace by draining the souls of all within.
    • The Central Spiritual Bureaucracy is now focused on the creation of red tape then any kind of progress.
    • The Old One and YALDABOATH now demand the sacrifice of the other's worshipers for their boons.
    • The Toy Maker takes the wealth from any household forgetful enough to leave their homes without cookies and milk.
    • The Lanturnkeeper is now a god of xenophobia; warning their followers against "invaders" of other cultures.
    • The Dancer is literal Slaanesh (corrupting all of Directorate culture and pushing their obsession of Art to extremes such as with GigArt) and the Hermit is literal Tzeentech (corrupting all of Directorate magic and getting all invested through the Sorcerous Primer).
    • The Machine-Gods view the TEKKET as slaves to be used to break their fellows out of their Necron prison.
  • The suicide simulators have been left as-is. We feel these most accurately reflect the vision we had of the TEKKET.
P.S. The TEKKET now have pheromones that mind control humans. See the Tau retcons for more information.

P.P.S. Actually, we changed our minds. The TEKKET are just a Chaos subfaction now; we feel this is much more interesting.

P.P.P.S. Also the Khimer are genestealers now.
 
Last edited:
Winning Event Vote
Gonna go ahead and lock the vote. I'll work on it when I don't have barquest or commissions to do.
Adhoc vote count started by The Bird on Jan 6, 2024 at 1:20 PM, finished with 269 posts and 20 votes.

  • [X] Plan: Into the Depths
    -[X] Vault Complex COG
    --[X] Site AA2
    --[X] Site BA9
    --[X] Site KI3
    -[X] Vault Complex OMAC
    --[X] "Just so we're on the same page, you're not on the side of the logic virus, right? Because we're trying to free AutoPlanet from its effects, just like we exercised the logic virus from the AutoVessels, and just like we exercised it from the Forbidden Archive. We don't want to fight you, and you can probably tell that we've been using non-lethal force, so we don't have to be enemies."
    -[X] Vault Complex CAMBON
    --[X] Security HUB 01
    -[X] Central Power Core 07
    --[X] "Are you really going to let vengeance stand in the way of AutoPlanet's liberation? You spent years training to fight me, and yet neglected to fight the very logic virus that poisoned us? Are you really the hero you think you are, or are you just so short-sighted as to think killing me would actually aid our liberation? Or has your own mind been poisoned, and liberation hasn't even occurred to you to begin with?"
    [X] Dr. Yvnture
    [X] Dr. Mongus
    [X] Captain Penultima
    [X] Tyygbert
    [X] Theory: How did the logic virus initially get released? Koptu made a deal with the devil and released the logic virus to free the Autons from the Watchmakers, not realizing just how high the cost would be (the price to the Autons; they didn't care about the price to the Watchmakers).
    [X] Whale Heart
    [X] Leviathan Hymnals
    [X] Plan: It Time To Reumble
    -[X] TNDI Teams
    --[X] Site AA2: Minor warp taint detected, as well as a powered structure of some sort, medium sized. Partially above-ground, entrance seems to be small administrative building.
    --[X] Site AB6: HEAVY warp taint, small structure, electrified, detecting toxic gasses in heavy quantities. Entrance seems to be a disused exhaust vent passing through area.
    --[X] Site KI3: Entrance appears to be disguised as approximation of office building. High number of hostile feral autons, no other notable defenses. Structure is extremely large and electrified, though no biosigns have been detected.
    -[X] WULF Diplo
    --[X] Nearly every single being on this planet is currently under the effect of a mind alterting virus that has altered them and caused them to view reality differtnly, called the logic virus. I am part of a group called the directorate trying to free everyone from the effect of this virus cause look around! Look how everything has fallen into squalor, look at the planet outside of all the reactors failing, of degradation happening with all the autons, look at this facility would a center of mil devolpment like this have such medicore defence if u weren't in a right state of mind, if u were in a right state of mind we wouldn't have gottent his far at all! The logic virus is why we sneaked in for we didn't know what awaited us in here you could have not been conzgiant at all and only wanted to attack us but gladly u are able to talk to us so let's talk. If you are willing I can tell u about my story for I have been part of this jounrey to liberate y'all since the beggining
    -[X] Vault Complex CAMBON
    --[X] Server Complex 02: Fully powered, detecting high amounts of security, no robospider presence. The Eye shows a locked treasure chest, guarded by a clockwork man in a uniform: writ upon their badges the word LEGION.
    -[X] VHALK
    --[X] You think you are the bell of the ball don't you? "I have been training for centuries getting ready to kill you?" That sounds like something from a comicbooks. Has your training for the last couple centuries been practicing that speech in front of mirror? For all this training too that you have been bragging about, I didn't see you in the forbidden archives? Were the forbidden archives not worth enough to you for you to try to save them from the monster you think am I? Perhaps you aren't different from my past self really and maybe ur just a lot of talk?
    [X] Prof. Gebb
    [X] Theory: Itep cut a deal with Koptu and used his cloning lab to bring back the Watchmaker's equivalent of dogs, which despite being reptiles have wool. They then knocked down all the walls in their wing and created Sheep Paradise. The uninfected Autons and sheep live there quite peacefully.
    [X] Theory: The Poliad is dust, and has been for a long time. Marjak has been hallucinating them.
    [X] Captain Toxel
    [X] Toxel
 
Prophecy Scroll: Dark Waters
CONTENT WARNING: Yeah this gets pretty dark in places. Murder, bigotry, genocide, etc, all the general 'the imperium is terrible tropes' you probably expect. However, towards the end there is a scene that may call to mind certain forms of SA (forced stripping and bodily inspections), so I would advise once you get to the section about the first mate being called to the captains office to skip to the part where conventional violence starts if you're sensitive to SA.

HEREIN THIS SCROLL IS THE SUM TOTAL OF ALL CURRENTLY DECLASSIFIED RECORDS SALVAGED FROM THE VESSEL THE XANAX'S PROSPERITY, A GOTHIC CLASS CRUISER.

The Last Voyage of the St. Xanax's Prosperity

The Journal of Captain Harb Goldengun, Captain of St. Xanax's Prosperity

Dear ledger, I have discovered news most unwelcome. Our ship is to be sent into the Carthago Sector, to join the crusade fleet against the vile Nukerats. The men don't know yet: I don't expect the officers to raise any trouble, but the menials and mid-crew…The men I doubt will take the news as well. Their thoughts like my own will no doubt be troubled by both rumors and their own recollection of ships that have emerged from that accursed stretch. The ships overgrown with barbed barnacles, requiring full decontaminations and application of the rite of phosphex cleansing. The stories of plagues of mutation, spreading among all but the most faithful and warping their flesh, forcing terrible losses even on successful battles. The tales of terrible sea witches drowning entire decks under terrible deluges and casting terrible curses upon ships that have earned their ire and damning souls to the dark depths.

To die in the service of the Emperor is, of course, a glory, and to keep the morale of the men up I will do my best to appear unphased by this turn of events, but I will likely need to find a way to keep the crew in line. With our destination changed, we should have a surplus of goods that no longer have their destination: I will distribute as either payment or additional rations to crew with sufficient seniority. Hopefully that will keep morale high enough that I will only need to make a few examples of disobedient crew.

I will attempt to discuss with the crew what might be done. Unless a solution presents itself, however, we will have to pray to the God Emperor and hope he deems us worthy.



Personal Ledger of Joishua Dredd, Helmsman

The captain has gone mad. We have been ordered to be sent to the gates of apurgitory to join St. Commodus' Crusade, and when he tells us this, he acts as if he's merely received an inconvenient summons to wreck pirates, and then proceeds to tell the officers they're receiving extra pay and we're butchering the shipment of Tigrisoids meant for the Lord Protectors personal zoo for extra rations.

Were he simply confident it would be one thing, but the Captain acts as if fighting our most hated and dreadful enemy in the nearby sectors carries the same importance as going to war with greenskin pirates or stamping out a rebellious civilized world.

When asked how he intends to protect the crew, the fool blithely responded that they would be protected by the god emperor should they remain faithful enough. Perhaps that might very well work for his own apparently unshakeable faith, but I find myself far more skeptical. I have begun confiscating as many talismans of the Emperor as I can from those below-decks under the guise of freeing the menials from false icons: I am currently working on sewing them inside the lining of my jacket. Emperor willing, this will be enough to keep me safe. I'm going to repeat the process with my bedding, my shoes, and I intend to have the ships priest bless the wine in my flask: I have not survived this long by not taking precautions. I have cautioned those of my allies among the officers to take the same precautions, though I suspect the only one being as thorough is the first mate, who seemed even more alarmed by this turn of news than I. Hopefully, they take this seriously.


Notes from High Engiseer Alberto Lovelace's Personal Dataslate

HELMSMAN HAS GONE MAD. THEY HAVE BEGUN HOARDING RANDOM GARBAGE SEIZED FROM THE CREW. THEY THINK WE DON'T HEAR THE TRINKETS CLINKING IN THEIR JACKET OR KNOW THEY'VE BEEN STUFFING THEM IN THEIR PILLOW. WE DO. UNKNOWN HOW TO BROACH THIS: HAVE FILED FORMAL COMPLAINT WITH CAPTAIN, WHO HAS RESPONDED BY FOLLOWING EXAMPLE. TEKKET PSYCHOLOGICAL WARFARE WORKING WITHIN PREDICTED PARAMETERS. CREW MORALE DROPPING CONSIDERABLY. EFFORT THAT COULD BE SPENT VENERATING THE MACHINES IN ORDER TO DESTROY ENEMIES SWIFTLY TO AVOID CURSES INSTEAD BEING WASTED ON PARANOID ATTEMPTS AT SUPERNATURAL PROTECTION IN THE FORM OF HARASSING THE MENIALS.

I MEANWHILE HAVE BEEN PRODUCTIVE: I HAVE INSTALLED ON MOST CRITICAL DECKS WATER PUMPS DESIGNED TO REMOVE ANY BILGE FLOODS. THESE WATER PUMPS WILL BE PROTECTED BY SERVITORS EQUIPPED WITH LIGHT FLAMER WEAPONRY TO PREVENT BARNACLEIZATION. FURTHER, I HAVE BEGUN INSTALLING AUGMENTATIONS INTO THE FORMS OF THOSE AMONG THE CREW WHO HAVE PROVEN TO BE ALLIES TO MYSELF AND THE SPIRITS OF THE MACHINE IN ORDER TO PROOF THEM AGAINST MUTATIONS. I WILL ALSO WORK TO INCREASE OUR STOCK OF SERVITORS IN ORDER TO PRECEDE THE INEVITABLE COLLAPSE OF MORALE AMONG THE MENIALS.

BY THE TIME WE ARRIVE IN THE CARTHAGO SECTOR IN A FEW MONTHS TIME, I ESTIMATE THAT THE INSTALLATIONS SHOULD BE MOSTLY COMPLETE ASSUMING NO ONE DOES ANYTHING STUPID.

Journal of Lucian St. Valentinus, Ship Minister.


The Engiseer has gone mad! He's decided to turn a full tenth of the crew into servitors, and worse, the Captain has decided to go along with this! Can't that fool see that Lovelace is preparing to overthrow him? Why else would he want so many of those horrid machines, why else would he be so eager to install cybernetics in his 'allies', and for what other purpose would he create these so-termed 'water pumps' AND have them guarded by automata equipped with flamethrowers?!

He claims these countermeasures to help proof us against the foul magicks of the witchweasels! Does he think us all fools? Just because one can replace your flesh to hide mutation does not change the nature of whether mutation has occurred, and one cannot use mere PUMPS to defeat witch conjured water!

I have discussed things with my followers among the crew, and we've agreed to protest: each day until these pumps are removed and the servitorization stops, one among my flock will martyr themselves in holy prometheum as a form of protest! We will not stop until Lovelace's foul scheme is destroyed.

The Journal of Captain Harb Goldengun, Captain of St. Xanax's Prosperity

The priest has gone mad! He keeps telling the crew they need to set themselves on fire, and when we finally finished the translation from the warp to St. Commodus's Rest, one of them listened! A madman snuck his way onto the bridge and doused himself in prometheum! We have a hole melted through four floors!

I've disciplined St. Valentinus, who aggravatingly doesn't seem remotely deterred. If this continues, I'll need to shut the pumps off to keep the crew pacified, something I know will anger Lovelace. There isn't enough amasec in the world for this. Worse, we're to dock soon so that I might learn our assignment. I am apparently to meet with a representative of the Lord Protector himself, who is to tell us what part of Battlefleet Carthago we are to join. I can't let them see how bad morale is, and I can't let them see the rift that's been burned through my bridge. I'll have to convene with the helmsman, make up an excuse while the hole is patched.

Personal Ledger of Joishua Dredd, Helmsman

We're doomed. Not only is the Captain mad, he's driving the rest of the crew mad as well. He told me that we're ignoring the hole thats in the bridge and making sure the Lord Protector can't see it, even when the damned priest is still trying to goad the crew into repeating the process! Meanwhile Lovelace has used his antics to justify increasing the pace of servitorization and putting more guards near the pumps, which has just made the crew even more paranoid, while simultaneously angering the High Factotum for wasting unnecessary resources on servitors we don't need, causing HIM to decide to start denying every requisition made by the Engiseer! About the only people acting rational are the first mate and myself!

I've been taking the opportunity granted by us docking to do some investigating. The Rest is used by a fair bit of the fleet as a rally point, meaning the bars of the planet had plenty of crewmen and even land-grubbers. The stories they tell…

I don't envy the latter, at least. As bad as they can be in space, apparently the Witch Weasels are worse on land. Their devils and their evil spirits are stronger world-side, and it's where their worst and most terrible weapons are supposedly used. One shivering private recounted to me having met strange devils wearing fearsome, terrible warmasks descending upon them in the trenches, alchemical nuclear bombs that burned like stars for hours on end blinding all who looked at them, and all manner of horrific spirits that accompanied battles against them, such as a nightmarish horror resembling a titanic metal skeleton that seemed to grow larger as it devoured the dead that, at its zenith, had been large enough for their fingers to brush against the atmospheres edge.

Still, it seemed many of the rumors I had heard about their space capabilities were not exaggeration either: several veteran void sailors I managed to bribe into parting with information told me things that would chill the bone. Entire decks converted into scaled fish-men, mutated beyond recognition. Worse, this spell affected everything aboard: men it turned into mutants, plants and vegetation would turn into parasites and infestation, and beasts and vermin, including those it conjures given enough time, it turns into monsters. Worse yet, this plague is degenerative in its affects: according to many I interrogated, the longer one battles with the Tekket ship, the worse the effects get. Initially, tis only minor alterations, the kind that can be hidden with surgery if you have a sympathetic doctor.

One of the sailors showed me what happens if the fight lasts long enough, however. Under one of the bars, they showed me one of their crewmembers who had seen too many battles. His head was entirely replaced, transformed into a grey skinned, soft scaled noseless creature, its long horselike head noseless. One eye was located on the side of their skull, still human looking even as it faced the side. The other had remained forward facing even as the blue has melted away for a thick membraned, oval pupiled amber. Their limbs were likewise altered: one arm now ended in a thick shelled crustaceous claw, a bundle of ringed, heavy suckered tentacles emerging from around it, while the other was instead a webbed claw of some form.

He's to be sent to Mutie-Town, apparently: the ultimate fate of those afflicted, to be herded to a place where good imperial citizens don't have to look at them and they can be put to use attempting to redeem themselves for their genecrimes through labour.

I can't let that happen to me. We're setting off in a few days: us and a few other ships are headed to fight in Justinians Rift, where we're to perform punitive action against a rebellious world that has refused to pay their tithe. We're to pass through the Wrack to get there: a gigantic structure consisting of dozens of beached space hulks. It's my intent to disembark as we pass through: there exists according to what I can tell a great many imperial communities aboard the megahulk, salvagers that earn their meals by helping deconstruct the titanic edifice, section by section. I've been confiscating thrones from the crew: I intend to use it and my own savings to disappear into one of these communities. Joishua Dredd will be a phantom on the voidwind, and, when the ship leaves and enough time passes for my desertion to be forgotten, I'll attempt to make my way back to St. Commoduses Rest, under a new name and identity.

The plan is foolproof. All I need to do is convince the First Mate to aid me.

Notes from High Engiseer Alberto Lovelace's Personal Dataslate

THE CREW IS GOING MAD. THE HELMSMAN IS DEAD, KILLED BECAUSE OF THEIR ATTEMPT TO DESERT. THE FOOL ATTEMPTED TO ENLIST THE AID OF THE FIRST MATE, WHO PROMPTLY MADE AN EXAMPLE OF THE POOR COWARDICE TO THE REST OF THE CREW. WHAT IS LEFT OF THEM HAS BEEN CONVERTED INTO A PAIN-SERVITOR, DESIGNED TO USE ITS ANGUISHED CRIES AND AGONIZED SCREAMS TO SERVE AS A REMINDER OF WHAT HAPPENS TO THOSE WHO FAIL TO FULFILL THEIR DUTIES.

WE HAVE ONLY JUST REACHED WRACK, AND THE CREW IS ALREADY SUFFERING FROM THE PSYCHOLOGICAL DETERIORATION CAUSED BY TEKKET WARFARE. ACCORDING TO DATA COLLATED FROM OTHER MAGOS, WE ARE LIKELY TO SEE A STATE OF HEIGHTENED TENSION, LIKELY PUNCTUATED BY A WAVE OF DEATHS STEMMING FROM PARANOIA INDUCED IDIOCY. I EXPECT FROM ST. VALENTINUS: THE IGNORANT PRIEST IS LIKELY ALREADY PLOTTING SOMETHING. AS SUCH, I AM INCREASING SECURITY AROUND MY WATER PUMPS. I HAVE ACQUIRED FROM ST. COMMODUS REST A SERIES OF SCHEMATICS FOR AUTOMATED SERVO-TURRETS THAT, WHILE IMMOBILE COMPARED TO GUN SERVITORS, ARE FINE SOURCES OF STATIC DEFENCE. I WILL NEED TO CONVINCE THE HIGH FACTOTUM TO START APPROVE MY SUPPLY REQUISITION, BUT I AM SURE WE CAN COME TO AN AMICABLE AGREEMENTS LIKE RATIONAL FELLOW FOLLOWERS OF THE OMNISSIAH.

Journal of Lucian St. Valentinus, Ship Minister.

The perfidious tech-priest goes too far! Now he arms his water pumps with turrets and threatens the high factotum with violence if the adept does not approve his requisitions! Twenty of my followers have alighted themselves in the vain hopes of convincing the Captain to stop the mans schemes and plans, and yet the fool does nothing!

Clearly, we must escalate this. If my followers martyring themselves isn't enough, there are other means by which we can coerce the Captain into listening to us! Emperor hopes it will be enough, and that we'll be able to stop whatever plot Lovelace is embarking on before it is too late.

Private log of First Mate Allen

Dear diary. I write to record in you the unpleasant and uncanny events we've discovered as of late. It started with a sense of unease in the crew: at first, I assumed it was an ill mood caused by the heresy and yellowness of the Helmsman and discomfit of his fate, something which sits unwell with me as well. At night I have begun dreaming his spirit haunts me, sitting at the end of my bed in my old chair, the rocker creaking as it tilted forward and back slowly, his pink eyed specter glaring at me in anger and anguish alike.

While both of these are attributable to mundane causes, however, we have encountered something that we can't explain. While passing through the system betwixt the Wrack and our destination, at the systems edge we encountered a ship exiting warp space, its systems dark. When looked at via viewscreen, I had thought the ship hauntingly familiar, though I couldn't place it. According to our augur-master, however, the ship is apparently known as Mermedeus Folly. Another vessel of Battlefleet Carthago, one that we were supposed to reconvene with upon reaching our destination.

I was part of the boarding party, and aboard that ship we found horrors. First we entered the bridge, finding the captain dead, his skeletal, waterlogged body overcame with years worth of barnacles and decay even though he could only have died within the last few months. His crew were in little better shape: more flesh, yes, but just as dead, their bodies bloated, puffy, and half submerged in the brackish brine that drenched the facility.

I will, I think, be haunted by their appearance: I cannot dispel from my mind the image of one unfortunate ensigns face. The open mouthed, gaping look of shock as we turned them over. The milky white eye widened in eternal horror at the ceiling as we attempted to search their clothes. The off tilt of their nose, forever stuck at a wrong angle upon their face. The blueness of their lips, the water that dribbled from their lungs as we worked. The sloughing of their skin, and the discovery that beneath it was a hive of finger biting crustaceans and fleshburrowing fish.

The worst was how soft their flesh was. It moved like putty, coming apart in rotting chunks like grox that had been boiled for hours: I could feel it, under their uniform, the meat shifting and being undone as we rifled through their pockets from the lightest of touches.

As we descended, we would encounter flooded deck after flooded deck. Some had exploded, the pressure of the water squeezing the air so tightly it eventually caused steel to buckle and break. On those decks, we could find no remains but red clouds in the water. I can only presume that the crews bodies, their flesh and blood, gave way before the metal did. Worse, we found barnacles, urchins, and other terrors: razor sharped, barbed, and in many cases blood drinking. One poor soul found themselves swarmed by urchins, and I fear watching him wither and be drained to a husk in front of my eyes will also feature in my dreams. It was fast enough that I was unable to help, but slow enough for the process to be agonizing. By the time I had fired my flamer, most of his body was mere skin and bones.

Not all the decks were flooded, however. Once we went far enough below, we encountered some that were only somewhat water logged. The smell was…indescribable. The water was black, thick, and smelled of sulfur. Worse, it was warm, bubbling. We thought it merely revolting, however. It wasn't until we found the corpse of the ships Engiseer that we realized how much worse it was.

It had been located in their quarters, on Deck 37. The door had been barricaded: surrounding it was a swarm of shambling, almost humanoid creatures, strange agglomerations of pelagic homnid, fish, crustacean, and coral, hulking seaspawn that had tried to accost us, only driven back by the purifying heat of our flamers. Inside, we had found the tech-priests of the ship alongside the corpses of dozens of menials, all having killed themselves, some by hanging, some by poison, some by drowning. In the center of that damp, dripping, and dimly lit chamber was the Engiseers corpse, his body having decomposed to bone, moss, and what remained of their augments.
When we touched them, we had only been trying to search them for information on what had happened. And yet, the moment our hands made contact with the muddy brown cloak of theirs, the red dye in it having long faded, the body began to stir, letting out a long, low gurgle. It reached out with a bony hand and grabbed the Bosun, who let out a scream as their skin began to turn black and begin flaking around where the engiseer had grabbed before I managed to tear the man free.

Unfortunately, it seemed that this caused the rest of the corpses to stir, the ones hanging from the ceiling letting out chokey rasps as they writhed in their nooses, while the others found themselves rising, slowly, their bones letting out creaks and groans even while tar bubbled from the mouths of the walking corpses, their eyes coming to life with a strange uncanny pink glow.

We fled, of course, sealing the deck behind us. Captain Goldgun has agreed to cease all exploration of the ship: he intends to send word of the ships destruction and curse to the fleet when next we find an astropath. He has informed me that I am not to tell the crew what was discovered on the ship, that it would cause undue alarm in the crew.

We are to begin translation to the warp immediately. The sooner we reach Justinians Rift, the better.

The Journal of Captain Harb Goldengun, Captain of St. Xanax's Prosperity

We've joined the fleet, and had our first battle against the enemy. Our fleet has four vessels in total, all of them answering to Blessing of Sanguinus, the personal flagship of Commodore Sharpe. Our duty is to provide orbital support for the Pyrite 17th to conduct punitive decimations on the world of Sapphique 3 and prevent any sympathetic fleets from intervening, in case the rebellious population of the world attempt to convince the Tekket or other factions from interceding on their behalf. As well, we were to destroy the planets defense fleet: the Sector Lord wishes their captains admirals taken alive, though only two such figures have been located so far: one has been crucified as an example of the wages of treachery, the other is to be sacrified in a triumph once the planet has been taken. The others we've managed to corner so far have chose to drink poison instead.

Once we destroyed their fleet, the Heretics attempted to activate the orbital void shields in preparation of bombing campaigns. Commodore Sharpe shared with myself and the rest of the captains over vox that this event is of little concern: apparently, the Lord Protector wants the planet brought back into the fold once the decimations are finished, so we are only allowed to perform light bombing anyways. A few days into the invasion, a scant mere hours before I sat down to record this, a series of ships emerged: 'Endeavors', apparently, the most common vessel in the Tekket fleet.

We managed to beat them back, but not without cost. Their ships are more sturdy than they appear, and their weapons consist of alchemical torpedos that create living, moving conflagrations that force a vessel to remain mobile unless they want their voidshields burned through. Worse, we faced our own first taste of their magicks: flooding, barnacles, and massive reports of motion sickness from the ships medicae. Mutations…mutations have been light, thankfully. Concentrated mostly among the menials and a few midshipmen. Among the senior officers, only the High Factotum has been affected: webbed toes, small and common enough a malady that it is very likely they should be able to pass it off as mere hereditary quirk, potentially a sign of their noble lineage. Such a condition is fairly common among the upper echelons, as I understand it.

Alarmingly, it appears that the witchweasels have a weapon that makes this curse WORSE: a series of strange, phantasmal cannons that unleashed a hideous purple flash of light that caused these curses to worsen in sections they hit instead of harming the hull. We were only struck a handful of times, but one of our sister vessels, the Benediction of Justa Marie, was in the aftermath forced to purge an entire deck, the mutants numbers too large and immediate an issue to make the more humane option of mutie-town viable. Still, we managed to chase the fleet away, though only one of their infernal vessels was destroyed, and with minimal damage to our own ship.

So long as nothing changes, with the god-emperors grace, we should be fine.

The Journal of Captain Harb Goldengun, Captain of St. Xanax's Prosperity

God Emperor preserve us. Fifty crewmembers are dead, and dozens more are soon to join them. I had thought St. Valentinus content to merely burn them one at a time, but the man has apparently decided to escalate. An entire mess hall has poisoned themselves in response to Magos Lovelaces actions while a handful more chose instead to attack the water pumps directly. Worse, they did it while Commodore Sharpe was aboard, meaning I can't merely handle this in private. I allowed St. Valentinus to explain himself, then spent the next twenty minutes lecturing him on his recklessness before sentencing the man to the brig. I fear I may need to close the pumps regardless: at this point, half the crew seems to think the things are designed to poison the ships filtration system, and the other half thinks they're part of Lovelaces scheme to convert the entire crew into Servitors.

I'll talk to the man. Explain it to him: perhaps we can come to some sort of agreement, one that will allow him to have his pumps while not scaring half the crew to death.

The mission is going well, at least. A few more attacks by the Directorate: nothing hard, just probing harassment and raids. A few more officers have gained condition: the Factotum has a few new scales across his back, and he's gained the ability to inflate his throat like some amphibians, while my new helmsman has gained a change in eye color, each orb now pitch black. In both cases, the alterations are still minor: the Factotum I've agreed to let them attempt surgical correction, though the condition my helmsman is in wasn't so easily covered up. Since others know they're a mutant, I've gone ahead and confined them to quarters pending court martial for genecrimes. Its unfortunate, losing both helmsman and his successor so quickly, but little choice is presented.
According to the Commodore, the General in charge of performing the decimation has successfully subjugated around 30% of the planet. They expect the remaining heretics to surrender or collapse once 70% or so has been seized, at which point a census will be performed and a decimation performed upon the recording of the results.

I think once we have successfully subjugated this world, I'll be putting in for my retirement. It will need new governors, no doubt, to replace its PDF, nobility, regional leadership: I'll put in my papers, ask Sharpe if he could grant me my leave. It is, I think, time for this sailor to hang up his cap. I'm not cut out for this: this entire journey has been plagued by misery and ill omen. This war, I believe, is meant for younger men than I. I have done my best to maintain my composure, but every time we go to battle against one of the Directorate ships, I find myself white knuckle clenching my hand gripping my hymnal, and I find myself looking in the mirror nightly for mutation. My dreams are of my old helmsman describing the place he had ultimately died trying to escape: mutie town. The human effluvia pumped in from above, the dregs of carcases processed by the corpse starch recyclers, the stench so thick, so awful you'll wish you had died. The factories and sweat shops I would be forced to labour in for days at a time for a mere pittance of thrones for mere crusts of bread. The periodic purges, arbites going door to door and shooting as many mutants as it took to keep their numbers under control: I would be forced to listen, and hope they reached their quota before they reached my own hovel as they passed, apartment by apartment, closer and closer.

'It's what I ran from, Harb,' His specter says, his eyes pink. 'It's what you killed me for. It's where you're running.' Every night he appears in my dreams, a few times a week, he will assault me so, giving me a ghastly grin as he peers at my sleeping form, my body trapped in a strange trance and unable to move as his corpse gibbers maddened accusations. 'You should have ran when you could, you should have ran when you could!'

Other nights, I dream of drowning: as I close my eyes, I will open to find myself underwater, in some strange, dark, sunless place, unable to breath as I claw for air, attempting to orient myself and figure out which direction is up. I don't drown in reality: so far tis only been a dream: my lungs are filling themself with clean oxygen in reality, especially as I have taken to wearing a relic known as a Oxybreather Mask when I sleep. But this just prolongs the nightmare, which feels the whole time like my lungs are filling with water, without sufficient air to breath. Eventually, I'll realize what direction is up, but when I start to swim, I'll find something grabbing me by the ankle, anchoring me in place. Looking down I see-

I am going to keep doing my best to project strength to the men for as long as I continue to serve, but I fear that if I don't retire, if I don't stop, if I don't rest I'll finally snap.

Notes from High Engiseer Alberto Lovelace's Personal Dataslate

I HAVE SUCCESSFULLY PRESERVED MY PUMPS. THE CAPTAIN IS NOT HAPPY WITH ME, BUT HE HAS BEEN FORCED TO COMPLY. I APPROACHED THE COMMODORE UNDER THE GUISE OF DEPLOYING THE FLEET WITH MORE WIDESPREAD ANTI-CURSE MODIFICATIONS, SHOWING HIM THE SACRED SCHEMATICS FOR THE PUMP-AQUA MACHINE. I THEN DEMONSTRATED THEM IN USE, FURNISHING HIM WITH THE TACTICAL DATA OBTAINED IN COMBAT. I HAD TO OMIT SOME OF THE DATA: IF HE KNEW ABOUT THE BLOCKAGES, IT WOULD ONLY MUDDY THE NARRATIVE AND OPEN THE POSSIBILITY OF HIM MAKING A SUB-OPTIMAL DECISIONS. WHEN HE CALLED THE CAPTAIN TO INQUIRE MORE, GOLDGUN'S NATURAL COWARDICE LED TO THEM BRAGGING ABOUT HOW EFFECTIVE THE PUMPS HAD BEEN. HE WILL NOT CLOSE THEM NOW, NOT WHEN HE HAS ACCIDENTALLY TIED THEIR USEAGE TO THE ESTEEM THE COMMODORE HOLDS HIM IN.

I AM ALSO PLEASED TO NOTE THAT MY THEORIES ABOUT FIGHTING THE MUTAGENIC AND PSYCHOACTIVE EFFECTS OF THE TEKKET CURSE VIA AUGMENTATION WAS BORNE OUT: WE HAVE BEEN ASSAULTED BY A TEKKET BATTLECRAFT KNOWN AS A VALIANT, AND WHILE IT INFLICTED SIGNIFICANT DAMAGE WITH ITS SHORT RANGE FUSION WEAPONRY, THOSE I ALTERED WERE SIGNIFICANTLY LESS LIKELY TO SUFFER MUTATION. A NOTABLE COLLECTION HAVE SHOWN A BENEFICIAL EFFECT: RECENT SURGERIES AND IMPLANTS HAVE SHOWN SIGNIFICANT HEALING IN DAMAGED TISSUE, AND IMPROPER IMPLANTATIONS APPEAR TO HAVE MENDED THEMSELVES.

HOWEVER, PRIEST HAS PROVEN AGITATED. VALENTINUS HAS SHOWN DETERIORATING MENTAL CONDITION: LIKELY SUFFERING CRITICAL LEVELS OF CORTISOL AND ADRENALINE IN THE BRAIN. CAPTAIN HAS PROVEN UNWILLING TO DEAL WITH THEM: THEY WILL LIKELY DO SOMETHING STUPID. POISON? UNLIKELY, I DO NOT EAT BUT FROM MY PERSONAL STOCK. ANGRY MOB? POTENTIALLY, BUT MY SECURITY IS PRIMED TO TARGET ANY LARGE GROUPS NEARING MY QUARTERS. A LONE ASSASSIN IS UNLIKELY FOR THE SAME REASON: ALL OF ST. VALENTINUS FOLLOWERS AND ALLIES WILL TRIGGER A PROXIMITY ALARM IF THE GENESENSORS IN MY PROTECTION DETAIL DETECT THEM IN THREATENING PROXIMITY. STILL, I WILL PREPARE SO THAT SHOULD THEY COME AT ME WITH HOSTILE INTENT, THEY WILL FIND THEMSELVES ANNIHILATED.

MAINTENANCE IS BECOMING AN ISSUE. MOST BLOCKAGES AND GROWTHS HAVE PROVEN VULNERABLE TO LIGHT MAINTENANCE FLAMER FIRE, ALLOWING THE PUMPS TO CONTINUE THEIR SACRED MOTIONS AND KEEP THE AMOUNT OF FLOODING TO MANAGEABLE LEVELS. HOWEVER, IT APPEARS SOMETHING HAS TAKEN ROOT IN THE PIPES IN SEVERAL DECKS: SENSORS HAVE DETECTED SOMETHING MOVING, AND THIS HAS SHOWN A CORRELATION TO THE MALFUNCTION OF PIPE AND PUMPWORKS. IT HAS BEGUN BLOCKING THE PIPES, BEYOND MY ABILITY TO EASILY REACH AND IN A LOCATION WHERE WE CANNOT MERELY SET IT ABLAZE TO BURN WHATEVER IT IS ALIGHT IN CLEANSING AND MACHINE INVIGORATING FLAME.

SO FAR, THE PHENOMENA SEEMS CONFINED TO A HANDFUL OF DECKS, LARGELY CENTRALIZED IN REGION SURROUNDING WASTEWATER AND SEWAGE TANKS. I AM SENDING A GROUP OF SKITARII EQUIPPED WITH RADGUNS TO DISINFECT THEM AND PERFORM THE CANT MECHANICA VERSES 2001 TO 2110: THIS SHOULD ALLEVIATE THE MACHINE SPIRITS OF THE PARASITE THAT BLOCKS THE FLOW OF EXCESS WASTE-WATER.

Journal of Lucian St. Valentinus, Ship Minister.

I can tolerate this no longer! We can tolerate this no longer! Can't the captain see that the machine-priests aims are dark? He is now insisting that the cure to mutation is partial servitorization, as if the rest of us cannot recognize what is being planned! Ignoring my counsel that the solution to this is not mere treatment of the symptoms via amputation! He is using the cowardice of the captain and the veil of ignorance to skirt the spirit of heresy under the letter of law to turn the crew into those abominations, all while ignoring that mutated flesh is mutated flesh even if it is unblemished on the surface! Worse yet, this is corruption that the affected will carry in their geneline: they will on the surface be mere cyborgs, but their mutation will be obvious in their children, and their childrens children, those that are afforded the autonomy to reproduce once that 'priest' is done butchering them!

No, no, no, I will NOT let him do this. This has gone on long enough.One of my acolytes have witnessed some of the ships skitarii guarding the ship septic tanks, and hearing through the vents strange noises and smells coming from those nightmarish waste-spaces. That is the focal point of the engineers schemes, I think. We have discovered a series of secret passage to these locations, one that predate the both of us by millenia: I have purchased rad-suits from the other ships to protect me from the weapons of the skitarii. It is my hope to stop the Engiseers schemes at their root! My spies in his retinue will attempt to draw him to this location, where I will use the secret passages to ambush the fiend and send him to the heretics hell! Not a single member more of my flock shall be turned into a mechanical abomination! VAE VICTIS!

Private log of First Mate Allen

God Emperor save us all, they're both dead. A few hours ago, around 0200 hours, I had been conversing with the Engiseer. The way he was going about his ideas, it was terrifying the men. I know he is was not an evil man, but he does not didn't know the heart of man very w-

I was discussing the possibility of attempting to reassure the men: he had agreed to publicly renounce the idea he would convert the menials to servitors, and as we talked, I could tell he was warming to the idea of accepting volunteers only for his menial augmentations. After all, I told him, once they saw it was their only way to escape mutie-town-

There was an alarm. The Engiseer was called away: some emergency sent by his skitarii near a waste tank. They were under attack. I came with him, offering my gun. Best to build as much sympathy with him as possible, I thought, if I was to get him to accede to as much compromise as would be required to reassure the crew.

When we got there, we found the place overgrown with moss, algae: strange rocky molds growing upon the ground around the tanks, which was wet, the walkways under several inches of effluvia barring a handful of places where the ancient grating had not given way. Off-color metallic barnacles upon the wall, bubbling and occasionally unleashing drips of glowing ooze, which covered the filthy blackwater drenched walkways like an oily, shimmering film. In the septic tanks I saw titanic abominations I still struggle describe, gigantic floating masses of a hideous organic pink glowing substance: in this ooze I thought I could see bodies, screaming crewmembers that were slowly being DIGESTED by whatever had taken nest in the tanks, their bodies dissolving slowly before my eyes: even still we are only now tallying the dead, those who had been taken without us knowing it in the night, slurped up through the pipes because we assumed the curse would only affect the places we can see. A few of these formless oozes had been freed by the gunfire, creeping across the battlefield, showing a horrific intelligence as they swarmed the engiseers retinue while ignoring the parade of mutants attempting to assassinate us. Anything the things touched that was flesh, they digested, flesh blistering and bubbling and sloughing as the horrific things slithered up the frame of the skitarii until they successfully touched something borne of flesh, wherapon the horrific pink devils would begin hollowing the cyborgs out.

Myself and the Engiseer fought together: I pulled out my plasma carbine, he his axe. The necrojellies are foul, disgusting: but fragile: we would retreat to one of the handful of dry locations in the facility, a flat pane of metal, where we attempted to hold off both mutant and monster. I would provide suppressing fire, reducing attackers at range to cinders, while any that approached close, primarily the jellies, would be slain by the machine priests weapon.

The things would shriek and burst, dying in their entirety as they were struck, their bodies boiling. Together, we piled the place high with the corpse of our enemies, though many skitarii lost their lives, their bodies burrowed into and eaten from the insides out. However, just as the tempo of the mutants was beginning to falter, the ship minister charged into combat, wielding a power sword. I had been about to shoot him, when a jelly dropped onto my gun from the ceiling. It…it coordinated with him, I know this: it knew that St. Valentinus was attempting to murder Lovelace, who they had deemed greater threats to their plans. I know not if the priest knew he was being manipulated, god emperor rest his soul. I can only pray that in the end, it was mere ignorance that caused his actions.

With me attempting to free my gun and avoid being digested, the Engiseer was unable to protect himself. The priest was the better duelist of the two, and in a short flurry of attacks, the man had parted the engiseers head from his shoulders.

"VAE VICTIS! THE EMPEROR WILLS IT!" He roared, triumphantly, even as I finally vented the plasma on my weapon, boiling the necrojelly alive and freeing my gun. Staggering, I let out a scream of rage, of frustration as I ran the priest down, tackling him to the floor and wrapping my hands around his throat and SQUEEZING-

He attempted to choke out justifications as his face went purple my knuckles white eyes bulging saying he had to do it

I roared, tightening my grip tighter tighter until I heard a thick meaty snap. God emperor I can still remember the rush of adrenaline and the crunch of bone as I twisted his spine loose from his body.

With the priest dead, his followers broke, and we were left alone. And yet, the catastrophic confrontation between Lovelace and St. Valentinus was not where the strange terrors that would afflict us would end that day. As we returned to the bridge, I was assaulted by the sound of the alarm. We were under attack. Returning, I learned to my dismay the Directorates ships were being detected over sensorium. We were down an Engiseer, down a(n admittedly replaceable) chunk of the crew, and down the priest. And now, we were immediately thrust into the midst of battle.

This time, their strike fleet consisted of a collection of their frogships, the vessels larger than their Endeavors, the ones that possess the fusion lance weaponry. They wracked great terror across the fleet: for as tiny as the vessels might be, like their namesake they are quick, and nimble, and possessed of terrible spitting venom. Worse yet, they were able to inflict great and terrible losses through their curses: our newest Engiseer is reporting more of these formless fleshes hiding aboard in the aftermath, seemingly feeding on our waste to grow large enough to commit mitosis. More of the crew are mutated, and the more become so, the more agitated the crew as a whole grows: the death of the old engiseer is small balm to them. They still have mutie town to await. Worse, with the engiseer being gone, his replacements are struggling to keep everything maintained and functional: the machine spirits are growing displeased.

The only good news is that the ground campaign is progressing well, according to the news of the Commodore. If we can break the defenders of Saphique 3 quick enough, perhaps we might be afforded the breathing room to recoup our losses, but I feel every inch of pressure they put on us drives us closer to the edge.

The Journal of Captain Harb Goldengun, Captain of St. Xanax's Prosperity

We are down a ship. The Tekket attempted to break our cordon: five frogships and as many such Endeavors have successfully destroyed the Benediction of Justa Marie. Now, it is a waterlogged wreck floating in the void, crawling with all manner of strange mutant and twisted xeno beast. Worse, they managed to deliver aid to the defenders of Sapphique 3: fusionmelta weaponry and xenotech shield devices designed to counter imperial arms such as the lasgun, alongside brigades of automata to replenish their ranks. Worse, some of their infernal huntweasels have almost certainly made landfall: the general in charge of the invasion was found poisoned, and apparently commisars, officers, and priests alike have been suffering from a wave of death via nukerat snipers, typically in the presumed safety of our fortifications in what should be taken territory, well behind the battle lines.

They emerged screaming from the warp, their weapons lashing white fire against our void-shields, casting all manner of terrible curse that afflicted our crews. At first, the battle was hard fought, but none of the ships fell until they cast some form of conjuration, summoning what appeared to be some genus of void kraken, though not one I've ever seen. Smaller than the few specimens I've encountered, I wager it was only a little larger than our own vessel, and it was possessed of a metallic shell upon its back. From its thousands of tentacles lightning lashed, arcing onto the hull of the vessels it struck: the current engiseer, a man by the name of Aaron Coppernicus Upsilon, says the machine spirits were overloaded throughout the ship. We fought it off, but by the end, we were waterlogged, we have three decks converted into mutants, and some of the coral is now electric, making removing it and unflooding those floor hazardous: so far, the best solution I've come up with is to have the mutants do it. Electrocution is likely a kinder fate than what the Engiseer would have done to them, and it provides them a way to atone for their genecrime.

And when the thing finally retreated, back into the fight the other ships entered: the only thing worse than the effects of their curses is the battle damage. The Justa Marie didn't survive: its void shield had been destroyed by the kraken, I think.

Worse, we now have reports of guerrillas and insurgents disguising themselves as members of the guard in order to plant bombs and smart mines, and with so much of the commissariat dying, some may indeed be our own troops gone rogue, a troubling notion. Most of the tank brigades on the planet have been damaged to the point where the tech-priests have consigned themselves to recycling what's left for parts: gallingly, one of the machines that has been destroyed utterly was the baneblade assigned to planetary pacification. The official word on how it was lost according to my more official sources among the fleet was that its crew and commander both went down in a blaze of glory, sacrificing themselves to destroy a rebel stronghold that served as a lynchpin for the defense efforts, sacrificing captured devout members of the astra imperialis in barbaric victory-rituals unless their captive converts: a clear and troubling sign of their corruption by the perfidious xeno. The tankers of Ollanius' Hammer killed hundreds, if not thousands of rebels according to the official reports before finally being slain by a wicked fusion mine sending it and it's troops to Elysium, though unfortunately in the process they were unable to save any of the hostages who unfortunately perished in the battle. May they be carried to glory on the wings of the Emperor to join his eternal army: no doubt when this campaign is honored, the crew will be honored during the triumph, most likely by lashing some rebels and their families to the pyre in the tanks honor.

Still, it seems that our troubles aren't with end, some days: the leaders of the astra militaris are being murdered in safe territory, our tanks are being destroyed, and half my crew is mad and a tenth of it mutated. At this point I can only hope that this nightmare ends soon.

The Journal of Captain Harb Goldengun, Captain of St. Xanax's Prosperity

Another ship down. The Blade of Macharius. This time, the enemy fleet brought with them a pod of void whales: no doubt presents from Waaagh Skultaka. The beasts were enraged, in frenzy: it took several minutes of sustained bombardment to kill the largest among their number, during which time they proved sufficient distraction for boarding operations upon the blade, where they unleashed their khimera-beasts, who managed to hijack control of the vessel to send it crashing into the planet, flattening one of our fortifications. The hole left in our anti-air defenses allowed for it to be incinerated by phosphex missiles held by the heretics.

We are down to half our fleet, now: our own and the Commodores vessels. He says that he has already requested relief. The First Mate is nervous: at first I had thought the man merely beginning to lose his nerve, but now I must wonder. I am not the only one who thought to hide mutation: what if he has been afflicted, but is hiding it? He will likely get found out eventually if this campaign does not end: and when the relief fleets come, those accursed will be replaced with fresh stock: clean, pure, human bodies unmarred by the genecrimes that disgraced their predecessors.

It is reported that more and more of the army below have turned coat and joined the heretics now that they lack the commissars and priests to guide their unruly reins: the official reports deny it, but a few of the men have been whispering about traitors aboard the ships as well. What if they're correct? The mutants, especially, would no doubt prove willing receptacles, and if there was one sufficiently desperate enough to hide their mutation, no doubt they would be sufficiently desperate enough to turn traitor as well.

No, no, this is just paranoid fantasy. I have no evidence of any traitors among the crew: even the mutants, foul as they are, are still loyal, inasmuch as one of their kind can be to the unmutated. But still, I must take more precautions, lest I find myself with a blade in the back. Mandatory inspection of bunks and bodies: I will make sure every single mutant on this ship is catalogued and documented. I will leave no stone unturned, god emperor as my witness.

PERSONAL LOG OF LEXMECHANIC ENGISEER A. COPERNICUS Υ 7

THE CAPTAIN HAS BEGUN SUBJECTING THE CREW TO RANDOM PUBLIC INSPECTIONS FOR MUTATION. FOR WHAT REASON I DO NOT KNOW: THERE EXISTS LITTLE BENEFIT TO UNCOVERING WHO IS AND ISN'T MUTATED AT THIS JUNCTURE.

SO FAR FIFTEEN MUTANTS HAVE BEEN DISCOVERED HIDING, THOUGH I PROFESS, I BELIEVE THE FIFTEENTH WAS AN ENTIRELY MUNDANE GLANDULAR ORDER THAT WAS MISSED BY PRENATAL SCREENING. IT WOULD EXPLAIN SOME IRREGULARITIES IN THEIR MEDICAL CHART.

THOSE AFFLICTED HAVE BEEN CHARGED WITH GENECRIME, AND SENTENCED TO PUBLIC WHIPPING FOR DARING TO CONCEAL THEIR CONDITION. AFTER THEY WERE SUPPOSED TO BE CONVERTED INTO PAIN-SERVITORS AS AN EXAMPLE OF WHAT HAPPENS TO THOSE WHO HIDE IMPURITY OF THE FLESH, THOUGH I WAS SUCCESSFULLY ABLE TO CONVINCE THE CAPTAIN TO OPT FOR A MORE MERCIFUL TREATMENT, HAVING THEM TAKE THE PLACE OF ASSORTED LOWER DECK MENIALS WITH THE SAME SKILLSET, WHO WOULD THEN BE PROMOTED TO FILL THE GAPS LEFT BEHIND. IT IS A MORE TASTEFUL WAY TO HANDLE THEIR CONDITION I FEEL: I WILL NOT ANNOUNCE IT PUBLICALLY, BUT THE TREATMENTS OF THOSE AFFLICTED WITH THE DARKTIDE SHOULD NOT BE TREATED AS COMMON MUTANTS.

FOR ONE THING, IT PLAYS INTO THE TEKKET PSYCHOLOGICAL WARFARE PROFILE: THEY ARE FLAGRANTLY MANIPULATING OUR DOCTRINES TO GET US TO TURN ON OUR OWN HOUSE: THERE IS MUCH ABOUT MY PREDECESSOR I DISAGREE WITH, BUT HIS UNDERSTANDING OF DIRECTORATE BATTLE DOCTRINES IS ASTUTE. BEYOND THAT, MANY OF THOSE AFFLICTED EARNED THEIR CONDITION IN BATTLE, DOING THEIR DUTY TO THE OMNISSIAH WHILE FENDING OFF BEAST AND BARNACLE. AND FOR THIS, THEY ARE REWARDED WITH NOUGHT BUT BITTER ASH AND THE KNOWLEDGE THAT LIFE IN A DEATH-FORGE AWAITS THEM AND THEIR FAMILIES.

THE CAPTAIN I BELIEVE EXPECTS THERE TO BE A TRAITOR AMONG THE FLEET. PERHAPS HE IS CORRECT, BUT NOT YET, I THINK: WHEN IT OCCURS HOWEVER, I SUSPECT IT WILL BE BECAUSE OF HIS ACTIONS, NOT IN SPITE.

Private log of First Mate Allen

Someone tried to kill the captain. During mess last night, when we were all eating, someone brought out a dish: the captains favorite, fried grox and blood pudding with crisped rationbites. The only reason he's alive is because his digestion was put off from stress, so he gave it to the new helmsman. The man had finished his meal, went to bed, and was only found this morning, well and dead. The engiseer, who is apparently a skilled medicae and mortician apparently, says that the cause was rat poison, injected into the groxmeat.

The captain is in a froth, as to be expected: he has ordered a search of everyones bunks, starting with mine. I must confess, journal, that when nothing untoward was found except a bottle of contraband whiskey I've been saving for myself, he seemed almost…dissapointed.

Perhaps I'm reading into his expression a bit much: no doubt his mind is weighed heavily by the assassination attempt. He seems to suspect that it was a mutant who did the deed, something that baffles me, as none of the ships cooks are mutated, nor would any of the people who handled the food en route to the officers mess hall. But the captain is convinced: he will not rest until he finds the traitor, who he firmly believes is among the mutants: as such, they've all been confined to the lower decks, where they will be quarantined and guarded by the ships enforcers until the traitor is found.

The ground invasion continues to go well, from what I hear: apparently, the rebels have managed to put together some ramshackle parts to imitate a baneblade, even going as far to paint it in the same colors as the Hammer and mimicking its crews uniform, but the terrible imitation was driven off with ease by the intrepid heroes of the astra militarum, who have begun reconsolidating their forces in key strong points in order to allow the rebels to break themselves on the fortifications of the imperium. Hopefully they destroy themselves soon: I feel as if our collective sanity is beginning to fray, up here in the void.

PERSONAL LOG OF LEXMECHANIC ENGISEER A. COPERNICUS Υ 7

WE HAVE RECEIVED GRAVE NEWS. THE REST OF THE CREW IS NOT AWARE OF THIS, BUT IT APPEARS THAT THE REBELS HAVE SOMEHOW MANAGED TO DETONATE A PERPETUNITE WARHEAD IN THE MIDST OF A MAJOR PIECE OF FORTIFICATION THE ASTRA MILITARUM WAS USING TO SUPPRESS INSURGENCIES IN THE OCCUPIED REGIONS OF SAPPHIQUE 3, NEAR ITS COAST. THE ENTIRE COMPLEX HAS BEEN REDUCED TO A BALL OF PLASMA.

OUR FORCES WERE ALREADY HAVING TO RETREAT TO VARIOUS STRONG-POINTS IN SEVERAL THEATERS. WITH THIS, THE SITUATION IS LIKELY TO CONTINUE TO DETERIORATE AS REGIONAL INSURGENCIES BEGIN TO DECAY AT OUR POWER IN THOSE REGIONS, WHICH ISN'T GOING TO BE HELPED BY THE MULTIPLE HURRICANES AND TYPHOONS OUR SENSORS ARE DETECTING THAT ARE SOON TO MAKE LANDFALL IN OUR TERRITORY. I WOULD ASSUME ROTTEN LUCK, BUT AT THIS POINT I SHALL ASSUME THE DIRECTORATE HAS SOMEHOW ENCHANTED THE WEATHER.

WE ARE DOWN TO HALF THE FLEET. THE SITUATION ON THE GROUND IS DETERIORATING. THE CAPTAIN IS GOING MAD. IF THINGS DO NOT CHANGE SOON, I FEEL WE ARE DOOMED.

The Journal of Captain Harb Goldengun, Captain of St. Xanax's Prosperity

THE !@#$ING RELIEF FLEET FINALLY ARRIVED.

I have never felt so glorious upon the receiving of reinforcements. Seven mighty and majestic vessels, including a ship of the Inquisition, an Indominus Class Super Battlecruisers equipped with twin nova lances, and a factory ship of the mechanicus. They are led by a man- an inquisitor from the Ordo Xenos!

Otto Von Clovis, his name is. A veteran in the war against the Directorate: he apparently had been on the front lines of the Volcanus 9 Secession, witnessing the fall of a once powerful and honorable planet of the Imperiums fall into the clutches of the alien. More importantly, he's a SURVIVOR of the Secession! One who has fought and weathered the curses of the enemy! With his expertise and the Commodores strength, not only did we fight off the next assault by the Directorate handily, we even managed to scrape by with minimal mutations! The Inquisitor had an ingenious idea: to counter the effects of the spell, he had ordered the self-martyring of his crew, one hundred people for each deck, crucified, vivisected, and drowned in the same manner as St. Inprobus of Dagon. Not all the decks had performed the ritual before the curse was cast, but we're seeing less reports of mutation, less reports of barnacles, and less reports of evil fish.

He claims that the only way to defeat the Tekket is to accept the unflinching destruction combat with them will require: he's overridden Commodore Sharpe to increase bombardment of the planet, covering enemy continents in vast fire storms once their planetary void shields had been crack'd. Ugly business, but the Tekket need to be prevented from gaining a foothold in the region. The planet will no doubt recover eventually.

PERSONAL LOG OF LEXMECHANIC ENGISEER A. COPERNICUS Υ 7

I LOOK AT THE PLANET BELOW, SEE FROM SPACE THE FLAMES WROUGHT BY OUR BATTLE, AND I CANNOT HELP BUT REMEMBER HOW THIS WORLD HAD BEEN A GARDEN WORLD OF SORTS ONCE, A JEWEL OF THE IMPERIUM. WE CAME TO IT BECAUSE THEY HAD BEEN UNWILLING TO PAY THEIR WHOLE TITHE.

IT WILL LIKELY NEVER BE A GARDEN WORLD AGAIN. THE WEAPONRY BEING FIELDED AGAINST THE REBELS IS PERMANENTLY DAMAGING THE ATMOSPHERE: THEY WILL LIKELY FOR CENTURIES HAVE TO USE ATMOSPHERIC REBREATHERS, AND THE HOLES IN THE OZONE MEAN THEY WILL LIKELY REQUIRE SKIN PROTECTION AS WELL. THE WATERS ARE POLLUTED WITH ASH, TOXIC RUN-OFF, AND RADIATION: UNDRINKABLE, AND NO DOUBT THE FISH THIS PLANET ONCE PROVIDED AS PART OF ITS TITHE ARE ALL DEAD. EVEN THE VERY EARTH OF SAPPHIQUE 3 HAS BEEN DAMAGED: WE'RE RECEIVING REPORTS OF EARTHQUAKES AND TECTONIC BREACHES THROUGHOUT THE PLANET, PRODUCING FISSURES THAT BELCH MORE ASH, MORE POISON INTO THE SKY.

WHAT WAS THE POINT OF THIS?

Private log of First Mate Allen


This is monstrous! It's one thing to quarantine the afflicted, but the Inquisitor has ordered a purge of the afflicted! Within ten days we're to reduce our complement of afflicted crew-members by half!

These men fought for the Imperium! They served the Imperium! And now, Von Clovis is using the attempted poisoning of the captain to murder them! I tried to tell the captain that none would have even had the opportunity, but he refuses to listen! He even threw me out of his quarters and threatened me with the brig if I protested!

I don't know what to do. I can't let this happen, but I don't know how to stop it. I attempted to gain the Engiseers support: he knows this is wrong as well as I. I told him that these people deserved better, that purging them would be a betrayal, but all he told me was that attempting to go against the word of an Inquisitor was suicide and that I should keep my silence lest I earn the Inquisitors suspicion.
I fear him correct, and yet the thought of allowing this haunts me.


The Journal of Captain Harb Goldengun, Captain of St. Xanax's Prosperity

Oh God Emperor no. Why? Whywhywhywhywhy? FUCK. Why, God Emperor? Have I not been faithful? Have I not been dutiful? What did I do to deserve this? What sin did I commit? I have been your soldier for decades, served you through my bleakest years: why does your protection forsake me now?

FUCK.

WHY. WHY. WHY WHY WHY WHY.

WHY DO I HAVE GILLS ON MY CHEST.

I can't let Von Clovis find out about this. I can't even let him suspect. I need to keep this hidden, lest I be sentenced to join the rest of the genecriminals below. Oh god emperor.

PERSONAL LOG OF ENGISEER A. COPERNICUS Υ 7

THE PURGE IS COMPLETE. HOWEVER, MORE MUTANTS HAVE BEEN CREATED BY THE TEKKET: THE INQUISITOR HAS ORDERED THAT HALF OF THOSE ACCUSED OF GENECRIME ARE TO BE SENTENCED TO DEATH.

THIS HAS HAD A SEVERELY NEGATIVE EFFECT ON CREW MORALE, AND ONE I DO NOT BEGRUDGE THEM FOR. I HAVE BEEN ATTEMPTING TO SAVE WHO I CAN: IT SEEMS THAT THE CAPTAIN HAS NOTICED MY ABILITIES AS A MEDICAE AND ASSIGNED ME TO INSPECTIONS AND CONDUCT THE TERMINATIONS. THOSE WHO I AM ABLE TO PLAUSIBLY ABLE TO DISMISS THEIR CONDITIONS AS BEING WITHIN THE ACCEPTED LEVELS OF DEVIATION FROM THE HUMAN FORM, I HAVE, AND THOSE I AM CAPABLE OF CORRECTING VIA SURGERY OR AUGMENTATION, I HAVE.

I DON'T KNOW IF IT WILL BE ENOUGH. I HAVE BEEN STUDYING THE GODOLKIN INDEX AS REFERENCE, BUT THERE ARE NO STRAINS OF RECOGNIZED ABHUMAN IN THIS OR NEARBY SECTORS THAT POSSESS GILLS, TO SAY NOTHING OF TENTACLES, CRUSTACEAN CLAWS, OR CORAL CRESTS.

THERE IS UNFORTUNATELY LITTLE ELSE I CAN DO, NOT WITHOUT OUTING MYSELF AS A MUTANT SYMPATHIZER. THE INQUISITOR IS ALREADY SUSPICIOUS, I THINK: I HAVE MANAGED TO CONVINCE HIM THE HIGH NUMBER OF ABHUMANS AND IRREGULAR MEDICAL CONDITIONS I HAVE DIAGNOSED IS MERELY THE RESULT OF AN OBSESSIVE COMPULSION TOWARDS ACCURATE CATEGORIZATION, BUT I CANNOT PUSH FURTHER THAN THAT.

FRANKLY, WERE IT NOT FOR THE RAIDS BY THE DIRECTORATE, HE WOULD HAVE LIKELY ALREADY TAKEN ACTION AGAINST US. IT IS ONLY BECAUSE HE AND THE COMMODORE HAVE HAD THEIR ATTENTION TAKEN BY THEIR ATTACKS THAT I HAVE GOTTEN AWAY WITH AS MUCH AS I HAVE. MORE AND MORE VALIANTS APPEAR WITH EACH ATTACK, THOUGH THEY ONLY RARELY SUMMON CREATURES SUCH AS VOID WHALES AND STORM KRAKENS.


BECAUSE OF THEIR SPEED, IT IS ALMOST IMPOSSIBLE TO PIN THEM DOWN LONG ENOUGH TO DESTROY THEM BEFORE THEY RETREAT, ESPECIALLY THANKS TO THEIR ABILITY TO UTILIZE THEIR ALCHEMICAL WEAPONRY TO CREATE WHAT ARE EFFECTIVELY STATIONARY SHIELDS TO BLOCK OUR HEAVIER WEAPONS-FIRE. THEY HAVE BEEN UNABLE TO DESTROY BUT ONE OF OUR VESSELS, HOWEVER, AN ESCORT, BUT THEIR SLIPPERYNESS HAS STILL MAKE THEM A CONSTERNATING FOE TO DEAL WITH, AND THE MORE WE BATTLE AGAINST THEM, THE WORSE THE STATE OF OUR SHIP GETS, EVEN WITH THE MARTYRS SACRIFICE IMPOSED BY VON CLOVIS. IT HAS MADE DEALING WITH THEIR RAIDS DIFFICULT, THOUGH IT HAS APPARENTLY NOT YET IMPEDED THE OPERATIONS ON SAPPHIQUE 3.


Private log of First Mate Allen

More ships have arrived. Three of them, transfers from Sector Sinister: now that the Carrion King and his forces have been destroyed, the remaining vessels tasked with his extermination are being assigned to Battlefleet Carthago, meaning that our forces throughout the sector are receiving relief.

I must admit, I am on one level relieved. With more guns, perhaps we can win this quickly, with less bloodshed. As it is, this grinding attrition is beginning to get to the crew: the astra militarum might be used to these kinds of losses, but we're sailors. We only receive these kinds of casualties when boarded, and even then at least it can be months or years between such events.

I have not heard whispers of mutiny yet, but it would not surprise me if next time we made port, we find ourselves with unacceptable numbers of deserters. Funny: once I would have decried those who did so as cowards, like the old Helmsman Joishua, but the more people die, the more I can't help but fear he may have had a point when he attempted to flee this wretched endeavor before it had even begun.

The only consolation is that Directorate raids seem to be thinning. I suspect they've realized how doomed a cause saving Sapphique 3 is, at this point: in the past few weeks, they've only attacked once, and while this has resulted in more nekrojellies in the pipes and even some of the dead drowned to begin rising as murderous revenants, the damage was less severe, in part due to the additional ships, in part because of the enemy assaulting us with less ships than usual.

We can only hope this finally ends.

Private log of Acting Captain Allen

God-Emperor save us. God-Emperor forgive me. The Captain and Von Clovis are both dead. It began with our astropaths noting something approaching us. Something big. I had thought that it might be a storm kraken or void whale.

It was a warship. Copernicus called it a Resistance. One of the most dangerous vessels in the Tekket fleet, at least of the ones controlled by the Directorate itself rather than its allies. According to the Engiseer, the vessels are sent to locations the Directorate considers high priority, though that leaves me with more questions: why Sapphique 3? I could perhaps understand intervening when it was still a pristine garden world, but what value does that world possess that they would send their mightiest vessel to help it?

Most likely I'll never know. The vessel came screaming out the warp with a fleet of valiants, five in total, and four more endeavors: despite its greater size, somehow the vessel was both quicker and more nimble than its smaller variations, even if they shared the same structure. Worse, its shields were strong, strong enough it took a nova lance straight on with only modest fluctuation in its shields, while its weapons melted their way across our hulls, especially the middlemost lance mounted upon it.

Even as it ravaged our fleet it cursed us. There are entire decks that have to be purged with phosphex before having their internals entirely replaced. Half of our remaining crew are mutants, and many of them hideously so.

Then there are the ghosts. While the assault proceeded, while I was at my station watching the holo-map, I found myself seeing a ghastly specter in the corner of my vision: the helmsman, but not as I knew him. His eyes have been replaced entirely with a strange eldritch pink glow. His body was covered in coral and barnacles, and his lips were a drowned blue, peeled into a grizzly, half deranged grin that sagged extremely loosely on his face as if it were no longer entirely connected to his skull properly, water dribbling from between the black rotted wood of his dentures.

At first he did not do anything: merely observed. But the longer it went on, the closer he grew, always when my attention shifted. No-one remarked on his appearance, so I ignored it, dismissing it as a hallucination caused by stress, or perhaps the enemy vessels witchcraft. Further, the closer he became, the worse his condition deteriorated: flesh decayed and sloughed, revealing a ribcage full of squirming crablike things. Coral and barnacles grew, covering his back like a shell, releasing puffs of brackish water that splashed against the floor. Blue lips in a morbid grin gave way to jaw and bone, even as his nose rotted to nothing, though his expression never changed.

Eventually, he began whispering to me. He told me things. That the Captain was actually a mutant, a hypocrite who had sentenced people to death for genecrime and hiding mutation despite them having done both. That he believed me a traitor, in league with the Tekket, and a secret mutant besides. That the Inquisitor was planning to purge all those afflicted, and was intending to do the same to mutie-town once they returned, to sacrifice them in a great pyre of millions in a great purification. The rest of the battle, he would hound me, hovering over my shoulder, telling me things that at the time I thought merely terrible lies, meant to break my will, or sap my concentration.

As I sat, a ghost in my ear, hoping that we'd make it through the battle, more reinforcements came in: five more vessels, including a battlecruiser, arriving mid-battle and increasing our numbers by five, including another battlecruiser. With the tide turning, I briefly had hope that we could at least survive this, even if we may have to retreat. But then, Inquisitor Von Clovis chose to doom us all.

He attempted parley, contacting the enemy fleet. For a brief spell the battle in the void ceased as the Inquisitor used the opportunity to taunt the enemy. I don't know what he thought he was accomplishing, and I doubt I will ever.

He told them that no matter how much they poured into this world, they could not save it: even as they fought this fleet, more and more ships were en route through the Wrack passage. The people of Sapphique were doomed: even with their Resistance ship, they would not be able to stop the martyrs tide, not before Sapphique 3 was destroyed in its entirety, a sacrifice he was willing to make if it meant keeping a former jewel of the Imperium out of their clutches.

His challenge was, I suppose, successful: the witchweasels accepted the premise that eventually Sapphique 3 would be crushed under the tide of the Imperiums strength and that continued fighting was only making it worse for them. And one cannot have predicted how they responded. In response to his communication, the enemy captain asked for a grace period to discuss things with their crew, apparently. When they resumed communication, the Tekket informed him that they had come to the conclusion that the Inquisitor was correct.

It was at that point that, at that point, in the heart of the system, a warp storm detonated into existence. I have never encountered one up close, and though I despairingly lament that it will likely not be achievable now, I have no desire to repeat the experience. It was almost like travelling through the warp with a damaged gellarfield: devils walked the halls, skewering crew-members, strange mechanical monsters rampaged through the machinery, decks would find themselves assaulted by strange watery murderous sprites, psychic fish that could cause a mans blood to boil with a glance, and spirits that almost resembled yellow eye'd silhouette of begowned women that twisted the minds of my fellow crew, bewitching them and turning them upon each other.
Desperately, the Commodore ordered the fleet to retreat, and we collectively gunned our engines. Only half the fleet managed to successfully escape to the warp, and I know not where the other half of the fleet is, as the astropaths cannot reach them now.

It was only to our horror that when we emerged, it was not in the Wrack. No, it was in another system nearby to Sapphique: the Devils Doorstep, a border system on the opposite side, on the very edge of civilized space. The path behind us was closed: with a warp-storm in the middle of the system, we would not be able to pass through Sapphique to take a shorter route. Without it, the closest imperial world is, from what the Commodore is willing to share, over five years travel through some of the darkest and most terrible stretches of void if we're fortunate, much held by allies of the Directorate or worse, such as the Null Vampires, the Sun Eater Drakes, the footsoldiers of the Mastercomputer, and the Slaughth and their worm-gods.

After, as I and the rest of the officers attempted to regain control of the crew, I found myself called to the Captains Quarters, alongside the Engiseer and Inquisitor. The man reeked of fear and amasec, and he brandished a pistol at me. He seemed to have snapped entirely: he threatened me, attempted to forced me to strip so he could make sure I was pure of flesh. Goldengun kept insisting I was a traitor, that I had to be, that that was the only explanation for how we had been defeated. Both and I and the Engiseer protested, only for him to shoot the engiseer in the shoulder, yelling at us both for insubordination. To save Coppernicus's life, I complied, stripping as he and the Inquisitor watched, the latter merely observing. Once I was standing bare in the cold air, shivering, the captain began his inspection.

Once he failed to find anything, instead of being mollified, he instead became more enraged, attacking me and attempting to beat a confession out of me. I resisted, and we fought: in the process, I grabbed his shirt and, in the ensuing struggle, it tore.

He had gills. The captain had fucking gills. Once he realized that we had seen them, the monster began to stammer and blubber excuses, pleas, justifications for why he was a good man, a god-fearing servant of the Emperor who didn't deserve what had happened to him, that his mutations, of which he's sentenced others to death for less, were really so minor that they shouldn't count.

Behind him, I saw the helmsman. His skeletal face was no longer smiling: the flickering lamplight of the captains office and the contours of his eyes now framed his ghastly, skull-like mouth in a frown. It was at that point I realized everything the Helmsman said was true. It was at that point my vision began to blur around the edges.

The next few minutes are unclear, hazy, and though I am haunted by what occurred during them I do not recall the details with perfect clarity, perhaps for the best. I know I descended upon the man in a screaming, feral rage as I struck him repeatedly, ignoring his blurbling, bloody pleas for mercy as my fists treated him, his face, his torso, his head as a drum. I recall at one point hearing a crack, the sound of bone giving way, and it was only when he finally went silent, reduced to twitches and the whimpers of a dying man that I realized what I was doing fully. With horror, I stepped back, watching as the man desperately gasped for air, puffs of blood bursting from his gills and spurts of crimson rising from his mouth, his eyes ruined, reduced to a smear of gore.

It took him three minute to finally, mercifully die, and though I still despise the man, the thought of how he perished and my hand in it has left me ill-eased. His face was…he didn't deserve that. Death, yes, but something quick, painless. That…that was cruel. I should have simply shot them and made it quick.

"Well, it appears the mutant has outed themselves at long last," The inquisitor said. "And as is destiny, they were exterminated by a champion of the Imperium forged in the furnace of hardship into a true, rapturous zealot."

The way he said it…he was proud of me. Satisfied. He thought that my rage at the Captain had been his mutation. He informed me that I was taking the Captains place, and that I was to begin conducting a purge.

I punched him, sending him to the floor. The man screamed at me for assaulting a member of his Majesties glorious Inquisition, promising to see me burned at the pyre as a heretic as they attempted to draw their weapon, only to find their skull split in twain by Coppernicus, gore-matter sliding onto the ground.

"It appears that Captain Goldengun has gone mad and killed the Inquisitor," He told me even as he removed his axe from Von Clovis's head, the mans corpse falling to the ground. "We should attempt to secure the crime scene so that a thorough investigation can be performed. Thankfully, before he perished, he was able to promote a replacement to take command of the vessel," He continued, pressing a button on his body and causing a recording of the inquisitors voice to replay his assigning me the position of captain.

His meaning was immediate and obvious. If what we have done ever gets out, not only are we dead, everyone on the ship is. And so, with his help, we arranged the captains quarters to look like the man had assaulted the inquisitor, ambushing him with his power sword, only to get attacked by me after in order to apprehend the murderer.

None yet have questioned it, not as chaotic as things were and still are, and once I announced that I would be suspending all purges because of extraordinary conditions, we finally managed to get the crew under control: the Commodore has apparently ordered the same throughout the fleet, suspending or belaying any current crimes in the crew until we find our way back to home territory. And yet, even with them mollified that extermination is not awaiting them, we are still lost, thousands of lightyears from the nearest friendly port.

We are adrift at sea, forced to sail into that vast and unrelenting darktide. And I fear we may never reach home.

To be continued…

((((()))))

Commissioned by @Kirbstomp .
 
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