Shrike
Temporarily embarrassed kulak
The notification bells run throughout the hull of the star cruiser, followed by an announcement from the bridge that echoed through the metal corridors.
"All hands, prepare for transition."
Metal shutters unfolded across the bridge windows and the few other observation points dotting the ship, blocking out the alien light of transition. The only link remaining between what lay inside and what lay outside was the navigator's cairn atop the bridge superstructure. Inside it, the ship's navigator gazed outwards with the placidity of one who's emotions had long been consumed, replaced by something far more alien. His five mismatched eyes looked beyond mere light, even as the ship's prodigious power core thrummed as it fed the jump spine running down the keel.
There. The destination.
The cosmos imperceptibly roiled in a trillion different ways and then, for a perfect moment, the stars were right and the ship vanished in a miasma of anti-light, the blight it tore in reality slowly dispersing.
"All hands, transition successful."
The crude rituals and misunderstood miracles of the past have given way to an age of order, of reason, of agreements sealed in blood. To say humanity has been welcomed into the Deep Sky would be a stretch, but accomodations have been made. And in doing so, over a strange aeon, the Earthlings haveembracednormalized their relations with the strange things beyond.
Worship of the Great Ones has been tamed; the cults that were once mangy beasts lurking in the dark, gnawing on the discarded bones of civilization are now cherished pets grown sleek and healthy and found in every home. What were one horrid, often disgusting rituals have become aesthetic . . . . mostly. Others have simply became accepted to the point of no longer finding them strange or frightening. Unless, of course, that is the point.
And in these strange aeons, death has not died, nor has ambition of man.
Gazetteer
Earth
The ancient urheimat of humanity, Earth is timeworn, deeply steeped in the dark illumination of the old ones but at the same time mostly reverted to a state of nature. Ancient pillars and structures poke out of the verdant forests, a somber garden of eden. The downfall of ancient Atlantis psychically poisoned the world's spiritual sphere and while plants and lower beasts have retaken the world it remains a place haunted by the ghosts of the past. Hundreds of cults and monasteries dot its surface to enable communion with the forces beyond but Earth's population is less than a hundred million mostly scattered across shield-cities protected against the overflowing gaze of the ones beyond.
Mars
Settled even before the time of Atlantis, the Exodus fell upon the shores and canals of Mars and upon its red deserts and the shores of the northern sea humanity built a new home. Now, a strange aeon later, Mars is the Old World, witness to a strange aeon of history. Many of humanity's ancient cross-national organinizations and talking shops call Mars home, as do many of humanity's museums, art galleries and records of ancient wars.
Mercury
Perpetually shrouded by a vast comet of miasma from the sun, Mercury's surface is now the capital of the Great Hermetic Empire. The towers of star-cities twist into the cosmic mist and the pylons of docks for voidcraft thrust out of the rocky surface like ribs. Every day the wealth of distant stars flows through Mercury's ports, trickling into the spires most high and the underhives most low.
Carcosa
Celephais
Cliona
Dylath-Leen
Leng
Oriab
Sarkis
Sarkomand
Sarnath
Nation stats and rules
Economy - A holistic measure of a power's economy and, more specifically, its ability to marshal resources for civilian or broadly-defined projects.
Very Small, Small, Moderate, Large, Very Large
Industry - Industry effectively represents the scale of a power's military-industrial complex and, implicitly, its 'hidden' civilian industry.
Very Small, Small, Moderate, Large, Very Large
Faith - Faith is a populace's committment to the Great Ones and, reciprocally, the boons granted. The two lowest steps are essentially the same, with the difference being how they are perceived.
Atheist, Faithless, Questioning, Inculcated, Devoted, Enlightened, Illuminated
Labs
There is more than one way to be skinned by the cats of Ulthar and as such, several categories of labs exist. Lab types are incompatible with other types of labs, with the exception that any sort of lab may act as a Mundane lab. That said, fundamental concepts are generally open to all lab types; eg Dream or Blood labs would allow for the development of giant bipedal mutants clad in black iron cursed with the darkness of the outside while Mundane labs would make a mechanical soldier ten times the height of a man.
Additionally, as there is more to technology than a disk of blueprints or a musty tome of symbols and eldspeak, the recipient of any technology must spend allocate an appropriate lab for 1 turn in order to implement it. Technologies natively developed do not suffer this penalty.
Lab types are as follows:
Mundane - These represent basic, conventional research and development capabilities; technologies that fully adhere to human logic. Mundane techs are typically weaker than direct equivalents from other labs, but mundane labs are also flexible.
Dream - The dreaming designs of the Great Powers freely filter into those sufficiently attuned to them, granting both knowledge and a tiny fraction of power. Such is the ubiquity of these gifts today that many societies naturally weave them into everyday life far more naturally than ancient, crude and above all wasteful cults.
Blood - Beyond simple biology lies Blood, a supernatural understanding of all things living and many things dead. While more limited in its scope compared to Dream, societies with a deep understanding of Blood are unparalleled in their strengths.
Dust - The origins of dust are unknown, though some say it is the crystalized mind of a dead god of intellect. Today it is manufactured, integrated into all manner of objects and set to run a thousand thousand calculations to distort reality. Despite its user-friendliness, properly designing and programming dust-based technology is a rarified art.
Military & Technology
To come
Nations
The Great Hermetic Empire
Guided by the undying talons of Her Reptilian Majesty, the Great Hermetic Empire sprawls across space, its economic tentacles curling around a dozen dozen minor powers sucked into its dominion. While even to its rivals the power of the Empire is undisputed, it is very much an unsteady position; the Empire is the indispensible nation but it is pulled in all directions at the same time with rivals and competitors nipping at its heels even as its own internal bodies engage in shadow battles over the Exchequer's pen and Her Majesty's ear.
Economy:
Industry:
Faith: Inculcated
Advantage:
Disadvantage: Not Invented Here; The Great Hermetic Empire cannot engage in tech trades save with the Commonwealth of Oriab
Labs: Mundane x 2, Dream x 2
The Yellow Empire
No-one truly knows who - or what - rules the Yellow Empire. Bureaucratic to an intimidating degree, the unelected, nigh-unaccountable government is staffed by mortals that give up their humanity as they ascend the baroque edifice that governs ten billion souls. Soon they become strange things, elongated and faceless behind cyber-masks. The highest echelons only speak through the lower echelons, perhaps even multiple layers of such. The lives of the people are regulated and while few genuine freedoms are found, there is no want or lack. Even faith is highly regimented and is tied into the techno-cyberization so common in the Yellow Empire; it seems plausible that the Yellow Empire is in fact one giant edifice to nurture faith in some mechanistic Great One.
Economy:
Industry:
Faith: Devoted
Advantage:
Disadvantage: Slow research; Every research-related task the Yellow Empire undertake will take an additional 1 turn
Labs: Mundane x 3, Dream x 2
The Commonwealth of Oriab
Once a thriving great power, in their arrogance the lords of Oriab squabbled among themselves and failed to give proper due to the Great Ones. Despite dreams and prophecies they refused to change their ways until one day, the Doom of Oriab came for them. Horrors from beyond the stars arrived in seemingly unending numbers, smashing the puny toys of man and driving the survivors to rage and madness. In the end, as all things must, Oriab fell.
But the story of Oriab did not end there, for despite the ruination set upon it, many people survived in the rubble. A savior came in the shape of the young Great Hermetic Empire, rich and powerful. Many decades later the Commonwealth of Oriab is the most important of the Great Hermetic Empire's clients, the crown jewel of the empire. But the ambition of man will not be denied . . .
Economy:
Industry:
Faith: Enlightened
Advantage:
Disadvantage:
Labs: Mundane x 1, Dream x 1
The Mastery of Suns
The Master of Suns is both a paradise and a tyranny; ruled by amphibious mermai deep ones who are themselved led by a cabal of supreme sorcerors, the rulers of the Mastery brook little opposition but are benificent to those under them. The human populace has little voice in their affairs and are expected to follow the lead of their betters in both labour and in leisure - of which it should be said there is no shortage of in the Mastery. Reknowned as hedonists through and through, there are few taboos in the Mastery; the merai with their endless numbers of human and inhuman concubines, lovers and paramours are wildly imitated by the mortalfolk.
And for those bored of the endless relationship drama or simply uninterested in it, there are the Sanjaks; the clone-legions that protect the Mastery and, at time, expand its borders.
Economy:
Industry:
Faith: Inculcated
Advantage:
Disadvantage:
Labs: Mundane x 1, Dream x 1, Blood x 1
The Silver Flame
A dispersed network of trader, smugglers and information-peddlers, the Silver Flame have been a backbone of trade across the deep sky for more than half a millennia. Their trade ships ceaselessly ply the stars, even as they conduct all manner of recondite rituals behind silvered screens and laughter like silver bells.
Economy:
Industry:
Faith: Illuminated
Advantage: Free Traders; the Silver Flame may receive one technology per turn without allocating a lab, however they must still have an appropriate lab type.
Disadvantage:
Labs: Mundane x 1, Dream x 1
The Pirates of Carcosa
Once, more than a thousand years ago, Carcosa was a great world. The greatest, perhaps. But times change and astral tides shift. Carcosa today is abandoned . . . mostly abandoned. Civilization once again stirs near its crumbled cities and derelict moonbases as multiple waves of villains, heretics, diehards and losers of wars have fled to the Pirate World. A rambunctious set, the Pirates are held together mostly by a shared narrative of defeat and perseverence.
Economy:
Industry:
Faith: Questioning
Advantage: The Witches of November; by necessity the pirates have become quite adept at storm magic and those trying to dig them out of their hidey-holes are sure to be beset by terribly calamity.
Disadvantage: Very Sus; nobody's going to sell their cutting edge sorcery to a bunch of pirates and dead-enders and as such the Pirates of Carcosa may never receive tech trades.
Labs: Mundane x 1, Dream x 1, Blood x 1, Dust x 1
Moldoveanu
A world tidally locked to its dark red sun, Moldoveanu is the realm of vampires. Urbane and cultured, much of Moldoveanu is dedicated towards the upkeep of its midnight aristocracy. Despite these implications, the vampire state is well-managed and safe with its human lower classes treated fairly - if having no say in their affairs beyond the local. But then, who does?
While worship is not outlawed in Moldoveanu, social pressure and cultural norms keeps cults small and weak. Summonings and other rituals are forbidden and the vampires, normally concerned with affairs of decades and centuries, can be extremely quick to enforce that on their world, their rule is absolute.
Economy:
Industry:
Faith: Devoted
Advantage:
Disadvantage:
Labs: Mundane x 1, Blood x 2
The Freeholds
A coalescing group of minor states that have existed under the shadow of greater ones for decades and centuries, the Freeholds are young and dynamic, if often engaged in petty disputes with one another. The patchwork of laws often means that almost anything goes, while the lack of Power Beyond or established primacy of worship means that belief is diffuse. These factors lead the Freeholds to often be overlooked or dismisssed even as they pick through ancient ritual sites and server-spires for secret knowledge.
Economy:
Industry:
Faith: Inculcated
Advantage:
Disadvantage:
Labs: Mundane x 1, Dream x 1, Dust x 1
New Babylon
Named after a mythical pre-Atlantean realm, New Babylon is one of the few places to comprehensively reject the teachings of the Old Ones. The sordid history saw the common tensions between different faiths turn unbearably toxic, scarring both the land and the people. Being a nation of nothing but humans has been a rocky road indeed, but the people of New Babylon have faith - not in the Great Old Ones and Powers Beyond, but in themselves.
Economy:
Industry:
Faith: Atheist
Advantage:
Disadvantage:
Labs: Mundane x 3
The Elves of Cliona
Thousands of years ago, the ancient Atlanteans created wonders and horrors before brought low by their own hubris. Among those that survived were the Atlantean's most favored clients; escaping into the cold silicon embrace of the machine they slept away the strange aeons. Having awakened from their computational stasis barely a century ago they control a small but rich pocket of the deep sky; their mastery of the computational arts diverges greatly from the norm established across the rest of the known stars. They call themselves the Dia, but to most they are ELF - Electronic Life Form.
While there may be scatterings of worship in Elven territory, these are but dilettante cults that shift with the passing of the season's fashions. Some even say - with some justification - that no matter how many years they have once again been flesh and blood their minds and souls are forever etched in silicon and will never again display true faith. The Dia have gods of a sort though, even if they are not worshipped as such; beings of pure thought that inhabit the server-spires, dream-forged by the deathless slumber of millions inside the Compiler of Souls.
Economy:
Industry:
Faith: Faithless
Advantage:
Disadvantage:
Labs: Mundane x 1, Dust x 3
The Under-Empire of Dylath-Leen
Not all elves escaped into the embrace of metal. Others hid in cthonic empires, changing. Becoming. The center of this is Dyalth-Leen, a world that even before the Age of Atlantis was tunnelled with a vast network of subterranean caverns. Escaping into the deeps, the elves found safety and savagery in equal measure. Untold centuries later they re-emerged, their society and culture having undergone tectonic shifts.
Economy:
Industry:
Faith: Enlightened
Advantage: Demimonde; the deep elves effortlessly slide into the fringes of societies across the known spies.
Disadvantage:
Labs: Mundane x 1, Dream x 1, Blood x 1
"All hands, prepare for transition."
Metal shutters unfolded across the bridge windows and the few other observation points dotting the ship, blocking out the alien light of transition. The only link remaining between what lay inside and what lay outside was the navigator's cairn atop the bridge superstructure. Inside it, the ship's navigator gazed outwards with the placidity of one who's emotions had long been consumed, replaced by something far more alien. His five mismatched eyes looked beyond mere light, even as the ship's prodigious power core thrummed as it fed the jump spine running down the keel.
There. The destination.
The cosmos imperceptibly roiled in a trillion different ways and then, for a perfect moment, the stars were right and the ship vanished in a miasma of anti-light, the blight it tore in reality slowly dispersing.
"All hands, transition successful."
The crude rituals and misunderstood miracles of the past have given way to an age of order, of reason, of agreements sealed in blood. To say humanity has been welcomed into the Deep Sky would be a stretch, but accomodations have been made. And in doing so, over a strange aeon, the Earthlings have
Worship of the Great Ones has been tamed; the cults that were once mangy beasts lurking in the dark, gnawing on the discarded bones of civilization are now cherished pets grown sleek and healthy and found in every home. What were one horrid, often disgusting rituals have become aesthetic . . . . mostly. Others have simply became accepted to the point of no longer finding them strange or frightening. Unless, of course, that is the point.
And in these strange aeons, death has not died, nor has ambition of man.
Gazetteer
Earth
The ancient urheimat of humanity, Earth is timeworn, deeply steeped in the dark illumination of the old ones but at the same time mostly reverted to a state of nature. Ancient pillars and structures poke out of the verdant forests, a somber garden of eden. The downfall of ancient Atlantis psychically poisoned the world's spiritual sphere and while plants and lower beasts have retaken the world it remains a place haunted by the ghosts of the past. Hundreds of cults and monasteries dot its surface to enable communion with the forces beyond but Earth's population is less than a hundred million mostly scattered across shield-cities protected against the overflowing gaze of the ones beyond.
Mars
Settled even before the time of Atlantis, the Exodus fell upon the shores and canals of Mars and upon its red deserts and the shores of the northern sea humanity built a new home. Now, a strange aeon later, Mars is the Old World, witness to a strange aeon of history. Many of humanity's ancient cross-national organinizations and talking shops call Mars home, as do many of humanity's museums, art galleries and records of ancient wars.
Mercury
Perpetually shrouded by a vast comet of miasma from the sun, Mercury's surface is now the capital of the Great Hermetic Empire. The towers of star-cities twist into the cosmic mist and the pylons of docks for voidcraft thrust out of the rocky surface like ribs. Every day the wealth of distant stars flows through Mercury's ports, trickling into the spires most high and the underhives most low.
Carcosa
Celephais
Cliona
Dylath-Leen
Leng
Oriab
Sarkis
Sarkomand
Sarnath
Nation stats and rules
Economy - A holistic measure of a power's economy and, more specifically, its ability to marshal resources for civilian or broadly-defined projects.
Very Small, Small, Moderate, Large, Very Large
Industry - Industry effectively represents the scale of a power's military-industrial complex and, implicitly, its 'hidden' civilian industry.
Very Small, Small, Moderate, Large, Very Large
Faith - Faith is a populace's committment to the Great Ones and, reciprocally, the boons granted. The two lowest steps are essentially the same, with the difference being how they are perceived.
Atheist, Faithless, Questioning, Inculcated, Devoted, Enlightened, Illuminated
Labs
There is more than one way to be skinned by the cats of Ulthar and as such, several categories of labs exist. Lab types are incompatible with other types of labs, with the exception that any sort of lab may act as a Mundane lab. That said, fundamental concepts are generally open to all lab types; eg Dream or Blood labs would allow for the development of giant bipedal mutants clad in black iron cursed with the darkness of the outside while Mundane labs would make a mechanical soldier ten times the height of a man.
Additionally, as there is more to technology than a disk of blueprints or a musty tome of symbols and eldspeak, the recipient of any technology must spend allocate an appropriate lab for 1 turn in order to implement it. Technologies natively developed do not suffer this penalty.
Lab types are as follows:
Mundane - These represent basic, conventional research and development capabilities; technologies that fully adhere to human logic. Mundane techs are typically weaker than direct equivalents from other labs, but mundane labs are also flexible.
Dream - The dreaming designs of the Great Powers freely filter into those sufficiently attuned to them, granting both knowledge and a tiny fraction of power. Such is the ubiquity of these gifts today that many societies naturally weave them into everyday life far more naturally than ancient, crude and above all wasteful cults.
Blood - Beyond simple biology lies Blood, a supernatural understanding of all things living and many things dead. While more limited in its scope compared to Dream, societies with a deep understanding of Blood are unparalleled in their strengths.
Dust - The origins of dust are unknown, though some say it is the crystalized mind of a dead god of intellect. Today it is manufactured, integrated into all manner of objects and set to run a thousand thousand calculations to distort reality. Despite its user-friendliness, properly designing and programming dust-based technology is a rarified art.
Military & Technology
To come
Nations
The Great Hermetic Empire
Guided by the undying talons of Her Reptilian Majesty, the Great Hermetic Empire sprawls across space, its economic tentacles curling around a dozen dozen minor powers sucked into its dominion. While even to its rivals the power of the Empire is undisputed, it is very much an unsteady position; the Empire is the indispensible nation but it is pulled in all directions at the same time with rivals and competitors nipping at its heels even as its own internal bodies engage in shadow battles over the Exchequer's pen and Her Majesty's ear.
Economy:
Industry:
Faith: Inculcated
Advantage:
Disadvantage: Not Invented Here; The Great Hermetic Empire cannot engage in tech trades save with the Commonwealth of Oriab
Labs: Mundane x 2, Dream x 2
The Yellow Empire
No-one truly knows who - or what - rules the Yellow Empire. Bureaucratic to an intimidating degree, the unelected, nigh-unaccountable government is staffed by mortals that give up their humanity as they ascend the baroque edifice that governs ten billion souls. Soon they become strange things, elongated and faceless behind cyber-masks. The highest echelons only speak through the lower echelons, perhaps even multiple layers of such. The lives of the people are regulated and while few genuine freedoms are found, there is no want or lack. Even faith is highly regimented and is tied into the techno-cyberization so common in the Yellow Empire; it seems plausible that the Yellow Empire is in fact one giant edifice to nurture faith in some mechanistic Great One.
Economy:
Industry:
Faith: Devoted
Advantage:
Disadvantage: Slow research; Every research-related task the Yellow Empire undertake will take an additional 1 turn
Labs: Mundane x 3, Dream x 2
The Commonwealth of Oriab
Once a thriving great power, in their arrogance the lords of Oriab squabbled among themselves and failed to give proper due to the Great Ones. Despite dreams and prophecies they refused to change their ways until one day, the Doom of Oriab came for them. Horrors from beyond the stars arrived in seemingly unending numbers, smashing the puny toys of man and driving the survivors to rage and madness. In the end, as all things must, Oriab fell.
But the story of Oriab did not end there, for despite the ruination set upon it, many people survived in the rubble. A savior came in the shape of the young Great Hermetic Empire, rich and powerful. Many decades later the Commonwealth of Oriab is the most important of the Great Hermetic Empire's clients, the crown jewel of the empire. But the ambition of man will not be denied . . .
Economy:
Industry:
Faith: Enlightened
Advantage:
Disadvantage:
Labs: Mundane x 1, Dream x 1
The Mastery of Suns
The Master of Suns is both a paradise and a tyranny; ruled by amphibious mermai deep ones who are themselved led by a cabal of supreme sorcerors, the rulers of the Mastery brook little opposition but are benificent to those under them. The human populace has little voice in their affairs and are expected to follow the lead of their betters in both labour and in leisure - of which it should be said there is no shortage of in the Mastery. Reknowned as hedonists through and through, there are few taboos in the Mastery; the merai with their endless numbers of human and inhuman concubines, lovers and paramours are wildly imitated by the mortalfolk.
And for those bored of the endless relationship drama or simply uninterested in it, there are the Sanjaks; the clone-legions that protect the Mastery and, at time, expand its borders.
Economy:
Industry:
Faith: Inculcated
Advantage:
Disadvantage:
Labs: Mundane x 1, Dream x 1, Blood x 1
The Silver Flame
A dispersed network of trader, smugglers and information-peddlers, the Silver Flame have been a backbone of trade across the deep sky for more than half a millennia. Their trade ships ceaselessly ply the stars, even as they conduct all manner of recondite rituals behind silvered screens and laughter like silver bells.
Economy:
Industry:
Faith: Illuminated
Advantage: Free Traders; the Silver Flame may receive one technology per turn without allocating a lab, however they must still have an appropriate lab type.
Disadvantage:
Labs: Mundane x 1, Dream x 1
The Pirates of Carcosa
Once, more than a thousand years ago, Carcosa was a great world. The greatest, perhaps. But times change and astral tides shift. Carcosa today is abandoned . . . mostly abandoned. Civilization once again stirs near its crumbled cities and derelict moonbases as multiple waves of villains, heretics, diehards and losers of wars have fled to the Pirate World. A rambunctious set, the Pirates are held together mostly by a shared narrative of defeat and perseverence.
Economy:
Industry:
Faith: Questioning
Advantage: The Witches of November; by necessity the pirates have become quite adept at storm magic and those trying to dig them out of their hidey-holes are sure to be beset by terribly calamity.
Disadvantage: Very Sus; nobody's going to sell their cutting edge sorcery to a bunch of pirates and dead-enders and as such the Pirates of Carcosa may never receive tech trades.
Labs: Mundane x 1, Dream x 1, Blood x 1, Dust x 1
Moldoveanu
A world tidally locked to its dark red sun, Moldoveanu is the realm of vampires. Urbane and cultured, much of Moldoveanu is dedicated towards the upkeep of its midnight aristocracy. Despite these implications, the vampire state is well-managed and safe with its human lower classes treated fairly - if having no say in their affairs beyond the local. But then, who does?
While worship is not outlawed in Moldoveanu, social pressure and cultural norms keeps cults small and weak. Summonings and other rituals are forbidden and the vampires, normally concerned with affairs of decades and centuries, can be extremely quick to enforce that on their world, their rule is absolute.
Economy:
Industry:
Faith: Devoted
Advantage:
Disadvantage:
Labs: Mundane x 1, Blood x 2
The Freeholds
A coalescing group of minor states that have existed under the shadow of greater ones for decades and centuries, the Freeholds are young and dynamic, if often engaged in petty disputes with one another. The patchwork of laws often means that almost anything goes, while the lack of Power Beyond or established primacy of worship means that belief is diffuse. These factors lead the Freeholds to often be overlooked or dismisssed even as they pick through ancient ritual sites and server-spires for secret knowledge.
Economy:
Industry:
Faith: Inculcated
Advantage:
Disadvantage:
Labs: Mundane x 1, Dream x 1, Dust x 1
New Babylon
Named after a mythical pre-Atlantean realm, New Babylon is one of the few places to comprehensively reject the teachings of the Old Ones. The sordid history saw the common tensions between different faiths turn unbearably toxic, scarring both the land and the people. Being a nation of nothing but humans has been a rocky road indeed, but the people of New Babylon have faith - not in the Great Old Ones and Powers Beyond, but in themselves.
Economy:
Industry:
Faith: Atheist
Advantage:
Disadvantage:
Labs: Mundane x 3
The Elves of Cliona
Thousands of years ago, the ancient Atlanteans created wonders and horrors before brought low by their own hubris. Among those that survived were the Atlantean's most favored clients; escaping into the cold silicon embrace of the machine they slept away the strange aeons. Having awakened from their computational stasis barely a century ago they control a small but rich pocket of the deep sky; their mastery of the computational arts diverges greatly from the norm established across the rest of the known stars. They call themselves the Dia, but to most they are ELF - Electronic Life Form.
While there may be scatterings of worship in Elven territory, these are but dilettante cults that shift with the passing of the season's fashions. Some even say - with some justification - that no matter how many years they have once again been flesh and blood their minds and souls are forever etched in silicon and will never again display true faith. The Dia have gods of a sort though, even if they are not worshipped as such; beings of pure thought that inhabit the server-spires, dream-forged by the deathless slumber of millions inside the Compiler of Souls.
Economy:
Industry:
Faith: Faithless
Advantage:
Disadvantage:
Labs: Mundane x 1, Dust x 3
The Under-Empire of Dylath-Leen
Not all elves escaped into the embrace of metal. Others hid in cthonic empires, changing. Becoming. The center of this is Dyalth-Leen, a world that even before the Age of Atlantis was tunnelled with a vast network of subterranean caverns. Escaping into the deeps, the elves found safety and savagery in equal measure. Untold centuries later they re-emerged, their society and culture having undergone tectonic shifts.
Economy:
Industry:
Faith: Enlightened
Advantage: Demimonde; the deep elves effortlessly slide into the fringes of societies across the known spies.
Disadvantage:
Labs: Mundane x 1, Dream x 1, Blood x 1