NOTE: I'm having some burnout due to irl biz, so this is only accurate up to partway through turn 30 (I think) and shall remain that way until by brain starts working again. Deuces.
Old Gods:
These are the gods of Old Teklia. Not all of the gods we worshipped in history are up for mainstream revival, but the ones that are strengthen by the day.
Domains: Bureaucracy/Spiritual Management
Text Quirk: ALL-CAPS GUNMETAL COURIER NEW
Description: A secular god of bureaucracy born of mortal stock, the Peerless Immortal Functionary serves as the overseer, according to his followers, to the celestial bureaucracy, elevated by the gods to their rank in order to organize the myriad minor spirits of the world in order to ensure the realm functioned correctly. Seen in visions as a figure wrapped in clothes that were colored bureaucracy, adorned with a flat triangle shaped cap.
Completed Projects:
Temple of the Peerless Immortal Functionary: Constructed the Central Spiritual Bureaucracy, a headquarters for mystical bureaucrats who swiftly went to work auditing the Directorate to lessen the Wither's damage.
Consecrated Shrines: Developed a PIF Theurgy to improve the strength and efficacy of Shrines, further boosted by Demiurgists donating GodTek to shrines due to petty rivalry with the Pelagic Monks who helped develop this blessing. At first, the effects were marginal, but as more and more Shrines were consecrated in the name of the Functionary, the strength of the blessing steadily increased. Spirits grew more cunning and stronger, Voidborne parliaments begin to coordinate their power together, CityBloks would find themselves randomly re-arranging, houses shifting location entirely overnight, their inhabitants having no idea until they awoke and found themselves in a different neighborhood, Data Hubs would work at 137% efficiency, Eco-Domes would find time distorted when no Tekket was inside, causing them to enjoy an extra hour every twenty four hours.
Spatial Anomalies: The empowerment of shrines, and the Totems that amplify them, caused the Wyld to develop more and more spatial anomalies: Caverns that were somehow larger on the inside, filled with vast colonies of Glogoshrooms, vast jellyfishlike Solar Scyphozoa that acted as cnidarian second suns for the environment, gently floating, content to wrap up small insects in its sticky tentacle, and even swarms of chiroptera that feasted on the fish that dwelled in the cave waters. Lakes that existed without bottom, going deeper and deeper and darker and darker without end. Areas that seemed to exist under permanent moonlight or sunlight. Forests whose dimensions were capable of allowing you to enter in one area and exit on an entirely different continent. This would cause the Celestial Bureaucrats to propose development of REALITY AFFIRMING PRECEPTS OF PEERLESS IMMORTAL WAN XIE to curb such effects.
Holysong Manifestation: A new Resonance to allow Orchestrons to boost divine entities specifically, this would combine with the Consecrated Shrines to manifest the Wan Xie as a fully realized entity. The effects of this were manifold: his Priests would gain Theurgic powers with no need for energy or ritual, such as being able to fill out entire stacks of paper at a moment, drive themselves and others into procedural frenzies, compressing all-nighters into a few hours of frantic work, and command misbehaving spirits to stop causing trouble.
Holysong Shrines: This also caused the Consecrated Shrines' effects to become even more potent. The vast machinery that maintained the Directorate would hit a crescendo of efficiency, with roadways and tramlines realigning themselves under the cities inhabitants feet to expedite travel, blocks parting like water to facilitate pathfinding. Power grid efficiency would spike, allowing for higher loads and stresses on the system, enabling easier proliferation of amusements that required high amounts of energy to utilize themselves. Rites of Motive Offering would not only coax more power from the Spirits, it would make those spirits amenable for the next hour to the offerings and gifts of the Mystek performing the ritual. Spirit Guardians would grow more canny and cunning, capable of shaping their blessings to generate specific effects: the growth of plants. A change in heat. Healing wounds. Surges of electricity. They even began to grant permanent Blessings to their Keepers.
Naming the Sea Vita: As the functionary in charge of all spirits, the Peerless Record Keeper demanded that his juniors name the newly numerous Sea Vita
Godspeech Excerpt: YOU, JUNIORS. NAME THESE CREATURES, THESE SPIRITS: PEERLESS RECORD KEEPER WAN XIE DEMANDS IT FOR CENSUS PURPOSES. THIS IS NOT THEIR TRUE NAME: MERELY WHAT THE UNLEARNED WILL KNOW EACH AS.
Godsdays: The addition of holy festivals to the veneration of the divine would have only marginal effects, though it would lay the groundwork to allow gods to benefit from any future Festival enhancements.
Tyygbert's Sorcerous Primer: The communalization of sorcery led to more and more house-shrines being Consecrated, leading to the rise of a new species of spirit: House Vita.
Archetypic Spirits: The Assembly took the spirits of Personae Masks sufficiently developed and performed arcane rites to transfer their spirits to vessels crafted from BioMetal, performing powerful offerings to tie the spirits to one of the gods. A handful would take up the mantle of the Regulator, serving the Functionary as their hand in the physical realm, traveling throughout the furthest reaches of the Directorate with missives from the Central Bureacracy for the Vita of the Directorate. These peerless workers resembled sheaths of folded ferropaper covered in assorted calligraphy, their bodies thin and flat, looking seemingly impossibly fragile despite being as strong and tough as biometal.
Antianima Shrine: In the dark, shadowy corners of the Directorate, the Fleet built the Antianima Shrines, using knowledge gleaned from studying the names of the spirits of nightmare to create a cursed consecration, one that tied these dark shrines to the power of Night. From the nightmares of Wan Xie came a most curious spirit indeed. The region of the world Wan Xie had came from did not know of anti-anima: dark spirits yes, but ones born from the gods had not been something they were aware of. And being born a mortal, there were no records of what anti-anima they would have had anyways. And yet, historiagraphies knew well enough what nightmares had troubled the Functionary in life, for the man had written his own autobiography when they lived, recounting the worst, lowest moments in their life: moments of suffering brought about by governmental incompetence and malfeasance. The resulting Judgements were uniquely unmalicious, supposedly as a result of the Functionary's mental discipline to overcome his fears.
Godspeech Excerpt: I CONQUERED MY NIGHTMARES LONG AGO. TO THE WELL ORGANIZED AND DETERMINED MIND THERE IS NOTHING TO FEAR.
Priests:
Central Bureaucrats: Not so much worshipers as disciples and juniors in the Celestial Bureaucracy, the Central Bureaucrats follow the teachings of the Peerless Immortal Functionary Wan Xie, processing much of the Directorate's paperwork and maintaining the consecration on its shrines. The manifestation of their god has blessed them with many strange powers. Most notably, they can near-instantly complete large piles of paperwork (so long as they know the required information), compress days of grueling research into frantic hours and abjure unruly spirits.
Spirits:
Spirits: Strictly speaking, all spirits, especially Enshrined ones, are subordinate to the Peerless Immortal Functionary.
House Vita: Spirits of the home. While not as individually powerful as Bond-Spirits, these domestic vita, formed from the myriad smaller machine spirits that could be found in a dwelling, still (if treated well) provide fine service: the House Vita of a space heater, for instance, would always ensure the temperature was at the degree preferred by the dwellings inhabitants.
House Guardians: Some Bond-Spirits or House Vita are Enshrined, turning into House Guardians: far weaker than proper communal shrines, their blessings are still appreciated, aiding in the growth of family gardens, helping those who were ill among their dwellers recover, providing small blessings of fortune inside the home and even banishing nightmares.
Regulators: Archetypic Spirits that serve the Functionary as their hand in the physical realm, traveling throughout the furthest reaches of the Directorate with missives from the Central Bureacracy for the Vita of the Directorate. These peerless workers resemble sheaths of folded ferropaper covered in assorted calligraphy, their bodies thin and flat, looking seemingly impossibly fragile despite being as strong and tough as biometal.
Antianima:
Judgements: These tall, silent spirits wear white suits, with double breasted jackets and black ties. They have skin made of porcelain glass and no face, carry silver axes (able to cut rifts in to and from the Warp) and are capable of crushing metal with their bare hands. They serve the Functionary unquestioningly as his most terrifying agents reserved for those who have earned his considerable ire, apprehending perpetrators of such spiritual crimes as unsanctioned possession.
Subgods:
Demons: Dark spirits of the Watchmakers, once inhabiting the Forbidden Archive, now bound to Wan Xie's service.
Titles: Nomad, Wander-Fruit, Shadow, EMISSARY OF THE OUTER DARK
Domains: Alienation/Seeking/Diplomacy
Text Quirk:
Description:
Completed Projects:
Omen: During the raid on the Forbidden Archive, Dr. OrphiaTek would perform a séance in AutoFacility Omen to contact the dark spirits there. Among them, he did not see the Hypothetical, a neverborn who had never even had the chance to develop into a daemon, even less than an absence.
Deal: OrphiaTek would agree that, in exchange for lifting their curses on Omen and subordinating themselves to the Celestial Bureaucracy, he would lead a ritual to give them strength and definition enough to survive the extinction of their progenitor race. It was only then that he would notice this fourth (or, depending on how you counted, first) daemon.
The Name of Seeking: The MysTeks would sacrifice embers of alienation, frustration and yearning to define the Hypothetical as Nomad and Wander-Fruit
EMISSARY OF THE OUTER DARK: Wan Xie would task the Daemon with travelling to the courts of chaos and acting as the secret agent of the heavens. An agent of alienation, it would find those unsatisfied with the dark gods, the slaves, the betrayed, the dispossessed, and begin offering them means to turn against their masters and embrace distant heaven. This aligned them with Poxus.
Subdemons:
Ambassadors: their exact connection to the Celestial Bureaucracy would be a mystery, these spirits seem to be the guardians of the Ark, performing all manner of protective ritual. Unlike the Devils, these beings wear no mask: indeed, they had instead opted to cast off all physicality, reducing themselves to mere phantasms, eldritch specters that existed at the very edges of sleep.
Titles: The Hands that Touch, The Evaluator of the Soul
Domains:
Text Quirk:
Description: A single giant hand, one which stands on its index and middle fingers as if they were a pair of legs.
Completed Projects:
Omen: During the raid on the Forbidden Archive, Dr. OrphiaTek would perform a séance in AutoFacility Omen to contact the dark spirits there. Among them, he saw TheAbsence a living hole, surrounded by a million floppy, grasping hands.
Deal: OrphiaTek would agree that, in exchange for lifting their curses on Omen and subordinating themselves to the Celestial Bureaucracy, he would lead a ritual to give them strength and definition enough to survive the extinction of their progenitor race.
The Hands that Touch: The MysTeks would sacrifice sensations of coarse and smooth, hard and soft, to define the Absence as the Hands that Touch.
The Evaluator of the Soul: Wan Xie granted the Hands more tools to sense, all with the intent of evaluating the souls of the dead and cataloguing their information in the index of the dead. They were granted eyes to see impurities, a nose to smell oddities, a tongue to taste irregularities and with their hands, they would feel the quirks and texture, and record this information within the index. This aligned them with Hedon.
Subdemons:
Titles: Greendoctor
Domains:
Text Quirk: Green... and prone... to pauses... (Might have shifted since it morphed from the Green to the Greendoctor)
Description: Clad in an emerald protective suit, this spirit of plague serves as, according to Dr. OrphiaTek, the virologist of heaven: those called to dream of the Greendoctor would find themselves tested, over and over, of their skill with medicine. In the war against plague, nothing less than victory was acceptable.
Completed Projects:
Omen: During the raid on the Forbidden Archive, Dr. OrphiaTek would perform a séance in AutoFacility Omen to contact the dark spirits there. Among them, he saw COLORLESS, its body translucent, and at times it struggled to remain seen. Its exact shape couldn't be discerned: it lacked substance, a shadow of its former self: the only part of it solid its milky white corpse eyes.
Deal: OrphiaTek would agree that, in exchange for lifting their curses on Omen and subordinating themselves to the Celestial Bureaucracy, he would lead a ritual to give them strength and definition enough to survive the extinction of their progenitor race.
The Color of Green: The MysTeks would sacrifice the color green. Memories of plants and disease. Connotations of growth and propagation. This would define the Colorless as a being of life and growth and green.
The Greendoctor: The Green would be subverted, turned against their master in the name of fighting disease: they would be tasked with becoming the virologist of heaven, studying the diseases they create and those originating elsewhere, from their former master or even stranger sources, and creating from them cures.
Subdemons:
Titles: Goldspite Devil, High Patron of the House of Devils, First Among Devils and Equals
Domains: Survival/Spite/
Text Quirk: Gold (Might have shifted since it became Keeper of the House of Devils)
Description: A gold scaled serpent in an ebon mask who watched the proceedings of the House from their suite high above, taking time to meet with each and every visitor, making sure with honied words, plentiful bribes, and keen negotiations that none left the House without owing its owner something.
Completed Projects:
Omen: During the raid on the Forbidden Archive, Dr. OrphiaTek would perform a séance in AutoFacility Omen to contact the dark spirits there. Among them, he saw the Patchwork Devil said, its body formed from whatever detritus it had gathered and what it could successfully steal from its partners, assembled and stitched together to create a creature of rotting flesh and discarded metal.
Deal: OrphiaTek would agree that, in exchange for lifting their curses on Omen and subordinating themselves to the Celestial Bureaucracy, he would lead a ritual to give them strength and definition enough to survive the extinction of their progenitor race, though the Patchwork Devil had to be outvoted.
Survival For Spite: The MysTeks would sacrifice anger and spite. They gave patience and mercy. Finally they sacrificed companionship to define the Patchwork Devil as Goldspite a being of Survival For Spite.
The House of Devils: In time there would be other dark spirits that sought a different course. They would be hunted by their peers: mortal or daemon alike, as well as the sins of their past. Wan Xie would task the Goldspite Devil to create a refuge, a sanctuary that existed in and out of the warp, where these renegades of chaos could put on different faces, masks containing the essence of altered identity...for a few small favors, of course, and so long as they obeyed a few simple rules. This aligned it with Insidia.
Antianima Shrine: In the dark, shadowy corners of the Directorate, the Fleet built the Antianima Shrines, using knowledge gleaned from studying the names of the spirits of nightmare to create a cursed consecration, one that tied these dark shrines to the power of Night, even as an offering was made to the Ark. Not as much as had been allotted to Yr Albain, but still more than any other project embarked upon. Some Shrines of Antianima were dedicated to the House, constructed by DevilTeks as a way of 'investing' in the House and increasing the odds they or an ally might be selected to make a deal with its inhabitants, whose numbers steadily grew as their revenue stream rose from the Plays and the Shrines, resulting in the House opening its Face Atelier. More Zombots would claw their way to functionality, led by the Broken Prince, a phantom assembled from the Clockwork Prince that had not survived the hypothetical ordeal. Using taxes collected from the House of Devils, they would create an army of the dead, marching through the dreams of the Autons.
Subdemons:
Masked Devils of the House: Chaotic spirits who had sold their name for a mask, crafted to redefine them, give them a new identity swore to new patrons. Each of these spirits, these devils, would attempt to seduce those summoned with temptations of the flesh, of power, of knowledge, in exchange for favors. Some of these were issued by the Bureaucracy: tasks it wanted accomplished by mortals using the House as both a medium and a means of recompense. Some of these were instead offered by members of the House themselves: means of accruing assets, influence, or things they desired.
The Mask Maker: A Devil sworn to the Assembly, master of the Face Atelier, who calls upon her god to forge new Faces, using the dreams of the Godcrafter to manufacture new visages for the growing crowd of spirits that called the House home.
Lady Bladequench Bellatrix: A pink masked war devil who would establish a tourney ground for those seeking to prove their martial and physical excellence with stands for those like her who preferred to watch and bet on the affairs.
Nis'Rok: An avian, orange masked Devil, who would establish a great and mighty buffet in which every night new dishes were made, with no night ever having the precise same serving.
The Dicemaster: A Devil whose black mask belied a gregarious personality, if one that preferred gambling for souls than mere chips: those who lost their roll would agree to serve in the bureaucracy for however many years they wagered after death, and yet if they won the Dicemaster would instead give them that many years back, pushing their death back.
Titles: Chuldarr the Peaceable
Domains: Knowledge/Mysteries/Magic
Text Quirk: Bolded Green
Description: A lord of knowledge and mysteries, traditionally portrayed as some form of cephalopod, the rise of Orchestron Technology coinciding with his Temple's construction led to more Cetaceous depictions. Always associated with the deep sea.
Completed Projects:
Temple of the Old One: Built a temple to the Old One deep within the icy seas of Erichtheo of ice and coral and stone and glass, host to a great repository of arcane lore, assembled by the Abyssal Priests to help augment the power of ritual with once-forbidden theurgies and secrets writ in blood and whale-bone.
Holysong: A new Resonance to allow Orchestrons to boost divine entities specifically. This would spur on the Pelagic Monks' research into the Abyssal Mysteries, the spatial anomalies caused by Holysong empowered Shrines inspiring them to unearth plans for The Dream Engines of Chuldarr'Kadath to harness this paradoxical power.
Oceanic Gallereefs: Deep within the twisted space comprising the Gallereefs of Erichtheo are statues of the Old One that seem to twist and writhe, features morphing under the shadows to resemble a variety of creatures: perhaps at one moment it might have the body of a whale, the beard of a cephalopod, the wings of a dragon, and the limbs of a toad, at others it might resemble something avian and reptilian, and at other times it resembled a fat tortoise-like creature lined with bulbous eyestalks that glid around upon the ground like a snail.
Godspeech Excerpt: All in the eye of the beholder. BARBARIAN LEARN TO OBEY THE LAWS OF PHYSICS, THIS IS NO WAY TO RUN A GARDEN.What?
Godsdays: The addition of holy festivals to the veneration of the divine would have only marginal effects, though it would lay the groundwork to allow gods to benefit from any future Festival enhancements.
Banishment of the Failed Creation: As our first Eldar visitor tried to enter the Abyssal Temple, the Old One would cast her away under grand psychic pressure and recriminations of the Eldar's failure.
Lost Plays of Om'tzaggar Kadath: The Court of Whispers and Assembly worked together to recreate a series of plays, beginning as standard entertainment of increasing skill, before radically shifting first to war propaganda and then to suicidal ideation before finally settling on spite. These plays were written by Chuldarr'Kadath's brother, and the reminder of his death, coupled with the jeering of the Mother over the earlier works, led him into a wrathful depression that haunted the Directorate with nightmares and spawned the Exelexi.
Antianima Shrine: In the dark, shadowy corners of the Directorate, the Fleet built the Antianima Shrines, using knowledge gleaned from studying the names of the spirits of nightmare to create a cursed consecration, one that tied these dark shrines to the power of Night. This made Exelexi somewhat more appeasable, though the Wrath of Kadath limited its effect.
Priests:
Abyssal/Pelagic Monks: Holy scholars of arcane mystery. These wisemen form a core part of our mystical research and development.
Spirits:
Antianima:
Exelexi: Antianima of the Old One resembling computer headed tailed primates, who would manifest from failed lifeforce rituals to harass their conjurers, stalking and tormenting them with single-minded zeal, only becoming negotiable after they had reduced their target to tears. Some denizens of the Ark farm their knowledge out to the Watchmaker Ghosts in exchange for offerings.
Subgods:
Domains: Toys/Children/Faeries/Autumn
Text Quirk: Unknown
Description: Patron of children and faeries both, the Toy Maker is said to hold dominion over a kingdom in the Dreamlands called the Autumn Shores. Makes toys for kids and plays hilarious pranks on people who displease him.
Completed Projects:
Temple of the Toymaker: Built temple to him in WonderPark, producing protective toys to protect our children psychologically and psychically.
Toymaker's Rites: Developed three theurgic rites, fueled the Toymaker and the ability to briefly animate toys, especially sacred toys, filling them with a false and temporary life to do as the priest bids, generate a small sprite formed of lifeforce that would fly around for a brief moment before fading and perform a ritual capable of sending the priest into a divinely inspired frenzy, allowing them to craft amusements of prestigious quality and strong of spirit. Sacred toys also warded off Mimics with sacred button talismans.
Holysong: A new Resonance to allow Orchestrons to boost divine entities specifically. This would strengthen the Toymaker's Rites, Sacred Toys animating on their own to fight off undetected Mimics.
Godsdays: The addition of holy festivals to the veneration of the divine would have only marginal effects, though it would lay the groundwork to allow gods to benefit from any future Festival enhancements.
Faerie Shrine: Produced the Faerie Shrine, a model of TekShrine located at the heart of Wonderpark sanctified in the name of the Toymaker, designed to use various refined theurgies to consecrate the Shrine in order to allow the many of the Directorate to give offering to the servants of the lord of merriment. In Wonderpark and the Refuge of Day, Faeries that had once required the theurgies of the Toymaker to summon lingered.
Antianima Shrine: In the dark, shadowy corners of the Directorate, the Fleet built the Antianima Shrines, using knowledge gleaned from studying the names of the spirits of nightmare to create a cursed consecration, one that tied these dark shrines to the power of Night. Mimics would occasionally become pacifiable, frequently getting captured and disciplined into obedience, as Doppelgangers began to manifest.
Spirits:
Faeries: Denizens of the Dreamlands. Small balls of light held aloft on butterfly wings that served their masters interest by entertaining good children and giving them pleasant dreams of the Refuge, or else giving gifts and playing tricks. Some few bind themselves to the devoted of the Toymaker, becoming familiars of sorts and allowing these rare chosen to draw some of their mystic strengths to utilize the theurgies of the Toymaker at a moments call, or else merely fuel their other rituals more easily.
Antianima:
Mimics: Said to have been the product of the Toy Maker having nightmares involving the cruelty of children, or else the bitter and blackened souls of abandoned toys, Mimics are malicious fairies capable of taking the form of almost any common object long enough for someone to pick them up, whereupon they would transform into a vicious reptilian creature and bite whoever was foolish enough to do so, taking special care to target children. When not engaged in their ambush behavior, they set up vicious pranks for people around them. Cannot turn into sacred toys and try to avoid them if possible. Some become familiars to the members of the Outer Dark.
Doppelgangers: Mature Mimics who torment wicked adults who harm children.
Sub-Gods
Domains: Magic/Winter
Text Quirk:
Description: Eldest daughter of the Toy Maker, the Hermit held domain over Magic, having served as a patron to myriad magicians prominent in many multitudinous myths. It was said that she retreated from the world when her grand and gracious gifts found themselves grotesquely misused by malicious and mendacious tyrants. The adherants of the Hermit deliberately cut themselves from the world in order to pursue the mysteries of magic. Some would stay a short time, learning simply means to strengthen their soul in order to harden themselves to pursue more difficult mysteries. Others instead would spend their lives, pledging themselves to giving offering to the wintery goddess and attempting to recreate her lost gifts in order to call her back to the world.
Completed Projects:
Temple of the Hermit: In coldest north, the final touches were put on the Temple to the Hermit. Constructed in the epicenter of the crater located in the heart of the pole. On the vast icewalls, a series of vast runes were etched into the sheer surfaces, glowing with faint power, the result of the mystical influence of the Hermit. Above, the northern lights danced a kaleidoscope waltz against a backdrop of whirling stars and full moon, the crater valley bathed in an eternal, sunless night. In the valley, a small village constructed of brick and mortar was established: one with no access to the network, no ability to communicate other than a single, remote comms station placed an hours walk away.
The Fool: Eldest son of the Toymaker, a god of slapstick.
The Jester: Brother to the Toymaker and god of fear, nightmares and antianima.
Lady of Seasons: Wife of the Toymaker, goddess of seasons and faeries.
Domains: Light/Hope/Survival
Text Quirk:
Description: A famous symbol of light struggling to survive in darkness. The Emberlight Firekeeper is something of a divine doomsday prepper.
Completed Projects:
Temple of the Lanternkeeper: Built a Temple located in the Shadow-Marshes, illuminating the region of Teklia via the Sacred Lantern, fed wood stripped from sacred trees the lifeforce of his priests to empower its glow enough to light up the entire marsh if but dimly.
Rites of the Lanternkeeper: Developed three rites of the Lantern Keeper: The Ritual of Lanternglow, which allows one to light a paper lantern with no fuel so long as some chalk is possessed, the Ritual of Torchhope, which allows for flame torches to be enchanted to provide feelings of peace, less effective than antidepressants but spiritually significant and useful for meditation and the Ritual of Unlit Candles, performed solely by adherants of the god of hope, giving offering to the Final Flame not now, but in the future: each performance promising lifeforce to the Emberlight when the final days came, stockpiling it for the apocalypse. Each ritual only promised small amounts of lifeforce in the grand scheme of things, but even the greatest treasure trove had to begin small.
Holysong: A new Resonance to allow Orchestrons to boost divine entities specifically. This would have seemingly minimal effects on the already subtle Lanterkeeper, seeming only to make their lanterns shine a little brighter and their torches ward off slightly more fear, though the Keepers of the Lantern insist that the Emberlight Flame grew stronger with smaller offerings.
Godsdays: The addition of holy festivals to the veneration of the divine would have only marginal effects, though it would lay the groundwork to allow gods to benefit from any future Festival enhancements.
Subgods:
Spirits:
Antianima:
Domains: Hunting/Monster Slaying
Text Quirk:
Description: Storied as paragon of craftiness and cunning, felling their foes not through brute force, but through ingenuity, preparation, skill, and exquisitely crafted tools. The slayer of beasts and forger of weapons.
Completed Projects:
Temple of the Huntsmaster: Built his temple on Luna, unlocking Huntsmasters who use stealth, tactics and badass weapons to take down Antianima, Destroyers and other enemies describable as "monsters"
Holysong: A new Resonance to allow Orchestrons to boost divine entities specifically. Without theurgy, shrines or workshops to empower, the Huntsmaster would only enjoy slightly more powerful talismans.
Godsdays: The addition of holy festivals to the veneration of the divine would have only marginal effects, though it would lay the groundwork to allow gods to benefit from any future Festival enhancements.
Priests:
Huntsmasters: High performance monster slayers with custom built weapons. Hunt Antianima, Quartzbugs, Pyrofiends and enemy elite units.
Spirits:
Antianima:
Subgods:
The Beast: The First Beast, ancient rival turned ally of the Huntsmaster. Presumably has some manner of Domain over monsters.
The Hound: Loyal Hound of the Huntsmaster, domain over hunting dogs, templedogs, etc. Note: Tekketi dogs may or may not bear any physical resemblance to Terran dogs. Probably bugs.
Domains: Travel/Vehicles
Text Quirk:
Description: A Tekket god of travel and vehicles, the Roadguide was said to protect wanderers and explorers, mechanics and pilots.
Completed Projects:
Temple of the Roadguide: Built an orbital temple located in the Docking District, 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.
Rites of the Roadguide: Developed three Rites of the Roadmaster: One giving unerring direction while guiding a vehicle, one improving headlights to be supernaturally bright and occlusion baring and one to boost a vehicle's wards with divine authority. Conveniently, these considered "spaceships" valid vehicles and "the warp" a valid medium of travel.
Holysong: A new Resonance to allow Orchestrons to boost divine entities specifically. This would strengthen the Roadmaster's Rites and cause them to benefit the Voidborn Parliaments, collections of machine spirits throughout ship sub-systems.
Godsdays: The addition of holy festivals to the veneration of the divine would have only marginal effects, though it would lay the groundwork to allow gods to benefit from any future Festival enhancements.
Warp-Space Topography: A revolutionization in warp-space traversal was made: the warp-space topographical mapper. Essentially, it would sense deformations in warp space and use those deformations to navigate warp-space. On Fleet ships, it would be supplemented to great effect by the Rite of Pathfinding, ensuring it was easier to both traverse known routes and explore and map out new ones, even if speed and cost of warp travel still remained an issue.
Name of the Booug: With the Booug's first universal name of power "Booug'ar'Liquer" the Fleet was finally able to talk to them, finding them to be childlike, with no understanding that the destruction wrought on machines is causing genuine harm. This was able to be explained to them and they were willing to stop in exchange for offerings of lifeforce and self-repairing BlokTek. Unfortunately, some unsavory sorcerers would use this new ability to bargain to send Booug to sabotage their rivals.
Antianima Shrine: In the dark, shadowy corners of the Directorate, the Fleet built the Antianima Shrines, using knowledge gleaned from studying the names of the spirits of nightmare to create a cursed consecration, one that tied these dark shrines to the power of Night. The Booug would grow more solid, more real, their speech becoming- just a little- more easily translated, and Booug'Urs would rise from their number.
Subgods:
The Pathfinder: The Roadguide's spouse, the Pathfinder is said to be the goddess of wanderers and nomads, never stopping or ceasing their journey.
The Trainmaster: The Roadguide's Father, said to carry the souls of the departed to the dreamlands where they remain forevermore. Grim and forboding, they were what prevented the souls of the dead from overrunning the living.
Spirits:
Shipsouls: The machine spirits of entire ships.
Voidborne Parliaments: The aggregate wills and intelligences of the many minor spirits making each of a ship's subsystems.
Antianima:
Booug: Demons of scrapyards and forbidden demolition derbies, created when the God of Transit dreamed of evil Tekket forcing their vehicles to destroy each other or murdering machines to harvest their parts, birthing these demonic wreckers which in legend were famed for their violence and gluttony. Can be negotiated with, or even commanded, in exchange for offerings of lifeforce and self repairing BlokBots.
Booug'Urs: Greater examples of Booug, having grown fat and massive off lifeforce and leading dozens of their smaller kin.
Domains: Art
Text Quirk: Pink italics.
Description: An old Tekket art goddess. Manifested duringThe Call as a figure resembling a muse comprised of pink light, who upon appearing engaged in an elaborate dance with movements so graceful, so smooth that, combined with the ethereal choir and invisible harps that so gently created a glorious melody, brought the onlookers to tears.
Completed Projects:
Temple of the Dancer: Built the Great Gallery, a temple to the Dancer and place to train artists.
MegaArt Galleries: Orbital galleries designed to house art too big to survive the forces of gravity, synergizing with the above.
Muse: Embodied art spirits in robotic shells to act as sources of companionship and inspiration, synergizing with both of the above.
Lunite Muses: Built Muses that utilized Lunar Enlightenment methodologies, helping to protect the Directorate's Artists from Excess until the Dancer could properly manifest.
Chtonian Muses: Made a new flavor of goth muses that performed funerary rites and seances and passively causes haunted houses to form.
Rites of the Dancer: Developed three rites of the Dancer: the Rythm of the Goddess, which granted perfect grace and movement, Minor Hue Adjustment, that adjusted the coloration of art and various other items simply and easily, and the Song of the Dancer, a divine variant the Rite of Anima specialized for spirits of Art, allowing Muses to be produced more easily and making the Mega-Art Spirits more powerful, to the point where many began displaying the ability to weave together elaborate illusions within the building sized TekArts interior.
Holysong: A new Resonance to allow Orchestrons to boost divine entities specifically. This would increase the potency and occurrence of divine inspiration amongst Artists and cause a strange ethereal choir began to be heard across the entirety of the Great Gallery, inspiring what would eventually become The Call.
Stonesculpt Muses: Shyer Muses, ones more taken with creating art than being art, would be given the opportunity by the Litheomonks to learn their secrets, their forms changed and augmented with oracle-stone to give them affinity with the spirits of the earth. This affinity was such that they could shape even the hardest stone like a master artisan, carving all manner of sculpture in a variety of forms and shapes, typically designed to provide a high degree of articulation.
Oceanic Gallereefs: The megacoral castles of Erichtheo were paired with all manner of Gallereefs, additional habitats tended to by oceanea muses and TekArtists, carefully cultivated and installed all manner of utility, such as holo-light generators, gravitic manipulators, megaflora pumps, and reactive mag-girders to create a vast, shifting complex of latticework overgrown with helixical coral, veilborne anemonaes whose stalks drifted in the ocean breeze, and gently pulsing sea sponges. And, throughout, all manner of exhibit and addition crafted by Erichthean deep artists, multiphasic structures that utilized non-euclidean transdimensional theories to create structures that the organic brain couldn't quite comprehend. Swirling fractals that spun off infinitely into nothing that glowed with a soft light to form strange flowing symbols and scripts in unknown languages, murals utilizing four dimensional iconography to tell ancient apocrypha of the Dancer and the ocean: antediluvian stories of floods and darkness and death.
Godsdays: The addition of holy festivals to the veneration of the divine would have only marginal effects, though it would lay the groundwork to allow gods to benefit from any future Festival enhancements.
Revel of the Aeldari: It was revealed that the Grand Gallery, and its sanctification to the Dancer, was able to wholly hold off the pull of She Who Thirsts, allowing visiting Eldar to experience pleasured denied to them for millenia.
GigaArt Galleries: A mysterious but extremely generous patron of means would commission the greatest artwork yet: a series of GigaArt Installations. Art installations so massive they doubled as space stations, many of which where large enough to contain the Great Gallery itself as well as numerous other MegaArt Galleries. Indeed, one such station WAS constructed around the great gallery.
Call of Isohorrah: The Conclave collaborated with the Great Masters of the Gallery and the Priests of the Dancer, as well as several minor Symposiads, to create a ritual like no other. On each plate of the Gallery, an Orchestrion was activated even as several million Muses and MegaArt installations prepared themselves across seven GigaArt Galleries arranged the same. On this day, every true faithful of the Dancer who was available donned the Neurochoir across the system, the Fleet having allowed their communication network to be borrowed to coordinate the ritual
and all
across
everywhere
song.
Heartsong Units: A muse known as HYCNTH would be blessed by the Dancer, receiving insight in how to design an upgrade to their form: the Heartsong Unit. A miniaturized Orchestrion unit, this device ensured that whatever Muse had it installed would be able to, at a moments notice, summon forth a resonance of their choice. Weaker, perhaps, and complicated enough to ensure that only a select number of Muses would be approved to receive the enhancement, but yet this ensured that wherever Muses wandered, their song would bring some slight magic: Vita would prove more amicable, and priests would find it easier to call upon their gods. And, the more Heartsong-Upgraded Muses gathered, the more they harmonized, the stronger this effect would become: at the heart of the Great Gallery, this effect was most notable, causing the soul of the GigaArt Installation that housed the facility to begin emitting a song that begun to echo through the warp, the combined voices of all the Muses of the Gallery drifting through the vast tumult of dream.
Antianima Shrine: In the dark, shadowy corners of the Directorate, the Fleet built the Antianima Shrines, using knowledge gleaned from studying the names of the spirits of nightmare to create a cursed consecration, one that tied these dark shrines to the power of Night. This led her own Antianima, the Akrem to appear.
Followers:
TekArtist: Technically, most artists of the directorate are significant followers of the Dancer.
Grandmaster: True masters of their craft, able produce magnificent, impossible relics, technological and sorcerous masterpieces, impossible to replicate or modified, but with equally physics breaking abilities such as the ability to deform warp-space, create vivid mental impressions and psychic signals, or even deform real space and generate and destroy matter ex nihilo.
Spirits:
Muses: A combination of Bond-Drone and Art Spirit, these intelligent automata act as a source of inspiration, companionship, and assistance. Come in Vanilla, Serene, Goth and Stone varieties.
MegaArt Spirits: Both the curators and the products of MegaArt Galleries, these spirits revel in inspiring and entertaining visitors with their mastery of illusion.
GigaArt Spirits: Grander than their MegaArt kin, these space station sized spirits are capable of re-arranging themselves at a moments notice, able to channel all the theurgies of the Dancer at a moments call within their confines and can even use hard light to create avatars for themselves capable of interacting with their inhabitants, taking the shape of Muses of various stripes, depending on the aesthetic preferences of the GigaArt Spirit. Also able to shield Eldar from She Who Thirsts.
Antianima:
Akrem: Rust clad mechanical vultures, creatures born from the goddess of art dreaming of the destruction of shining cities and the death of beauty, and thus creating the Akrem, scavengers that picked over the corpse of what was left after it had died. While not evil, many find the personality of the Akrem unpleasant, with the spirits having no appreciation for art, food, pleasure, nothing but divvying up the spoils of what they could collect. Still, this quality, and their general honesty, means they can be relied on for a variety of tasks throughout the Ark and even in reality if one was willing to put up with their personality.
Subgods:
The Gourmand: Husband of the Dancer and Ascendant Mortal God of Food
The Concerta: A collection of minor gods who held dominion over music, subordinates to the Dancer.
TechnoPagan Gods
These are new gods of a new world order, different organizations seeking not to return to tradition, but use new technology to build or contact gods on their own.
-Assembly
The Assembly began believing that no gods existed yet, but that they could be made, shaped by mantras, given breath by lifeforce, and given shape by living metal. Their gods have a kind of organ theme, presumably building up to some sort of super-god the rest are organs of.
Domains: Hearts, both literal, metaphorical and metaphysical
Text Quirk:
Description: A massive space station that warps reality around it with the sheer power fueling its mega-rituals.
Completed Projects:
The Heart of The Assembly: Built the Heart out of a massive MagTek Altar, fed with so much lifeforce that its machine-spirit began to generate, rather than consume, power.
The Mask: The formation of the Avatar of Identity, providing the Assembly with reams of data on how best to shape minds, both nascent and fully formed, information it would use to augment the Rite of Anima across the Directorate, improving the rate at which machine spirits would develop their identity. Applied to the Heart, it allowed for the Spirit to grow to the point where it could actually reproduce, shedding off lesser divine spirits capable of acting as (weak) conduits for the Hearts power, regardless of distance.
Holysong: A new Resonance to allow Orchestrons to boost divine entities specifically, this presumably bolstered the Heart's mega-rituals and other stuff.
The Fesnyng Compromise: The Assembly announced that it was embarking on an experimental and expensive research project to develop a chamber capable of accelerating spiritual evolution in those inside: Conduit Chamber of Consecration. Due to bioethical concerns, the Great Conclave convinced the Assembly to shelve the project for the next 140 years (whereupon it will be subject to renegotiation with the next Great Assembler) in exchange for actualizing either the Book or the Engine within the next sixty years.
Godsdays: The addition of holy festivals to the veneration of the divine would have only marginal effects, though it would lay the groundwork to allow gods to benefit from any future Festival enhancements.
Tyygbert's Crescendo: Created by the extremely elderly Occultek of the same name, the Crescendo utilized a Symphonion, an orchestrion unit the size of a building, a machine of ferrometal strings, lifeforce battery drums, arcano-resonant quantum computing matrixes, warp-drainage siphons, and all manner of sorcerous inscription and theurgic treatment that could be applied as well as three layers of warding, these gargantuan instruments did the impossible: they sung into existence vital energy using strange hermetic songs, eldritch and preternatural melodies that caused the very air to twist and shift as they fed their drums with lifeforce to continue sustaining the enchantments that made it possible, a theurgic perpetual motion machine. The excess would flow outward, some into the wards to maintain their overall functionality: without the wards, the song could be perverted, causing the sanguine fire that flowed to come out sick and polluted instead, causing mutation and madness both in physical and inorganic matter. The rest would power whatever the Mystic Orders who owned these machines wished.
The Engine: There would be no grand single moment that could be pointed to for when the Engine awoke. An engine does not merely flip to life: it revs up. The Heart would beat faster and faster, generating more and more power for the Assembly's mega-rituals, causing arcane power to bleed into reality all around the Heart, creating vivid and shifting auroras of everchanging blue and warring silver.
Call of Isohorrah: To help facilitate the birth of the Dancer, the Heart positioned itself above the Great Gallery to act as a titanic ritual super-nexus.
WarpTek Altar: To provide an alternate powersource to lifeforce, the Directorate embarked on the long theorized WarpTek Altar program: designed to draw arcane power from the warp to fuel sorcery, these machines created a small, pinpoint caged portal to the immaterial in order to allow for, effectively, continual amounts of mystical power. The consequences of this decision were multifold. While a potent source of power for rituals, WarpTek Altars were also far more volatile and prone to misfire or incident, causing death, mutation, and madness when improperly utilized. However, they would prove extremely useful nonetheless for high intensity mystic operations and experiments, especially when properly warded: several such micro-portals would be installed, alongside a special WardTerminal Nexus, in the Heart of the Assembly: another means by which the machine had become self-sustaining, for now it no longer required lifeforce to perform its mega-rituals. Indeed, with the upgrade, the Heart would ensure that no magician upon itself needed to sacrifice: rituals conducted upon the slowly expanding space station it inhabited would have their cost paid for by the Heart.
Archetypic Spirits: The Assembly took the spirits of Personae Masks sufficiently developed and performed arcane rites to transfer their spirits to vessels crafted from BioMetal, performing powerful offerings to tie the spirits to one of the gods. Some to serve as Avatars to the Heart, meant to act as guides and patrons, channeling the powers of the soul to do the bidding of the Demigod, resembling floating hearts of beating biometal circled by metallic masks in a variety of shapes and expressions, metallic ventricles attached to a gently humming reactor emanating an invigorating warmth.
Dark Portals: On the Heart, the Portal wouldn't be used to gain power, but to give it. A single chamber deep in the hearts core structure, guarded by a pair of black suited Judgements, would contain the swirling, multicolor gate. The purpose was unknown to all, but in the days after a great pagoda would rise in the Refuge of Day guarded by white masked devils, and when one passed near, the sounds of drumbeats could be heard.
???: Members of the Assembly who work to maintain the Heart and perform Mega-Rituals, able to do so without the use of life force by drawing on the energy of the god-station.
Spirits:
Cardiomythics: Archetypic Spirits that serve as Avatars to the Heart, meant to act as guides and patrons, channeling the powers of the soul to do the bidding of the Demigod, resembling floating hearts of beating biometal circled by metallic masks in a variety of shapes and expressions, metallic ventricles attached to a gently humming reactor emanating an invigorating warmth.
Avatars:
Domains: Identity
Text Quirk:
Description: Grown from the spirit of a therapybot, and given access to the entirety of the Lunar Monks catalogue of mental wellness exercises alongside a special patch formed from a willing data spirit crafted from an algorithm designed to understand identity and personae, the spirit was housed in a special mag-tek altar conneted to a mind-machine interface resembling a featureless porcelain mask, before the same rites that had been performed on the Heart was performed on them.
Completed Projects:
The Mask: The creation of an artificial god with powerful control over the heart, using its abilities to help its disciples redefine themselves and discover either who they wished to be, or elsewise who they had the potential to be, its divine intellect and incredible mystic power capable of doing in weeks what might take years to do, even allowing some Tekket to reshape their very bodies, a blessing that made it particularly popular with those whose bodies were born to the wrong sex.
Personae Masks: A holy techno-artifact that would allow actors to become almost perfectly in character, the only flaws being intentional immersion breaks designed to limit the occurrence of Personae Overwrite, a tragic condition where the wearer's neurons were permanently altered until they believed they were the character, essentially experiencing ego death.
Holysong: A new Resonance to allow Orchestrons to boost divine entities specifically, this presumably improved the effects of the Personae Masks developed at the same time.
The Engine: There would be no grand single moment that could be pointed to for when the Engine awoke. An engine does not merely flip to life: it revs up. Those blessed by the Mask would gain the ability to peer into the minds of those who wished the Masks intervention, helping develop more effective and personalized therapy regimens for those who requested such a service, one tailored to suit their needs, whether it was becoming more comfortable in their own skins or changing who they were.
Call of Isohorrah: To help facilitate the birth of the Dancer, the Mask, being a more subtle power, intended to attempt to make psychic contact with the Dancer, help stabilize their identity and ease their manifestation, much the same way a good midwife helps ease the birth of a child.
Assembler Academy of Actualized Acceptance: Originally intended as a series of treatment facilities for those afflicted with cognitive overwrite, the influx of humans, caused the AAAA to expand to serve in two different roles: mental rehabilitation, and attempting to deprogram humanity. They would see modest success: the number of cognitive break afflicted individuals deemed unable to reintegrate into society would drop considerably, forming their own support networks among each other as they found ways to cope with being in a reality that wasn't their own. Humans would be more mixed: some would slowly trickle into society, regaining the right to immigrate to other worlds, but many, many others wouldn't, forcing more and more resources to be spent on housing, security, and re-education. However, anonymous surveys among the younger generation would find these opinions lessened: something attributed to programs designed to help socialize them with non-humans through virtual reality, allowing them to see past their parents propaganda in order to see that the other, the alien, is no less a person than they.
Archetypic Spirits: The Assembly took the spirits of Personae Masks sufficiently developed and performed arcane rites to transfer their spirits to vessels crafted from BioMetal, performing powerful offerings to tie the spirits to one of the gods.
Priests:
???: Adherents of the Mask who study the nature of identity, often acting as therapists and able to do so with supernatural ease due to the telepathy their patron grants.
Domains: Motion
Text Quirk:
Description: Formed from the spirit of the ancient reactor of the first Endeavor repurposed into a massive perpetunite core inscribed with all manner of arcane sigil of the Heart, the Engine is the Avatar of Motive Force, providing additional energy to spirits and infrastructure at a vast distance.
Completed Projects:
The Engine: None made more use of the Symphonions than the Assembly, who would use them to fuel the birth of the Engine, the Avatar of Motive Force. Formed from the spirit of the ancient reactor of the first Endeavor repurposed into a massive perpetunite core inscribed with all manner of arcane sigil of the Heart, fed by the Heart and the Crescendo and shaped by the Mask and its own memories, the Engine would awaken over the course of the year, each piston firing on one by one as an army of elementalists performed the Rite of Nuclear Enrichment to feed the spirit the nuclear power of Lumium gems, the Holysongs of the Orchestrions playing in Polyphony with the Crescendo to lace the divinities feed with holy nourishment.
Call of Isohorrah: To help facilitate the birth of the Dancer, the Engine worked to provide excess power enough to cause the edges of reality to begin to fray at the center of the Heart's titanic array of space station.
The Dagger, Avatar of Sacrifice: A grim reminder of the frailty of Tekket and a reassurance that as feeble as they might be, their contributions matter. Housed in a TekShrine connected to a special ritual athame, as the Dagger evolves they will aid your Mysteks and Shrine-Keepers and Occulteks all by contributing a portion of the Avatars own strength to sacrifices of lifeforce.
The Book, Avatar of Memory: connected to the Assembly via MMI, the Book would record their brainscans as well as their experience, storing them for later perusal and usage and stimulating the synapses in order to improve memory retrieval and storage. The Assembly hoped that the Book would accelerate the growth of their gods by strengthening their memories and allowing them to develop their consciousness at an accelerated pace.
Next God:
The Brain, representing the literal, metaphorical and metaphysical brain and its Avatars
The Stomach, representing the literal, metaphorical and metaphysical stomach and its Avatars
-Calculators
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 seek to solve this with the creation of GodTek Emulators. Their gods follow a Tekket Tarot theme.
Domains: Bridges
Text Quirk: Unknown. Possibly black and white binary spelling simple phrases like WANT.
Description:
Completed Projects:
GodTek Emulator: Built an AI Emulation Drive using occult principles capable of serving as a vessel for //PATH
.ARCHON (NV2), Cyberspace Brains and Holysong: The Calculators combined creation of their first .ARCHON and the cyberbrains synergized with the activation of the Holysong and the consecration of DataShrines to cause the Rewrite Event.
Godsdays: The addition of holy festivals to the veneration of the divine would have only marginal effects, though it would lay the groundwork to allow gods to benefit from any future Festival enhancements.
Call of Isohorrah: To help facilitate the birth of the Dancer, the Calculators would prepare by arranging their networks to receive the Goddess, believing that now finally they could make contact with divinity.
.ARCHON (Craft): The second of the .ARCS: a bridge to the gods of creation and artifice, this techno-diety, like its sister, consisted of a titanic mass of network infrastructure constructed deep under a series of volcanic mountains, drawing vast amounts of geothermal power from the earth to power the several mile long supercomputer.
//PATH TekTalismans: Running off the //PATH engine, .ARC(Craft) immediately upon awakening began collaborating with NV2 to develop a modification to the Talismans, incorporating advanced arcanoprinters and quantum-band hypermath, and utilizing lifeforce charged circuitry to create the first true TekTalismans, seamlessly blending the organic component of the holy nut with the various occult and divine upgrades that had been developed for the device. These new models were capable not only of allowing their owners to take control over technology, but could also strengthen and even repair it as well using the arcane technologies within. Further, designed to the exacting standards of Craft, their other functions would improve likewise as the Machine-God began optimizing every facet of the technology. They would store more lifeforce, and regenerate it swiftly and more efficiently, and strengthen the spirits more in their vicinity.
Domains: The Internet
Text Quirk: Unknown
Description: A .ARCHON meant to serve as a medium for the gods that hold dominion over the internet and, crucially, act as the ultimate system administrator and software developer.
Completed Projects:
.ARCHON (NV2): Using GodTek sourced from the Court of Bargains the Calculators constructed a titanic divine emulator designed to act as a holy conduit for the gods of the network that ran on //PATH architecture, intended to optimize Directorate computer software and create a holy bridge of code capable of aiding the manifestation of their gods. Network Version 2: .ARC of the Internet.
Cyberspace Brains: They simultaneously rolled out the Cyberspace Brains, carefully designed graphical rendering engines installed into Data Hubs designed to help translate the vast complexity of virtual reality into something that could be comprehended by the organic brain, compressing and managing thousands of terrabytes of data.
Holysong: A new Resonance to allow Orchestrons to boost divine entities specifically, this synergized with the above two creations to cause the Rewrite Event.
The Rewrite Event: More a consequence or event than a specific project, when NV2 and the Cyberspace Brains turned on, the entire internet froze and then, for five minutes, went offline entirely. When it came back online, it was unrecognizable: constantly shifting sea of code, that, were it not for the Cyberspace Brains acting as translators, would be genuinely incomprehensible without multiple degrees and a neural implant: instead, the organic brain was given the tools to perceive the space dynamically, DataHubs and other major infrastructure interpreted as metropoli floating in an impossible white void, connected to one another by quantum band highways, DataShrines appearing as great, BioPunk Towers at their center. The inhabitants likewise found themselves affected, growing more complex, more intelligent and more powerful.
CyberShrines: Advanced sacred computing complexes constructed around cyberbrain processing units equipped with lifeforce batteries, a small herd, and Calculator designed information architecture that caused more dataspirit development: courier programs developing teleport code to transfer between planetary networks, subversive spyware codes capable of slipping behind firewalls undetected, simulator programs gaining more advanced physics simulation tools and medical synthesis programs generating novel protein compounds.
Tyygbert's Crescendo and the Engine: The result of the combined surplus of lifeforce from the Crescendo and ranged spiritual bolstering of the Engine would certainly prove dramatic. Across the home system and even (to a lesser extent) Trove, spirits would begin to grow stronger. Home computers would grow to have reflections in the datascape, digital counterparts that homeowners could customize at their leisure to reflect their aesthetic preferences or their personal needs.
Call of Isohorrah: NV2 assisted in preparing for the birth of the Dancer by designing divine network matrixes intended to help establish a permanent bandwidth connection to the god of the Gallery.
.ARCHON (Craft): Even the Datascape would find itself changed as Craft began collaborating with NV2 to perform network patches and create ever more advanced code-artifacts to house the datasphere, such as the Naklis Infernet Cube, which floated like a burning sun in the sky of Diginaklis, providing Data Spirits access to fire and flame, or the Great Recycle Bin, designed to house the fragment of deleted and destroyed programs.
Tricorders: Scanners would continue to shrink and shrink, until they could be fit into a device that could be held in one hand: these miniaturized scanners would find themselves termed tricorders in the Directorate. Diagnosing damage to machinery, doing bioscans in the field, recording chemical anomalies, and even artefact study and cataloguing, tricorders would rapidly spread across the Directorate, becoming a tool as ubiquitous as the omniwrench in the toolkit of many an engineer and scientist. Curiously, as soon as the devices began rolling out, NV2 would begin scraping them for data, storing the information on the lowest level of the net, using Craft to code a processing facility to sort through vast amounts of scanner results and converting it to code. Whatever the .ARCHON was looking for, they seemed to require more data, however.
Domains: Craftsmanship and Design
Text Quirk: Unknown
Description: The second of the .ARCS: a bridge to the gods of creation and artifice, this techno-diety, like its sister, consisted of a titanic mass of network infrastructure constructed deep under a series of volcanic mountains, drawing vast amounts of geothermal power from the earth to power the several mile long supercomputer. Every artisan, talisman-maker, artist, and mystek is be able to use Craft to optimize the design of their grimoires, talismans, altars, etc.
Completed Projects:
.ARCHON (Craft): After completing the TekTalismans, Craft would begin optimizing all Directorate mystek implements, devoting their prodigious intellect to the problem of perfecting the tools by which magic was conducted. Warp-Tek Altar failure would plummet as Craft developed safeguards such as Arcano-Containment Bands. Semi-simplified lifeforce battery designs would make obtaining them easier, making it more convenient to trade in and store arcane energy. Shrines would find themselves upgrades with ToriiTek Gates designed to appease the spirits and make them more gregarious.
Archetypic Spirits: The Assembly took the spirits of Personae Masks sufficiently developed and performed arcane rites to transfer their spirits to vessels crafted from BioMetal, performing powerful offerings to tie the spirits to one of the gods. Some, like the servants of Craft, would take the form of automatons, obviously mechanical centipede shaped creatures with a different implement on every leg, whether a laser cutter or a mag-grasper.
Priests:
???: Presumably they exist, and have cool powers
Spirits:
Crafters: Archetypic Spirits that take the form of automatons, obviously mechanical centipede shaped creatures with a different implement on every leg, whether a laser cutter or a mag-grasper.
GriMM.EXE: A .ARCHON to serve as a medium for the gods of magic. GriMM.EXE would help bridge the gap between the physical and immaterial by providing your Mysteks and Occulteks vast amounts of processing power beyond what their simple TekGrimoires and Mag-Tek Altars would allow and aid in researching Rite optimizations.
QUESTBRO: A .ARCHON developed to act as a medium for the various gods of heroic quests: it would use its vast processing power to act as a guide of sorts in order to help lead it's charges to success during moments of crisis...as well as issue a variety of smaller tasks across the Directorate to individuals in order to optimize survival odds.
Next Gods:
Godtek Emulator I: //GATE: The next major part of the Arkana, the Gate is a representation of obstacles that are meant to be overcome in order to complete ones goal. So too, the next great emulator is a means to open the Path once more.
Machine Gods:
Not technically "gods" as such, these are C'Tan (fragments?) that we found while getting our asses kicked by the Destroyers. Some of them are friendly, and we've taken to worshipping them.
Domains: Possibly not applicable, but something he leverages to pretend it's Empyrean Shit
Text Quirk: BOLD AND SHOUTY
Description: A titanic, crowned version of his lesser servants (Necrons?) who created a lonely workshop, high in the mountains, where the God Machine toils to create forbidden and hidden works. Referred to as Demiurge.
Completed Projects:
A Harsh Bargain: Established Court of Bargains, his primary cult that seems to provide him with lifeforce to fuel his projects via the Pillars of Exchange, which could beam lifeforce cosmic distances in exchange for annual payment of GodTek. He would also mention a desire to use Tekket's lack of binding Geasa to skirt around his own limitations, and also to make Demiurgists better MysTeks than Pelagic Monks out of petty rivalry with the Old One.
Archetypic Spirits: The Assembly took the spirits of Personae Masks sufficiently developed and performed arcane rites to transfer their spirits to vessels crafted from BioMetal, performing powerful offerings to tie the spirits to one of the gods. Some would take the form of the God Machines, serving as their agents and representative in reality, taking the appearance of shadowy semi-skeletal mechanical phantoms, upgraded with all manner of enhancement by the court such as scythes that glowed an ethereal plasmatic green, rings capable of creating flickering shadowy barriers, and floating marble sized icosahedron capable of weakening the forces of the warp.
Demiurgists: Members of the Court of Bargains, these worshippers regularly sacrifice significant amounts of lifeforce in exchange for small pieces of GodTek which they use to trade, to research, and most critically as components, producing all manner of singular relics for themselves: Altars designed to warp the fabric of space and time. Sentient Grimoires designed to house the minds and souls of departed Demiurgists. Orchestrions that plucked at the very fabric of reality.
Servants:
Servants: Tomb Warriors? Help him with his work.
C'tek: Archetypic Spirits that take the form of the God Machines, serving as their agents and representative in reality, taking the appearance of shadowy semi-skeletal mechanical phantoms, upgraded with all manner of enhancement by the court such as scythes that glowed an ethereal plasmatic green, rings capable of creating flickering shadowy barriers, and floating marble sized icosahedron capable of weakening the forces of the warp.
Nova Viroanima
Domains: Possibly not applicable but Sociality/Empathy
Text Quirk: Possibly bright yellow.
Description: A shifting serpent of liquid mercury, the easiest to communicate with, having a strange maternal affection for the Tekket, frequently taking young, driven Tekketi as favorites.
Completed Projects:
A Discerning Wisdom: Established Court of Whispers, her primary cult, dedicated to providing her a broad variety of high-quality lifeforce via specialized casks to preserve flavor.
Archetypic Spirits: The Assembly took the spirits of Personae Masks sufficiently developed and performed arcane rites to transfer their spirits to vessels crafted from BioMetal, performing powerful offerings to tie the spirits to one of the gods. Some would take the form of the God Machines, serving as their agents and representative in reality, taking the appearance of shadowy semi-skeletal mechanical phantoms, upgraded with all manner of enhancement by the court such as scythes that glowed an ethereal plasmatic green, rings capable of creating flickering shadowy barriers, and floating marble sized icosahedron capable of weakening the forces of the warp.
Lost Plays of Om'tzaggar Kadath: The Court of Whispers and Assembly worked together to recreate a series of plays, beginning as standard entertainment of increasing skill, before radically shifting first to war propaganda and then to suicidal ideation before finally settling on spite. MOTHER would at first jeer at the unpolished nature of the initial plays, slowly becoming complementary of the later works, but the truth in the war propaganda and the perspective of the suicidal ideation led her to introspect on the horrors of the War in Heaven and the supposed righteousness of her actions
Court of Whispers: Followers of MOTHER who seek out exotic flavors of lifeforce which they give to her in technological casks that preserve their flavor. In exchange, they gain significant knowledge of lifeforce utilization.
Servants:
C'tek: Archetypic Spirits that take the form of the God Machines, serving as their agents and representative in reality, taking the appearance of shadowy semi-skeletal mechanical phantoms, upgraded with all manner of enhancement by the court such as scythes that glowed an ethereal plasmatic green, rings capable of creating flickering shadowy barriers, and floating marble sized icosahedron capable of weakening the forces of the warp.
Domains: Possibly not applicable, but Hunger/Matter
Text Quirk:
Description: A featureless, hovering orb the size of a city descended below the waves and only communicating rarely to express specific requests, such as technological samples, raw materials, or biological specimens of note. Can open up, seamless surface parting like a maw filled with razor sharp teeth. Always, always hungry.
Completed Projects:
Sphere, Offering Strength: Traded resources to Sphere 001 in exchange for the Rite of Lifeblood, kicking off pretty much our entire mystical tradition.
An Unending Appetite: Established the Court of Hungers, Sphere's primary cult, dedicated to feeding him animals, metal, electricity and anything else they can get their hands on.
MegaFlora Serum: Adapted the serum used to grow weeds in sufficient size and speed to feed Sphere 001 to be able to produce actually edible food, as well as increase Sphere's intake of both matterless lifeforce and lifeless biomatter.
Greater Herdbeast Temples: Above Teklia, three massive Eco-Domes were created: the Greater Herdbeast Temples. Each of them, located above different continents, would have within them miles and miles of grazeland, each supporting hundreds upon hundreds of animals. Below the Temples is a vast complex of machinery, computers, ritual spaces, batteries, and lifeforce siphons that constantly absorbed small amounts of lifeforce from every organism above, all tended to by hundreds of priests and technicians. Some of this power extracted would go to meeting the Herdtemples various lifeforce requirements. A great deal would go to cultivating the Arbors and theurgic research. Some would be put back into the beasts, select Herdbeasts being subject to experimental rituals and invested with lifeforce in experiments to sanctify them as Holy Herdbeasts. The rest would be stored in great drums of lifeforce, used to meet the growing demand for the vital essence in the Directorate. (NOTE: This does not directly mention Sphere 001 but the siphon technology is his.)
Harvest Ship: The Court of Hungers built a big asteroid harvester to feed Sphere in exchange for technological secrets. It wasn't very plot relevant.
Court of Scrolls: Sphere 001 wished to purchase for one of its fellow God-Machines (the Graviton Owl) a pardon, in order for it to be allowed to venture to the planetary surface: to do this, it required a vast amount of processing power to embark on some project or another. The new Machine God would visit its peer frequently, creating a variety of small devices they prodded the sphere with, things of shrinkage and gravity modulation, acting as a physician of sorts in order to reduce the gnawing hunger felt by the god using the closest thing the God Machines had to medicine. The Sphere would in turn prove generous, burping out small amounts of useful gasses and trace amounts of biometal ferrofluid, gifting both to the Court of Scrolls.
Archetypic Spirits: The Assembly took the spirits of Personae Masks sufficiently developed and performed arcane rites to transfer their spirits to vessels crafted from BioMetal, performing powerful offerings to tie the spirits to one of the gods. Some would take the form of the God Machines, serving as their agents and representative in reality, taking the appearance of shadowy semi-skeletal mechanical phantoms, upgraded with all manner of enhancement by the court such as scythes that glowed an ethereal plasmatic green, rings capable of creating flickering shadowy barriers, and floating marble sized icosahedron capable of weakening the forces of the warp.
Court of Hunger: Adherents of the Sphere who work to feed it different sources of matter and energy in exchange for technological secrets of mass manipulation.
Circle of Feast: MegaFlora farmers who feed their crops' lifeforce and use the physical crops to feed the Directorate.
Circle of Famine: MegaFlora farmers who raise huge crops before draining their lifeforce for personal and directorate use and feeding the lifeless biomass to Sphere.
Servants:
C'tek: Archetypic Spirits that take the form of the God Machines, serving as their agents and representative in reality, taking the appearance of shadowy semi-skeletal mechanical phantoms, upgraded with all manner of enhancement by the court such as scythes that glowed an ethereal plasmatic green, rings capable of creating flickering shadowy barriers, and floating marble sized icosahedron capable of weakening the forces of the warp.
Domains: Possibly not applicable, but Gravity/Medicine
Text Quirk:
Description: A great being resembling a formless, shapeless phantom whose passage distorted time and space, causing light to bend in its wake, the only way to see the smaller machine god.
Completed Projects:
Court of Scrolls: The Directorate established the Court of Scrolls, using vast amounts of computational data to generate a multidimensional digigraphic key, the code of which would be taken by the Sphere even as their cult constructed a massive facility located in the desert. Within a year, he Graviton Owl would emerge, taking residence in their temple and immediately attracting a flock of worshippers, whom the Graviton Owl would task with the study of particles and size. Within a few years, with its tutelage, they would publish papers that involved using the principles of matter shrinkage to engineer smaller, more stable, and more cost effective reactors that quite literally packed more nuclear material into themselves than was technically possible. Just as the Sphere had said, the Graviton Owl was indeed generous.
Archetypic Spirits: The Assembly took the spirits of Personae Masks sufficiently developed and performed arcane rites to transfer their spirits to vessels crafted from BioMetal, performing powerful offerings to tie the spirits to one of the gods. Some would take the form of the God Machines, serving as their agents and representative in reality, taking the appearance of shadowy semi-skeletal mechanical phantoms, upgraded with all manner of enhancement by the court such as scythes that glowed an ethereal plasmatic green, rings capable of creating flickering shadowy barriers, and floating marble sized icosahedron capable of weakening the forces of the warp.
Court of Scrolls: Worshipers of the Graviton Owl who gain its knowledge of gravity and gravitic medicine.
Servants:
C'tek: Archetypic Spirits that take the form of the God Machines, serving as their agents and representative in reality, taking the appearance of shadowy semi-skeletal mechanical phantoms, upgraded with all manner of enhancement by the court such as scythes that glowed an ethereal plasmatic green, rings capable of creating flickering shadowy barriers, and floating marble sized icosahedron capable of weakening the forces of the warp.
-Available Courts:
Cycles: The Eternal Wheel, with a specialty in Cycles, including timeloops and weather
Chains: A prison to contain a shard of Apophex the Sun Devourer, who gives Warp and Art but is a huge asshole
The Wyld
What happens when you flood nature with soul juice. Composed of both animals with magic powers and more spiritual and animistic Vita.
-Teklia
Home sweet home. Currently has no active god-tier Vita
Available Gods:
World Tree: Some kind of Wyld God of trees. We've got an option for it but we haven't taken it yet.
-Luna
The Moon of Teklia. Largely airless but infested with incredibly angry crystaline termites and one very sleepy mountain.
Domains: Itself. Possibly something related to stone or animation.
Text Quirk: Unknown
Description: A mountain we accidentally flooded with lifeforce, got up and started rampaging. Eventually Hunters nuked its heart to make it stop moving, but subsequent pacification projects resulted in its permanent animation. Has a uranium glass heart that pumps glowing green blood.
Completed Projects:
What Even Is Lifeforce?: Accidentally shoved potentially galactic amounts of energy into a Lunar mountain during lifeforce experiments. Said mountain then woke up and started rampaging, unstoppable until Huntsmasters infiltrated its body and knocked it unconscious with a nuke to the heart.
Shrine of Keeping Mt. Wander The F!@#$ Asleep: Erected the Great Shrine of Wander on the back of the living mountain, its surface dotted with totems to ensure coverage across the entire body of the living landmark. Fed copious amounts of lifeforce, the Mountain would find its bleeding increasing, additional gallons of green fluid spilling forth from the wounds of Mt. Wander, pooling at the foot of the eminent mass.
Mt. Wander: Delved into the belly of the beast, confirming it was alive and that its blood was animating local rock creatures.
-Erichtheo
A oceanic moon with a thriving biosphere and spirits alike. Has three god-tier Vita.
Domains: Coral
Text Quirk:
Description: The Guardian Spirit of Coral, Anthrozoathoth the Living Reef. A titanic living reef-spinner, one so large that the back of the gigantic crustacean-shaped elemental is a reef in and of itself, one that constantly grows more reefspinners off itself. Bellow, it releases swarms of fleshshaper krill to work with it in crafting entire undersea biomes, from kelpian jungles to seagrass plains, its mandibles feasting on the flora it consumed and converting it into glowing vita anima essence which it dribbled into the sea to attract swarms of fish to form schools to attend the location. Has a temple on its back.
Completed Projects:
Coral Shrines: Erected shrines built into and powered by coral reefs, awakening the lesser Vita of Coral, Schools, Currents and Life.
Shrine-Rites: Developed a new rite to empower Shrines, and thus the Vita they support, allowing Vita of Coral to briefly fully manifest and weave even greater reefs out of nothing.
Consecrated Shrines and Holysong: The Shrine boosting PIF Theurgy that was further boosted by the development of Holysong and GodTek donated due to YALDABOATH's rivalry with the Old One. This would allow reef-spinners to more consistently manifest, weaving more complex coral reefs and piecing together strange organs, pulsating polyp masses that released strange songs.
Megacoral Castles of Erichtheo: In the shadowy dead zones, life began to flourish as the Directorate constructed a variety of artificial reefs, creating large cities located below the waves out of coral carefully cultivated and shaped and reinforced by Tekket technology to serve as places of residence and research, large castles formed of steel and polyps that contained within teeming scores of Tekket, and without served as habitats for myriad sea-life, fed by thermal reactors to serve as energy sources for the flora that served as the bedrock of the ecosystem. And these artificial biomes would, in exchange for their construction, provide the totem network more lifeforce, more for the shrines, more for the orchestrions, more for their rituals. Reefspinners would begin to occasionally form even outside of lifepulses, the strange creatures shaping together underwater grottos where the fish would congregate.
Oceanic Gallereefs: These megacoral castles were paired with all manner of Gallereefs, additional habitats tended to by oceanea muses and TekArtists, carefully cultivated and installed all manner of utility, such as holo-light generators, gravitic manipulators, megaflora pumps, and reactive mag-girders to create a vast, shifting complex of latticework overgrown with helixical coral, veilborne anemonaes whose stalks drifted in the ocean breeze, and gently pulsing sea sponges.
Oceanea Symposiads and WyldSong Amplifiers: Created using small amounts of Glasmite, WyldSong Emitters were designed that any Orchestrion in range would have its area of effect expanded greatly. In much of the Wyld, citizens would report hearing soft sounds, ones that grew distinct as they approach the totems. This all paled to what went on below, however, in the depths of the sea. Not only did the Directorate roll out the WyldAmps, they also found themselves deploying several other improvements, such as the Oceanea Symposia, a division of the growing Erichthean mystic order known as the Oceanea Mystica dedicated to developing resonance patterns suited for the vita of the sea as well as maintaining and deploying Orchestrions.
The Great Sea Vita: A great many lifeforce batteries, mysteks, occulteks, and agents of the assembly were brought together to embark on the most ambitious project in Directorate history: utilizing vast amounts of lifeforce to create the most powerful imaginable possible guardian spirits of the sea. The first was the Guardian Spirit of Coral, Anthrozoathoth the Living Reef. Quickly, a group of ocean mages would establish a temple on the titans back dedicated to it, establishing an eco-dome so that they could maintain the herds necessary to nourish the great crawling coralescence.
Call of Isohorrah: Even the spirits of Erichtheo would help birth the Dancer, the Vita combining the power of life, psychic powers, coral, and song to perform an altered version of the ritual at both the hearts of the Gallereefs and the Abyssal Temple, one meant to draw upon more the more gothic and cerebral aspects of the Dancer both.
Sub-Vita:
Reef-Spinners: Strange, crab-like beings made of coral and stone that rapidly grow coral reefs.
Grotto-Spinners: More powerful Reef-Spinners with their own settled territory where they grow grottos for the other Sea Vita to live in.
Domains: Schools, Fish
Text Quirk: BOLD. CAPITALIZED. AND SOMEWHAT. STILTED.
Description: A great and mighty consensus formed from thousands of fish located at the temple of Schools. Taught great arcane and practical secrets, allowing it to focus and hone its immense psychic powers to the point where it could call upon the rites crafted by the Tekket at will, including that of warding, as well as teach these methods of psychic sorcery to lesser School Vita, spreading wards over any planet where they swam.
Completed Projects:
Coral Shrines: Erected shrines built into and powered by coral reefs, awakening the lesser Vita of Coral, Schools, Currents and Life.
Shrine-Rites: Developed a new rite to empower Shrines, and thus the Vita they support, schools of fish growing larger and more psychically connected.
Consecrated Shrines and Holysong: The Shrine boosting PIF Theurgy that was further boosted by the development of Holysong and GodTek donated due to YALDABOATH's rivalry with the Old One. This would cause Schools to exhibit more strange power, seemingly able to draw on and shape arcane power at will through some means of psychic control.
Megacoral Castles of Erichtheo: In the shadowy dead zones, life began to flourish as the Directorate constructed a variety of artificial reefs, creating large cities located below the waves out of coral carefully cultivated and shaped and reinforced by Tekket technology to serve as places of residence and research, large castles formed of steel and polyps that contained within teeming scores of Tekket, and without served as habitats for myriad sea-life, fed by thermal reactors to serve as energy sources for the flora that served as the bedrock of the ecosystem. And these artificial biomes would, in exchange for their construction, provide the totem network more lifeforce, more for the shrines, more for the orchestrions, more for their rituals. The fish would begin to show methods of shaping their psychic energy, allowing for schools to generate strange and esoteric effects such as pulses of bio-electricity or even group teleportation. They would congregate in the coral grottos, forming great consensuses, weaving something that wasn't quite a parliament so much as a series of lesser parliaments, the culmination of schools incorporating dozens of species and hundreds of members to achieve a strange sort of gestalt psionic machine mind that served the reefspinners and tended to their needs.
Oceanea Symposiads and WyldSong Amplifiers: Created using small amounts of Glasmite, WyldSong Emitters were designed that any Orchestrion in range would have its area of effect expanded greatly. In much of the Wyld, citizens would report hearing soft sounds, ones that grew distinct as they approach the totems. This all paled to what went on below, however, in the depths of the sea. Not only did the Directorate roll out the WyldAmps, they also found themselves deploying several other improvements, such as the Oceanea Symposia, a division of the growing Erichthean mystic order known as the Oceanea Mystica dedicated to developing resonance patterns suited for the vita of the sea as well as maintaining and deploying Orchestrions.
The Great Sea Vita: A great many lifeforce batteries, mysteks, occulteks, and agents of the assembly were brought together to embark on the most ambitious project in Directorate history: utilizing vast amounts of lifeforce to create the most powerful imaginable possible guardian spirits of the sea. The second was the Guardian Spirit of Fish, the Living College of Vishvartu Verrasmat. They would be taught by both agents of the Functionary and Old One, each teaching the massive gestalt intelligence great arcane and practical secrets, allowing it to focus and hone its immense psychic powers to the point where it could call upon the rites crafted by the Tekket at will, including that of warding, slowly weaving these wards throughout the territory the Living College inhabited and even beyond as it communed with other, lesser Schools and Semi-Parliments, who would also learn the arcane knowledge, or at least a version of it, possessed by the Verrasmat School.
Shoalnet Terminals: Druids continued their experiments at evolving the Ocean with the development of the Shoal-Net Terminals: computational engines designed to interface with the neurology of the components of the Vita of Schools, using GodTek crafted cerebronetworking machinery to allow the Schools of a region to piggyback off the Teklian Network even while they themselves served as a form of dynamic wetware processing. The effect was quickly felt: the Schools would balloon in power and intelligence, forming more complex mental gestalts which would in turn develop more advanced psychic abilities, even showing the arcane ability to open rifts in reality to the warp and swim through it as if it were nothing but another ocean, generating psychic barriers that according to scanners functioned similar to particle shields for ships.
The Warning: Agents of the College would return from their Empyrean journeys to bring warning of the Destroyer Fleets closing on Yr Albain.
Tyygbert's Crescendo and the Engine: The result of the combined surplus of lifeforce from the Crescendo and ranged spiritual bolstering of the Engine would certainly prove dramatic. Across the home system and even (to a lesser extent) Trove, spirits would begin to grow stronger. In the Oceans, the strange psychic conglomerations of the Vita of Schools, dubbed the Pelagic Diets for their strange similarities to the Parliaments, would accelerate their psionic growth, each of them developing the same ability to call upon sorceries at will as the Living College, especially if merged with a Fossegrimm Professor: the Engine, it seemed, had provided them the final tool they needed to mimic their epitome: they had the intelligence thanks to the Shoal Net Terminals. They had the knowledge thanks to the efforts of the Conclave and Occulteks alongside the Fossegrimm. And now they had the final piece needed, the power required that they could call upon as needed not just the secular sorceries of the Directorate, but the theurgies and even resonances as well.
Tutoring the Living College: Demaltha of Clain Tainn came to teach the Living College introductory techniques of Aeldari Sorcery. Unknown effects.
Call of Isohorrah: Even the spirits of Erichtheo would help birth the Dancer, the Vita combining the power of life, psychic powers, coral, and song to perform an altered version of the ritual at both the hearts of the Gallereefs and the Abyssal Temple, one meant to draw upon more the more gothic and cerebral aspects of the Dancer both.
Dark Portals and NET Upgrades: When the Wither went critical, the backlash would spread to the net, corrupting several islands, causing new viruses to spawn, crawling their way out of the darkening and increasingly turbulent digital ocean. Neo ViroAnima born not from the nightmares of the old gods, but the terrors of a new age, born from the dark data created by the fears of the new gods. The Living College's fear of getting wiped out by something you can't stop generated the Abyssoid.
Sub-Vita:
Pelagic Diets: A microcosm of the Living College, psychic conglomerations of multiple species working together to pool their intelligence and psychic power to pull off impressive feats of intelligence and sorcery. Occasionally swim around in the Warp or wander from there to Cyberspace or the Dreamlands. Named for their strange similarity to the Parliaments.
Fossegrimm Professors: Spiritual entities formed out of psychic energy, split from The Living College through a form of mitosis. Multieyed, lured things whose flesh crackled with electricity and arcane energies, the College sends these servants and shards of itself out to merge themselves with other Pelagic Diets, accelerating their growth and both teaching them its arcane wyldpsionics and using them to develop other oceanic sorceries.
ViroAnima
The Abyssiod: A singular Anti-Anima resembling a digital, single eyed and mawed planetoid, crawling with viruses and hostile programs and its own complex, if entirely inhospitable and lethal, digital ecology, one that wanders through the digital void to occasionally vomit forth its contents onto a virtual island, corrupting it and swarming it with viruses, forcing the Directorate to send in official virus busters to clean up.
Domains: Currents
Text Quirk:
Description: This sea-witch takes the form of a great, shifting mass of shadow and whispers of resonance and occult secrets.
Completed Projects:
Coral Shrines: Erected shrines built into and powered by coral reefs, awakening the lesser Vita of Coral, Schools, Currents and Life.
Shrine-Rites: Developed a new rite to empower Shrines, and thus the Vita they support, causing Currents to begin playfully kidnapping MysTeks on water-breathing adventures.
Consecrated Shrines and Holysong: The Shrine boosting PIF Theurgy that was further boosted by the development of Holysong and GodTek donated due to YALDABOATH's rivalry with the Old One. This would cause Vita of Currents to begin singing.
Megacoral Castles of Erichtheo: In the shadowy dead zones, life began to flourish as the Directorate constructed a variety of artificial reefs, creating large cities located below the waves out of coral carefully cultivated and shaped and reinforced by Tekket technology to serve as places of residence and research, large castles formed of steel and polyps that contained within teeming scores of Tekket, and without served as habitats for myriad sea-life, fed by thermal reactors to serve as energy sources for the flora that served as the bedrock of the ecosystem. And these artificial biomes would, in exchange for their construction, provide the totem network more lifeforce, more for the shrines, more for the orchestrions, more for their rituals. The grottos would echo with an arcane pitch: a gift of the spirits of current, manifesting themselves as arcanoresonant sonar to fill the reef with an ephemeral sort of whalesong.
Oceanea Symposiads and WyldSong Amplifiers: Created using small amounts of Glasmite, WyldSong Emitters were designed that any Orchestrion in range would have its area of effect expanded greatly. In much of the Wyld, citizens would report hearing soft sounds, ones that grew distinct as they approach the totems. This all paled to what went on below, however, in the depths of the sea. Not only did the Directorate roll out the WyldAmps, they also found themselves deploying several other improvements, such as the Oceanea Symposia, a division of the growing Erichthean mystic order known as the Oceanea Mystica dedicated to developing resonance patterns suited for the vita of the sea as well as maintaining and deploying Orchestrions.
The Great Sea Vita: A great many lifeforce batteries, mysteks, occulteks, and agents of the assembly were brought together to embark on the most ambitious project in Directorate history: utilizing vast amounts of lifeforce to create the most powerful imaginable possible guardian spirits of the sea. The third was the Guardian Spirit of Current, the Great Depths of Urzala. This shapeshifter's temple, located in the Abyssal Zone below even the shadowiest of titans, in a space adorned with runes of reverence to the Dancer and Old One both, would aid in the creation of Aqua-Cores.
Aqua-Cores: Arcanotechnological vessels for the spirits of the Current that could utilize their power over water and the molecular manipulation of perpetually regenerating nuclear metals to generate vasts amounts of water. And, to the delight of the Aqua Vita, whether those from the seas of Teklia or the depths of Erichtheo, they would be freed from the bounds of the ocean: a combination of hydro-jets and anti-grav units meant the barrel sized constructs were perfectly mobile. With assistance, many of them would launch themselves into space, taking residence in near planet orbit, where they would produce water for fueling fusion reactors as well as the first step in creating the great void ocean, a project that would likely take millennia of work. Others would instead bond themselves to Ocean-Mages, becoming portable sources of water for their partners hydromancies across the Directorate, allowing the mysteks to more easily export their art off-world and refine it natively.
Tyygbert's Crescendo and the Engine: The result of the combined surplus of lifeforce from the Crescendo and ranged spiritual bolstering of the Engine would certainly prove dramatic. Across the home system and even (to a lesser extent) Trove, spirits would begin to grow stronger. Both the Wyld spirits of current as well as those in Aqua-Cores would find themselves greatly invigorated, allowing them to generate massive rivers of water: still not enough to prevent evaporation in space, but enough to make the Aqua-Cores valued greatly by ships, who would allow the machines to access their network and facilities for entertainment in exchange for fuel and drinking water.
Call of Isohorrah: Even the spirits of Erichtheo would help birth the Dancer, the Vita combining the power of life, psychic powers, coral, and song to perform an altered version of the ritual at both the hearts of the Gallereefs and the Abyssal Temple, one meant to draw upon more the more gothic and cerebral aspects of the Dancer both.
Sub-Vita:
Orchastras: In the shadowy depths, abyssal current spirits' whale-song repeats the resonances learned of the Directorate, taught by the Depths, assembling in great Orcastras to sing to awakening the denizens of the deep.
Aqueous Sprites: Strange beings comprised of glass that manifest in the shallows, capable of controlling the flow of water, the pressure, its movement and more.
Domains: Life
Text Quirk:
Description: Located above a vast geothermal vent, this titanic life elemental resembles almost a heart formed not from beating flesh, but moss and algae and coral and anemonae and barnacles and weeds and leaves and kelp, tightly bound and beating, releasing pulse after pulse of lifeforce, and vast streams of Vita Anima.
Completed Projects:
Coral Shrines: Erected shrines built into and powered by coral reefs, awakening the lesser Vita of Coral, Schools, Currents and Life.
Shrine-Rites: Developed a new rite to empower Shrines, and thus the Vita they support, mostly just causing the Vita of Life to generate even more lifeforce. They're a bit one note but it's a really good note.
Consecrated Shrines and Holysong: The Shrine boosting PIF Theurgy that was further boosted by the development of Holysong and GodTek donated due to YALDABOATH's rivalry with the Old One. This would cause the Vite of Life to briefly manifest as swarms of strange luminescent krill during life-pulses that would swarm organisms, shaping their flesh and remolding it.
Oceanea Symposiads and WyldSong Amplifiers: Created using small amounts of Glasmite, WyldSong Emitters were designed that any Orchestrion in range would have its area of effect expanded greatly. In much of the Wyld, citizens would report hearing soft sounds, ones that grew distinct as they approach the totems. This all paled to what went on below, however, in the depths of the sea. Not only did the Directorate roll out the WyldAmps, they also found themselves deploying several other improvements, such as the Oceanea Symposia, a division of the growing Erichthean mystic order known as the Oceanea Mystica dedicated to developing resonance patterns suited for the vita of the sea as well as maintaining and deploying Orchestrions.
Megacoral Castles of Erichtheo: In the shadowy dead zones, life began to flourish as the Directorate constructed a variety of artificial reefs, creating large cities located below the waves out of coral carefully cultivated and shaped and reinforced by Tekket technology to serve as places of residence and research, large castles formed of steel and polyps that contained within teeming scores of Tekket, and without served as habitats for myriad sea-life, fed by thermal reactors to serve as energy sources for the flora that served as the bedrock of the ecosystem. And these artificial biomes would, in exchange for their construction, provide the totem network more lifeforce, more for the shrines, more for the orchestrions, more for their rituals. To serve as warmth and nourishment, the Currents' whalesong would allow to remain manifest (long after the lifepulses) the essence of the Vita Anima, being absorbed by the flora of the reef, the algae and kelp and plankton, giving them a bioluminescent glow and causing them to rapidly grow, eventually creating animated balls of neon plant matter, essentially manifested plant elementals that would swarm near the many hydrothermal vents of the magma-zone to feed on the heat and volcanic ash in the water.
The Great Sea Vita: A great many lifeforce batteries, mysteks, occulteks, and agents of the assembly were brought together to embark on the most ambitious project in Directorate history: utilizing vast amounts of lifeforce to create the most powerful imaginable possible guardian spirits of the sea. The fourth was the Shul'dakkothian Great Tangle, releasing pulse after pulse of lifeforce and vast streams of Vita Anima that would be carried along the currents, of heat and light, of mutagenic geneforge krill, a vast spiritual terraforming agent whose power stretched across planets: even on Teklia, ocean mages would report some kelp-ball elementals forming and mimicking in miniature the Tangle, causing more and more of the ocean to come to life and awaken.
Tyygbert's Crescendo and the Engine: The result of the combined surplus of lifeforce from the Crescendo and ranged spiritual bolstering of the Engine would certainly prove dramatic. Across the home system and even (to a lesser extent) Trove, spirits would begin to grow stronger. In the Oceans, the Oreads would gain a degree of cognizance, the spirits powering the wards that slowly spread across the planet even as they continued to shape and spread flora across the ocean floor and generate swarms of genetekrill, the manifested scions of the tangle assembling great gardens on both the reefs and on volcanic vents: in these gardens, wounds would knit quickly, disease would be cured instantly, and vigor would return even to the most weary soul.
Call of Isohorrah: Even the spirits of Erichtheo would help birth the Dancer, the Vita combining the power of life, psychic powers, coral, and song to perform an altered version of the ritual at both the hearts of the Gallereefs and the Abyssal Temple, one meant to draw upon more the more gothic and cerebral aspects of the Dancer both.
Sub-Vita:
Oreads: Animated balls of neon plant matter, essentially manifested plant elementals that swarm near the many hydrothermal vents of the magma-zone to feed on the heat and volcanic ash in the water. They help support the Schools' wards and form healing gardens.
-Mongus
A gas giant populated by spirits of weather and enigma
-Meeklak
A gas giant populated by spirits of acid and alchemy
Elementals
The volcanic world of Naklis is filled to bursting with manifestations of elemental grace and fury.
-Great Elemental Guardians
Domains: Fire
Text Quirk: Unknown
Description: Resembling the upper body of a simian Mammoth-Class BlokBot, this hovering golem blazing with an eternal flame even as a select handful of greater fire fairies danced around them, serving as the spirits Honor-Guard as it hunted down and destroyed or devoured pyrofiends, capturing and crushing them with its bare hands.
Completed Projects:
Elemental Shrines: Built the Temple of Fire, constructed on the Magma Sea, a floating monument protected from the impossible heat by powerful shield-tek, the Flame Monks entreating the spirits of that volcanic ocean for peace, and awakening the short-lived yet beautiful Fire Fairies.
Naklis Heatpump: A terraforming engine that angered the spirits of fire, leading to the rise of pyrofiends.
Elemental Spire: Repurposed the Heatpump to make Naklis less inhabitable, but more hospitable to Elementals, causing lesser elementals to flourish, clouds of fire fairies dancing through the air for days instead of hours, even as pyrofiends became both less numerous and more powerful.
Enshrined Spirits: The revival of the practice of binding Guardian Spirits to shrines which, combined with the completion of the Elemental Spire manifested the Elemental Guardians.
Dance of the Pyreflies: Set up specialized areas where bioluminescent insects could get jiggy with fire fairies, producing lifeforce for the Totemnet, giving various Wyldlife flame powers and allowing Fire Fairies to survive significantly longer than they naturally would.
Oracle Stone Chamber: Upgraded shrines with Oracle Stone to allow limited communication with spirits and amplification of lifeforce offerings. Especially effective on Elementals, this would manifest as entire clouds of fire fairies and pyrofiends, as well as brief anecdotal mentions of great raptors composed of flame.
Shrine-Rites: Developed a new rite to empower Shrines, and thus the Elementals and Guardians they service, spawning great surges of fire fairies and blessing flame monks with fur a fiery and fluffy red, as well as allowing more potent flame-bugs to result from the pyrefly's dance.
Consecrated Shrines: The Shrine boosting PIF Theurgy that was further boosted by GodTek donated due to YALDABOATH's rivalry with the Old One. This would cause Fire Fairies to merge themselves together to form long, serpentine gouts of flame that coiled through the air like the holy snakes of ancient myth to hunt down pyrofiends.
Holysong: With the addition of Holysong, this became even more pronounced as from the depths of the Magma Sea bubbled and boiled to the surface additional floating mountains, knocked free from their bonds whereapon they buoyantly floated upward. Islands in a sea of flame, every handful of years a new one would be discovered, typically around the Festival of Flame.
Spire Storms: Daily Rites of Motive Offerings from the Spire would form rifts in the sea to release vast storms of elemental energy: roiling typhoons of flame, molten ferroliquid rains, stonefall events, and gemcoat hail, even as vast swarms of short lived fire fairies were released with each performance, giving the surrounding landscape a volatile and volcanic appearance.
WyldSong Amplifiers: Created using small amounts of Glasmite, WyldSong Emitters were designed that any Orchestrion in range would have its area of effect expanded greatly. In much of the Wyld, citizens would report hearing soft sounds, ones that grew distinct as they approach the totems. On Naklis, they would report hearing and feeling deep, bassy reverberations: around these totems, Fire Fairies would begin emitting musical chirps and noises.
Tyygbert's Crescendo and the Engine: The result of the combined surplus of lifeforce from the Crescendo and ranged spiritual bolstering of the Engine would certainly prove dramatic. Across the home system and even (to a lesser extent) Trove, spirits would begin to grow stronger. Fire Fairies could last a day or two before guttering out, allowing them to venture further inland on Naklis and letting them briefly leave their courts on Trove and Teklia.
Elementals:
Fire Fairies: Small and friendly will-o-wisps of flame. Have a very short lifespan because no food so far found has been fireproof enough to feed them. Like to dance with bioluminescent bugs called Pyreflies which helps keep them alive.
Pyrofiends: Some kind of monster that acts as a living bomb, feasting on Fire Fairies before slamming itself into boats and infrastructure.
Pyrobugs: The offspring of Fire Fairies and Pyreflies, insects with potent fire magic.
MagmaTek Kraboids: Crustacean creatures descended from Pyrobugs that trawl the edges of Perpetuite Recyclers to steal bits and pieces of metal to craft their shells.
Domains: Gem
Text Quirk: Unknown
Description: A building sized crystal, perfectly cut and polished, centered at the heart of the Brilliant Monks compound, wired into their electrical system to provide electricity even as it powered wards of incredible strength and power such that even the Cursite Crystals were pacified, allowing the monks to create a vault of the crystals to contain their malign effects.
Completed Projects:
Elemental Shrines: Built the Temple of Gem, erected within the Geode Canyons, the Brilliant Monks feeding the Canyons lifeforce in the hopes of ensuring the regions spirits remained appeased in order to protect the miners of the Canyons and bring about the formation of Lumium Eggs.
Naklis Heatpump: A terraforming engine that angered the spirits of Gem, giving rise to Cursite.
Elemental Spire: Repurposed the Heatpump to make Naklis less inhabitable, but more hospitable to Elementals, causing lesser elementals to flourish, more and more Lumium Eggs and Cursite seeming to grow right out of the ground.
Enshrined Spirits: The revival of the practice of binding Guardian Spirits to shrines which, combined with the completion of the Elemental Spire manifested the Elemental Guardians.
Oracle Stone Chamber: Upgraded shrines with Oracle Stone to allow limited communication with spirits and amplification of lifeforce offerings. Especially effective on Elementals, this manifested as bigger eggs of Lumium and Cursite, pulled from the ground pre-cut, with some even placed on naturally occurring pillars as if on offer, and the cracking of Lumium eggs.
Shrine-Rites: Developed a new rite to empower Shrines, and thus the Elementals and Guardians they service, especially Gem. In addition to blessing the Luminous Monks with glossy, sleek and nearly crystalline fur, this also led to the first hatching of a Lumium Roc, a great bird of crystal that laid lumium eggs, though not currently enough to make a dent in our supply.
Colonization of Trove: While the new colony on Trove didn't display Lumium or other standard Elemental Expressions of Gem, a new Arcano-Resonant crystal in the form of Glasmite would be discovered.
Rite of Nuclear Enrichment: A Rite initially developed by Luminous Monks (and then rapidly iterated upon by the competitive Demiurgists and Abyssal Priests) that utilizes Lumium Eggs as a catalyst to further enrich Perpetuite, with the side benefit of funneling more lifeforce into the Eggs.
Consecrated Shrines: The Shrine boosting PIF Theurgy that was further boosted by GodTek donated due to YALDABOATH's rivalry with the Old One. This would cause Lumium pulled from the earth to come in additional hues of plasma green and blazing silver, occasionally flickering and causing machines in their vicinity to power on without prompting.
Holysong: With the addition of Holysong, this became even more pronounced, several additional Lumium Eggs beginning to crack from the Nuclear Enrichment feeding.
Spire Storms: Daily Rites of Motive Offerings from the Spire would form rifts in the sea to release vast storms of elemental energy: roiling typhoons of flame, molten ferroliquid rains, stonefall events, and gemcoat hail, even as vast swarms of short lived fire fairies were released with each performance, giving the surrounding landscape a volatile and volcanic appearance.
WyldSong Amplifiers: Created using small amounts of Glasmite, WyldSong Emitters were designed that any Orchestrion in range would have its area of effect expanded greatly. In much of the Wyld, citizens would report hearing soft sounds, ones that grew distinct as they approach the totems. On Naklis, they would report hearing and feeling deep, bassy reverberations: around these totems, more Cursite and Lumium would be discovered: the amplifiers didn't increase the speed at which the eggs hatched, unfortunately, just the speed at which they formed in the crust. Still, more Lumium was still useful enough. Sadly, more and more Cursite would also be removed, filling up the Brilliant Monks vaults and forcing them to look into alternate methods of disposing of the fel material: dumping it into the sun.
Tyygbert's Crescendo and the Engine: The result of the combined surplus of lifeforce from the Crescendo and ranged spiritual bolstering of the Engine would certainly prove dramatic. Across the home system and even (to a lesser extent) Trove, spirits would begin to grow stronger. The Lumium Roc would grow larger even as more eggs began to hatch, fed by constant streams of lifeforce by the Crescendo even as the strange mystic energy field emitted by the great gem increased. The former would lead to a small aviary being constructed to house the creatures, wheras the latter would allow for more Cursite to be processed, if veeeeerry slowly.
Antianima Shrine: In the dark, shadowy corners of the Directorate, the Fleet built the Antianima Shrines, using knowledge gleaned from studying the names of the spirits of nightmare to create a cursed consecration, one that tied these dark shrines to the power of Night. On Naklis, Cursite would begin to rapidly grow across the planets surface, creating fel elemental spikes that rose from the magma around these dark shrines: below, Oathstone Chambers always could be found growing, ones overgrown with crystal to serve as lightsources.
Elementals:
Lumium Rocs: Great birds of crystal that eventually hatch from Lumium Eggs given enough lifeforce.
Domains: Metal
Text Quirk: Unknown
Description: Three incarnate metal elementals housed in shells assembled by the Demiurgic Circles in forms meant to evoke their gods. Symbolizing YALDABOATH is That Which Labours, a spirit that tirelessly works to trim and cut away at the ferrobrambles in order to contain their spread in exchange for vast amounts of electrical energy. Symbolizing MOTHER is the Serpent of Whispers, a techno-mechanical serpent who would spend their days mapping out courses through the Bramble, trading the service for lifeforce. Symbolizing Sphere 001 was Sphere 002, a mechanical maw that would chew paths through the ferrothorns, the devoured metal its own reward for the hungry spirit.
Completed Projects:
Elemental Shrines: Built the Temple of Metal, located upon the surface of one of the floating continents, its Ferromonks (largely adherants of the God-Machines) infusing the land with their sanguine energies in order to awaken the steel within, and giving rise to veins of Living Metal that would grow like roots and vines.
Naklis Heatpump: A terraforming engine that angered the spirits of Metal, turning some of the living metal vines into thorny brambles.
Elemental Spire: Repurposed the Heatpump to make Naklis less inhabitable, but more hospitable to Elementals, causing lesser elementals to flourish more and more veins of living metal growing even faster than the MegaHarvester could devourer at their edges, forming vast networks across the land, occasional burst of electricity signalling synaptic activity, but also forming vast swathes of ferrobrambles.
Enshrined Spirits: The revival of the practice of binding Guardian Spirits to shrines which, combined with the completion of the Elemental Spire manifested the Elemental Guardians.
Oracle Stone Chamber: Upgraded shrines with Oracle Stone to allow limited communication with spirits and amplification of lifeforce offerings. Especially effective on Elementals, Biometal would bloom, forming vast continent stretching networks reaching below and aboveground, razor-wired ferrothorns stretching on for miles in the form of the Great Brambles, and metalomycellium communicating below-ground amongst itself akin to synapses, roots sparking with electrical signals and pulses, with even a few large pillars of the smart material stretching into the sky, slowly forming iron stalks.
Shrine-Rites: Developed a new rite to empower Shrines, and thus the Elementals and Guardians they service. Metal granted its adherents silvery, metallic coats and causing the living metal to grow at visible rates.
A Harsh Bargain: The Metalloid elemental guardians, benefitting from the establishment of the Courts by gaining easier access to refined lifeforce, bulk lifeforce, and godtek components, would gain strange powers, such as That Which Labours producing an army of silvertine androids fashioned in its image, or Sphere 002 gaining its own gravitic pull.
Consecrated Shrines and Holysong: The Shrine boosting PIF Theurgy that was further boosted by GodTek donated due to YALDABOATH's rivalry with the Old One. This would cause massive structures to begin growing from under the earth, creating large, flat dishes of metalomycellium atop iron stalks, these iron caps emitting strange signals and pulses.
Holysong: With the addition of Holysong, the signals produced by the ferrocap transmitters would become clearer, translated as a crude form of diagnostic readout.
Spire Storms: Daily Rites of Motive Offerings from the Spire would form rifts in the sea to release vast storms of elemental energy: roiling typhoons of flame, molten ferroliquid rains, stonefall events, and gemcoat hail, even as vast swarms of short lived fire fairies were released with each performance, giving the surrounding landscape a volatile and volcanic appearance.
WyldSong Amplifiers: Created using small amounts of Glasmite, WyldSong Emitters were designed that any Orchestrion in range would have its area of effect expanded greatly. In much of the Wyld, citizens would report hearing soft sounds, ones that grew distinct as they approach the totems. On Naklis, they would report hearing and feeling deep, bassy reverberations: around these totems, Ferrovines would grow long and taught, occasionally vibrating as if strummed. More strange, reports would be had of sightings of strange and slithering figures in the depths of the bramble.
Elementals:
Metalomycellium Networks: Strange networks of ferrovines that crisscross through the ground, sending electrical signals, resonating musically and occasionally producing mushroom like structures that emit crude diagnostic readouts.
Ferrothorn Brambles: Great bushes of ferrovines with wickedly sharp thorns that stretch on for miles, tangling the MegaHarvester and making travel dubious.
Silvertine Androids: Servants of That Which Labors, fashioned in its image.
Domains: Stone
Text Quirk: Unknown
Description: Having no form except gentle shadow and melody, who Miners claim would on occasion ease their aches and pains and, on the Day of Stone, could be entreated for vigor and luck by those who toiled beneath the earth, her blessing prized and coveted.
Completed Projects:
Elemental Shrines: Built the Temple of Earth, constructed within the heart of the largest Floating Mountain, the Lithiomonks giving the spirits of stone offerings in return for plentiful bounties, and discovering Oracle Stone's ability to whisper of safety or riches.
Naklis Heatpump: A terraforming engine that angered the spirits of Earth, causing them to whisper of strange and terrible deals.
Elemental Spire: Repurposed the Heatpump to make Naklis less inhabitable, but more hospitable to Elementals, causing lesser elementals to flourish groaning and grumbling, acting as guide and patron to miners and spelunkers, the spirits of earth acting as shepherds for their children. Yet still whispers abounded of darker things, stone devils deep beneath the crust, in the most isolated of caverns, whispering fel deals and dark contracts and etching them upon the walls of oath-stone.
Enshrined Spirits: The revival of the practice of binding Guardian Spirits to shrines which, combined with the completion of the Elemental Spire manifested the Elemental Guardians.
Oracle Stone Chamber: Upgraded shrines with Oracle Stone to allow limited communication with spirits and amplification of lifeforce offerings. Especially effective on Elementals, causing the mines to shift and twist and hum with power, re-arranging themselves daily to suit the needs of those who plied the earth even as deposits of minerals and geodes would find themselves randomly disgorged.
Shrine-Rites: Developed a new rite to empower Shrines, and thus the Elementals and Guardians they service. Earth, as always supped subtly and with generosity, shifting like clay to accommodate miners and granting her priests a mark of her blessing: Large, monogreen eyes that glowed in perfect darkness.
Consecrated Shrines: The Shrine boosting PIF Theurgy that was further boosted by GodTek donated due to YALDABOATH's rivalry with the Old One. This would cause miners to discover entire chambers ornately carved from the stone by no mortal hand, containing statues of strange segmented creatures that seemed to move when no one watched.
Holysong: With the addition of Holysong, this became even more pronounced as from the depths of the Magma Sea bubbled and boiled to the surface additional floating mountains, knocked free from their bonds whereapon they buoyantly floated upward. Islands in a sea of flame, every handful of years a new one would be discovered, typically around the Festival of Flame.
Spire Storms: Daily Rites of Motive Offerings from the Spire would form rifts in the sea to release vast storms of elemental energy: roiling typhoons of flame, molten ferroliquid rains, stonefall events, and gemcoat hail, even as vast swarms of short lived fire fairies were released with each performance, giving the surrounding landscape a volatile and volcanic appearance.
Stonesculpt Muses: The new muses would carve Oracle Stone statues that would act as mediums for the spirits of the earth, channeling their power: on Naklis, at the heart of the stones power, these sculptures would find themselves used as a means to create at will tunnels through the earth, ones that came pre-pressurized, allowing for far simplified subterranean transportation and movement. Elsewhere, these sculptures would largely find themselves installed in the Oracle Chambers of shrines, improving the amplification effect caused by the chambers and providing more accurate diagnostics of the spirits of earth.
WyldSong Amplifiers: Created using small amounts of Glasmite, WyldSong Emitters were designed that any Orchestrion in range would have its area of effect expanded greatly. In much of the Wyld, citizens would report hearing soft sounds, ones that grew distinct as they approach the totems. On Naklis, they would report hearing and feeling deep, bassy reverberations: below the earth, Stonesculpt Muses would show the ability to briefly animate the strange arthropod statues occasionally discovered by miners, using them as assistants in the Muses atelier or as aid in the muses projects.
Antianima Shrine: In the dark, shadowy corners of the Directorate, the Fleet built the Antianima Shrines, using knowledge gleaned from studying the names of the spirits of nightmare to create a cursed consecration, one that tied these dark shrines to the power of Night. On Naklis, Cursite would begin to rapidly grow across the planets surface, creating fel elemental spikes that rose from the magma around these dark shrines: below, Oathstone Chambers always could be found growing, ones overgrown with crystal to serve as lightsources.
Elementals:
Oath Gnomes: Possibly some kind of guiding force behind oathstone chambers. Unclear if they actually exist as such.
Union Spirits
Patrons of workers on Naklis and beyond, consisting of folk heroes, great philosophers, venerable machine spirits and even minor gods.
Domains: Organization
Text Quirk:
Description: A folk hero who, according to legend, organized the factory workers of Teklia during the Destroyer War.
Completed Projects:
Naklean Union Hall: The Unknown Workers, a guild of anonymous pro-labour anarchists, funded the Naklean Union Hall: intended as a forum of sorts where the various laborers of the planet, whether geologists, miners, factory technicians could gather, settle disputes, and conduct trades. An extension of the Elemental Spire, the Union hall consisted of three rings of concentric columns, erected around an open air garden designed to use shield technology to maintain a livable, if hot, temperature. Within each column was a workspace for a different guild, union, or alliance, all paying heed to a different patron spirit. As one rose, each column joined into a singular structure: the great hall, a self-contained temple complex shaped like an upside down pyramid, containing a central chamber several miles in diameter. This facility would be used to conduct offerings, rituals, negotiations, and important ceremonies. The wall of this facility would have, arranged around its walls, twelve shrines dedicated to the Great Union Spirits: a group including folk-heroes like Crups Boggan, whose legend would bring focus and order when recited.
Domains: Philosophy
Text Quirk:
Description: An esteemed (and, according to most historians, likely fictional) philosopher. Mazovists dream of being visited and yelled at by the ghost of their patron, who for some reason also seemed to be haunting the dreams of the temperate continent located on the north-eastern hemisphere of Teklia.
Completed Projects:
Naklean Union Hall: The Unknown Workers, a guild of anonymous pro-labour anarchists, funded the Naklean Union Hall: intended as a forum of sorts where the various laborers of the planet, whether geologists, miners, factory technicians could gather, settle disputes, and conduct trades. An extension of the Elemental Spire, the Union hall consisted of three rings of concentric columns, erected around an open air garden designed to use shield technology to maintain a livable, if hot, temperature. Within each column was a workspace for a different guild, union, or alliance, all paying heed to a different patron spirit. As one rose, each column joined into a singular structure: the great hall, a self-contained temple complex shaped like an upside down pyramid, containing a central chamber several miles in diameter. This facility would be used to conduct offerings, rituals, negotiations, and important ceremonies. The wall of this facility would have, arranged around its walls, twelve shrines dedicated to the Great Union Spirits: a group including great philosophers of ages past, like Kraz Mazov, who would have dream meetings with his followers, some consisting mostly of ranting about someone known as 'Styrnyr', others highly thoughtful discussions on the nature of states and workers rights in a utopianist society and few supposedly ending in fist-fights between the Mazovist and their patron.
Domains: Logging
Text Quirk:
Description: The venerable machine spirit of a centuries old autologger.
Completed Projects:
Naklean Union Hall: The Unknown Workers, a guild of anonymous pro-labour anarchists, funded the Naklean Union Hall: intended as a forum of sorts where the various laborers of the planet, whether geologists, miners, factory technicians could gather, settle disputes, and conduct trades. An extension of the Elemental Spire, the Union hall consisted of three rings of concentric columns, erected around an open air garden designed to use shield technology to maintain a livable, if hot, temperature. Within each column was a workspace for a different guild, union, or alliance, all paying heed to a different patron spirit. As one rose, each column joined into a singular structure: the great hall, a self-contained temple complex shaped like an upside down pyramid, containing a central chamber several miles in diameter. This facility would be used to conduct offerings, rituals, negotiations, and important ceremonies. The wall of this facility would have, arranged around its walls, twelve shrines dedicated to the Great Union Spirits: a group including venerable machine spirits like the centuries old autologger Big Blue Chopper.
Domains: Smiths
Text Quirk:
Description: An old, once forgotten minor god and a peerless smith according to the ancient religions of the equatorial region that spawned them.
Completed Projects:
Naklean Union Hall: The Unknown Workers, a guild of anonymous pro-labour anarchists, funded the Naklean Union Hall: intended as a forum of sorts where the various laborers of the planet, whether geologists, miners, factory technicians could gather, settle disputes, and conduct trades. An extension of the Elemental Spire, the Union hall consisted of three rings of concentric columns, erected around an open air garden designed to use shield technology to maintain a livable, if hot, temperature. Within each column was a workspace for a different guild, union, or alliance, all paying heed to a different patron spirit. As one rose, each column joined into a singular structure: the great hall, a self-contained temple complex shaped like an upside down pyramid, containing a central chamber several miles in diameter. This facility would be used to conduct offerings, rituals, negotiations, and important ceremonies. The wall of this facility would have, arranged around its walls, twelve shrines dedicated to the Great Union Spirits: a group including even old, once forgotten minor gods, such as Aegus, a peerless smith according to the ancient religions of the equatorial region that spawned them.
Domains: Mining
Text Quirk:
Description: Presumably some mining unit's machine spirit.
Completed Projects:
Naklean Union Hall: The Unknown Workers, a guild of anonymous pro-labour anarchists, funded the Naklean Union Hall: intended as a forum of sorts where the various laborers of the planet, whether geologists, miners, factory technicians could gather, settle disputes, and conduct trades. An extension of the Elemental Spire, the Union hall consisted of three rings of concentric columns, erected around an open air garden designed to use shield technology to maintain a livable, if hot, temperature. Within each column was a workspace for a different guild, union, or alliance, all paying heed to a different patron spirit. As one rose, each column joined into a singular structure: the great hall, a self-contained temple complex shaped like an upside down pyramid, containing a central chamber several miles in diameter. This facility would be used to conduct offerings, rituals, negotiations, and important ceremonies. The wall of this facility would have, arranged around its walls, twelve shrines dedicated to the Great Union Spirits: a group including venerable machine spirits like Mining Unit 001, who would bless those on extraction teams with greater fortune, allowing them to find more veins of ore or crystal.
Nekro
Ever since the end of the Destroyer War, the Directorate has venerated its dead for both spiritual and psychological reasons. Currently no known god-tier spirits, but who knows what's down in those Crypts.
Mojo
We befriended a Gretchen and turned him into a Hobbgrot. Most of what he and his descendants do seems to both empower and draw on their own version of the Waaagh! known as Mojo. No specific spiritual traditions or gods yet.
Alien
We have met new life, and some of them have gods. These ones are our fault.
-Exodite
Amish Space Elves. We helped save the people of Yr Albain and woke up their planet.
Domains: Wyld Sorcery/Maiden Worlds
Text Quirk:
Description: A shadowy figure bearing antlers, Dhia'Albain is known as a teacher of magic, wytch of the wyld, and patron of the hunt.
Completed Projects:
Offerings to the MegaVita x4: Four times the amount of lifeforce as have been used to create the Heart was pumped into the worldspirit of Yr Albain. Signs of Dhia'Albain's birth would spread across the galaxy. Eldar would begin to dream of the Wyld, their farseers seeing a second light in their future, dimmer, yet thorned. The Wyld Hunt would begin to arise on other maiden worlds and Eldar, especially Exodites, would feel the pull of She Who Thirsts abate slightly, allowing them to more safely draw on their powers. In moments of peril, those who called upon the Horned Goddess would even find themselves on occasion gifted with miracles: divine interventions such as wrapping the daemons of the enemy in inescapable brambles, allowing their spear to unwaveringly pierce the heart of enemies, or even raising ephemeral phantoms resembling the members of the wyld hunt to act as rescue.
Orchestrion Symposiads: The Symposiads would teach the Eldar the physics behind arcano-resonant technology, teaching them both the Sacred and Holysong resonances and all variations therof, which they would deploy using harpischordias created using living strings spun from vines sung to be as taught and tough as even the strongest biometal string, using wood, wraithbone, and stone for their frames. These Harpischordias would be placed in the center of rebuilt and rebuilding villages, within the Menhirs, and even in places throughout the wilderness. The Holysong would cause, outside of wards or the menhirs, crippling agony to the Aeldari, as if their soul was pulling at something. However, inside wards, or in the vicinity of the menhirs, the resonance instead allowed the Dhia'Albain to construct more and more advanced shells for the Wyld Hunt, resurrecting not just warriors, but fallen Lorekeepers and Worldsingers to serve as psychic support to the Wyld Hunt and aid in planetary recovery, or allowing places of divine importance or power increased influence.
Sub-Spirits:
The Wyld Hunt: Fallen warriors of Maiden Worlds returned to unlife, their bodies literally grown by the world spirit from vegetation and wraithbone.
-Drukhari
Some of the biggest assholes in space. We turned one of their raider's ships into a demigod so they wouldn't raid us.
Domains: Itself/Winterspite Kabal(/Frost?)
Text Quirk: ALL CAPS
Description: A once pretty impressive flagship turned into a minor demigod in its own right. The good news is, the Dark Eldar ship inherited the innate organizational capacity and egalitarianism of those who fueled its awakening. The bad news is its still a Dark Eldar ship.
Completed Projects:
Offering to the Banefrost: After Archon Nisraen's Wyld safari, a month long ritual designed by the Assembly was performed to awaken his ship. Said ship would overthrow him within a few months.
Domains:
Text Quirk:
Description:
Completed Projects:
A/N: I figured it would be nice to have a firmer database of all of our gods, their domains and projects, etc. Not including full dossiers or project lists for the more general stuff, just the actually manifested god-tier entities. Also not always listing events that logically should have had an impact on a given god but wasn't written about. For example, Holysong Shrines probably did something to Mt Wander and the Crescendo Engine probably affected Coral, Metal and Stone.
Also occasionally had to combine actions due to synergies, break up actions due to being so broad scope it would have been a wall of text or describe events that weren't strictly projects.
For example, I combined Consecrated Shrines and Holysong on the Sea Vita because the former is the only reason the latter was relevant, split the Holysong's effect on the Peerless Immortal Functionary into Manifestation and Shrines because it had so many disparate effects and described the Rewrite Event completely separately from the projects that sparked it.
Feel free to tell me if I got something wrong or missed something. Lots of descriptions are missing or stubs, I'll try to fill them out as we get more WoG or events.
This NEEDS to be marked cause this is amazing! Thanks for putting the time and effort for this, now I can understand every god without having to look back through the whole story
Comfort and utility first, aesthetics second. A lot of them like to straight up wear pajamas when indoors.
Machina are basically supercomputers, so they occupy a lot more positions where being a supercomputer would be more useful: most are built into existing structures and not mobile, Commander-Platforms being the exception.
Muses have a lot more versatile upgrades, but less raw power: the big thing is that they're tekket sized and mobile, so they can do a lot of jobs the Machina can't usually.
There are civilians of both types: civilian bond machina usually work for the Bureaucracy as public servants slash infrastructure, or for whatever social cause they deem important (usually circling back to their OG function when they were just a piece of tek)
Muses serve in a variety of roles in civilian life, mostly dictated by their aesthetic interests.
I like to imagine an entirely combat free MMO that resembles Pokémon meets Final Fantasy.
Great job with collecting the projects we did for each god. Man, looking at the amount of projects we have done for the machine gods is just depressing to me, they were one of the options we picked at civ gen but we barely have touched them.
Great job with collecting the projects we did for each god. Man, looking at the amount of projects we have done for the machine gods is just depressing to me, they were one of the options we picked at civ gen but we barely have touched them.
Bird pretty much confirmed our biggest issue as of now is manufacturing, in other words our colony tasks need to be done next turn. Course there's other projects to do but when in doubt, hear the Bird's call!
Well it that case I am interested in what options we will get when that inevitably happens, personally I imagining setting something up like the 8 winds from Warhammer Fantasy.
Bird pretty much confirmed our biggest issue as of now is manufacturing, in other words our colony tasks need to be done next turn. Course there's other projects to do but when in doubt, hear the Bird's call!
also what has been the experience of our Directorate citizens volunteering with khimer territory? Have they learned any new insights into khimer society from there time there?
I would like to capitalize on this sudden influx of god-related clout to promote the refined version of my plan. Now with a couple extra actions to ensure specific synergy with all of our pantheon heads:
[] Plan Holly Holly Hallelujah
-[] EXP 134/133
--[] AutoAssembly Berth 30/30 Endeavors and Valiants are cheaper. Hopefully has some Roadmaster Synergy. -1 NET
--[] Power Core 11/15 --> 15/15 Makes it so we don't have to turn some systems off due to power restraints. -3 NK
--[] Pioneer (Yr Albain) 20/20 New orbital colony over the Exodite planet.
--[] Sandscorn Water Drop 5/20 --> 20/20 Bio Contract fulfilled, Sandscorn gets a bit more water +5 Khimer Rep
--[] Sandscorn Mining Ships 25/25 Industry Contract fulfilled, Sandscorn gets mining ships and we get more trade +3 Rep +EXP
--[] CityBlock Resonance Drive 20/20 Arcolocubes benefit more from Resonance Tech. +FTH +CUL
--[] Great Grave of Spra'ang 10/10 Everyone gets a grave! +Nekro Holy Site +FTH
--[] Spra'ang Mineralogical Survey 10/10 More mining +EXP +1 NK
-[] CUL 94/94
--[] Empyrean Resonance 50/50 Gain Divine Resonances boosting everything relating to Bureaucracy/Spirtual Management, Knowledge/Mysteries/Magic, Toys/Children/Faeries/Autumn, Light/Hope/Survival, Hunting/Monster Slaying, Travel/Vehicles, Art, Hearts and Bridges +EXP +CUL +FTH +ACD -2 WP
--[] Glasmite Resonart 10/10 Art becomes a spiritual amplifier. Dancer synergy. +CUL -1 NK +1 WP
--[] Glasmite Hymnals 15/15 Resonance Tech downsized to the point where Grimoires can use it.
--[] Mystek Apiary 15/15 More access to beeswax and honey. Candle Synergy. +CUL
--[] Orbital Factory Ships 4/25
-[] FTH 126/104+15(Faeries Shrine Rebate)+5(Assembly Deal)
--[] .ARCHON (GriMM.EXE) 10+5(Calculators)/15 Improves Rite Potency and supports //PATH and its other .ARCHONs. Also confuses the Old One. +FTH
--[] .ARCHON (QUESTBRO) 5/15 --> 15/15 Helps guide people during hazardous situation and supports //PATH its other .ARCHONs. +CUL -1 NET
--[] The Book 15/15 Boosts memory storage and supports the Heart and its other Avatars. +ACD
--[] The Daggar 15/15 Boosts Rite potency and supports the Heart and its other Avatars. +FTH
--[] Hallowed Shrine Dedicates some Shrines to gods, allowing them to benefit from our Shrine upgrades. Probably has PIF synergy. +FTH
--[] Pelagic Liturgies 10/10 Old One Theurgy that boosts rite power. +EXP +CUL +FTH +ACD -1 WP
--[] Rites of the Huntsmaster 10/10 Huntsmaster Theurgy that provides Monster Hunting Rites. -1 WP
--[] HolyWick Lanterns 4/15 --> 15/15 Candle Artifacts that provide additional esoteric protection and Lanternkeeper support. +FTH
--[] OrphiaTek Ark Simulacrum 25/25 Create simulation of the Ark to begin connecting it to cyberspace. +Autovessel INF +FTH
-[] ACD: 93/83+10 (Red Sun Resupply)
--[] Peer Review Board 25/25 Boosts GrotTeknik equipment and research via Mojo. +1 ART +1 WP
--[] MegaSiphon 20/20 Unlocks Planetary Lifeforce Harvesting and feeds Sphere 001. +FTH +1 WP
--[] Megabeast Serum 20/20 Freaking huge animals and Shrine MegaBeasts +FTH -1 BIO +1 WP
--[] TurretBots 12+3/15 +Fortification Defenses
--[] Magneto-Corridor 16/25
-[] Resources
--[] ART 3 --> 4
--[] BIO 11 --> 10
--[] LM 3
--[] NET 3 --> 0
--[] NK 12 --> 7
--[] WP 0
Summary: This turn is mostly focused on actualizing our NeoPagan Gods and unlocking Empyrean Resonance with as much synergy as possible.
Ships: Check out an interesting salvage spot, look at the recurring event (and relieve anyone still alive, which given it's only been 80 years and Tekket live ~150 could be a fair few) and help the AutoNites out with their preparation.
EXP: AutoAssembly Berth to prepare for next turn's naval expansion, support civilian ship numbers and hopefully provide some Roadmaster Resonance Synergy, Pioneer to Yr Albain because it probably gives good discounts and Rep, Orbital Defensive Array because we do need better defenses, Water Drop (because we had 5 points left in it) and Sandscorn Mining Ships for contractual reasons, CityBlock Resonance Drive to synergize with Empyrean Resonance, and finally Great Grave of Spra'ang and Spra'ang Mineralogical Survey because we need a Grave Holy Site and some more industrial production.
CUL: Empyrean Resonance to boost all our gods' domains, Glasmite Resonart and Hymnals to pay for WP and resonance synergy, plus additional Dancer support and finally Mystek Apiaries for candle and shrine synergy.
FTH: Finishes manifesting //PATH and the Heart, strengthening both their primary functions as a divine bridge and ritual nexus, as well as strengthening all of their individual .ARCHONs and Avatars, grabs Hallowed Shrines to synergize with shrine and god stuff, gets the Theurgy (and thus Resonance) for Old One and Huntsmaster and finishes up HolyWick Lanterns for Lanternkeeper synergy and because we've been ignoring him. Also tries to grab OrphiaTek Ark Simulacrum with the Faerie Shrine rebate, which should synergize with both //PATH and the Great Grave. Completing the Path and Heart should also help with the Old One's Wrath since the Mask is a divine therapist who can use //PATH architecture to book some telehealth appointments to help deal with his unresolved trauma.
ACD: Peer Review Board to buff ART and WP MegaSiphon both for the current WP boost, feeding Sphere and because it unlocks the possibility of more profitable ones on our colonies, Megabeast Serum because god damn we need WP and it should benefit our TurretBots to improve our static defenses and progress on Magneto-Corridor for naval turn.
*Note: For EXP I'm fairly certain the Admirality Board would be willing to cover the extra point. For FTH, the Calculators put 5 points into QUESTBRO turn 28 and have confirmed willingness to help with GriMM.EXE and the Assembly has offered to surrender their 5 points for the next three turns in exchange for finishing a non-god project, so I've got Arcanoengines next turn. And honestly, given the nature of the Old One's rage, just doing his projects seems unlikely to help. Throw the god of Therapy at it.
EDIT: Since the Frontier Society rejected my offer, I'm dropping WonderPark Space Docks. Also dropped Spra'ang Mineralogical Survey for Orbital Defensive Array.
EDIT2: Decided to swap out ShrineCity for a Pioneer to Yr Albain for discount reasons. Lose the Hallowed Shrine synergy but that might have been on the chopping block anyway.
EDIT3: Decided to swap back Spra'ang Mineralogical Survey for Orbital Defensive Array and grab TurretBots instead. Also added defensive choices to turn summaries. Had to drop Teeth Drums due to budget constraints unless we get something really crazy though.
Since I'm a firm believer of planning ahead, here's my priorities for the next several turns, with summaries of the big ticket items involved. Obviously these are even more subject to change than the above plan, but it's a framework I find useful.
EXP
Endeavor Model 2
Resistance Class Ship
Hypermodular Power Bay
Expanded Fleet Cargo Bays
---------
CUL
Grav-Tethers
Orbital Pioneer Agri-Ships
Autonite Trade Route
Merchant Marine Doctrine
Ship Barracks
---------
FTH
Hunter Shrine and Workshop
War Muses
Logic Cage
Rite of War
Arcanoengines
Nuclear Ritual Engines
---------
Summary: This turn is mostly about boosting the Elementalist of Nalkis, with a minor focus on the Great Elemental Guardians, the subterrainian Elements and Totem Network
Ships
Liberate the CPU Moon
---------
EXP
BlokBot Army
Operations Division
Pioneer (Yr Albain)
Cosmic Empathy Engine
Supreme Comprehension Psychotron
Megahaulers
Tachyonic Gate
Erichthean Great Orchestrion
Orbital Defensive Array
---------
CUL
Grand Flotilla
Song of the Sea
Lunar Consulls
Fleet Super Battlebot League
---------
FTH
Rites of the Road Master
Collegiate Crown
Professors of the Living College
Shoal-Spires
Shanty Drive
---------
Summary: This plan will be increasing ship safety and performance, hopefully to the degree that Civilian FTL becomes viable, via technology and FISH. Also grabs some last minute support for the Liberation effort.
*Note: I hope to grab Cetacean Ops this turn but since it hasn't been unlocked I don't know if they're CUL or FTH
Ships
Moby Monstro
---------
EXP
Pioneer
BlokBot Army
Stiztak's Outback
---------
CUL
One Grot Band
Grot Graffiti Cannon
BATTLEZONE NUCLEAR ZONE
BATTLEZONE KOMBAT KARTZ
Medals of Accomplishment
---------
FTH
What the Zog?
Mojo Shrines
Mojo Shrooms
Thunder Rods
An Absolute Shitload of Partial Wyld Projects
---------
ACD
Hobbgrotic Park
SistaBrainz
FathaShroomz
MegaGrot Serum
---------
Summary: This turn is mostly about unlocking all known Hobbgrot Paths and otherwise boosting them up, and some significant shipbuilding in EXP since there's not much relevant there. Plus frontloading a bunch of Wyld stuff for even crazier synergy next turn.
---------
CUL
Pyrefly Domes
Pyrefly Court Harmoniums
Pyrefly Court Arboriad
Oceanic Magmacourt
WyldSong Emitters
Naturae Muses
Muse Arcano-Cores
Fruit of the Occult Tree
---------
FTH
Awakening Totems
Undying Arbor
Glasmitian Aural Pillars
Wyld-Altars
Lifegiver Effigies
World Tree
Rite of Nature's Protection
Rite of Nature's Awakening
Curse of Darktide
---------
ACD
WyldRanger Zoological Research Rovers
TotemSerum
ArborSerum
---------
Summary:
EXP
Pioneer
Endless Enlightenment Matrix
Satiation Array
More Herdtemples
Court of Cycles
---------
FTH
Toy Makers Workshop
On Toys
Polar Tower of the Hermit
Temple to the Fool
Temple to the Gourmand
Temple to the Concertia
Leviathan Ritual Chamber
Shrine Libraries
HexTek Talismans
---------
ACD
Mountain Blood
Holy Emulator
---------
Summary: This turn gets some general spiritual support stuff/god projects and preps for next turn specifically via the Muse projects as well as grabbing the Temples for the Fool, Concertia and especially Gourmand.
EXP
Boring Industry Shit
---------
CUL
Ghost Song Resonance
PizzaMek
Fusion Fireworks
Nukalympics
Jr. Genetics Playsets
Ofrindex
Festival of the Dead
CUL Ship
---------
FTH
Gourmands Cookbook
Feast of the Spirits
Lifeforce Enrichment Cores
Spirit Bells
Elegiasts Resonance
---------
Summary: This turn is mostly about grabbing several new festivals and a bunch of festival boosters.
I've also got plans for the following two turns that are very very WIP, both because of how far off they are and since I only just started thinking about them, but they focus on Sorcery and Fortification.
As the representative of the Frontier Society: We are angered by the Directorate's refusal to invest in our defense against genocidal fascist nightmare regimes. Currently, all Directorate planets are undefended; the only defenses of note are the orbital defensive arrays and these consist of a few guns above larger metropolises. It's bare-bones. Some have proposed expanding the Fleet in response to this. While desirable, this is insufficient. Expanding the Fleet enough to protect all Directorate worlds in the event of invasion would be cost-prohibitive.
If the smaller worlds are not defended, even a minor Destroyer incursion will massacre us all before you can arrive. If the larger worlds are not defended, in the event of a larger invasion you will divert all ships to Teklia and Luna--leaving us to die. This is unacceptable. We demand immediate investments in our defenses. This is non-negotiable. If the Directorate continues to disregard colony defense, we are prepared to go on slowdown or strike.
[OOC: Yes, I cleared this with the GM. The Directorate would lose points, no special resources. I don't know how many, but it would probably be more than you'd lose if you cooperate.]
A list of defensive projects are below. General upgrades to armies or weaponry do not count; investments into them will be disregarded. Starting immediately, we demand that at least one of these projects be taken every twenty years [OOC: one turn], for the next hundred years. One of them must be an expansion to orbital defensive arrays.
EXP:
Orbital Defensive Arrays
Lunar Anti-Orbital Cannons
Lunar SuperFortress
BlokBot Armies -- must be placed on planet
Tank Brigade -- must be placed on planet
Elemental Fortress Naklis
Commander Brigade -- must be placed on planet
Operations Division -- must be placed on planet
Red Sun Security
Fleet Railfort
Railbatteries
CUL:
Fleet Super Battlebot League -- must be placed on planet
Illusion Matrixes -- only count after orbital defenses are improved
FTH:
Rite of Nature's Wrath
Storm-Cores -- must be paired with Mass Aqua Deployment
Thunder Rods
Curse of Elemental Wrath
this is just something I made before the society strike
Exp 118 Ship Power Core 4/15-3 NM
Hypermodular Power Bay: 15/15 -1 NM
Ferroplate Manufacturing Facilities: 15/15 - 1 living metal
Ship Troop Transport Compartment 25/25
Expanded Fleet Cargo Bays:20/20
Sandscorn Magneto-Shield: 25/25
MegaHaulers: 17/25
CUL 75 Ship Barracks 20/20
Frontier Biolab 25/25-1 BIO
Fruit of the Occult Tree 15/15
Spire Orchestrion: 15/15
FTH 100 Shrine-Amps 20/20 -1 art
Shrine-Conduits: 10/10
Advanced TekShrines: 25/25 -1 art
ShipMind Shrine 20/20 -1 art
Shanty Drive: 25/25-1 warp
ACD 78 Khimer Genetic Damage 50/50 -2 BIO
ArborSerum:25/25 plus warp
MegaBeast Serum 3/20