Nefer
History
The Helios Project was one of the early UN launches, designed to set up 'guidestone' colonies with eyes towards the future of the then fledgling human sphere. Funded by numerous donation drives, the colony was slated to set up on a garden world orbiting a red giant. However, initial scans failed to reveal the presence of an interloper in the target system. A rogue planet.
When the colony vessels transited to the Helios star system, they found their target world gone- smashed into dust and ruin. In its place was a molten, liquid rock nearly twice as large as Earth, and utterly inhospitable. Incredulity, then despair began to set in. The colonists had neither the resources, nor the technology to build a world where there was none- not even by cannibalizing their own vessels.
But then a star of hope rose over that horizon of despair. The Nefer Object. A Posthuman Spire located deeper in system. Initially labeled as a curiosity, the exploration vessels soon took to it as a hope to survive. The Posthumans had promised neither success nor failure, but perhaps were ill content to let the colony perish. The Nefer Object was generating an atmospheric sheath. While nowhere near the size of an actual planet, the presence of a contained sphere of human breathable air- and as later discovered- weather patterns, water, and vital trace elements- this was a godsend to a people in need.
As the River Nile once gave birth to the Egyptian Civlization, so too did the Nefer Object give birth to a new colony. Named Nefer in honor of their salvation, the colony soon made up for lost time.
Timeline
In Progress
Places and Names
Argentum: The premier theotechnology institute on Heliopolis. Very high class, and holds a remarkable disdain for people who decry basic theotechnology in favour of theta-omega technology.
The Annex: Pyramid's main offices and manufactory, the Annex is a large cathedral like structure originally tasked as some sort of theta dust pumping station. When Nefer's combat engineers cleared the area out shortly after the breakdown, the then fledgeling megacorp decided that the aesthetics were suitably fitting to be used as their main offices, and moved in. The Annex has since grown and become a large and open business area, with several sections existing open to the sky.
The Vault: Altus Technical's secret headquarters, the location of the Vault is known only to a few. Many who work there never leave, or are only there in the first place via telepresence holography.
History Paths
Exploration Era
- Exp1: No Suitable World
- Exp2: On The Casltes of Gods (+100 CIP, +100 Dust, +100 Applications)
- Exp6: Precursor Relics: None (+100 PIP, +10 SP, SP limit +5, may not spend SP on dust)
- Exp7: Feral Drones: Extensive (+2500 Fleet, +100 Fabers)
- Exp8: Posthuman Footsteps: Nano-Factories (+100 Fabers, +100 PIP)
- Exp9: Hub (+60 Pop)
Colonial Era
- Col1: UN-Authorized (+2500 Military, +30 Pop, +50 CIP, +100 PIP, +100 Dust, +10 SP)
- Col5A: Outer Expanse (+120 Pop, +100 PIP, +50 CIP, +50 Wealth, +10 SP, +Logistics, +20 Transgene)
- Col5B: Our Blue and Pure World (+60 Pop, +10 SP, -20 Transgene)
- Col5C: ARROWs Formation (+100 Theta, +300 Fabers, +100 Applications, +150 Dust)
- Col5D: Colonial Demographics: Pioneers (+100 PIP)
- Col6E: Backing: Charitable Foundations (+100 CIP)
- Col6F: Colonists: Specialists (+100 CIP)
Local Events
- Col7A: Warfare (+2500 Military)
- Col7C: Superpower Squabble (+Logistics, +2500 Military, +100 Military Applications)
Breakdown Era
- Bre1: Stabity!
- Bre5A: Road Repairs (+100 PIP, +1 Logistics, -100 Wealth, -1 Morale)
- Bre5C: Reconstruction (+200 CIP, +200 Applications, +5 Logistics, +5000 military)
War Era/Aftermath
- War1: Independence (+10,000 Military)
- War9A: Planet Wal*Mart (+100 CIP, +200 PIP, +200 Wealth, +ARROWs Relations, -2500 Military)
- War9B: Fab It Good (+500 Fabers)
- War9C: Supertech Bullshit (+200 Dust, +200 Theta, +200 Applications)
Current Era
- Cur1: Corporate Direction (+100 Wealth, +100 CIP, +100 Applications)
Chaotic Events
- Cha1: Revanche! (+ Morale, -2500 military)
Covert Operations
- Cov1: Skunkworks (++ Secrecy, +75 Applications, 20% Secrets, + 0% secret project cost)
Totals
- PIP 800 + 195 (Pop) = 995 PIP
- CIP 800 + 195 (Pop) = 995 CIP
- Fabers 1000
- Wealth 250 + 195 (Pop) = 445 Wealth
- Population 270 + 120 (SP) = 390 Pop
- Dust 550
- Theta 300
- SP 40
- Logistics 8
- Military 20,000 (actually 17,500, and 2500 fleet)
- Applications 875 (775, 100 military)
- ++Secrecy
- 20% Secrets
- +0% Secret Project Cost
Sheet Totals
- SP: 40
- SP Limit: 25
- Population: 270 Base bonus: 135
- Trangene: 0
- Morale: 5
- Wealth: 250 + 135
- PIP: 800 + 135
- CIP: 800 + 135
- Fabbers: 1000
- Delta Dust: 550
- Theta Dust: 300
- Military: 20000
- Doctrines: 0
- Logistics: 80
- Global Tech Level: 18
- Applications: 800
- Stockpiles: 0
- Debt: 0
SP Expenditures
- 10 SP: +100 CIP
- 10 SP: +100 PIP
- 20 SP: +120 Pop
Nefer Tech Indices
Global Tech Level: 18
- Basic Theotech: 76
- Mass Production: 28
- Materials: 21
- Power: 20
- Xenotech: 56
Military

Uniforms: The uniforms employed by the Nefertan military are an adaption of those used by Pyramid's exclusive military training institute, which serves as a prerequisite to actual military service. The uniforms are a blend of military service finery, as well as the more business oriented garb of Pyramid's civilian employees.
In order to allow for quick identification of roles and specialties, Pyramid assigns each department a specific colour. Those departments utilize that colour on the ties of their uniforms, indicating their specialty.
The most recent up to date Department to Colour information is as follows:
- Command - Red
- Science - Green
- Tactical - Yellow
- Medical - Blue
- Civilian Authority - White/Other colours (See appendix III for details)
- Unassigned - Black