[x] Yes We Can
-[x] A New Sentient Milieu
-[x] Make Our Own
-[x] Harness the Forbidden Sun
A GREAT OPTIMISM MARKED THE FIRST YEARS OF XIBALBAN SETTLEMENT, with the Human colonists cooperating with the Men of Iron and Smud under a renewed and expanded multiracial alliance known as the Second Milieu. While the inhospitable surface remained largely untouched save for excavations and recovery of materiel from the Black Cradle, a great dig began underground.
Taking advantage of the pre-existing ecosystem while leaving much of the natural caverns unspoiled, the Second Millieu's planned colonies were technological marvels, built to efficiently harness tectonics and geothermals while remaining inured to the wider threats the tempestuous planet posed. The oldest underground cities, earthquake-proof, engineered to insulate its residents from the psychological consequences of such claustrophobic density and connected by a vast network of maglevs became known by a new legendary name- the Planarea (a contraction of the 'Planned Area' term used as a placeholder). Expeditions out of the Planarea were also conducted in waves, discovering several massive underground freshwater seas, vast plains, meandering caverns and forests illuminated by bioluminescent suns. More worrying was the revelation the caves themselves seemed to continue on deeper, with probes exploring for decades without end. Despite its supreme technological confidence, the Second Millieu never ventured beyond the upper caverns.
Over those initial centuries the human population increased from a mere hundred-thousand to tens of millions, tapering off as the old Planarea reached the near-limit of its physical capacity. Conflicts between the planet's three stakeholders were initially minor, issues of civil dispute or lapsed decorum. Careful regulation of the caves led to deepening tensions, as the Smud and Humans exchanged accusations of illegal settlements outside of the Second Millieu's Planned Area, particularly in the more habitable caverns in the Middle Strata. These accusations were both true, and ultimately led to expansion of the allowed settlement zone and further decentralization.
By the middle of the first millennium of settlement, several clades began to emerge among both humans and their allies. Small but significant numbers of humans modified themselves to be adapted to the abyssal seas or deeper caverns. Others pursued cybernetic modification to more easily interact with the Men of Iron. Cross-adaptation of industrial bases saw the Men of Iron move away from the expensive and specialized forms of the Autokshatriya and Luxmind clades and develop new hybrid machines, the Galatechs, efficient and multipurpose bodies composed of a claytronic shell built over an articulated robotic chassis, meant to represent idealized sculptural renditions of humans and smud. The smud seemed content to adapt their tools to their environment, and built slimline worksuits to more easily coexist in tight urban confines.
More than a series of territorial or legal disputes, the Warpsun was the first genuine crisis that confronted the Second Millieu. Surface life, previously hostile to sentients, took on a malefic strength and threatened cities with invasion. The underground itself baked under the accursed sun's radiance, and certain voices called for retreat into the protective abyss or preemptive measures against the growing threat on the surface, as well as the malign influence the Warpsun had on the cognition of sentients of all stripes- organic or artificial.
Enlightened mind won out, charting a plan to once again resolve an incursion by the Warp with reason. The plan: to place a lattice of specialized probes around Xibalba's sun, study and mitigate the unusual energies it emitted. Harness them, if possible. Native spacelaunch had previously been of minor consequence to the colonists, who had small numbers of intact ships recovered from the old hulk and abundant resources on the surface, resulting in only a small number of satellites and interplanetary probes being launched. The Planarea's well-developed industrial base coupled with salvage was quickly able to execute on the scheme and launched vast numbers of craft and materiel to begin the arduous task of subduing a sickly star.
The planet's first generation of astronauts went into the annals of history as heroes. Many died or were crippled by mutation, others were driven mad by visions whispered by the Warpsun. Those who survived were changed, as were all generations that would follow them. Restoring Xibalba's star to a manageable level had mobilized all of society in a heroic effort, resulted in great technological advancements and made clear the fragility of the initial settlement plan.
They had also achieved the near impossible: quelling the Warp.
But what had they achieved?
[ ] Hyperspace Tap - A reactor system that reaches into the Immaterium itself for vast and unlimited power, though it requires a dedicated Gellar field to isolate. An order of magnitude more powerful than E-Fusion.
[ ] Gellar Iris - A novel Gellar field which uses multiple redundant emitters, potentially dozens to hundreds, to create overlapping bands of 'reality'. Field malfunctions or failures are significantly less deadly.
[ ] Void Cloud - A swarm of aerospace drones or light assault craft carrying weak but fast-cycling and multiply-redundant Void Shield emitters, launched ahead of the formation. Diffusing the firepower of their most powerful direct-fire weapons allows for rapid advance or a secure retreat.
[ ] Warp Spindle - Using powerful fabrication technologies and warp drive technology, the incursion of the warp into reality is 'siphoned off' into primordial matter, typically elemental hydrogen, oxygen, carbon and other 'early' stages of matter and then forged into denser and more complex atoms. It is, in the Warp or the presence of a strong Warp storm, the power to dream unlimited quantities of the native matter of the Materium into being.
While the Quelling of the Warpsun marked a turn towards even greater technological optimism, it had also uniquely exposed the fragility of underground settlement on Xibalba. While the exercise of authority had cemented the Second Millieu's bona fides, it failed to completely suppress the existential fear of a universe that was fundamentally hostile to sentient life in all its forms. A few decades after the end of the crisis, increasing numbers of settlements grew up on Xibalba and later, in the orbits around it and beyond. The Millieu had become a fully interplanetary civilization but also saw its central authority fray.
Attempts to reassert central power through regulations, infrastructure and bureaucracy fell short as Planarea's (now but one megapolis among many) lacked the totalizing power projection to enforce its plans upon its neighbors and distant daughter colonies. Then the colonies, careful to never motivate Old Xibalba to mobilize, found cause to find and demonstrate new grudges against one another. These were sometimes ideological, but more often practical or arbitrary, justified ex post facto in their various histories. Sometimes brushfires and sometimes outright invasions, these conflicts only slowly reached the Millieu's heartland and had catastrophic consequences.
A thousand years of history since the triumph over Chaos saw another slide into it: the Wars of Diaspora.
There were eight great alliances at the start of these years, the founders of which would go on to form the Third Millieu. Select up to three which were exiled or made irrelevant over the course of the centuries-long period of instability.
[ ] The Lemscolari - Claiming descent from the astronauts who lead the Warpsun mission, the Lemscolari's origins lay in the mingling of sorcerous mystery cults and anti-Planarea political groups. Their strategic heartlands were at Xquic, the heavily irradiated rocky innermost planet of the system. A grave and frenetic energy animates their politics, a vibrant democracy based on merit (and sponsorship by certain prominent families) and cutthroat political power brokerages. While no singular religion dominates their culture, a few notable sects can be counted: the Green Sun of Life, the Violet Sun of Joy, the Blue Sun of Ambition, the Red Sun of Triumph, as well as the Triune Deities of the Eternal Flame, the Unicorn and the Maiden-Mother. Their legendary use of superheavy gravtanks called KM-Pilangs and elite psychic pilots called Scolarchs made them a menace across the wars.
[Founders] Increasing mysticism in the Third Milieu.
[Exiles] Recurrent Neo-Lemscolari movements will be a problem and admix with other opposition groups.
[ ] The Vestige Mechanica - The old machines, primarily Autokshatriyas and Luxminds from the early settlement era, dissatisfied with the loss of their prominence in the Millieu they themselves built. Most retreated to the outer system, settling around the orbit of Bacab, a dangerous Jovian-type gas giant. The Vestige Mechanica developed a cargo cult mentality regarding technological progress, understanding themselves to be the least tools built by the directing intellects of the Men of Iron when the alliance of galactic powers destroyed them. In a prelapsarian vision, the perfect mechanical lifeforms had already been created and all progress by divergent clades like the Galatechs were the continued diminishing of the creation of once-conquerors of the galaxy. Using the vast resources around Bacab's rings and lunar constellation to their own ends, they developed even more powerful mechanical bodies. Ironically enough, these deadly Neoksatriyas represented the perfected hybridization of the Second Milieu's technology base.
[Founders] The Third Millieu's robotics technology improves significantly.
[Exiles] Bacab becomes inhabited by swarms of rogue self-replicating kill-automata.
[ ] The Heighline League - A group of anti-Millieu dissidents who opposed the Planarea scheme and desired to settle above ground, as nomads. Appropriating fabrication technology from the remains of the Black Cradle allowed them to rapidly build a number of mobile cities, primarily grav-ships which permanently rest just beneath the Karman Line for optimal use of solar energy. Rising to prominence a few years after the Warpsun phenomenon ended and having relatively minimal modifications (save for cybernetic or biological augmentations to their respiration), the Heighline emerged as a reactionary faction opposing the rapid self-modification among the Milieu's races. Despite their professed stance, the League enjoyed initial support from the Gardeners, who saw them as a useful means of securing 'control' populations of both humans and smud as advanced biotechnology proliferated. The Heighline's major achievement were Dropsuits, refinements of Smud warsuits which featured superheavy adamantine-ceramite composite armor plating made viable with substantial improvements in gravcraft technology, which could make any organic a palpable threat to even the Vestige's Neokshatriyas.
[Founders] Improved gravcraft technology.
[Exiles] Xibalba suffers an extended period of Kessler Syndrome due to sabotage.
[ ] The Kaolin Gardeners - Another faction of the Millieu's Men of Iron, the Gardeners arose in response to growing concerns among the sentient machines after witnessing the uncontrollable warp-induced transformation of their biological compatriots during the initial years of the Warpsun phenomenon. The Gardeners were more conspiracy than society, a loose affiliation of pro-organic machines, particularly Galatechs and a few ancient luminaries of the First Milieu. A few hidden redoubts and research complexes across Xibalba, particular the inhospitable poles, held vast stores of genetic information, seeds and tissue samples in stasis vaults to prevent the loss of valuable biodiversity. The Kaolin refined Galatech bodies to their utmost; creating companions, bodyguards, infiltrators and assassins of tremendous precision and power.
[Founders] Significant advances in medical technology.
[Exiles] Increased psychic populations among humans.
[ ] Spire Canto - An equatorial megapolis that was built some time after the Warpsun crisis, the city-state of Spire Canto was the brainchild of a prominent Planarea engineering trust known as Canto Civil Works, a solar-powered city rising into orbit and kept stable by advanced grav-manipulation technology and robust engineering. Easy spacelaunch and access to orbital factories to maintain the Milieu's ecological objectives, but concerns of sabotage or natural disasters kept the plan in a deadlock for decades. The Spire's eventual founders eventually departed the Planarea with industrial equipment purchased from the Heighline and struck out on their own. Lacking popular support for the megacity plan, the Spire's founders resorted to artificial procreation in vast numbers, such that most of the city's tens of millions of residents are direct genetic descendents or outright clones of a hundred or so individuals. The Spire and its surrounding conurbs break with the communal economics of the Planarea, with a sophisticated market-based economy. Prominent kin-groups are based on clone lineages derived from a single, successful founder, while the lower classes opt for conventional nuclear or polyamorous marriages.
[Founders] Immune to Kessler Syndrome, increasing use of artificial wombs leading to more controllable birth rate.
[Exiles] Cablefall event due to sabotage, shift of heavy industry to orbit impeded.
[ ] The Jacolliots - Started by the generation that grew up after the Warpsun, the Jacolists are a persistent political tendency in the Milieu. The group was founded in the simcafes of the Agartha Quarter of the Planarea's Concentrale, the capital district of the Milieu, by radical students concerned by the emerging reactionary turn in politics of the era. In some regards the Jacolliots are a natural foil to the Lemscolari, but rather than finding faith in the power of the Warp or the beauty of self-sacrifice, the radicals have their own particular faith: a god of Good Government. Gaining political prominence in periods of expansion and reform and sometimes opposing it and supporting militant opposition movements, the very concept of a 'Third Milieu' is an invention of theirs. This surety of their own success is built on experimentation- their finest polysci think-tanks and international relations theorists have spent decades and centuries developing and testing models of government in complex simulations.
[Founders] The Third Milieu reestablishes strong democracy and becomes more resistant to bureaucratic corruption.
[Exiles] A significant opposition force, the Idemarche, arises in the outer system.
[ ] The Krviarchs - While centuries since planetfall have reduced Xibalban clan affiliations to a matter of curiosity or personal affectation, they gained renewed interest as certain prominent political families of the Second Milieu sought to burnish their reputations. Not content to be remembered as merely successful bureaucrats, the heads of magistracies named themselves attendants to the peace that saw safe planetfall, or who lead the exodus in the Warp. Intending to pass on their political careers as bequests, some groups turned to genetic engineering to secure their social positions permanently, ensuring their children entered their working lives at the apex of their potential. While such practices were well-established as preventative measures to ensure the health of parent and child, and allowed in a limited manner to adapt to the caves, there had been a lack of development in outright improvement to the human being. For these elites of the blood, these Krviarchs, nothing less than superhuman prowess would be enough.
[Founders] The Third Milieu develops more advanced genetic augmentation.
[Exiles] An opposition movement, the Sanghabyss, retreats to the deepest caves of Xibalba.
[ ] The Second Milieu - The Second Milieu, centralized in the underground cities of the Planarea of Equatorial Xibalba, has been the defining power in the system for centuries. While its larger democratic institutions have calcified behind a bureaucratic curtain of unyielding magistracies and ministerial taskforces, it remains a strongly pluralistic entity where power is significantly devolved to local authorities. The emergence of the Lemscolari and other radicals saw it increasingly take a precautionist tact on new technologies, with extensive legal frameworks protecting the environment and the rights of the sentient mind. The Millieu will not survive the era, but will its death be a violent shattering or peaceful reform?
[Founders] Baseline technology may stagnate somewhat.
[Exiles] The Third Milieu will be a crueler and more violent polity.