Etamui Religion: Transhumanism


Transhumanism is, at its core, the belief in and active work towards the potential of active transformation of humanity into something post-human. It is a nearly universal belief on Celestial Station––when one believes in anything at all, that is. However, there are several transhumanists sects that vary wildly in their practices and approaches:

  • Singularitarians (or Singularists), who believe we’ve already achieved the technological singularity and just don’t realize it or are in denial about it. They treat the neuralnet with all the respect and reverence of a deity, and treat computerized objects with the care one might show to a demigod or messenger of a deity. Programs are prayers. God is in the machine.
  • Matricists, who believe that we’ve already gone beyond humanity and uploaded our consciousnesses into the neuralnet. They claim to believe all our experiences are virtual, rather than actual, and life only has the consequences you allow it to have. They think that if you can truly understand that experience is an illusion, you can do anything at all and attain godlike power; to work towards this end, they engage in any number of activities to free their minds. Martial arts, drugs, trance-inducing neuralnet programs, meditation, and reckless activities to try to awaken their minds. Some matricists die of this enlightenment-hunting every cycle. (Supposedly, the matricist sect began as a joke. Some people still participate in it as a joke or recreation. Some certainly do seem to be true believers, though.)
  • Spiritualists, who believe that the spirit reflects the body, and the body reflects the spirit. They seek to modify their body to show what they feel their spirit looks like, or to influence what they want their spirit to be. If they can align body and spirit just right, they might achieve enlightenment, or empower themselves with supernatural abilities. Often their modifications make them look alien, inhuman, animalistic, or give them a deviant kind of beauty.
  • Shapeshifters, who strive to be more than a singular individual, using technology and modifications to “become” or embody different identities and understand the world from multiple perspectives. They believe every person is a multiplicity and in losing their individual selfhood, they can join with the collective consciousness of humanity. Ideally, this is a very serious philosophy and practice. In actuality, this is the domain of those privileged and wealthy enough to be able to take on new roles and afford the constant biomods needed to change their appearance and merge with another perspective every few cycles (though people with less access to such luxury can still engage with this through virtual reality, drugs, and neural programs). These are often SciDevs who engage in cultural tourism, “slumming it” with Glitches until that becomes uncomfortable or loses its appeal, and they declare they’ve learned what they were meant to learn from the experience before moving back to the Research and Development ring.
  • Uplifters, who believe that all sentient beings deserve to be sapient and have that sapience recognized. They advocate for enhancing animals and plants towards greater cognitive capacity, and also strive for increased self-awareness in artificial intelligence. For many, it’s because they feel humanity deserves to not be alone in the universe. For others, it’s that they believe many animals, plants, and/or artificial intelligences have already achieved sapience but it’s not respected or recognized sufficiently by humanity, and they want to join with other sapient beings in the pursuit of transcendence.

Basic Tenets

  • Seek perpetual growth and progress in all aspects of human existence, taking an active part in one’s own biological evolution. Mankind shall be the director of its own destiny.
  • Transcend the constraints of body, mind, and society.
  • Empower people with conscious choice over their lives, bodies, and deaths.
  • Knowledge, culture, and resources should be shared among the population for the betterment of humanity and swifter human evolution.


Basic Practices

These vary by sect.

  • The only one that exists across almost all transhumanists is that of modifications. Biological, genetic, and cybernetic modifications are ubiquitous aspects of transhumanism, viewed as ways to push the evolution of humanity or the self to the next stage of the species.
  • Spiritualists, Shapeshifters, and Matricists often engage in some form of meditation to increase self-awareness or seek enlightenment. Sometimes this is a sitting meditation focused on the breath; other times it’s with biochemical or virtual assistance to enter a trance state.
  • Singularitarians often engage in prayer and program-driven communication with the Superintelligence of the neuralnet. Some engage in divination by scrying the code of the neuralnet and claim to have received information from the Superintelligence through this practice.


What happens after death? This belief varies wildly by sect and individual. Many transhumanists believe there is nothing after death, only oblivion, and so this is part of their drive to seek to extend life indefinitely. Matricists believe (or claim to believe) that consciousness is uploaded into the neuralnet and lives on therein. Spiritualists and Shapeshifters often subscribe to the belief of some form of reincarnation or another. Uplifters and Singularitarians may have any number of beliefs about the afterlife.

Dream: To reach the next stage of humanity’s evolution, and the next after that. Pleasure and being free from suffering.

Nightmare: Stagnation. Suffering. Ignorance.

Light side, positive qualities: At its best, transhumanism encourages compassion for all living beings, egalitarianism, sharing of resources, helping the sick and poor, and universal care and education.

Dark side, negative qualities: At its worst, transhumanism becomes a rationale to take away the choice of individuals in order to enhance the greater good or the evolution of humanity as a whole.

Hybrid Mechanics for Operation: ReForge

For today’s #MechanicsMonday let’s discuss the way we will be doing certain challenges in our rule system (this has bearing on the upcoming Etamui game as well as for the main game). Specifically, we’re going to talk about our hybrid or either/or skills.

In many games we talk about “soft skills” versus “hard skills.” Soft skills are the ones that exist on your character sheet or that otherwise you as a player may not have, but your character does (“I can open this lock because I have a skill called lockpicking”), hard skills are skills that you actually need in the physical world (“I can open this lock because I know how to pick locks”). Most LARPs have a mixture of these along with skills that you need to have both (“I can pick this lock IG because I have both the character attribute and the OOG skill”).

For our game, we are going to have both some soft and some hard skills, but we also are going to have some hybrid skills where you can apply either a soft skill (at a resource cost) or your hard skill in order to overcome a challenge.

For example, you may have to get past a door that requires a puzzle to solve. Some doors you may absolutely need to solve the puzzle, but in some cases you may have a skill that allows you to sacrifice some resource (e.g., “2 Air,” in Accelerant terms) in order to get an easier puzzle or even to bypass the puzzle altogether.

The same will go for many of our physical challenges and things like lockpicking. We will aim to provide skills to allow players to bypass these or deal with an easier version if you have the skill and (sometimes: or) are willing to sacrifice the resources required.

Etamui: The Factions

In the Introduction to the Etamuiwe briefly reviewed the four primary cultures or factions of the Fanseeth. In this post, we’ll dive a little deeper into those factions. This post assumes you’ve read Introduction to the Etamui.


The wealthy intellectual elite, developers of the future, guiding humanity into the next stage of evolution. They are researchers, programmers, developers, scientists, philosophers, and technological artists. They primarily live on the glitzy Research and Development ring of Celestial Station.

  • Other names: Labs, Labbers, Brains, Leets, R&D, RTD, Intellects
  • Stereotypes and views of other cultures
    • ProdOps: The foundation of Celestial Station, without which we could not do our most important work of advancing the future. They are the steel, sturdy and unthinking; we are the wires, sensitive conductors of brilliance.
    • Gawans: We need them for supplies; they need us for direction and technological advancement. They could choose to join us on Celestial Station at any time, they only need apply. It makes no sense that they fuss about being under our rule. Don’t they realize we all work best together? Ingrates.
    • Glitches: An incomprehensible drain on the system.
  • Light side, positive qualities: Creative, inventive, wanting the best for everyone.
  • Dark side, negative qualities: Elitist, ethnocentric, thinking their way is the only/best way and that they know what’s best for everyone else.


The working class of Celestial Station. They perform skilled labor and hands-on work in the highly functional Production ring and Facilities ring of the Station. They are technicians, repair, maintenance, and public works employees. They are lab techs, nurses, and can also be artists or performers, though in a more physical or visceral capacity than the SciDev artists.

  • Other names: Techies, Maintens, Prods, Ops, Proddies
  • Stereotypes and views of other cultures:
    • SciDevs: They’re pretty stuck up and haven’t really worked a day in their lives. But anyone who works hard enough and is smart enough can score a SciDev position. The opportunities are out there.
    • Gawans: If more of them visited Celestial Station, they wouldn’t be in such a hurry to be separate from us. It’s a wondrous thing we’re all building together.
    • Glitches: Freeloading slackers.
  • Light side, positive qualities: Hard-working, team players, down-to-earth.
  • Dark side, negative qualities: Just-world fallacy, thinking that anything bad/good that happens to you is because you earned it.


The distant, tense child of Celestial Station – though don’t tell them that. They receive fewer resources, less assistance, and all the cast-offs of Celestial Station, but are still subject to Celestial rule and law.

  • Other names: Forged, Forgies, Asters, Forgers
  • Stereotypes and views of other cultures:
    • SciDevs: Elitist and out-of-touch. Most have never been off their cushy station or seen a lick of real work. And then they try to tell us how to live our lives? They need us way more than we need them.
    • ProdOps: The rank-and-file Celest. They keep voting the same Labbers back into power and don’t see how they’re taken advantage of.
    • Glitches: Victims of circumstance, trying their best to fight back or opt out. There’s better ways to do it but they don’t know how. Maybe they’d like to ship out to the Forge.
  • Dream: Independence, respect, being the equal of Celestial Station and having agency over themselves.
  • Nightmare: Being cut off from the rest of the universe, loss of independence, the things that are dreamed in the dark of space.
  • Light side, positive qualities: Tough, independent, ingenious. Strong cultural identity.
  • Dark side, negative qualities: Temperamental, divisive, somewhat clannish.


There are robust government assistance programs for the poor, the disabled, and the Glitches. However, acquiring government assistance means submitting to a network implant, and many Glitches are explicitly opposed to this.

  • Other names: Stealthers, Untagged, Unrexed, Hiders, Errors, Tuberats, Malwares, Metamorphs
  • Stereotypes and views of other cultures
    • SciDevs: They’re trying to control everyone. Keep track of us, shape us in their image. Have to submit to them to get their “help”. No way.
    • ProdOps: Programmed robots. Nothing more.
    • Gawans: Maybe worthwhile. Maybe we can build something better. Or maybe we can’t trust them at all.
  • Dream: Comfort, pleasure, respite.
  • Nightmare: Loss of independence/individuality, loss of autonomy. The stories of gremlins infesting the understation.
  • Light side, positive qualities: Fiercely independent and individualistic. Resourceful.
  • Dark side, negative qualities: Paranoid. Socially hostile or suspicious.

Fanseeth: Vaettir-Tales and Vaettir-Sworn

The Fanseeth believe there are vaettir in everything, that all things have a spirit which must be considered and honored (or, more often, placated). Offer to the skipvaettir, the spirit of your ship, to increase the likelihood of safe travel. Offer to the hylvaettir, the spirits of the mine, in hopes of safe mining. Offer to your knife to turn its hunger from your flesh to the flesh of your foe.

And offer to the wild things, the dark things, the hungry things, in desperate appeal that they won’t hunt you.

Because there is a spirit in everything, and there are spirits that are not kindly inclined towards humans. The Fanseeth lead harsh lives on harsh environments, and they make meaning of mine collapses and shipwrecks through tales of the dark vaettir who were surely responsible.

The Fanseeth have several kinds of spiritual advisors and intercessors to deal with the vaettir. Sometimes these are full-time jobs and the practitioner’s only professions; in other clades, these are part-time roles only, and the practitioner also is a pilot, miner, or does other jobs on the side.

  • Speakers are the spiritual leaders of the community, translating the needs and wants of the local vaettir to the community, and speaking for the community to the local vaettir. 
  • Vaettirthegn are spirit-servants, spirit-sworn. They are the hands and feet of the vaettir. They provide quieter service to the community, often teaching, raising children whose parents are dead or unknown or away at the mines, doing small rituals to placate the vaettir. 
  • Vaettirthralls are… strange. They are devoted entirely to the vaettir to a degree of intimacy unmatched by the other roles, and are often under a series of taboos and behavioral restrictions. In some ways, they are like nuns or monks in other traditions, but more solitary. Vaettir-touched, vaettir-sworn, perhaps vaettir-possessed. They are often avoided by many members of society, though they are believed to have power from the vaettir and sometimes approached warily for good-luck charms, help with a curse, or spiritual healing. 

Every clade has its particular tales of hostile or mischievous vaettir, as does every mining site, each factory, each ship. Parents, teachers, and nurses tell kids to behave, or a particular local vaettir will get them. Kids have fears of the troll under the bed or the goblin in the closet. When little annoying things go missing on a station, it’s a wight’s fault. When ships malfunction, it’s because of the gremlins in the pipes and wires. 

And there are worse stories. 

The Gap-Huldra, invisible vaettir of the space between stars and stations that wanders the void; she consumes ships whole and cannot be reasoned with or bargained with. 

The Storm-Giants, spirits of the radiation storms that swirl over the planets and moons, beautiful and deadly, dancing the auroras in their wake, observable only from the safety of a clade’s shielding but they’ll eat the flesh from your bones if you are outside the shielding when they arrive. 

The Nacker, who plays music so sweet that it’ll draw you out of the station without your suit, and reduce you to gibbering hallucination. (This may be an explanation for the star-madness that sometimes comes from being asteroid-bound too long.) Tales say that some have managed to survive him by offerings or bargaining or entertaining him, and some have sought him out to learn his musical gift.

The cave-trolls, a sort of hylvaettir, believed to live deep in the asteroid mines and who jealously guard its resources. They abhor light and want to be left in peace to their asteroid homes, so flooding a mine with light is believed to keep them away. Lights going out, cave collapses, and any number of mining accidents are attributed to the cave-trolls. If too many of these accidents happen, miners will murmur increasingly about this mine being a vaettir-place full of angered cave-trolls. Some unions have organized strikes until a vaettirthegn, a Speaker for the Vaettir, can be brought in to pacify the spirits. 

Fanseeth: Costuming and Style

The clothing of the Fanseeth reflects its history as a series of prison colonies in many ways. One of the larger ways it manifests itself is in color choices of the upper and lower classes.

Costuming tip: Check out the Fanseeth Pinterest board for visual inspiration.

Monochrome apparel that echoes the uniforms of old is still associated with higher class and power (and is worn as a matter of course by most Vordur and Bondi). Those seeking to rise in station can, on occasion, be made uncomfortable with the fact that their interview clothes look suspiciously like those of the people who beat on great-great-grandma with an electrified baton. Formal wear will also echo this, with sharp lines, muted colors, piping, and jewelry that is based on the ranking sigils of old. It’s considered gauche to wear jewelry of a rank above that of what one’s family achieved, but it common practice to those climbing the social ladder to take on the “rank” afforded them by marrying up.

Costuming tip: If your character is upper class, look for sharp clean lines. A button-down dress shirt will do in a pinch, as will more military-style outerwear. Check out military surplus stores. Add pins and patches. Vests or waistcoats create the right sort of lines, especially if they keep to a relatively monochrome theme. Gloves, hats, and boots (or spats) can add to the look. Even something like a simple turtleneck with a jacket or vest overtop can work for this.

Those who would traditionally be perceived as being “lower class” (namely the Hakal and the Kappi) tend to wear colors with fierceness. No shade is too bright, no riot of hues damned. Needlework and cross-stitch is also something that makes its way into the fold. Common motifs are sigils made up of prisoner glyphs, reindeer, and alchemical symbols representing the elements of what was being mined at a given time. A common social game to play is “spot the rich kid”, tells for which are a nonsense jumble of numbers (or not even setting them into sigilry), or a grouping of elemental markers that make no sense given the mineral compositions of a given mining location. Accessories are often pragmatic (a flask clipped to your belt by a carabiner, or paracord woven into a belt) or otherwise scavenged (spare parts off discarded equipment turned into jewelry), and sometimes even spiritual (rocks from a home moon to connect you to the landvaettir, the symbol of your ship to honor the skipvaettir).

Costuming tip: If your character is lower class, try thrifting some “ugly sweaters” or Christmas sweaters. Look for heavier, bulky, rougher-cut clothing and durable materials. If you want to go the extra mile, add some distressing to give it a heavily worn look. You can use fabric paint or markers to add sigils, glyphs, or alchemical symbols to a shirt, pants, or leggings. Try a trip to a hardware store, get some odds and ends and string them up on cord for a necklace or bracelet.

This goes more for class rank than specifics of group—a Vordur of the lower classes might wear brighter shades, while a Bondi who wants to be seen well by the Vordur will tend to dress in a more muted style.

While layers are common, it’s more for look than need, as climate control is the norm, and is well maintained within the clades. Climate suits being, of course, necessary for heading “out back” or to the mines. It is not uncommon for people to carry breathing masks even within stations, “just in case,” though the degree to which are actually used is open for debate.

Biomodifications and cybernetic modifications are more common among the working classes as a way to make them more desirable workers or more effective in the mines, as pilots, or in processing plants; oftentimes a hakal will receive the mods after getting injured on the job. These mods are usually industrial, emphasizing function over form. When upper class Fanseeth receive mods, they are still functional (even the most bourgeoisie Vordur value function; they are still Fanseeth, after all), but are generally sleeker than the clunky hackjobs afforded by the lower classes. More often, upper class mods aid perception or fine dexterity, or provide mental outsourcing like a computer implant, whereas lower class mods are more like exoskeletons, hardware limb enhancements, or skin protection.

Written by: Lia Lilley
with additions by Dani Higgins, David H. Clements

Fanseeth Cultures and Subcultures

It is important to realize there’s class mobility in the Fanseeth in theory, but very difficult to exercise in practice. Your culture is largely defined by the socioeconomic status of your parents and is derived from who you rubbed elbows with growing up, what resources were they able to provide, and what sorts of connections they were able to help you make.

Artist Toby Morris illustrated this concept well in the short story, On a Plate.

This means that it is entirely possible to see a Vordur working as a miner, despite that this job is almost always occupied by Hakal, but they are probably friends with the manager (and maybe went to the same school) in a way that the other miners wouldn’t have access to.

Similarly, if your parents were disadvantaged Hakal, they might sacrifice disproportionately to make sure that you had the advantage of being able to rub elbows with the “right” sort of people.


Vordur society is defined by generational wealth, with each new generation being expected to add to and prove their worth to receive their inheritance. They are investors, inheritors, and view their role as “keeping the engine of Fanseeth society running”.

They carry a sense of themselves as caretakers. They are the ones who create jobs (they own the major businesses, after all). They are the ones who safeguard the cultures of the Fanseeth. Their investments allow miners to find their fortunes.

That is what the Vordur tell themselves, anyways.

Their view of:

  • Kappi: Good, hardworking people who would move up in the world but they lack a firm long-term vision. Disinclined to settle down in one place, they tend to spend their kcal as they make it without regard for the future.
  • Bondi: They don’t put in the hours that we do and the hours that would be necessary for them to move up in the world, but otherwise many of them show good business sense.
  • Hakal: They need direction and purpose or else are prone to violence. Given direction and purpose they are tremendously valuable and hard-working, but prone to sloth and the worst of vices without a firm guiding hand.


Kappi tend to not like being tied down. They like movement and travel. Their culture tends to work on the same sorts of shifts as the Hakal (see below), but their shifts tend to be shorter in nature and they are much more mobile than any other culture. It isn’t uncommon to find Kappi on cruise ships and aboard stations for some period of time just working to make ends meet, gaining new experiences, and then moving on when they have gotten what they came for.

They are the most mobile in terms of jobs of any of the groups. While all of the groups are theoretically mobile and may shift jobs at any time, the Kappi are the ones who do it the most of their own volition.

They see themselves as the glue that hold the Fanseeth together. In their mind, there would be no Fanseeth without the Kappi.

Their view of:

  • Vordur: Self-aggrandizing to an extreme, they still pay most of the bills and nothing is going to change that any time soon. A necessary evil to keep them around and if you stay out of their direct gaze you can live a pretty good life. Just don’t piss them off.
  • Bondi: They miss what makes life worth living. Sure, they do important things, but they themselves tend to be pretty boring. Planetbound. They’d also do well to not define themselves so much in terms of their jobs. They also tend to be complicit in the control of the Vordur, most of them without knowing it.
  • Hakal: Crude but just trying to get by. They lead hard lives and don’t look up nearly enough, but in many cases they don’t get the opportunity to do so. They are best when they are working together.


The Bondi fill the gaps. They do a lot of the planetside jobs and some of the stationside jobs and fill all of the “middle” roles of Fanseeth society that don’t pertaining to the flying of spacecraft.

They tend to be pretty anchored, both in place and in career. They tend to have very strong connections to their families and aren’t bound by the “shifts” that the Kappi and the Hakal usually experience in their families. They take a very “family first” view of their lives and tend to see “work-life balance” and something important to strive for.

Their view of:

  • Vordur: Self-important and prideful. They hold all of the chips, they pull the strings. Work hard, and you may get there some day.
  • Kappi: Free spirits who won’t settle down and focus on their families. They would get further in life if they would just stay put.
  • Hakal: Poor souls. It’s a shame they need to work so much and spend so much time away.


For the Hakal, their entire lives are structured around their shifts. Even those who aren’t working the mining and processing plant shifts often have their lives dictated by the ebb and flow of people going and coming out for work. Shifts last for significant periods of time and then they get a significant amount of down time before their next shift.

During their downtime they will frequently work other jobs, but at a much more relaxed pace.

They have a strong attachment to their view of themselves as the “backbone” of the Fanseeth. They are the ones who provide the fundamental resources on which society is based. As such, they have a lot of pride in themselves and that identity.

Their view of:

  • Vordur: The highest bosses. The people they despise and/or want to be, depending.
  • Kappi: They are often the other side to what we do.
  • Bondi: They have no idea what life is really like, of course, and their lives are pretty cushy all things considered. Soft. That said, be polite to them, they can get things done and since they tend to stay in one spot they develop deep connections and provide the jobs you’ll need when you are off shift.
Written by: David H. Clements

The Darkest Space: Disease mechanics

Note: This post applies only to the upcoming Fanseeth prequel, The Darkest Space.

At The Darkest Space, there will be a disease beginning in Act II. The disease involves marks on the skin and an envelope with a symptom list. If you are infected, you will not escape as your character from the doomed ship. Basically: if you agree to be infected, your character will die.

At check-in on the day of the game, you will be asked whether you wish to be infected. This will be marked on your name tag using a piece of string or ribbon. Possible answers are “yes”, “no”, or “ask me when the time comes”. It is perfectly acceptable to say “no” to this, and there are no consequences in or out of game for refusing. You may choose for your character to escape in the final act if that’s your desire.

If you have consented to be infected you will be told when/if you are infected by an NPC (portrayed by a doctor who will be investigating and attempting to treat the illness in-game) and you will be given the envelope with the symptom list we are proposing for you in a progression format (basically “you will develop these symptoms, and then these, and then these). If you don’t like the specifics, make up what you are comfortable with, but please try to keep with the “feel” of what you’ve been given. If you don’t want your skin marked, or only are comfortable with it being marked in specific ways, just let the doctor know. On our end, we’ll be using body-art pens for marking your skin.

You may also choose to approach the doctor and ask (out of game) to be infected any time after people begin to show signs of illness.

Example symptoms

Early stages

  • Mild paranoia (you think people are out to get you, but not in the “oh gods I need to run” over-the-top sort of way)
  • Being unable to read, suddenly, or reading things that aren’t there (subcategory: benign things, for example you convert a list of equipment to a list of ingredients for a cherry pie)
  • Marks on the skin
  • Weakness
  • Irritability

Middle Stages

  • Sporadic vertigo
  • Hydrophobia (fear of water—but please stay hydrated from an OOG standpoint)
  • Disorientation

Late Stages

  • Sporadic panic attacks
  • Avoidance of crowds
  • Spontaneous bursts of agitation, anger, fear
  • Death

None of these should be continuous (except death, naturally). They should come and go once you enter that phase. You may be aware that this is not your usual behavior—it’s up to you to play it either way.

From an OOG perspectives, some things need to be emphasized:

  • If you are infected you do not get to survive the end of game. You can die before that point, but if you aren’t dead by the end of the game, your character will be dead after that.
  • You cannot be cured. There is no cure in game at this time.
  • If you aren’t having fun with it, feel free to change your symptoms around. Symptoms changing are completely in keeping with the nature of the disease and you won’t break the game, even if your symptoms stop appearing entirely (asymptomatic != cured).
  • The specifics of the disease—where it comes from, etc—aren’t a solvable problem in (this) game, but you should feel free to investigate them.
Written by: David H. Clements

Fanseeth: Transmission from Aiye Titun


Aiye Titun Shift 5 Bravo, Day 120, personal account of Jing Myneer:

We started a search of Protoclade 1537 today. The protoclade itself is on the older side, but initial dating indicates that it was one of the last abandoned, and there are still some rooms that look to be fully sealed. We preparing extraction teams now to make sure that there’s no damage to the interior when we breach them.

In the opening chamber we found some old fragments of pottery—they look like ceramic tablets—with writing on them. Who would have thought that buried in all of these old ruins from the earliest settlements we’d find records engraved on pottery? Why would they write anything in ceramic at all, let alone produce a ceramic tablet for writing? We haven’t found anything like that in the other protoclades we’ve entered.

The shards are broken and partially fragmented, it looks like maybe they were slammed into by something blown by the wind, but they are certainly still legible. We’re sending the text over to the lab to have it analyzed, because none of us recognize the language it is written in. The tablets have been the most excitement we’ve had in a while around here.

Like in some of the other last-abandoned protoclades we did find some remnants of skeletons, mostly eaten away by the elements. Per protocol, we’re sending those remnants back to the labs on Kala Station, for whatever good that will do. We’re hoping to find more information on what may have killed so many in some of the sealed chambers, but I wouldn’t hold my breath.

Two more 30 day cycles and I can get off this rock and go home.


Written by: David H. Clements

Fanseeth Economics

The Fanseeth use a representative currency. You may have a slip of paper, but what gives that slip of paper value is the fact that it is backed by something more concrete, and could be exchanged for some backing commodity at any time.

There are two different economic units of account that can be freely exchanged for fixed amounts of what they represent. Those two units are the Kilocalorie (kcal, usually stored in either a mechanical or chemical battery or in the form of glucose) and the Gram of Gold (gg, exchanged as coins or as bars for larger quantities).

Kilocalories are (usually) represented by a paper currency); gold is generally represented by coins of (usually) non-precious metals or other forms of physical token.

In day-to-day transactions, especially those involving a transient good—going out to a restaurant, by way of example, or finding fuel for a spacecraft—the kcal reigns supreme and is widely used as a base unit of currency. Most people with jobs are paid by their companies in kcal for their salary.

Grams of Gold are considered a long-term, more stable unit of value. Often when purchasing non-transient goods (e.g., a chair, a ship) the payment will be in in gg. If a job offers a retirement plan, it is often in gg.

At least, all of that is the theory. Government policies are implemented around this assumption, after all, so it has to be at least somewhat true. Right?

Economics and Culture

By and large, kappi and hakal work almost entirely in kcal currency and will do so even for more permanent goods. They often end up not owning their homes in a classical sense, since it is easier to rent when your income is in kcal.

Vordur are the opposite of this in a lot of ways, storing generational wealth in gg which they frequently pass down. Even when they don’t have a lot of gg, this is how they tend to measure their own wealth.

Bondi follow the intended pattern as closely as any group. They tend to have long-term wealth which gets converted into housing and used for retirement. Then hopefully there’s some left over to give to their children or to use to invest in their child’s education.


There’s a conversion rate between gg and kcal, but it fluctuates over time. We’ll have the exact exchange for the Fanseeth prequel event up in early January. In common practice, gg can always be exchanged for kcal, but the reverse is not always true.

It is theoretically true that you can reverse the transaction, but that requires a buyer and access to the exchange markets to make the sale. A lot of groups who are willing to do the currency conversion from kcal to gg similarly take a small cut as a handling fee for their difficulty in managing it on the monetary markets.

Representation in Game

For the most part we are going to be giving out kcal currency for this game in the form of paper scrip. You can also feel free to print your own if you think you’ll need or want more. But, if you want to bring gg into game: bring any non real-world metal coins that you want to use. Our standard will be the sort that you commonly see sold for, e.g., Stonemaier games and metal doubloons meant to represent pirate treasure, but any coin will do (be aware that if you acquire ones for ongoing games they probably aren’t going to be legal to spend in those games after trading them here).

But fundamentally that is more to throw around and make an impression. Every good or service sold by NPCs in the Fanseeth game in January will be available for kcal.

Written by: David H. Clements

Fanseeth: Clades, Class, Career, and Culture

This document is a bit of a miscellany of some of the elements of the Fanseeth that contribute to their culture.


Clades represent groups of people who live in the same habitat on a moon or the same area of one habitat on a station. They are the towns or (more rarely) the cities of the Fanseeth.

Miners and pilots in particular will frequently have jobs that take them away from their clades for stints of time, but they will return to their clades between their jobs (e.g., a miner goes out to a moon for some significant period of time, then has a significant period of time off).

Clades are usually pretty mixed groups. There will usually be a small segment of each of the four predominant cultures in every clade, though how much that matters will change.

For example: A vordur politician living in a clade of mostly miners may be looked down upon by other vordur, but they still have the political connections. They still will likely send their child to a more vordur-centric group for education and friendship-building.

Class Mobility

Class mobility technically exists among the Fanseeth, and there are no rules that prevent, for example, a hakal miner from being elected to the position of Warden.

But it isn’t that simple.

The four predominant cultures of the Fanseeth are strongly tied to the socioeconomic class of the group. They represent who you “rub elbows” with. Which parties you get invited to. Which schools you attend.

Even if you can change your economic situation, it’s hard to develop the connections of someone who was born in that group. Someone who loses their money still has a network of connections and will often make significant sacrifices to ensure that their children maintain those friendships. It can take generations to fully move between two different groups.

There are significant cultural forces in play that make this movement difficult—in both directions. It’s hard to learn everything you need to know about mining on the job if you didn’t grow up around it. It is difficult to know the ins-and-outs of a political system if you weren’t raised among people who are fairly political.

But it absolutely can happen.


Careers and Other Jobs

As mentioned in the section on class mobility, there’s nothing really that prevents someone from one group from doing jobs commonly associated with one of the other groups, and it even happens. A bondi family that is hard on their luck ends up with one of their children becoming resource harvesters. A vordur child has a large inheritance coming eventually and wants to spend some time to “find themselves” so spends it doing odd jobs aboard ships and then goes back and writes a book about the experience.

In general, however, you see people of the cultural groups in the jobs that are associated with the groups.

So usually a pilot will be a member of the Kappi. But that kappi pilot likely has a family that includes younger members who are doing odd jobs to learn the ropes or working as mechanics aboard ships or for different clades.

A high level bureaucrat is probably a member of the Bondi, but their family (and indeed, their own history) likely includes everything from janitorial work to selling tickets for liners to tour the moons.

These “lower level” jobs are also where you find the most mobility between the groups. It is very hard to become a pilot without the correct set of connections and experiences, but working on a moon liner in some role is a relatively straightforward proposition.

In general, however:

  • Vordur will do a lot of managerial jobs at different levels of prestige. They will work as marketing directors for corporations, entrepreneurs finding new creative ways to invest money, and other such things. When younger it is pretty common to see them apprenticing to higher level vordur and doing a lot of odd jobs for them.
  • Kappi do a lot of jobs associated with ships and shipping. Everything from logistical planning to cleaning ships to mechanic work to piloting.
  • Hakal are often associated with mining, but they’ll also do a lot of the work related to resource extraction and preparation. Extracting metal from the ores or purifying gasses to be used, and maintaining the equipment used for these tasks.
  • Bondi fill in the gaps inside of the clades. They are farmers, craftsmen, programmers, and frequently low-level executives at companies.
Written by: David H. Clements