Machine Spirits: Discovered via ancient texts from long gone precursors, the Tekket have a healthy reverence for machine spirits, viewing them as invisible partners and allies. So long as the vessel is maintained and proper respect is given, the Tekket find the spirits of their technology extremely reliable, with a handful of rites and rituals existing in order to allow the Tekket to commune with the ghosts in the machine. Improved reliability for all technology.
Rite of Anima: A series of TekAgnostic Mystek rituals designed to help Machine Spirits achieve an awareness of self, strengthening them to the point they can be transferred into Bond-Drone vessels, where they can be used as companions, assistants, helpers, and pets: recently improved to work with plants, animals, and certain minerals. +3 EXP.
MagTek Altars: Occult Supercomputers housing mature Bond-Spirits connected to MagTek Assemblers and a variety of other additions that vary both Altar by Altar and Mystek Order by Mystek Order, these artefacts act as ritual accelerators, allowing for more efficient and power Anima Rite practices: some few also contain WarpTek allowing them to siphon power from a microportal to the immaterium. Grants 2 ACD and 1 FTH, improves effects of Mystek Rites.
TekMasoleum: Massive crypts interred with vast amounts of cryopreserved Tekket remains in vast Crypt-Complexes, guarded by wandering Bond-Drones and housing cthonic Bond-Machinas fed on the brainscans and stories of the dead, acting as storytellers and guides for those seeking knowledge of the dead, even as Shadow Muses cajole the spirits of the dead using their preternatural powers and ensure they're given the attention and reverence they warrant and ensuring their stories are remembered. +3 CUL, +1 FTH.
TekGrimoires: Occult aids consisting of HoloTek BlokBooks containing a variety of occultek lore and esoterica collated from various traditions combined with automated program-rituals designed to perform complex mathematical rites and calculations at speeds and precisions the organic brain cannot and inbuilt spiritual translation matrices to allow for communication with Anti-Anima and cursite purification chargers to provide sorcerous power. +1 FTH
Greater Rite of Lifeblood: Not so much a rite as a plug and play modular rite component, this technique had been provided by Sphere 001 as a method to empower rituals and occultek ceremonies by donating lifeforce. It had proven...frightfully effective, making the Rite of Anima and other rituals far more effective, even if technically it was a form of blood magic. Recently, as more understanding of how lifeforce functions has developed, more efficient methods of performing this sub-rite have been developed. +5 FTH, gain 1 Warp, 1 Artefact
Demiurgic Courts A collection of cults organized into Demiurgic Circles, each swearing to one of the three God-Machines. The God-Machines seem to have allowed their support, taking from them tithes of life-force in exchange for audiences and secrets. TekPyramids were gifted by Mother and the Court of Whispers, allowing vast sums of power to be drawn at the expense of small tithes from the pyramids, while Yaldaboath and his Court of Bargains had helped forge the Seed, while Sphere 001 and the Court of Hungers was the source of roughly 40% of Directorate crops. The Court of Cycles and its lord the Wheel provided a great number of advanced technicians, while the Court of Scrolls and the Graviton Owl produced many physics specialists and medics, producing a variety of advances such as GCC Crates and Graviton Deblockers.
Folk-Religions: A variety of religions supporting various dieties and pantheons, the Folk-Religions of Teklia had grown greatly in the past few years, and it wasn't unusual for Arcolocubes to have the occasional festival or ceremony held by the congregants of said religions.
The Assembly: The Assembly believed that no gods existed yet, but that they could be made, shaped by mantras, given breath by lifeforce, and given shape by living metal. They've completed the Heart of the Assembly, a massive mega-Altar fed a constant stream of life-force containing an extremely advanced machine spirit designed to help fuel the creation of their gods, as well as the Mask, the Avatar of Identity, intended to help shape their personality, and the Engine, Avatar of Motive Force. Recently, they've also successfully forged both the Dagger and the Book, Sacrifice and Memory respectively. +2 EXP, +1 CUL.
Church of the Great Calculator: The Calculators believed that if the gods existed, no vessel had sufficient processing power to manifest them, no programming language the complexity to describe them, and no vessel strong enough to contain them. They've taken steps to solve this with the creation of GodTek Emulator 0 - The Path, a massive theological computation engine designed using Machine-God artefacts, installing both NetV2, Craft, GriMM.EXE, and QUESTBRO upon it to help begin erecting bridges to the divine, as well as maintaining the Hypercomm Forums: recently, they've helped develop a form of quantum consacratek designed to use entanglement to help create bridges between places being sanctified by various gods and their major temples, as well as advanced divine manufacturing units known as the Holy Crucible, and lasty a form of Divine Emulator designed to create a digital avatar various temples were using to create holy simulacra to act as celestial oracles. +2 CUL, 2 ACD, and 1 EXP.
TekShrines: Shrines established on every ship, every CityBlok, alongside countless minor Shrines, to honor local machine spirits and various gods and divinities considered notable, the larger and more expansive the shrine, the larger its area of coverage. They had a strong effect thanks to centuries of investment, with Talismans and Herds and Rites and immortal trees all contributing to produce myriad vita of both urb and wyld. Of late, they've been augmented by tying to them a Guardian Spirit charged with protecting against threats and, in times of peace, providing blessings to the spirits and mortals who ventured to the Shrine or called it home as well as special Oracle Chambers that allow for increased communication with the Spirits and amplification of donated lifeforce. Advancements had seen them installed with Warp-Tek Portals and Lesser Engines, increasing the power flowing through them, and they had been augmented with Dream Engines, paradox absorbing devices intended to draw additional power to them: most were connected via mycelliometal cabling to the rest of the Shrine Network and beyond, with most regions possessing a Master Control Shrine that served as an administrative terminal and regional shrine-hub. +8 EXP and +1 CUL/FTH, increased ship performance, protects against supernatural phenominon, increases affinity with Night spirits.
Totem Network: An array of WyldShrines, CloudShrines, Eternal Arbor Totems, and Pyrefly Courts stretching across much of the Directorate wilderness and cities, empowering the Vita significantly and helping them, bit by bit, achieve awakening and transcendance. +5 EXP, +3 CUL, reduced hostility from wildlife and increased flame affinity for natural life.
Orchestrion: Large, heavy, and mostly immobile units, Orchestrions utilize arcano-resonant theory to perform songs that strengthen spirits considerably by harmonizing and amplifying them, allowing their souls far more power, producing more powerful Bond-spirits, Vita, Muses, and assorted other anima, as well as the gods themselves via various empyrean resonances: some specific machines, dubbed Symposiads, can be used to sing into existence lifeforce ex nihilo using Tyygberts Crescendo, though such machines are largely the purview of entire mystek orders. +10 to every Category, +3 Warp
Central Spiritual Bureaucracy: The Central Bureacracy had several functions: process the unholy amount of paperwork required for the Directorate to function on any level, aid the common citizen with any forms or legal assistance they required, train future bureaucrats and civic servants, serve as a sort of secondary education for Shrine-Keepers, and last but not least, act as a temple for the agnostic priesthood of the mortal-turned-divinity known as the Peerless Immortal Functionary, who served as a high ranking figure in the Bureacracy. +2 EXP, +5 FTH.
Old Ones Temple: A location within Erichtheo where adherants of the cetacean lord give tribute and attempt to utilize the once-hidden knowledge possessed by the priesthood to augment and improve rites and rituals with ancient and previously forgotten theurgies. +1 to every stat.
Toy Makers Temple: A temple erected to the god of children and faerie, the Toy Makers holy site is located at Wonderpark, where its priests and the followers of the God make pilgrimage, its attendants performing rites to honor the Toy Maker and his court as well as constructing handmade sacred toys to give to visitors, as well as maintaining the Faerie Shrine. Recently majorly expanded, it now has an expanded workshop as well as a secondary temple dedicated to the Lady of Seasons. Further, it serves as the heart of Giften-Nacht, organizing massive gift deliveries every autumn. This Holy Site provides your children minor protection against malign influence and points in all categories.
Rite of Natures Harmony: A Druidic Rite that, when performed, quells the souls of beast and plant and elemental, even while strengthening the guardians of nature that call the region home, making them more effective at warding against malign threats and promoting healthy growth in their range. Reduced hostility from wild-life, strengthens Nature Guardians, increasing EXP.
Divine Rites of the Toymaker: Of all divinities, the Toy Maker was one of the first that could be reliably called upon using ritual and lifeforce, and this required days of calculations, neural massaging to prepare the brain, and then being hooked up to a specialized Neuro-Stimulator and large amounts of lifeforce, all for a handful of petty cantrips, and three rituals of any purpose: the first to briefly animate a handful of toys to do as the Toy-Theurge commands, the second to conjure a sprite of lifeforce to flit around for a few moments before fading away, and the third, and most useful, a rite capable of sending the theurgist who uses it into a divinely inspired frenzy of mirth and creation, typically manifesting as the construction of toys and amusing devices. Divine Rites of the Toy Maker provide increased points in all categories.
Divine Rites of the Roadguide: The Roadguide Rites made them invaluable aboard ships for their ability to navigate the warp with the Rite of Pathfinding, their ability to give ships the ability to light forward their path for brief moments with the Rite of Roadtorches, and the ability to divinely augment wards with the Rite of Safe Travel, making them stronger and sturdier. Divine Rites of the Toy Maker provides bonus to all travel and exploration rolls.
Divine Rites of the Dancer: The Dancer has three primary rites: the first, the Rythm of the Goddess, a ritual that when performed granted perfect grace and movement, making it an excellent tool for many performances and, obviously, dances as well as many forms of athleticism, funnily enough, causing a small amount of Hobgrotts to take up the worship of the Dancer as a minor sports god. The second, Minor Hue Adjustment, a thaumaturgy that allowed the performers to adjust the coloration of art and various other items simply and easily, without having to resort to such frivolities as paint or dye. The last, the Song of the Dancer, works on the same general principles as the Rite of Anima, but with increased effectiveness for spirits of Art, allowing Muses to be produced more easily and making the Mega-Art Spirits more powerful, the gigantic constructs continuing to grow in power to the point where many began displaying the ability to weave together elaborate illusions within the building sized TekArts interior, allowing them to more efficiently delight and entertain guests. +5 CUL.
Divine Rites of the Lanternkeeper: The Lanternkeeper has three primary rites. The First Divine Rite was the Ritual of Lanternglow, which allows one to light a paper lantern with no fuel so long as some chalk is possessed. With an overall brightness and duration determined by how much Lifeforce was used, it would largely serve as a novelty supplement for the most part. The second is the Ritual of Torchhope, which allows for flame torches to be enchanted to provide feelings of peace, generally less effective than pharmaceuticals but a useful enough supplement for antidepressants and antianxiety medication, especially when combined with meditative exercises, causing many a Monk to invest in TekGrimoires of their own, if only to help them keep their sacred mindfulness lanterns functioning. The last rite of the Lanternkeeper would prove to be the most curious: performed solely by adherants of the god of hope, the Ritual of Unlit Candles would performed as an offering to the Final Flame not now, but in the future: each time the ritual was performed, its adherants would promise more and more power to the Emberlight when the final days came, stockpiling it for the apocalypse, the darkest days. Protection against despair.
Shrine of Wander: May he one day wake. May his heart heal and bring forth paradise. May his blood give life eternal as he is given life for eternity. Mt. Wander less likely to awake.
Huntsmasters Temple: A temple erected to the god of monster slayers, the Huntsmasters Temple is located on Luna, above a patch of the garbage sea suspended via Mag-Lev system, where it trains a variety of monster hunters in the arts of ending and equips those hunters with them with custom tailored gear produced in its Workshop and blessed at its Shrine. Produces Huntsmasters, high performance monster slayers with custom engineered high tech weaponry with awoken spirits that possess several theurgic tools.
Mystek Ritual Compartment: A recent addition to your vessels was a universal Mystek Ritual Compartment, consisting of at least one MagTek Altar, sleeping quarters for the Mysteks, and a variety of facilities required for them to conduct rituals, rites, and occult research. Provides access to greatly improved esoteric and occult expertise to all vessels and easy access to most rites and rituals, improving general ship performance.
The Great Conclave: A pan-religious body tasked with mediation and communication as theological research and coordination. Located in a special district in Orbital City One, the Great Conclave has proven of variable efficacy so far for the latter, having mostly standardized a handful of rites for ease of use, though the former purpose it had had so far served well enough. +1 FTH.
Talismans: Originally created for Shrines, Talismans had seen their useage increase dramatically as they've become adopted by Mysteks and Holy People as well to reduce how much of their own life force they had to use in their rites via arcane scripts and rituals and improved through crafting them using the nuts of Arbor Guardians, allowing them to hold a small amount of lifeforce on their own: lately, they've also been upgraded by the Calculators to interface with technology via //PATH architecture and augmented by the Demiurgic Courts to utilize advanced probability manipulating HexTek to further support rites. +2 EXP, +3 FTH, +Every Other Stat
Lunar Festival: A yearly ritual designed to appease the spirits of the moon, the Festival consisted of an entire month of offerings, rituals, rites, and ceremonies designed to satiate the spirits. It had proven of dubious effectiveness, largely only reducing Quartzbug attacks, the actual effectiveness of the Festival fading over the year until it had to be performed again. Still, it was progress. +1 FTH, +1 CUL
Crude Mystek Wards: Very much a brute force method of warding, Mystek Wards consisted of weaponized lifeforce tuned to burn at malign influences that attacked their ships, channelled through a self-contained arterial network that spanned your ships in order to prevent wasted energy. Wardterminal Nexi were special computers intended to manage wards in an area.
Church of the Roadguide: An orbital temple located in the Docking District, this Holy Site is where the adherants of the Roadguide made their abode, training more priests and blessing all ships that passed through the docks in order to ensure their safe passage. It's effectiveness was proveable, especially with the theurg, but it made most sailors more at ease to know their ship officially had divine protection.
Church of the Lanternkeeper: A Temple located in the Shadow-Marshes, the Priests of the Lanternkeeper illuminate their region of Teklia via Sacred Lantern, feeding it wood stripped from sacred trees and feeding the flame their own lifeforce to empower its glow enough to light up the entire marsh if but dimly. It was where most Holywick Candles were crafted, the godforged artefacts protecting against all manner of malignant force.
Lifeforce Batteries: Rare artefacts capable of housing vital energy, these capacitors were largely used by more experienced or connected Mysteks and Senior Shrine-Keepers to stockpile energies for larger rites and emergency offerings, making them useful for crisis situations. +1 EXP.
Rite of Life's Breath: A ritual that could be performed to promote healing and recovery from disease, as well as some limited treatment of lifeforce pollution, though this processed caused a great deal of mutations, a side effect of the warp radiation leaving the body. +1 EXP and FTH.
The Primer: A series of textbooks intended for Tekket ages fifteen to twenty five that give a thorough understanding of how to perform most rituals, create most mystical implements, and volumes of esoteric mystek lore, all easy enough that even non-mysteks could use the contents in their day to day lives, even if more complex or higher end things still required a degree, such as Wards. +10 to all Categories.
Temple of the Hermit: Located at the pole, this Temple was dedicated to the Goddess of Magic and Winter, the Hermit. There, mysteks, both lifelong priests and adherants dedicated to studying the secrets of magic, and mere disciples looking to improve their arcane mastery both gathered: it also served as an arcane nexus thanks to the Polar Tower, an arcane edifice designed to resemble to one inhabited by the Hermit in legends.
TekWands: Magic tools consecrated by the Hermit, TekWands were multipurpose in the same way grimoires were, if not moreso due to the power of the Hermit.
Telecommunication Rite: A rite designed to help bridge two distant systems via arcane power, most versions relied on Data Spirits to aid in the process. Mostly used at Hypercomm Forums or Data Hubs to enhance in-system communications by raising bandwidth or allowing pings to skip the forums or the Buoy-Net, though it had also found use in establishing permanent FTL communication with Trove. +1 ACD and +1 CUL
Darktide Curses: A series of spells developed by Water Mages that calls upon the power of ocean to fill enemy ships with barnacles, floods, seacreatures, and seasickness in order to sabotage them during battles.
Nova Testament: The Nova Mechanicus and the Testament were two organizations that currently served as the most mainstream human sects in the Directorate. The former was a mystery cult that worshiped technology, having a deep and abiding veneration of the machine spirits equal in fervor if not greater than that of the average urbantek shrinekeeper, while the latter was an attempt to reconstruct their religion from what little of it they could find untainted by the Ecclesiarchy.
Forces of Nature: A collection of major artifician wyld dieties meant to serve as avatars and protectors of the natural processes that defined the Wyld: four great oceanic vita upon Erichtheo, as well as the World Tree, a titanic baobob whose limbs reached the upper atmosphere. They had various rites and technologies associated with them, primarily the OceanTek of the former: Coralhearts, Lifegiver Effigies, AquaCores, and Shoal-Net Terminals.