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 have embracednormalized 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
 
Post for various housekeeping and updates.

You may note many stats, traits, etc are incomplete. I'm allowing let's call 'guided write in' on these.
I'm also allowing two clean write-ins, please provide a paragraph or so of description. If there's more than two I can always rotate out the slots above for them.
I will also accept explicit NPC submissions. As above, please provide a paragraph or so of description.

Starmap is to come as things firm up.

World maps will probably be created eventually, to give people knowledge on who their local neighbors are and how large the front will be when they invade perfidiously.

Various other bits and bobs will be worked on progressively. I'm aiming for a fairly open policy, the themes and styling is fairly broad.
 
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Hmmmmm, I'd like to apply as Clinoa.

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: Lockheed Elftin; When it comes to the cutting-edge, the elves can't help themselves. Large bonus to the research and production of advanced and prototype Dust units.
Disadvantage: Steel Over Earth; The digital ascension of the Elves have left them ruling a electronic paradise, but has made them far and distant from the affairs of those formed of mortal flesh and blood. They reserve a particular revulsion for their erstwhile cousins of Dylath-Leen however, who they view as a degenerated insult of their zenith in the Age of Atlantis. Can never engage in positive diplomatic relations with the Deep Elves.
Labs: Mundane x 1, Dust x 3
 
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Ooh, New Bablyon looks interesting, also the Pirates.

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: Moderate
Industry: Large
Faith: Atheist
Advantage: Flames of Faith; the people of New Babylon are fanatical in defense of themselves and in their belief in the inherant power of humanity.
Disadvantage: Fear the Hungry Dark; with no sworn gods to protect them the people of New Babylon are ripe targets for elderitch predators and things they do not understand.
Labs: Mundane x 3

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: Small
Industry: Moderate
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
 
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The Solar Elves
Where many elves withdrew into a metallic sleep and others into the deep rock, some elves did not have those boons and had to make due. So they fled, from ports, stations, and fleets, gathering into a motley collection to avoid the grasping tendrils of both the gods and the new nations that ruled the deep sky. They stayed to the edges, avoiding direct interaction with much of the world outside of the occasional trading mission, mining asteroids for resources and building temporary shelters in astroids or make-shift stations to rest in and act as a base every decade or so. Using Dust and Blood they transformed both their ships and bodies to better suit their new lifestyles and homes, forging from themselves a bunch of ragtag elven refugees and exiles into a new people, born amongst stars and rocks.

But such a way of life is not safe, the life of a nomad is dangerous no matter era, and upon hearing of the reawakening of the Elves of Cliona and the reemergence of the Under-Empire of Dylath-Leen the Solar Elves have decided it was time to leave the edges of space and once against establish for themselves a home. But not on a planet, instead they have settled upon the corpse of an old diety, long lost most of its power, and thus much of its allure, its bones and brain still hold some power in the Blood and so the Solar's have taken to mining both while building their home within the corpse. Even decades from their settlement more Solar Elves migrate to the region, their ships spotted ducking into and out of asteroids to mine before returning to their people's new home to drop off what has been collected.

Economy: Moderate
Industry:Small
Faith: Questioning
Advantage:Spaceborne: The Solar Elves have long adapted to space, making them expert stellar miners and engineers.
Disadvantage:Spaceborne: The Solar Elves are not used to natural gravity or being able to be outside a construct without a suit on, planets are intensely odd and take a large amount of time to adjust to planets.
Labs: Mundane x 1, Dust x 1, Blood x 1


New Babylon
The Freeholds

Love me some elves, no matter the form. While independent humans just seem fun if dangerous.
 
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This seems cool and weird. I'll toss my hat into the ring. My top three choices are.
The Pirates of Carcosa
The Under-Empire of Dylath-Leen
And Moldoveanu
Those aren't a firm first, second, and third. They just all seems cool.
 
Write-In
Ahkazaian Nibiru

Many words have been spoken about Great Atlantis, its legendary Fated Empress, her mightiest warriors the Exalim, her great Primarchs, but fewer words were spoken about the people who had had made her empire work. The great magi of the Silver Tower. Granted in the later days of the empire, the Silver Tower was more a conceptual arrangement then a true physical building, but there had been 108 levels and for each level was a Master of the Tower, given a satrap to directly rule in the name of the Empress.

Few were ever written by historians of Great Atlantis during its Fall, of the last member of the Tower, the latest 108th Master, the Mistress of the Akhazian Pharos of Nibiru. There was few words written about Her for good reason, She had only held the title for a few days and was in some ways underqualified for it, a powerful and intelligence young sorceress of the greatest High Magic and Arcane traditions, She was no doubt worthy enough to be a member sometday, but She was young and inexperienced and had obtained the title through the death of 5th Master, who had been Her grand uncle. During the Doom, rumors abound what She did, of what fueled Her great Working which propelled Her world temporally forward, forsaking oaths of loyalty, fealty, and botherhood for survival, bonding Herself in under new contracts with powers, one of which had seen her very name consumed.

Now this ghost of Atlantis has returned, the survivors found themselves in a quandary. How to react to a world that had long ago left them? Determining She was the last, the Mistress of Nibiru, declared herself to be the Ultimaru (Overlord in Atlantean), and that She would lead the reborn Empire till the Fated Empress returned or was rescued, and that this would be the era of Atlantis ascendancy.
 
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Going to shake out my big bag of assorted science fantasy bric-a-brac and see if I can't cook up a write-in.

The Berisso-Gradisian Empire
The distant, dreary world of Gremory has been ruled for the last three centuries by the Berisso-Gradisian Empire, the self-styled Third Hyperborea that arose out of the lengthy dark age following the catastrophe that consumed the preceding Neo-Hyperborean civilization. While the people of Gremory hoped that the rise of a new central government might bring about a new golden age for their world, the three centuries of the empire's history have seen renewed warfare with the monstrous denizens of the neighboring Shroud of Nebuchadnezzar and considerable civil strife as various rival cults and political factions vie with each other for control of the state.

Forty years ago, the reigning volkskaiser sought to shore up his increasingly unpopular cult-dynasty by seeking a glorious military triumph and launching an ultimately ill-advised grand campaign into the Shroud that cost him both his armies and his life. In the chaotic aftermath of the great defeat came the Friendly Revolution. The Society of the Friends of Mankind, a previously minor secret society, carried out a swift and well-organized coup that swept aside the old dynasty and all other rival factions.

The Friends have spent the last four decades reforming the empire's economy and administration as well as cementing their grip on power with ruthless efficiency. Their powerful secret police agency, the Censorate, tirelessly works to suppress political dissent and unsanctioned cult activity. Great new industrial complexes turn out weapons for the rebuilt and reorganized military that has repelled several attempted invasions from the Shroud. The long-awaited new golden age for humanity is at hand, the society proclaims, as its inner circle continues to advance its own shadowy agendas ever closer to fruition.

Economy: ?
Industry: ?
Faith: Inculcated
Advantage: ?
Disadvantage: ?
Labs: Mundane x 2, Dream x 1
 
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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: Large
Industry: Large
Faith: Inculcated
Advantage: Rmasters; God-magi among men.
Disadvantage: Rmasters; Sometimes, fleets disappear into the void, armies marching off to unknown destinations. The Rmasters are as fickle as they are beyond understanding - the archons and exarchs under them racing to adapt to their whims.
Labs: Mundane x 1, Dream x 1, Blood x 1
 
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Would be interested in a bug/Mi-Go nation, but I'm not too confident on whipping up a write-in.

I'll tentatively put my interest in for the Yellow Empire, the Great Hermetic Empire and New Babylon though
 
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  1. New Babylon
  2. The Under-Empire of Dylath-Leen
  3. The Elves of Cliona


=}+{=
=} Πολιτεία {=





=}+{=

When kingdoms fall, empires one and all, the lands we had built were lost.
Our species left on the brink of death, and our long golden age is now gone.
The thing that saved, rescued our race, a new faith in ourselves arose
By lasersaber and nuke were we then united and into the future we go


=}+{=

Named after a philosophical Atlantean dialogue, Politeia 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: Small
Industry: Moderate
Faith: Atheist
Advantage: Mankind Perfected, Eugenic Legions
Disadvantage: Human-Dread, Human Underclass
Labs: Mundane x 3

Weather and wars, burning storms, famine and fear. That is how our home was left in ruins, as the maddened tore at themselves and where they first hoped to win, they were then satisfied that everyone was suffering and finally too far gone to even see that everyone had lost. As the world laid in ruins, we arose from our cradles: Perfected not by the image or remnants of any other being, but by our own hands and ingenuity. After all: Why does a God have need for humans? Because humanity is the fuel that burns brightly among the stars, because humanity holds in itself the greatness that gets bled and squandered by rituals and cults alike.

When we emerged from the ruins of our we purged the mad by nuclear fire and sword and established our New Babylon as the perfect state of humanity. The Golden Guardians driven by their intellect to rule and lead; the Silver Auxiliaries driven by their spirit to defend and bolster and finally those of iron that labor and follow. Each person has a place in our state, each person is perfected to fit into it and each one burns with the knowledge that we are Mankind Perfected.

=}+{=
 
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1. Hermetic Empire
2. Under Empire
3. New Babylon
 
1. Moldoveanu
2. Freeholds
3. Under Empire

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: Large
Industry: Moderate
Faith: Devoted
Advantage: The Sanguis Carta: Moldoveanu's internal stability is a non-issue for the Midnight Court, barring exceptional circumstances.
Disadvantage: Laicism: Moldoveanu is unable to build or use Dream Labs, and their associated technologies.
Labs: Mundane x 1, Blood x2

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 dismissed even as they pick through ancient ritual sites and server-spires for secret knowledge.​
Economy: Moderate
Industry: Moderate
Faith: Inculcated
Advantage: Jack of All Trades, Masters of Some: Bonus to dealing with unknown esoterica.
Disadvantage: Kleinstaaterei: Wrangling the various Freeholds to adopt a common policy can be difficult at times.
Labs: Mundane x 1, Dream x 1, Dust x 1
 
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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: Large
Industry: Very Large
Faith: Devoted
Advantage: Our Plans Are Measured In Centuries; Bonus to megaprojects and other large-scale expenditures of resources.
Disadvantage: Slow research; Every research-related task the Yellow Empire undertake will take an additional 1 turn
Labs: Mundane x 3, Dream x 2

Second pick probably a write-in. Maybe some kind of esoteric commerce guild or megacorp.
 
Well, I said I was interested in playing a bug nation, so here's my write-in as everyone's favourite Lovecraft buggos.

The Mi-Gou Dominion
Followers of the Outer Gods that ply the stars upon titanic Hive Ships, the Mi-Gou are a race of highly advanced, space-faring fungal insectoids from the dark depths of space. Subjugation and slavery of those they deem lesser is their goal, or at least the only goal of theirs that can be comprehended by humans thanks to countless Mi-Gou incursions and the existence of their servitor race, the Nezurri. In reality, the Mi-Gou prepare to wage an endless war when the time comes against their hated enemies, the Elder Gods and their servants, and will accept nothing less than complete and utter victory lest their greatest fears be realized.
Economy: Large (Very Large?)
Industry: Very Large
Faith: Athiest
Advantage: Hive of Activity; Advanced and industrious, the legions of the Mi-Gou and their slaves swell ever-larger in preparation for the future war against the Elder Gods. Greatly increased industrial and production output.
Disadvantage: You Are The Ants; Human beings are seen as little more than cattle, test subjects or slaves to the Mi-Gou. Until these views are changed, communication or understanding between both species is difficult at best.
Labs: Mundane x1, Blood x3
 
This looks very cool! Figured i would try my hand at a write in.

1. The Crystal Chorus
2. Moldoveanu
3. The Great Hermetic Empire

The Crystal Chorus
The worlds of the crystal chorus are shaped by song. Everywhere people can be found, voices ring out as they sing songs together as they go about their days: songs for travel and rest, for work and play guiding their lives from birth to death. At night eerie voidsong drifts down into dreaming minds from high above, where cold spires of pure ice are shaped into vast stations of tuning forks and more arcane transducers which allow the Conductors of the choir to project the song of the void onto those sleeping from the shadows of the world.

Renowned and derided as singing farmers, the Crystal Chorus is comparatively unindustrialized. Its worlds are largely agrarian, its experts peculiar freeze dried foodstuffs, wood, and textiles. The vast proletarian masses are directed in great works of labor from the cold spires of polar keeps and orbital ice-stations by the Conductors, deafened sages with their minds laid bare to the song of the void.
Economy: Large
Industry: Small
Faith: Enlightened
Advantage:
Metronomic Cohesion; the populace of the chorus is immersed in voidsong at all times, and in all things from the moment they're born. They follow its tune without thought for themselves.
Disadvantage: Infrastructure of Ice; the song of the void is heard and relayed through great stations of ice crystal. Members of the Chorus cannot function without a station in orbit, and will slowly grow mad without the calming voidsong.
Labs: Mundane x1, Dream x3
 
Smug mercantiles, here we go.

1. The Silver Flame
2. The Commonwealth of Oriab
3. The Under-Empire of Dylath-Leen
 
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Very interesting, my leaning probably the following:

1. The Yellow Empire
2. The Silver Flame
3. The Freeholds
 
1) The Ashen Bastion (Write In)
2) The Pirates of Carcosa
3) New Babylon

The Ashen Bastion
Whilst New Babylon is the most prominent nation to reject the Old Ones, they were not the only ones. Long ago there was a time when their followers were not the majority but the minority. There was a time when we fought against them. We lost, and then we lost again and again and again. We have lost and fallen so far we are not even sure how much we have lost, what the past we are fighting in the name of even truly looked like anymore. We have been winnowed down by war and treachery from within by those who sought the Beyonds Power.

Yet one last bastion remains, formed from the shattered remnants of the organisations and orders that fought those wars long ago. A place hidden from their prying gaze, concealed from their servants who would so happily sacrifice us upon their altars to gain more favour from their eldritch patrons. We have suffered, but we have rebuilt here the descendants and children of those organisations coming together to forge something greater than the sum of their parts.

Once more we turn our eyes outside our hidden bastion, to look into the wider system and begin to plan. There may not be a way to return to that hallowed past, but that does not mean that this twisted order has to stand forever, that it cannot be changed or toppled to allow something better to take it's place. We have failed before, and we may very well fail again but we owe it to those who came before and to those who come after to try again and again, till we either succeed or our chances run out and the curtains close on us for the final time.

Economy: Moderate
Industry: Moderate
Faith: Atheist
Advantage: Defiance from the Shadows, the Ashen Bastion has hidden safehouses and bases dotted throughout the solar system
Disadvantage: Us vs Them, The Ashen Bastion is organisationally incapable of working with those who worship the Elder Gods nor can they dabble in their tools.
 
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