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Let me be the first to welcome you all to what I believe is a true Sufficient Velocity rarity: a quest sequel.

For those coming from Practice War, you already know most of what I'm about to say, so bear with me for a few moments. I'm not entirely set on the system I'm going to use for this quest, but that's mostly due to how this is unlikely to be the same sort of primarily turn-based quest as Practice War was. The story laid out ahead of us, and Amanda, might not work so well for that. I'll keep you updated on this as we go, but in general, we're leaping straight into the action from where we left off.

For those of you who are clicking on this out of curiosity, I hope you don't feel overwhelmed. To be clear, I do not intend having read Practice War to be a requirement to take part in or enjoy this quest. There is a link to a wiki for the universe in a reserved post below, however, if you're curious.

Moving on, something to keep in mind is that this is an original setting. Whilst I hope for Secrets' Crusade to be the story that charts humanity's discovery of many of the hidden truths of the world, you aren't going to know those going in. And although I've done my best to explain things in the Wiki, there will always be questions that I've failed to answer.

Equally, there are things that humanity within the quest simply doesn't know, and I will be holding to the rule I set myself in Practice War on that score. You can always feel free to ask questions, and I will strive to answer them as fully as I can, but sometimes that answer is going to be 'You don't know'.
Amanda Hawk
Name: Amanda Hawk
Awakening: Second
Focus: Mending
Age: 75 (Physical Age: 25)

- Amanda Hawk in casual clothes, 2120

Martial: 8+2+2+4+2 = 18 (Though you still rely deeply on your Unison Platform in true battle, your skill as a tactician has increased steadily, mostly thanks to the Two Twenty Three. You may not quite be a master of that art, but you are steadily closing that distance.)

Diplomacy: 18+2+2+2+1+2+4 = 33 (You built the Circles and acted as a capable leader for the Prologue project. You've also started to delve into the esoteric side of your Focus, granting your natural charisma a truly supernatural edge.)

Stewardship: 16+2+2+2 = 22 (There is no such thing as 'broken'. That statement underpins everything you do in this arena, and thanks to your Focus it often pays considerable dividends.)

Intrigue: 12+2 = 14 (You're not really suited to wheeler-dealing or politics, but you had to have some successful interaction with EGOV before you ended up in charge of it. Running what is for all intents and purposes a military operation has given some insight to the situation as well.)

Learning: 16+2+2+2+4 = 26 (You soaked up your lessons as a child like a sponge, and Mary has ensured that your knowledge base never had the chance to degrade. You are not a prodigy like her, but you do well enough.)

Practice: 16+2+2+2+2+4+2+2+2+2 = 36 (Your skill as a Potential rivals some of the First, and you're one of the only Potentials alive who is able to sense the strange patterns that you can now feel and hear woven through the very fabric of the world that surrounds you.)

Traits:
Child of the Second Secret: You were born before the Week of Sorrows, and so benefit from the basic bioengineering package that almost all children were modified with before birth. +2 Martial

Heart of Circles: As a child you fought to restore the peace that you were so lucky to have with your family to others, leading to the founding of the first of your Circles. +2 Diplomacy
- Your time spent as an adult founding more Circles across the world won you praise from many quarters, and was the first time you felt the taste of more exotic Practice. +2 Diplomacy, +2 Practice

A Practiced Form: Like all Potentials, the natural application of Practice to your body through actions have granted you some arguably supernatural advantages. In your case, you heal swiftly and are incredibly hard to kill. +2 Martial, significant increase to survival chance if attacked personally

Childhood Tutor: She might not have been an adult, but your friendship with Mary meant that you never once failed to ace your exams, if not perhaps as spectacularly as she would. +2 Learning

Singer: You have a fine and melodious voice, which has a way of putting people at ease. +2 Diplomacy
- You've spent time improving your voice, and have begun to delve in the complexities of its use. +1 Diplomacy

Project Prologue: You worked as a leader for the Prologue project, and were a major part of the first Practiced Miracle. +2 Learning, +2 Practice

Restorer of the Old World: You spent a decade rebuilding the cities of the world before the Week of Sorrows, becoming as one with your Focus and doing all you could to restore a world that many thought lost. +2 Stewardship, +2 Practice

Touching the Forgotten: Time spent working with Mary kept you up to date with some of the less complex scientific advancements of the times, and also gave you the opportunity to delve into the far stranger side of your Focus. +2 Learning, +2 Practice

Untapped Depths: You took a plasma lance to chest, ablated as it was by a body in front of you, and lived through the power of your Potential. Something has been shaken loose by that experience, and you now know that there is far more to discover about what you are capable of. +4 Practice

Speaker of Practice: You've taken your first step into a world suddenly much bigger than it was before. Although it still isn't reliable, or even properly understood, your ability to work Practice with words rather than action is something exciting as it is strange.
- Knower of Words: As part of your teaching Vega how to reliably weave Practice into her words, you've worked with Mary to learn a great deal about some of the underlying theory of Practice. Not as much as your Spoken Miracle gave her, but far more than you had before. +4 Learning, +2 Practice
-- Healer's Edge: Learning to speak was anything but easy. Finding a way to replicate its use in battle as you'd , against the very nature of your focus, was the work of over a decade. You will never like doing so, but you have found that way.

Founder of the 223: Creating and leading the Two Twenty Three with Vega has been an experience unlike anything else you've been part of. It has expanded your knowledge in ways you're not quite sure you like, sometimes, but people don't always get what they like. +4 Martial, +2 Intrigue

The Promised Future: Knowing what the Shiplords use at least some of their Tributary biomass for is a terrible burden, but it has not broken you. In this, as all things, you remember the words Vega reminded you of. Justice, freedom and peace. For those, you would bear the weight of the universe. +4 Diplomacy, +2 Stewardship

Envoy of Humanity: When Second Contact came, you answered the call that Adri placed at your feet without hesitation, and surpassed all expectations. In a month, you took the most important potential allies in human history from unknown hopefuls to tentative friends. +2 Diplomacy

A Song of Bonds: After humanity fell, something was forged from the ashes to take the place of what failed you. Now, deep contemplation and study has led you to that new creation, a melody so encompassing that it is a tangible presence. In this, lies the truth of Purify, and perhaps much more. +2 Practice, ???

Risen Focus: Your Focus now lies far closer to the surface of your soul, changing both the reality of what you can do, and what your body truly is. Bringing your Focus closer to physical reality has made you stronger, more capable, and yet also far more what you were from the beginning. A Mender. +2 Practice, Touched By The Uninvolved, ???

Unison Platform (Ace): The experience of the Second Battle of Sol has given the Two Twenty Three an edge that's hard to properly express. You didn't fly with them in the void battle, but you did face a Shiplord in personal combat and live. That, combined with the far more intense training since has brought you to leading edge of the Unisonbound. There are few indeed who can match you in this.

Inventory:
Concert Set: This detached headset was something you made in the Institute, one of your first Practiced creations. You wanted a way to be heard more clearly, and to put your words into people's hearts. You thought you'd lost it during your time founding the rest of the Circles, but it had been invaluable pursuing that task.
- Now integrated with Sidra, the set grants you skill on par with Vega's at navigating and bolstering social harmony. It also has allowed you to key more precisely into the Harmonial connections between the Two Twenty Three, and without it you may well have failed to help Kalilah realise her synchronisation. +2 Diplomacy, +2 Practice, ???

Multi-tooI: A leftover from your time rebuilding the broken cities of Earth, this is probably one of the most Practiced items you ever created. A decade spent using it to channel your Focus into physical change has turned the basic device into a sleek thing of almost dizzying utility. Now time, and integration with Sidra, has recovered your knowledge of the Artefact. +2 Stewardship
- Integration with your Unison Platform, and the intelligence behind it, has given you access to depths of combination that a human mind simply could not follow, and you've had the time to test them. It is still fundamentally a tool of Mending, but that definition has stretched a little now. Into Creation. +2 Martial, major boost to certain uses of Amanda's Practice. + 20 to construction actions

Void Crystal: Even now neither you nor Mary are sure how you created this, or what it's meant to do. A seemingly featureless black-body crystal, its remained completely impervious to analysis, classification, or physical damage. Mary kept it ever since you created it with her after your first decade as a Restorer, now it's yours.
- In truth a creation that allows Uninvolved action without detection, your crystal was sacrificed to the task of creating more. In time, this Artefact may prove the most important one you ever created.

Unison Platform: The physical housing of the Unison Platform, and Siddhartha's electronic home. Physical contact with this device is required to extend your Aegis, and utilise the Platform's other functions.

Mender's Eye: Built upon the bones of a highly capable medical scanner, in becoming the Eye it became capable of piercing the veil of Shiplord subversion, and much more.
- Now integrated with Sidra, the Eye adds a layer of perceptual depth to your world that you can't quite believe you'd been missing, and its presence in your Aegis can't be discounted from your greater awareness of the ties and bonds that hold humanity together. +20 to analysis actions
 
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Individuals of Note and Wiki
The Practice War Wiki

Many thanks go to @Coda and @Queen Kit for starting this and resolutely kicking me to continue working on it. It you see something missing, don't hesitate to do their work for them.

The wiki may be found here.

Individuals of Note

These profiles represent the most relevant members of Amanda's accessible contacts, family, and friends.

  • A light-skinned example of humanity, with the faint elegance of a Martian birth, Mary is your closest friend and a true member of your family. Tall and slender, she wears her brown hair up most of the time, as befits a laboratory environment. Rarely without a set of AR glasses, the green eyes behind them hide a deep sadness and pain for her past. She dresses rather conservatively, but has picked up a little of your flair in clothing after years of living together.

    Character Synopsis: Mary is your closest friend, a member of your family, and the woman with whom you raised your daughter. She is a scientist of truly rare skill, the child of the couple who unravelled the very first of the Secrets, and who has herself led the teams which have discovered three more within mere decades. Though the Sorrows scarred her, in ways that haunt her even now, she has reclaimed those pieces of herself. A tenacious inventor and brilliant scientist, she was the co-lead of the Arcadia Institute with you in the lead-up to the Third Battle of Sol. A battle that would not have been won nearly so easily without the fruits of her peerless mind.

    Martial: 9+2+1+2 = 14 (Utterly average, Mary's intellect has never been one to take well to conflict.)
    Diplomacy: 14+3+2 = 19 (More than just average, time with the Circles has helped hone her shuttered talent with others into a spark)
    Stewardship: 14+2+2 = 18 (There's a reason that you pursued the construction of the VI that became Iris. For all her brilliance, Mary's talents as an organiser lag heavily behind her understanding of science. She does well enough, yes, but she needed more than that.)
    Intrigue: 11+2+2 = 15 (Years spent hiding herself from the world taught your friend the usefulness of subterfuge. You can still read her like a book, as she can you, but to others it can be harder.)
    Learning: 20+2+2+4+7+1 =36 (Your friend always possessed a powerful analytic mind, with a grasp for the sciences that often left you grasping at dust. Following the Metaconcert event, she now stands without peer or equal among the children of Sol.)
    Traits:
    Child of the Second Secret: Born before the Week of Sorrows, Mary benefitted from the same basic bioengineering package as you. +2 Martial
    Prologue: A complex set of nano-based enhancements and other upgrades, the standard nanite set grants a wide array of benefits, and once that was enough on its own. With the discovery of the Sixth Secret, however, things have changed. +1 Martial
    - Ministerial Enhancement Package: Another part of the modular Sixth Secret systems that have become so much a part of life with the continuing Third Revolution, the Ministerial systems extend multi-tasking again, and are the baseline for the prototype network interface system pioneered during the arrival of the Contact Fleet. +2 Diplomacy, +2 Intrigue
    - Prototype Neural Network Link: A very recent development, the neural interface created by this system is still in final testing. Enough has been done for it to be safely installed in those who can benefit the most from it, however. Getting onto that list was trivial for Mary. +3 Learning reduced to +1 Learning due to native score, +2 Stewardship
    - Nanomaterial Defence Skin: Designed and built with the same techniques as Iris' Avatar upgrades, the NDS forms a layer of active Sixth Secret nanites around Mary's body. Although primarily defensive in purpose, the system is quite capable of forming weaponry as required. It's also equipped with a Fifth Secret based flight system to match that of her daughters'. +2 Martial, major increase to survival chance if attacked.
    Legacy of Discovery: The only daughter of the man who unlocked the First Secret, Mary inherited his intelligence and drive in full. +2 Stewardship, +2 Learning.
    - Void Prodigy: Decades of studying the abilities of yourself and other Potentials have expanded the world of your friend across whole new continents of possibility. +4 Learning
    A Scarred Past: Transported from Mars to Earth before the Burning by the genius of her father, Mary was able to watch as her entire family were burnt to ashes millions of kilometers away. She buried the pain of this experience for years, beneath layers of fear, focus and self-loathing, until you were able to help free her of them. +2 Intrigue, +2 Learning
    Of The Circle: Brought into the Circles at the very beginning, Mary was the hardest to convince of all the children you asked. For all that suspicion, she quickly grew to be a deeply integral part of the First Circle. And learnt a great deal about herself and others in the process. There's a reason that there are still 'interest pieces' on your relationship, after all. +3 Diplomacy
    Daughter of Secrets: Mary's understanding of the Secrets is second to none, and she is one of a bare handful of humanity capable of pursuing study into the field of Reality Physics. As the lines between the sciences warp and bend, Mary is a rare example of one capable of tracing them still, allowing for rapid study of topics even when they seem entirely disconnected. +15 to Secret based research.
    Sister of Truth: There is science, and there is the truth that it uncovers. Mary has spent decades learning to tell the difference, and can apply this ability to salvage work gone wrong. Her own or, far more often, that of others. Reroll 1 failed Learning based action per turn.
    Touched By Word: The Metaconcert event is one that you've struggled to fully understand every since it happened, but it's made Mary even more your best hope for doing so. A Word spoken by two Potentials was cast into her soul, and the results gifted her with something incredible. A memory of the Dragons' great sacrifice, and a rudimentary understanding of what they created. +7 Learning

    Relationship: Family
  • Given her nature as an informorph housed in an avatar of highly advanced nanotechnology, it is hard to really describe your daughter on a permanent basis, as she changes things about herself so easily and often. The basic frame of any form she takes rarely diverge from the outlines she has of you and Mary, her parents. Colouration and exact dimensions can vary wildly, of course, but those core attributes almost always remain.

    Character Synopsis: The second AI created by humanity, and the first one truly born into it, Iris is the name taken by your daughter before she even became it. Initially planned to be a highly advanced personal assistant program to Mary, the actions of Vision and a certain Potential led to a very different result. Despite her being an infomorph, Iris is very human, and could easily be mistaken for any young woman on the street. Assuming, of course, that she wasn't using her avatar to fly. The bond she shares with you and Mary is a powerful thing, and from her you learnt what it felt like to want to protect a world not for all that was in it, but for one person in particular; your child. Raising her taught you to be a mother, something you never expected to have the time to do, yet you would never once regret the time it cost you.

    Martial: 7+4+12 = 23 (With her shell fully upgraded into much more than just a means to interact with physical reality, Iris has come as close to the combat prowess of a Unisonbound as it is possible for human technology to create. You can't say you're entirely happy about that, but she's an adult now. And this was her choice.)
    Diplomacy: 14+5+2+3 = 24 (With time and experience, Iris has refined the social algorithms that she was initially given by Vision. Although not a match for you, few are. And she's more than simply competent.)
    Stewardship: 22+2 = 24 (Iris was designed for as a processing and support VI, and much of that capacity has transferred over to her new existence as a sentient being. There is still considerable room for these abilities to grow.)
    Intrigue: 12+2+2+2+2+2 = 22 (As with her ability to interact, Iris has also refined the other half of the algorithms, granting both more advanced capabilities, but also far greater control over them. With the Third Battle of Sol approaching, she now stands ready to face the Shiplords in her first home, and with all the skill available to her)
    Learning: 28+3+2 = 33 (Like any child, and she has been and still remains nothing less, Iris has grown. From a baseline that touched the very edge of normal human capacity, she's learnt to use her integral systems as the parts of her that they are. She's even started to build on them, something that fills Mary and you with pride.)

    Traits:
    Artificial Intelligence: A true Infomorph, Iris is capable of feats inside Network environments that only Vision can truly keep up with. +20 to Network related actions
    Child of Terra: Human or no, Iris is as much a child of Earth as any other child born to humanity. The mechanism of her existence matters little, and she knows that now. The belief has given her the confidence to grow and connect with others emotionally like every child needs to. With those, and with time, she's learnt not just about humanity, but how to become one. +5 Diplomacy, +2 Intrigue, +3 Learning
    Mothered by the Heart: Every child has parents. Yours were taken from you, along with billions more. Since then, none have been allowed to suffer the same fate until Iris did, for longer than she ever should have. But now she has you, and Mary, and so much more. +3 Diplomacy, +2 Intrigue
    Incarnate: One of the greatest things that Iris lacked an Infomorph was the ability to experience the world as fully as a human. In 2115, after three years, that changed. No longer a creature of pure thought and code, she now has a body of her own. Even if feeling everything all at once was a little too much at first.
    - Avatar: The Avatar upgrades bring Iris' incarnate form up to even higher standards than they already were. Now almost entirely nanobased, her upgraded shell contains a slew of upgrades. Skipping the more cosmetic enhancements, a Fifth Secret flight system has been integrated and the shell is quite capable of flash-forging military grade combat systems if necessary. +4 Martial, +2 Diplomacy, +2 Intrigue
    -- Caliburn: The sword to the Avatar upgrade's shield, this swathe of modifications have elevated Iris' shell to as close to an Aegis as it is possible for human technology to reach, utilising several systems that pioneered by Iris herself. She is not a match for a Unisonbound, but she comes far closer than any human could. +12 Martial, +2 Intrigue, +2 Learning
    Echo of Nabu: The result of code found in the depths of the Olympus College infosphere, Iris has integrated the remnants of one of the pre-Sorrows intelligences used by humanity to oversee and process their research. This gave her complete access to the College databases, but has also subtly changed her. +10 to Network based actions, +2 Intrigue

    Relationship: Daughter
  • Vega is often said to be a study in contradictions, and so it's been ever since childhood. A soft face, with warm, hazel eyes shot thought with tiny sparks of bright power. Her dark hair falls freely to below the shoulder, and yet the curls have never been once been awry in all the time you've known her. She dresses simply, but there is an elegance to her movements all at odds with how she often seems less than focused on the reality around her.

    Character Synopsis: One of the most skilled Harmonials in all humanity, Vega is a woman much possessed by her Focus, even for a Potential. You still remember when she was hesitant, unsure of what her Focus could truly do. That person has long since faded, however, in the wake of the Miracle of Skylark, Restoration of Mytikas, and a score of other, less obvious, successes. As the woman who essentially made Unison Platforms into what they are today, it is arguable that she's the source of an entire new section of humanity, in the intelligences created by the synchronisation process. A child of the Golden Generation, when the miracles of Practice were turned only to making the world a better place, she has held to the optimism of her childhood with a relentless belief.

    Martial: 12+2+4 = 18 (From simple beginnings, Vega has learnt the lessons of battle in ways that none were quite sure she could, and without weakness or failure.)
    Diplomacy: 20+2 = 22 (A product of the Golden Generation, and a Harmonial too, gifted with words was an apt description. The only problem was her lack of confidence in using them.)
    Stewardship: 17 (Effective, and highly so, but less than a master of the art. She did run a Ministry for over a decade, though, and handily by all accounts.)
    Intrigue: 16+2= 18 (Slippery with the truth, perhaps. But Vega's true gift was in reading those around her. There's a reason that Vega's often acted as a stopgap against your own stupidity.)
    Learning: 21 (Well educated, as befitted one of her generation, but as with most Harmonials her knowledge is less applicable than some might believe. There's no doubting her intelligence, but how it applies itself is often haphazard.
    Practice: 18+1+2+2+4 = 27 (Vega was gifted with a strong start in Practice, but it took her a long time to begin to work past that.

    Traits:
    Child of the Second Secret: Although she was born after the Week of Sorrows, Vega gained the benefits of the same basic bioengineering package as you from her parents. +2 Martial
    Proven Miracle: The Miracle of Skylark was more than proof that Vega was right about what she could do. It validated her entire existence, in a way that's hard to understand. From that, she gained more than skill in Practice, she gained confidence that what she thought was possible truly was. And that Miracles could be, even in the face of extinction. +1 Practice, increased chance of harmonising Miracles.
    Maker of the Unison: The Unison Platforms were Vega's before they were yours, Kagiso the first of them, and the most incredible for being some so utterly new. She became a friend, advisor, and an example of the wonders Practice could create in a way no other Miracle had matched. +2 Diplomacy, +2 Practice
    Founder of the 223: Creating and leading the Two Twenty Three with Vega has been an experience unlike anything else you've been part of. It has expanded your knowledge in ways you're not quite sure you like, sometimes, but people don't always get what they like. +4 Martial, +2 Intrigue
    Speaker of Practice: Vega, like you did years before, has taken her first steps into an entirely new world of possibilities. Although it remains irregular, she now shares your ability to work Practice with words rather than actions.
    The Harmonic Record: A semi-autonomous data archive suffused with Harmonial Practice in search of answers to what Vega and those like her can truly do. Knowledge, given form, without it the Harmonic Circle very well might never have existed. Grants bonuses to teaching Harmonials
    Ring of Harmony: The Harmonic Circle that Vega created was more than a teaching exercise, and taken together with the Restoration of Mytikas, she has come far in understanding her own gifts of Practice. +4 Practice
    Unison Platform (Ace): Vega's skill in working with her platform has only grown in the decade since the Second battle of Sol, and as ever, she remains at the leading edge of the group. What she can do with her Practice with Kagiso's help can often appear to be nothing short of magic, and this skill has extended far further than it ever had before.

    Relationship: Friend
  • Character Synopsis: The first AI created by humanity, though not born to it, Vision began existence as an analysis and processing system for the Elder First. Long exposure to Practice since that moment led to her realising her sentience, but she chose to remain in the background, hidden from much of the world. When the Elder First sealed their Vault away, Vision was placed on standby to wait for an Inheritor to reclaim it, and specific sections of her memory were wiped. The reasons for the Elder Firsts' choice to do this remain unknown. Vision is not as human as Iris, with her origin of sentience being steady development rather than a moment of birth. But time spent since her reawakening by Amanda Hawk has worn away the edges of her relative inhumanity.


    Martial: 9 (She has records within her database of combat, but no real understanding of how to put that into practice)
    Diplomacy: 12+2+2 = 16 (Vision is competent at simulating a human conversational interface, but the manner of her form and some of what she's casually capable of can make that a hard facade to maintain.)
    Stewardship: 16+1 = 17 (A program designed to collect, analyze and collate data. Of course she's good at this.)
    Intrigue: 28+2 = 30 (Vision was designed to see things. She does so extremely well.)
    Learning: 19+6 = 25 (As the platform and being that parsed the vast majority of the Elder First's discoveries whilst she was active, she has a deep reservoir of knowledge, which as now been properly updated.)

    Traits:
    Artificial Intelligence: A true artificial intelligence, Vision is capable of feats inside Network environments, as fitting for a being who has only ever existed within them. +20 to Network related actions
    Eldest's Insight: Designed to translate and work with the complex strands of Practice that form a Thoughtcast, it is arguable that Vision knows more about Project Insight than Phoebe herself. The value of this knowledge in rebuilding all that has been lost is likely to be incalculable.
    The Invisible Aegis: During the Second Battle of Sol, Vision's ability to multitask across the entire Network proved incalculably valuable. She was everywhere at once, utilising the links she'd sunk deep into the Network to block every charge and counter every strike made by the Shiplord AIs. Humanity's secrets are theirs to hold, and she will protect them unto death. +2 Intrigue, +2 Diplomacy, +1 Stewardship
    Archive of Terra: Having delved fully into the collected knowledge of humanity, Vision's capabilities as a scholar are now fully recognisable. She is no Mary, and Practice continues to elude her ability to effectively understand, but there's more to human science than that. In those fields, she proves to be a powerful force of progress. +6 Learning, ???
    Echo of Nabu: The result of code found in the depths of the Olympus College infosphere, Vision has integrated the remnants of one of the pre-Sorrows intelligences used by humanity to oversee and process their research. This gave her complete access to the College databases, but has also subtly changed her. +10 to Network based actions, +2 Diplomacy

    Relationship: Colleague
  • Character Synopsis: Among the First Awoken, Kalilah represents perhaps the most deeply personally wounded by the Week of Sorrows, and even now she never speaks of the specifics. Awakening to a Focus of Destruction changed the course of her life completely, as the reflection of what she truly desired swept aside the that trauma, giving her a new clarity to her life. Kalilah has trained for half a century to perfect her skills as an embodiment of her Focus, and it was her swift action that saved you from assassination at the hands of the Shiplord infiltration system left behind by their Tribute Fleet. Utterly dedicated to the cause of humanity, it has only been in the last few years that she has begun to show interest in anything beyond that. Her actions in the Second and Third Battles of Sol were key to final human victory, yet the latter almost destroyed her. Her survival, and your part in it, has changed her world. If you are lucky, you will be able to be there to help her as she explores what it has become.


    Martial: 32+2+4+2+5+3 = 48 (Kalilah is arguably the single most dangerous Potential in existence, although her expertise lies in personal combat, not strategy)
    Diplomacy: 12 (She never had much use for words, but being part of the Two Twenty Three has helped with that a little.)
    Stewardship: 12+2 = 14 (She lives, that is enough.)
    Intrigue: 8 (Kalilah does not thrive in the shadows. She never has, for her light burns too brightly for them.)
    Learning: 14 (She's definitely smarter than she appears, but she's never spoken of her old profession. And you've never asked.)
    Practice: 25+4+2+4+4 = 39 (Fully grown into her power, in some ways more than any other. She lacks your finesse, for she has never needed it, but what she can do within her Focus is nothing short of terrifying.)

    Traits:
    First Awoken: Among the first Potentials to Awaken, she has had fifty years to practice and refine her craft and prepare for the war to come. +2 Martial, +4 Practice
    The Lance: The most powerful weapon on mass to energy basis in the star system. Bar none. Integration into Asi has only made it stronger. +4 Martial, +2 Practice
    The Long War: For Kalilah, and many like her, the war with the Shiplord never ended. Where others built weapons and crafted designs and stratagems to defeat them, she sought to create in herself a weapon without peer. She knows Practice in some ways better than even you, and far more of war. +2 Martial, +4 Practice
    Destroyer: She has tested herself against the works of the Shiplords, and they have fallen before her. In space and in person, none of her enemies have survived. If she has her way, none ever will. +5 Martial, increased damage
    Unison Platform (Ace): Kalilah and Asi as a unit were always uniquely well suited to each other, more so than almost any other synchronisation on record, despite the complications that arose in the process. You doubt she will ever be a true match to Vega or you in the ability to extend the reach of her Focus. But where that Focus is concerned, she is utterly without peer.
    Sword of Practice: By her hands, shall worlds be broken. By her will, shall vengeance be wrought upon those who took her world from her. By her power, she shall see it done. +3 Martial, +4 Practice

    Relationship: Heartcircle
  • Character Synopsis: One of the most influential Insight Focused in all humanity, Phoebe is the leader and arguably creator of Project Insight, the Practice-based observation system that provided so much of humanity's knowledge on the Shiplords. It was her work that allowed your species to prepare for the Shiplords' return, and the skill and bravery of her working group laid the foundation for every victory humanity has won.


    Martial: 14+2 = 16 (A childhood spent fighting for her life after everything she knew was snatched away by the Sorrows shaped a mind of cold precision to a sharpness so fine that it would often cut itself. Not a novice, but she has no desire to master war. It would cost her too much)
    Diplomacy: 12-4+4+2 = 14 (Since she the Sorrows, Phoebe barely interacted with her classmates, and there was no Circle in her Institute to draw her out. In time she learnt to overcome the barriers she placed around herself, but it was always the work of necessity. Until Nightfalls, at least.)
    Stewardship: 14-2+2+2 = 16 (Generally capable, her place as a leader for Insight was responsible for honing her skills as an administrator.)
    Intrigue: 18+2 = 20 (Making it appear that everything was fine even when it wasn't was something Phoebe had always been good at. After the Sorrows, it became her only defence from a world gone mad. Few have ever pierced the cloak she wraps around her sorrow, but for those sensitive enough, it's easy to see.)
    Learning: 17+4+2 =23 (Gifted with a mind a match to your own, Phoebe has followed a very focused path in her studies since Awakening as a Potential. She isn't your equal in general knowledge, but where it comes to Insight, she has few peers.)
    Practice: 19+4+2+2 = 27 (The strength of a mind drawn in around itself lent well to Phoebe's Focus when she Awakened, and she's grown stronger in its use ever since, rising with Vega's help from the pain of Nightfalls even more so.)

    Traits:
    Child of the Second Secret: Born before the Week of Sorrows, Phoebe benefitted from the same basic bioengineering package as you. +2 Martial

    A Mind of Ice and Steel: Phoebe lost everything in the Sorrows. Family, wealth, home, all burned out beneath her feet leaving her with nothing and no one. In response, her mind turned in on itself, searching deeper and deeper for clarity that could free her from the pain. +4 Learning, +4 Practice
    - Lost to the World: She spent much of her early life after the Sorrows knowing better the cool hands of synthetic tutors, the most common staff in the Institutes. It sharpened her mind, but it also lost her much of her humanity. +2 Intrigue, +2 Learning, +2 Practice, -4 Diplomacy, -2 Stewardship
    - Found by Miracle: Not all of it, though. She'll never be one well suited to friends, but as the world flowered, she was found by one of the true miracles that flowed into the world between the Elder's passing and the Third's waking. Reaching out to find a path, she found one among many others. +4 Diplomacy

    Seeker of Insight: That path was Insight, even though she'd never imagined being so much a part of it. For all that she will try to hide it, without Phoebe, Project Insight would never have existed. And from leading it, she learnt much. +4 Stewardship

    The Reforged: And never more than in the aftermath of the event that almost shattered her world a second. The consequences of Nightfalls were catastrophic for Insight, and Phoebe herself. Yet she endured and, with Vega's help, rebuilt not just herself but the project that had become alike to a second family. +2 Diplomacy, +2 Practice

    Relationship: Colleague
 
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Ground Team Candidates
  • Elil is the Insight support within your Heartcircle, and often considered less capable in your obvious operations, he is highly competent within his own focus. Together with Vega he provides the Adamant with crucial mission support, allowing its stealth systems to operate properly. Outside of those duties, he's the only Insight Focused among your crew, and his Focus is likely to be of crucial importance.
  • Your daughter, and one of the few non-Unisonbound on this list. An embodied AI, the second humanity ever created, her avatar is fully capable of interfacing with a Masque. Although her physical capabilities still lag behind a Unisonbound, she can think even faster than you can. Without question the most capable infospace asset you have access to, so long as she has lagless signal, she should never be in any real danger. The ability to literally transmit herself out of harms way is a considerable advantage.
  • The single most deadly human being in known history, Kalilah has wiped ships and entire fleets from reality with the singular power of her Focus. But she also paid a terrible price for that power, one that has taken eight decades to even begin healing from. Without question the most skilled fighter among the Unisonbound, her purpose on this mission is twofold. To protect it, and you, and to try to understand how the Shiplords could possibly justify tearing her world down around her.
  • A Mender like you, Lea approaches your shared Focus from a very different perspective, accepting that sometimes things must be broken for them to truly heal. Gifted, though understandably not your equal, she acts as the primary support and healing component for your Heartcircle with your attention often required elsewhere. Entirely your superior in the fields of medical science, she has a keen eye for detail, and one that serves her well in acting as a sounding board.
  • Apart from you and Vega, Mir is the only Speaker on this mission. Awakening to a truly rare Focus of Peace, Mir has proven to possess something even more so: the strength of will to use it to fight. His Focus makes a natural at resolving conflict, and lessons from Vega have taught him how to apply these in ways she never imagined could work.
  • The Harmonial solely responsible for discovering the grander abilities of her Focus, and the most experienced Potential in their use alive. One of the most elusively deadly fighters among the Unisonbound as well as a talented Speaker, Vega's true talents lie elsewhere. Her ability to bring together scattered elements into a unified whole is legendary. She holds a spot among the consciousness of humanity very close to your own, and with good reason.
 
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The War of the Hjivin Sphere - Part 1
The War of the Hjivin Sphere was the largest armed conflict in known galactic history, a meeting of powers close enough to be peers and fully possessed of all the horrors of Secrets-based warfare on such a scale. It is the only example of this form of warfare since the establishment of Shiplord dominion over the galaxy, with a confirmed death toll reaching well into the hundreds of billions. This figure does not include the consequences of the singular Involvement that brought the conflict to a sudden and stunning conclusion.

The Hjivin were a fully fledged interstellar power at the time of Shiplord first contact, and one in the process of rapid expansion. They were not limited to uninhabited systems, either, absorbing preexisting civilisation with the same ease as Second Secret technologies allowed them to terraform barren or unusable environments. On an initial glance, these annexed worlds all seemed quite content with the arrangement, their cultures still basically in place and autonomous under Hjivin suzerainty.

When Contact's analysts looked closer, however, they found pieces missing in what should have been a cultural melting pot. Further examination at the order of the Contact Fleet's commander led them steadily towards the truth, until a final, highly risky mission by two of the Fleet's intelligence operatives revealed it in full.

The Hjivin had found a way to maintain control of other polities through judicious application of the Second Secret. They had in fact already cemented control of their own species using these techniques long before expansion beyond their own star system had begun. To Shiplords of the time, this was an atrocity on the same scale as it is seen by humanity as of the current point in the quest. The Sphere didn't have to conquer or exterminate newly discovered races. They simply took control of them.

It is a testament to the skill and valour of that Contact Fleet's personnel that any message reached Shiplord Survey Command. Several far more guarded attempts at diplomacy were launched in response to the truth beneath the Sphere's elegant facade, but all ended in failure. The last of them was met by a declaration of war from the Hjivin's ruling minds, having come to the conclusion that the Shiplords were, whilst powerful, also vulnerable. The draw of the technological capabilities of their kind and the challenge of a peer's personal protective systems was too much for them to simply let pass.

In truth, the military strength of the Shiplords at the time was significantly less than that of the Sphere. War Fleets had long since become the preferred form of combat by the Shiplords, to the point that the maintenance of other combat arms had been reduced to sublight-only system defence craft and semi-fixed platforms that acted as nexi for their Orrerys. Their role was strictly defensive, and were intended to hold a system against an enemy assault until a War Fleet could arrive. Given the compact nature of Shiplord space at the time, response times longer than a galactic day were rare to say the least.

Had it been the full War Fleet strength of both polities arrayed against each other, the Shiplords' technological edge would have delivered them a convincing victory - as indeed is what happened on the rare occasions where Hjivin and Shiplord War Fleets met in full flight. The wrinkle lay in the Sphere's massive wing of more conventional FTL-capable forces that, whilst deeply limited in terms of strategic agility, proved more than capable of swamping the relatively light defences of the Shiplord colony worlds despite the best efforts of defending War Fleets.

This truth was even more the case for the worlds of younger species scattered across the broad sweep of space between the Hjivin and Shiplord core worlds. Although all possessed some naval capacity, most had grown under the steady watch and protection of the Shiplords. When that aegis faltered, few were capable of adapting in time. A handful of more advanced or militaristic polities were able to provide local naval support to Shiplord commanders, and the sacrifices of those crews bought time for the deployment of massive evacuation craft.

On closer evaluation, these evacuation craft bear a striking similarity to the Collector class vessels of the Tribute Fleets.
-Kalilah Mishra

Although there's no record of Neras involvement in the battles of the War of the Sphere, Starhomes converged in unprecedented numbers on these threatened polities as well as the Shiplord colonies in the line of advance. Their ability to traverse distances at War Fleet scale speeds came as a surprise to the Shiplords, but not one they had any reason to object to. Lending their jump capacity to the evacuation fleets allowed the massive ships to make scores more journeys than they'd have been able to alone, and saved tens of billions from the encroaching Sphere.

Even this could not save the entire population of those worlds, however. Especially not those unlucky few close to Hjivin space. And as the Sphere advanced, so too did their logistical corps, establishing stellar convertors around stars to fuel their continuing invasion. Shiplords of the time lacked starkillers, but as the truth of their enemy spread along with their invasion fleets, development began on the first prototypes of ancestors to the Lumen class. Alongside this development came that of a new generation of FTL-capable warships, deploying into the first formations of the Regular Fleets.

Shiplord military infrastructure groups had not been idle, either. Ancient stellar-scale construction vessels reactivated from carefully tended storage yards had thrown up a bristling wall of fortifications across the border systems. And for all they had not been able to save, the valiant to often self-sacrificial defence by Shiplord War Fleets and the militaries of younger races had bought enough time for the Shiplords to properly train and deploy their first wave of Regular Fleet detachments.

The Hjivin minds had expected for the Shiplord core worlds to be more challenging than their colonies, or even the homeworlds of younger races. But for all their attempts to explain, the Hjivin's leaders had never quite believed the Shiplords' claims of age. They saw an enemy forced to swivel to tactics that would surely be unfamiliar, and saw no reason to halt their advance. Nearly half a century after first contact, Hjivin fleets entered combat all along a line of seventy-three Shiplord border systems.

What followed would not end for more than a century, and is collectively known as the Battle of the Burning Line.
 
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The War of the Hjivin Sphere - Part 2
Covering the full detail of the Battle of the Burning Line would take historians decades. Suffice to say that it began a full century and a quarter before it was ended, inflicted a cost in lives numbering in the hundreds of millions, and reduced forty of the seventy-three Shiplord border systems to burnt-out shells of their former glory. It was high intensity warfare on a scale that had never been conducted before and has never been matched since, fuelled by dozens of stellar converters on both sides.

It ended with the destruction of the Hjivin's local logistical base, at the hands of a series of strikes by the entire War Fleet strength of the Shiplord-led coalition and the first predecessors to the Lumen class stellar disruptor. The decision to employ these weapons was one that consumed Shiplord society for decades even as the Hjivin pressed hard on their defences, threatening more than once to breach the wall of fortress systems and rampage deeper into the Shiplord core worlds.

Although many would sometimes attempt to argue otherwise, the final word in that decision was a brutal mathematical analysis that outlined the full probable cost to the Shiplords if they attempted to force the Hjivin back using only conventional forces.

It could have been done. Despite all the attempts of the Sphere to level the technological playing field, the Shiplords held a solid edge that would have eventually proven decisive. But it would have cost tens of billions of lives across millennia of war, and faced with such an outcome, a heartsick Shiplord population approved the deployment of these new and terrible weapons. Five cycles later, the Shiplords intensified their defensive operations in a move calculated to provoke a response from the Sphere.

They paid a bloody price to open the door for their counterattack, but it was a sacrifice that had to be made to draw the Hjivin's War Fleets into battle across the Burning Line. With their deployment confirmed, and thousands of Shiplords and their allies dying every minute to keep them there, the Shiplords committed the full strength of their own War Fleets. Not to the Burning Line, but to eight key logistical bases beyond it that allowed the Sphere to swiftly replenish its forces, and maintain the brutal intensity of their assault.

Even with total surprise, the War Fleets of the Shiplords' coalition did not prevail unscathed. War Fleets are impossibly quick to any who do not possess them, and the Hjivin commanders realised what their enemies were attempting very swiftly. They'd never constructed stellar disruptors, but they could recognise the physics involved, and they reacted appropriately. Of the twenty-four stellar disruptors deployed by the Shiplord in this assault, only ten managed to escape, and their War Fleet escorts suffered significant losses to protect them. Yet as terrible as those losses were, the consequences for the Sphere were endlessly worse. Eight stellar shipyards burned across the space of hours, and the Hjivin attacks screeched to a deafening halt as the number of jumps to their nearest source of reinforcements increased by a factor of two.

Faced with the ruin of their supply base, the Sphere withdrew those forces they could from the Burning Line in good order, retreating back into easy logistical range of their next line of converters. And brilliant, pitiless minds turned to the task of replicating the Shiplord weapons.

It would take two centuries more for the Hjivin to be driven from the intermediate space between their initial borders and those of the Shiplords, and more than twenty stars would burn in the process. Some, most even, proved to be Hjivin shipyards or supply bases. Some, however, were not. As the Shiplords pushed back, they were forced to mimic the Hjivin strategic playbook, establishing their own converters to support their advance. And this provided the rapidly developed Hjivin starkillers with targets of their own.

It remains unclear exactly when the Hjivin started experimenting with creating an Uninvolved, but what is known to the Shiplords makes for brief reading. The process likely began as the true nature of the war asserted itself. The Hjivin had believed the Shiplords incapable of matching their industrial strength, and this proved an ultimately terminal error in their strategy. The Shiplords did not just expand their own forces with wild abandon, but once their industry had pivoted, armed their allies with War and Regular Fleet craft of their own, too. It is in the realisation of this miscalculation that many analysts believe the Hjivin's insanity was born.

Whatever the truth of the matter might be, the Shiplords and their allies were still in the process of breaching deeper into Hjivin space when the Uninvolved acted. Sensor data shows entire fleets wiped from the skies, worlds cleansed in moments of Hjivin life, along with every other member of their species. The original biomes of those planets were strangely untouched, except in those places where Second Secret manipulation had been applied to elements of it for the Sphere's benefit. In those places, these modifications and the strains resulting from it were also annihilated without a trace.

It is telling that the Shiplords' response to the Uninvolved's action was a silence so absolute that none attempted to breach it. A coalition War Fleet made its way at max drive into the heart of Hjivin space, to be met by an incarnation of the Uninvolved. The entity's explanations were accepted, but the Shiplords are known to have conducted several private interactions with the being before it departed. The content of these discussions are not included within the simulation data.

In the cycles that followed, the Shiplords and their allies would conduct full investigations of all previously inhabited Hjivin worlds. They would disassemble the vast battery of Stellar Convertors that had fuelled their enemy's invasion, and delve deep into the Second Secret to heal the scattered survivors of the Hjivin's conquests. Not all of these attempts would prove successful, but they were pursued nonetheless, and with the full sweep of the Shiplords' mastery of the Secrets.

Their vast, stellar-scale construction ships would be deployed again, to rebuild the shattered star systems of the races that had once called them home. A full third of those species would never return home except aboard burial ships. But they would return to the worlds that they had known, the Shiplords made sure of that.

Finally, the Shiplords embarked on a then-secret development program. Their goal was simple, and inevitably successful: to create weapons capable of attacking and destroying an Uninvolved. If the program was begun on the basis of defence or offence is impossible to determine, but its success is one of the pillars upon which modern Shiplord dominance of the galaxy is built. If escaping the material world isn't enough to outrun the threat of oblivion at Shiplord hands, what could be?
 
The Teel'sanaha Peoples
The Teel'sanha Peoples are a beautiful tragedy.

They began as the Teel, a race discovered by the Shiplords two millennia before the War of the Sphere tore the galaxy apart. They were a kind and pridefully generous people, who took to the greetings of the Contact Fleet with joy in finding themselves not only not alone, but in a galaxy full of life. They accepted the guidance of their elders, though not without their own explorations, expected by the Shiplords at this point.

Certain restrictions were given in this time, but far lighter than the ones humanity had known and paired to promises of teaching and aid. The Teel partook in the latter only sparingly, taking their time in learning and developing their industrial core and understanding of the Secrets until they could easily support expansion to other stars. And when they finally did venture beyond their home, they found friendship waiting.

They spread into the stars across eighteen centuries of peace, forming the seed of a nation that eventually stretched to cover scores of species. The Teel'sanha Peoples would be known by many names in the course of the state's long existence, but the Peoples were what they were called for the longest. And the dream they inspired together was a beautiful thing, enough that even their mentors weren't immune to it.

The Teel championed an example of true multiculturalism unmatched by any before them, or since. They utilised the Second Secret to allow bonds to flourish between the dozens of species that made up the nation at its height, allowing those of radically different worlds to walk and live as each other did. Indeed, the Peoples are the reason that relatively minor modifications remain accepted millions of cycles later.

The Shiplords charge a dear price for that privilege, it's true, but it's still one that they are willing to extend. When taken against the background of the War of the Sphere, the implications of how important the Teel'sanha Peoples became to them are not hard to draw.

When the Shiplords discovered the Hijivin, the Peoples occupied dozens of the worlds in the line of advance that the Sphere would drive across the galaxy. And yet, when faced with a rampant peer of an empire orders of magnitude their elder, they didn't hesitate.

The Peoples were perhaps the most advanced of all the Shiplord's students at the time. Finding their own territory threatened, but also the entire galaxy, they recognised that they were one of the only nations capable of deploying vessels a match to Shiplord military technology. And one of only three who could do so in significant numbers. They didn't have those numbers yet, none of the younger races did, but they could make them.

So they did.

When records of the opening acts of the War of the Sphere speak of the valiance of the younger races in defending the worlds facing Hjivin occupation, they speak most often of the Teel'sanha. It shouldn't have meant so much, not really, but in a galaxy gripped by the horror of a waking nightmare it isn't difficult to find heroes. Liberty is, after all, a tree watered with the blood of martyrs. The Peoples poured everything they were into the fire to defend their own and countless others, and with their help billions who might have been lost were saved.

They never asked for permission, or for help. They simply arrived, in whatever numbers they could send, and offered their lives in the place of those unable to do the same. And the Shiplords of the time found themselves too pressed across the front to deny their aid. It is perhaps unfair to praise the Teel'sanha so highly, but they were the closest to the Sphere's own territory, most capable of reacting swiftly.

When the Battle of the Burning Line began, the time to fortify the systems across which it would be fought had been bought in no small part by their sacrifice. When it was ended, the Peoples formed the largest contingent of the nascent coalition fleets behind the Shiplords themselves. Their ships came to war with song in their hearts, but not one of their kind spoke of glory. They had seen the face of war, the terror of what it meant to wield the Secrets in battle. When they lifted their voices, they did so in defence of the innocent.

As decades passed, they rose in esteem across the galaxy, until eventually they were even trusted to lead War Fleet engagements by Shiplord commanders. They became unofficial seconds to the Shiplords in their war as it turned from one of desperate survival to the steady grind that would have eventually brought victory. And they were there, closer than any, to witness how the Shiplords reacted to the sudden eradication of their enemy.

The Involvement that ended the War of the Sphere touched all the races of the galaxy deeply, and none more so than the Shiplords. But the Teel saw something in the reaction, a nascent thread that could and eventually would lead their teachers into the madness that grips the galaxy today. They couldn't explain it, understand it, not then. But they saw it, and they tried to seek a different future.

So as the dust settled, and worlds were reborn as burial vaults or repopulated by the remains of their people, they mourned for the lost and celebrated the renewed. Their dream had been shaken, cracked and blackened by the brilliant hunger of the Sphere, but it hadn't been broken. And if they were wise, and lucky, it could be restored too.

Perhaps in another future, the Shiplords could have surrendered the mantle of the galaxy to the resurgent Peoples. Perhaps the Contact Fleets could never have become Tribute Fleets, and countless trillions would never have died for no purpose.

Perhaps.

Yet what is known of history is that the Shiplords were deeply scarred by the War of the Sphere, and in time found themselves failing to live up to the lessons of their past. For a time these were small things, tightening of restrictions, changes in how Contact approached new races. But one day, the shifts became something more than could be ignored.

The Teel at this point had spent almost a hundred thousand cycles among the stars, still relative infants by the standards of the Shiplords, but witnesses and active participants in the only true peer conflict in galactic history. Their nation was the only one left now who understood what the cost of facing the Shiplords in that sort of conflict would be, and how that war would end. But they had to try.

They knew that a military victory was impossible, but that wasn't the goal. So they rose again to war, with songs in their hearts, words lifted to defend the innocent as they had beside their one-time mentors dozens of millennia before. And in so doing, doomed themselves to be remembered as the Lament.

And in this lies the beautiful tragedy of the Teel'sanha.
 
On The Last Memory
The end of the Lamentable War was a terribly quiet thing.

Faced with the awful reality that they could not find victory, the Teel'sanha had tried to convince their once-mentors that there was another way to seek peace amongst the stars. They'd done it through a war, but it had been a war where they'd stood against the tempest instead of trying to become one. They'd never threatened the Shiplords, simply refused to comply.

When it became clear that the Peoples could never succeed in this way, it was almost enough to break them. Bonds that the Teel had cultivated for a thousand centuries were tested, and for some it was simply too much. They broke from the Peoples, unable to accept what they'd all been told. Those race's history fell into a pattern that would be entirely familiar to any who've seen the passage of a species into becoming Uninvolved in current times.

But that was only some, neither majority nor plurality within the Peoples as they stood in the ashes of the Lamentable War's end. They knew what was required to fix their old friends, and for half a century they fought the laws of reality with every piece of understanding a truly mature culture born of the Secrets can. But as birth rates dropped and the Peoples retreated from the galaxy in sorrow, it became clear that nothing they found would be enough. They couldn't give the Shiplords their oldest friends back. They couldn't even give them an answer to it.

When things fall apart, they often do so very quickly, and so it proved for the Teel and those many races who remained part of their once grand dream. A hundred thousand years of growth, and all of it undone in a hundred and fifty cycles. They'd picked the bones of the galaxy for answers, and all of it wasn't enough. Yet even then, somehow, they didn't lose hope.

For in the depths of the archives of Origin they'd glimpsed something; secrets beyond the Secrets and utterly outside their ability to understand. Buried deep in the philosophical science left behind by the Consolat, beyond theory and in the realms of faith, were sparks of hope. At a cruel remove from their desperate hands, but hope nonetheless.

They were, after all, a nation born of those who looked ever outwards. What they'd spied required a different way of seeing the world, and that placed this flickering chance forever out of reach. They couldn't even explain why they felt this way, and that more than anything convinced them of the futility of offering what a handful of their researchers swore they'd seen to the Shiplords. They were too similar, and if the Shiplords hadn't found it after millions of cycles, they wouldn't now.

This would have to fall to someone else. And for that, there would need to be a guide.

The remains of the Teel'sanha at this point were fragments of what they'd been before, but more than enough to begin the process of becoming an Uninvolved. And when they did, they told the Shiplords two things. That they would, just once, act to create their own memorial for their lament in the process of their ascension. And that their homeworld afterwards should be granted to the Hearthguard, the one group among the Shiplords who they believed might one day be capable of understanding what they'd chosen to leave behind.

The act of becoming Uninvolved is not a particularly complex one, but it is a terrifyingly powerful and sublime transformation. At its core it's quite simple: a people come together and decide as one to leave the world behind. The Teel'sanha were many species even now, but when they chose to go, they went together. Billions of beings streamed into the Teel's home system, and as they did they saw the ending of a shared dream of paradise.

Ancient shipyards stood down from millennia of labour, the beating heart that had taken the Teel to stars and laid the foundations of their unity falling silent. Stations and orbitals were decommissioned across the star system, and the fleets that had stood so proudly in the Lamentable War were laid to rest in orbits that would eventually wear them away to dust. It would take millions of cycles, but that was alright. There would be time.

When the Teel'sanha turned off the lights of their past they left only a few things behind. In order of least to most importance these would be their history, their culture, and the vast complex that would become known as the Last Memory. A place that any Shiplord pilgrim could ask to enter, but that would reject trillions of across the millions of cycles that were to follow.

History and culture were retained within vast museums that would in time form the heart of the Hearthguard's memorials to the Fourth Sorrow. But the Last Memory was something much more. The creation of the place was the death of more than a hundred races, and a vibrant people made one in truth.

The Shiplords gathered in number to watch them go, though not all of those numbers were peaceful. The first iterations of anti-Uninvolved weaponry lurked within vessels of the War Fleets present as honour guard to a delegation of the Authority itself, armed and ready if their last true students tried at the last to take matters into their own hands. The Hearthguard had argued against it, but the presence of Authority members made the final decision a foregone conclusion.

They proved unnecessary.

When the last of the Teel'sanha stepped out of reality, the Lament was born. An Uninvolved of singular power, it reached out from the spaces beyond and wove matter and energy together upon the land swept clean in preparation for this day. It spoke to the Shiplords in those moments, expressing the depth of their sorrows and the purpose of the last memory they would leave behind in corporeal reality.

No Shiplord was ever able to decipher what exactly the Lament did in their creation of the Last Memory complex, but it proved capable of resisting any and all sensor technology directed against its walls. The place was an enigma, and one that countless scientists and philosophers would try to unravel, all to no avail.

If the Shiplords had wished to, they could have destroyed the place. Anti-Uninvolved weapons could have disrupted the twinned nature of the place, and allowed it to be analysed or destroyed. But in an example of trust far deeper than any who followed the Teel's departure ever would have believed, the Shiplords didn't use them. They let the Hearthguard take custody of the system, and entrusted the Last Memory to their stewardship.

And so they never once discovered the truth of the repository the Lament had created. A place born of intense harmony and a desire for peace. That would grant insight to a galaxy's slow destruction. And that, if those who were finally admitted could see deeply enough, could lead to a great mending.

It is impossible to be sure if the Lament knew what they were doing. If they could somehow peer across the veil of time, and find the future that would one day come to pass. But here you stand now, and what comes next? Will be yours to decide.
 
Of Atrocities And The Hjivin Sphere
Before the Hjivin even became the Sphere, they'd established themselves as exemplary monsters. When conceptualising them, a way they were described in my technical channel was the following: Industrial Revolution style working class downwards spiralling into people are property, enforced with tailored genemods that were spread via plague vectors.

Some of this was already present in monoculture that the Hjivin people existed in before unlocking the Secrets. Imagine a world where workers rights, civil rights, pretty much all rights for those below a certain bar never got off the ground. An extreme focus on efficiency over everything produced the foundations of a very socially static society, that was well past the point of seeing certain 'classes' of people as property unless they could somehow prove otherwise.

When the Hjivin ruling class got access to the Secrets they dived deep into the Second, seeing it as the final answer to all the problems they'd been facing in constructing their perfect ideal of society. They also dove so far into personal optimisation and genengineering for their ruling class that in some ways they left even the Shiplords behind. There is a reason that they proved capable of building such a capable empire before first contact with the Shiplords, even when the Shiplords were far less hands on then they are today.

With every upgrade and optimisation of their capabilities, they found ways to apply more, and this didn't stop at ruling class enhancements. They designed and released gene-plagues that forcibly implanted tailored biomods into their own population, allowing them to track them, manipulate their emotions, and reaching far past even the most invasive forms of biohacking utilised by the Shiplords. They turned their entire civilisation into an enormous theatre, where free will outside of a relatively tiny ruling class had been utterly eliminated. They tailored themselves for higher efficiency and fewer scruples, with every step making the next one easier.

They'd turned their own species into entirely self-aware puppets long before they even met their first conquest. And they didn't even bother hiding the fact, because that would have taken effort that wasn't worth making. Where this leads feels self-evident, but I'll make it clear: their rulers turned themselves into paperclip maximisers and, in doing so, broke their own souls in a way just as profound (if not more so) than the wounds the Shiplords have taken or inflicted on their own.

So then these incredibly intelligent, brilliant, genetically engineered superbeings started to find other species. And all they cared about when looking at them was how to make those beings help them acquire more. More what, you might ask? More everything. Resources, technology, anything you can think of. They seeded worlds with the same sort of bioplauges that they'd used on their own people, re-engineered to function on the target species, and then just took them.

They were very much like a plague, but one with a brain. Incredible intellect, all of it focused down by a culture that had ended up in a place where all that mattered was more. And fully capable of adapting to any threat to those goals.

When the Hjivin met the Shiplords, it wasn't a lack of understanding on their part that started the war. To them, the Shiplords could not be what they said they were, because a race that old would have to have realised the same things they had. And if they hadn't? They just weren't smart or strong-willed enough to make the sort of decisions required to attain their goals.

The Sphere at the time of contact with the Shiplords had subsumed - and there are few other descriptors - dozens of races into the enormous biological factory that their society had become. They'd gotten a bit better at hiding what was actually going on behind the curtain, but only for long enough to get close enough.

They made people be happy, be obedient, be anything they wanted to make them be. And none of it mattered, so long as they could see their influence, their territory, their power grow. It wasn't even a desire to dominate, at this point it was as implicit to their existence as breathing is to us today.

And then the War of the Sphere happened. The number of races eaten by the Hjivin almost doubled by the time they'd cut a path to Shiplord space, but it was only when they started to lose that it became truly nightmarish.

But Snowfire, this already is nightmarish. Yeah, you'd think so. Strap in.

There have been some guesses across the course of the quests that the Second Secret has some interaction with the Soul, and that's certainly the case. The process of becoming an Uninvolved is ultimately a choice of the race to become one, it's not one that can be directly forced - which is why Uninvolved movements have to be constructed slowly and using more conventional cultural manipulation by the Shiplords. There is, after all, a difference between influencing someone's choices and taking that choice directly away from them.

The Uninvolved that the Sphere was trying to make was the result of some fairly horrific experiments and theoretical delvings into the underlying mechanics of how the Hjivin had somehow done something to their own souls. They then set out to apply this to other souls and succeeded sufficiently to essentially bootstrap the Uninvolved process.

This is touched on in the A Warning Scar threadmark, but to strip the semantics the Hjivin weren't capable of making the sort of decision that is conventionally required for an Uninvolved to take form. So the rulers of the Sphere found a way to build people that could supply the souls they needed. A particular line from the unnamed Uninvolved who ended them is particularly important here when talking about that ruling class: The only ones who you could recognise as having souls, instead of possessing them.

They fed hundreds of billions of lives, some of them essentially newborns, into a mechanistic abomination of the Second Secret that started constructing an Uninvolved around the Sphere's rulers. And they kept doing it, flash-fabbing life only to snuff it out, until they could tip the scales far enough for the process to become self-sustaining.

The reason that the nascent Uninvolved in Warning Scar is communicating the way it is is because those are - at that point - the only remaining motivations for the Hjivin. The feeling of hunger, for everything, and the need to feed it.

The Uninvolved who gridfired them was absolutely correct to do so.

So when comparing death tolls between the Shiplords and the Sphere, it's closer than you might think, even with how much longer the Shiplords have been around. And the Shiplords have stopped well short of the limits of what they actually could do with the Second Secret. The Hjivin…didn't.
 
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Of Atrocities And The Hjivin Sphere - Part 2
'Brave New World' on steroids?
Yes, but-
The key point I took was 'you cannot force someone to become Uninvolved, it's a choice'. Except when you are Hjivin, you mold and stitch and cut so long on souls until you can create something that resembles a traditional Uninvolved. And then automate the process.
Even Christian hell is better.
Also yes.

We based the Hjivin largely on certain of Robin Hanson's ideas. He wrote an entire book about it, though I'll warn you up front, Hanson seems to think what they did may be a good idea. I don't mean to say he's an evil lunatic—he appears to have convinced himself this is a good outcome. So, maybe just lunatic. Bear that in mind before you buy the book. XD

That being said, authorial intent was to make the Hjivin worse. They're as terrible as possible, to as great a degree as is possible, while still being the kind of monsters that seem... not likely, but given the size of the galaxy, plausible. A path that someone would step down. A path that's rational; where most steps on the path were taken because they benefited the person taking it, and where many could even be said to benefit those it were done to, from the twisted perspective of someone already halfway down that road. The 20th century Hjivin would be horrified by what came later, and their civilization at the time included plenty of people who warned that this might happen, but... those weren't the people in charge.

That's the most terrible part of their design, as far as I'm concerned. They're someone we might become. An outcome I am happy to warn people away from, but one I feel not enough people pay attention to. Though I think their ending is unlikely, that's more because our incentives and physical constraints are slightly different; not because we, as people, are all that different.

I don't know their full backstory, though if I were to guess, it would go somewhat like the following...

= = =

The Hjivin started out much like ourselves. Prior to their 20th century, there were no significant differences. So that's where we'll start.

Most of you already have an inkling of what I will say. They went through their version of the gilded age—they had robber barons, labor movements, slaves and slave rebellions, and let's not forget governments trying to keep all this in check. Trying, as much as anything, just to maintain their own power. They were, perhaps, a little more socially inclined than us; which is to say, they were more inclined to follow the herd, less inclined to rock the boat or do things that benefited them, specifically. Not outside the gamut of humanity, though; just biased a little.

When technology became a significant factor, it got used. Instead of a culture that rejected drugs in favour of a religious adherence to pristine humanity (Hjivin-ity), governments and corporations made sure to take advantage of them. There, too... well, the jobs were terrible anyway, and people had to do them anyway, you understand. Giving workers something to take the edge off seemed fine, right? And in a sense, it really was; the problem is the second-order effects, as it always has been.

But in any case, they were less inclined to worry about those. A smaller chance of rebellions or strikes? Great! It's win-win. And if the same drugs tended to kill people at about the end of their useful work life ... well, we're talking about the lower working class anyway. Not, um, 'real' people. Besides, they could always resign if they wanted to.

(Fill in a hundred more atrocities.)

When genetics allowed them to do it, they segregated people by genetic purity. Not races... though there was some of that... but mutational load, mostly. It wasn't done by force, and didn't have to be; it was simply an offer provided, to anyone looking for a partner, that let them check if a child they had with said partner was likely to have any form of disease, or other limitation. Perfectly... reasonable. You can do the same right now.

The result, on a society already close to being caste-based, I guess you can imagine. But to spell it out: The castes hardened. Marrying outside your own became not just frowned upon, but foolish. Stupid and irrational. In some places, it was made illegal; the children, you understand.

Of course did this ensure there'd be no cross-pollination between castes at all, thoughts or otherwise. It became quite easy to see the others as.. 'other'.

(And another twenty, equivalent second-order effects applied.)

And then, the First came into their hands... and the Second, Third... all the way to the Eighth, I dare believe.

The society I've described isn't stable. Obviously. Places like it have existed for real, still do to some degree; they never last, in part because they can't compete with outsiders and in part because if you put a steel-toed boot on 90% of your population, there will eventually be enough pressure built up for some series of coincidences to bring it down. Where the Hjivin differ from ourself is three-fold.

- They were more cooperative to begin with, less likely to rebel; it was also less likely for nations to go to war. I've mentioned that.
- Their ruling classes were, being more cooperative, also less likely to backstab each other. It would take a longer series of coincidences to bring down their society at all.
- And then they gained access to the Second.

The dominoes fell from there, and a lot has been guessed. The caste system hardened into true differences in species. The under-castes, which was nearly everyone, were given the desire to follow their rulers—though not to gain any pleasure from it; that turns out to be a different subsystem entirely.[1]

They weren't able to alter mental functionality directly, because souls are complicated; but they were able to edit their genetics, using trial and error to remove the capacity for rational thought from those who didn't need it, the capacity for muscular strength from the technicians running their computers... again, with little reason to make anyone feel happy about it. The population was already under control. This was a matter of mop-up.

And, of course... the rulers could apply this to each other, removing aspects such as empathy for their lessers. Of course, the way they were being raised, that basically already didn't exist. But from that moment on, no children would ever risk falling into confusion about it, or risk finding un-approved playmates.

(And... you guessed it... insert a thousand more minor changes.)

It was a fine art, by the time they met the Shiplords. The Hjivin engineers and scientists were all Feynman or Einstein-level geniuses, rational to the bone; their soldiers fearless; their leaders cold, calculating beings who would never blink at sacrifice, but who would never do so unnecessarily, either. It was the obvious path, the inevitable end-state that surely every species must come to, and hence the Shiplords' claims could not possibly be accurate.

And then, towards the end of the war....

The Hjivin, unlike any species since the Consolat, cracked the secret of the soul. They theorised how Uninvolved work, and how their own minds worked, well enough to make practical use of the knowledge. A skill their leaders immediately put towards the creation of an artificial, massive, hungry entity—an "uninvolved" that would never cease growing, never fade or die, and which would not even be their own demise. A cybernetic shell for themselves, if I can use that term. An artificial mind where they would be in charge, and everyone else in the Hjivin empire would still exist, as living parts of the abomination.[2]

Those part of their living minds that the rulers found useful, anyway. No scientist-caste has any need for thoughts besides those of science, I suppose.


1: Quite a surprise when I learned it, and I wish I could find a reference right now. But at any rate, whatever subsystem in your brain makes you enjoy things is completely disjoint from whatever makes you want to do them. That's why you can procrastinate on things you enjoy... and why you sometimes want to keep doing things which you don't. They're usually aligned, but not always; it's a bug. Try to keep that in mind.

2: This might sound a bit like the Conjoiners. I assume the next paragraph disabused you of that notion.
 
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Tribute Fleet Protocol and Justifications: The Whys of Peaceful Genocide
This report should be prefaced with the clear and absolute statement that its writers do not, at any level, agree with the conclusions the Shiplords have drawn to reach this point. Although this is typically assumed of all intelligence reports, it bears repeating in this case.

A primary question when discussing the viability of Shiplord rehabilitation, assuming it is even possible, remains the well established Tribute Fleet protocol requiring any nascent Tributary species to inflict sufficient damage on their first Tribute Fleet. The cost for not dealing enough damage is immediate extinction. The cost for dealing too much is the same. The exact calculus that defines these breakpoints appears to be well established, but not something that humanity, at present, has access to.

Up until this point, there's been little ability to properly study the reasons behind this protocol. This changed at the Fourth Sorrow, when Iris identified a former Tribute Fleet officer among those present at the memorial site. Her conversation with this officer, use-name Brelan, is the primary source of information for this report's conclusions.

The results of our analysis present a branched set of reasoning, all of it leading back to the same result. Several of these reasons appear to be the result of traumas suffered and subsequently immortalised by the Shiplord species in the Hearthguard Sorrows. As with all trauma-based reasoning, some are more immediately logical than others.

A keystone of this protocol is how any species that proves incapable of protecting itself effectively, as judged by the Shiplords, is considered equally vulnerable to subjugation by expansionist or consumptive polities in the same area of space. Of all the ways a species can rapidly increase their ability to project power, subjugating their neighbours remains among the most effective. The key trauma of this response is obvious: one of the reasons the Hjivin Sphere grew so swiftly into a nation that could challenge the Shiplords was that almost no one in their area of expansion could protect themselves effectively. And those that could, once cut off by Hjivin subversion of their allies or old friends, were easy meat for the Hjivin machine.

This is apparently the reason that the so-called 'protected' status of Tributary polities is enforced so strictly by the Shiplords. It's true that that policy of enforcement reduces the relevance of this reason today, but it remains an effective foundation. It's also true that, as with any blanket policy, it gets things wrong. This is most true for races that find themselves presented with a hard counter to their combat systems.

Part of the test, it seems, is not just the ability to fight back, but the ability to adapt and continue fighting at a truly enormous disadvantage. This is deeply unfair, though it's noted that those devoured by the Sphere were operating at similar levels. It is the opinion of this report's writers that this is a primary justification for the tactic.

And it presents a key point of weakness for races that develop in ways that support an innately inwards focused view of their priorities.

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Definitional Note
In approaching this report, the writers were forced to reevaluate the use of the term pacifistic when it came to Shiplord Tribute Fleet protocol. Although such species are not the only ones affected by the subject matter of this report, they are the most common victims. On further discussion and analysis of intelligence recovered by Iris, the term has been found to be overly simplistic. As such, inwards-focused should be considered to encompass the term pacifistic on all occasions.


Such species typically neglect military capacity when reaching into space. Any militarised spacecraft they possess will usually be more geared towards handling internal disputes and natural disasters - a stray comet, for example. In human terms, these organisations would be more alike to a coast guard or border force. Whilst effective in their roles, they aren't designed or prepared to fight wars.

Indeed, inwards-focused races will usually also only find one effective way to protect themselves before calling that good enough and moving on to more important matters. Brelan noted in their experience that many of these races' cultures were predisposed against the general idea of entirely xenophobic or genocidal races making it to the stars intact. And so would approach self-defence from a perspective of surviving long enough for reasonable and reasoned negotiations to take place. It cannot be ignored that the Shiplord refusal to engage in this sort of interaction has condemned hundreds, if not thousands of sentient races to death.

Some races prove capable of adapting fast enough to Shiplord assault that they survive, therefore passing one aspect of the Shiplord test. Some, often those most plagued by predators for long periods of their development, develop far more advanced defensive measures and survive that way. Many, perhaps even most, do not.

And here is where our report leaves behind certainty and enters the realm of speculation. The analysis supporting these conclusions could lack critical data, but for now they appear solid.

This process of elimination appears to deliberately select the majority of Tributary species to be outward-focused, as those races are more statistically likely to prepare for potential foes in the dark. Not all such races are able to survive a Tribute Fleet, but more of them do than those that are inwards-focused. This leads to a useful result for the Shiplords: outwards-focused races are more like them, and therefore we suspect marginally easier to understand.

To use humanity as an example: at the time of our first contact with the Shiplords, we were quite certainly an outwards-focused species. It took the discovery of Practice and significant work from the Elder First to change this, and even then humanity is more of a hybrid of the two outlooks, something far rarer than one might believe..

More germane to this issue, from a Shiplord perspective, is how inwards-focused races and polities that survive long enough are more likely to aggressively dig into the deeper mysteries of the universe. They are also more likely to succeed, a result of their focus on these topics, and that sort of drive is a constant concern for the Shiplords to have among their Tributary polities.

The Gysian were an inwards-focused race in many ways, a result of subtle xenophobia, and they were among the first species to discover and test what the First and Fifth Secrets could do when combined without any Shiplord support. The Zlathbu's enormous developments to their understanding of the Sixth Secret is another example of this trend.

Sunset's opinions have also called into question the merits of excluding the Hjivin as an example of this trend. The answer to the Sphere looking inwards was to optimise their civilisation then go back out and look for more ways to provide it with the fuel it required.

Finally, the Consolat can be assumed from what records we have access to to have been an inwards-focused race, and deeply so. The Teel'sanha Peoples were too, at least at the polity scale. Both of them were deeply respected by the Shiplords, and both of them left the Shiplords behind to struggle in pain in a lonely universe. When the Shiplords discover inwards-focused races, they recognise this comparison at a level that we're not sure any of them are aware of.

The vast majority of high-ranking Tribute Fleet personnel are extremely old by Shiplord standards, easily enough to remember the Teel'Sanha, if not the Consolat themselves. When faced with the unconscious memory of what they've lost, they appear to experience an entirely predictable, though remarkably subtle, emotional pain response.

Over time, this response has become formalised as the doctrine of extermination that we're now aware of. It also affects a significant portion of the Shiplord population today, even those who weren't around to know the Peoples, as a result of sheer societal inertia. For all the ancient majesty of their power, the Shiplords aren't immune to their emotions. If this phenomenon was a result of deliberate action by persons of influence within Shiplord society remains unclear.

It is the opinion of this report's writers that this, more than anything else, is why the Shiplord Authority allow these atrocities to continue. Supporting arguments from Tribute Fleet personnel will also draw upon the very traumas that the Hearthguard try to use to break the cycle of violence, presenting examples of how stepping back from this policy only opens the galaxy to yet more danger.

Brelan himself alluded to this, though seemed torn by his conclusions. This is not considered typical Tribute Fleet officer behaviour, with few of them ever visiting the strongholds of the Hearthguard – a mark of unconscious recognition, perhaps. But there's a terrible irony in how both extremes of modern Shiplord culture seem to draw on the same historical experiences to justify themselves.
 
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