Colonization Policies (Dalmer)

Dalmer expansionism didn't always adhere to the strictness of Guest Theory. This article discusses dalmer colonialism under the clan system and modern colonialism.

## Clan system colonialism

Clan system colonialism is defined by its direct contact with the other races in a slave/master relation. the other races were used as slaves in order to produce goods for the invading dalmer clans and for the mountain in space, the dalmer crown capital.

### Exploitation

Dalmer dominated areas were very industry focused. They experimented on the land, everywhere their contraptions of iron, stone and rufescent seethed loudly. The countless moving parts connected by adhesive slime churned along, producing all their alien wants and needs. On any resources they coveted, elaborate structures were built to maximize its extraction and refining. Cattle, ores, fruits, vegetables, rufescent dust, and other esoteric articles were brutally produced to feed an unknown and uncaring population. These goods and other raw materials were all extensively farmed by the mysterious artisans. These were not the only resources the Dalmer exploited, other race villagers were put to work. Some villagers were employed, the entrance guard were paid in more food to operate the front gate. The villages under the domination of the Dalmer had their farms automated, foreboding walls put into place, super smelters installed in place of their artisanal forges, and their night lighting depended on moonlight to work.

The way the Dalmer made their extraction farms is a clear indicator of how awfully they treated the villagers. After their disappearance, the inhabitants of the land periodically rediscovered the mysterious machines, and sometimes got them to work again, with inevitably a cruel and brutal response from the Dalmer.

### Village reconversion

The Dalmer, being an expanding empire, tend to impose foreign countries to their laws, but not wanting to elevate locals to their status, design countless measures to safeguard their status and the colonists status. The Dalmer in their cruelty, took over villages, locking the citizens in and forcing them to reproduce far beyond their resources could allow. they repressed their libraries by turning them into prisons, guarded by ominous metal guardians. They built a wall with innumerous open doors, behind another wall and forced their prison populations to sleep in beds outside of the houses. They created a cruel "job site" cult in order to indenture people into jobs they did not choose, want or need.

#### **Colonial technologies**

*Main Article: Colonial technology*

Colonial Technologies are inventions that were developed during the clanism era of colonization yielded many modern technologies.

#### **Scripted life**

The Dalmer scripted lives for the villagers. telling them what to do and where to go on books so that they wouldn't have to speak with them. they even went as far as turning the villagers invisible so as not to suffer their sight. To control the population, spying and tracking technologies were developed. When primitives weren’t cooperative the Dalmer created clones who would replace them. There would be a live feed of what would happen to villagers to manage the civilization more efficiently. Observer machines were everywhere, sending signals after every change detected.

In short the people were used to farm, trade and breed. Most often toolsmith was the most common job sought by the Dalmer, tool and weapons smiths worked round the clock for the military industrial complex.

Their multi crop farms were converted to vast farming modules connected to stream systems to an item sorter and finally sent the food to the barter center. Their market stalls replaced with gross barter centers that exchanged food for emeralds. The only traders the Dalmer tolerated in the villages were the profiteers known as wandering traders.

To avoid rebellions they created an enemy by provoking nearby pillager tribes into attacking. when they inevitably won, the Dalmer were seen as heroes. Villager homes had metal doors that could only be opened from the outside, forcing some to stay outside at all time. The only people allowed to sleep in houses were those in the workhouses, who could not leave unless let out. When escaped villagers were captured, they were sent to prisons. Those without the correct knowledge that interest the dalmer are killed or used as breeders. The children were sent to prison as soon as they are born. if the child had useful knowledge, it was kept in a small cage until no longer useful and killed.

#### **Computed society**

*Main Article: Dalmer Society*

In an amusing twist of fate, the dalmer would eventually have scripted lives in the form of computed society. Dalmer society is mostly automated, with the Dalmer serving as engineers and control units for any eventual dysfunctions. Binary is the common tongue for interacting with the machines.

### Zombism

Zombism was a constant threat in these times, the dalmer created conversion centers built to quarantine areas in order to convert the infected back into their former selves. Town squares reconverted to item testing, brewing stations to brew healing potions, weakness potions (to heal zombism) and invisibility potions. When the conversion efforts became too great, the dalmer simply left the village to its fate, and lost the conversion technology in the process.

### Captured Cities and Towns

Foreign captured cities and towns are administered by logistics headquarters, these are in charge of local dissent control, propaganda, transportation of locals (to **work sites** and excavation camps) public safety, and the regulation of weaponry. In case of extreme contingency, or to protect very important sites, **Ripfield generators** are sometimes used.

**Ripfield generators**: Field generators that can destroy matte, only shielded units can withstand prolonged exposure to the field, heavily armored units can withstand this exposure but ultimately are disintegrated if exposed for too long.

**Work sites and dig sites:** Important aboveground dig sites are typically defended by two or three military outposts depending on the importance of the site, light infantry and attack vehicles, as well as the necessary sick bays and **recovery terminals**.

**Dig sites:** in order to make archaeological excavations in dangerous locations, the dig site headquarters is separated in two parts the scientific and the military.

The **scientific branch** under a Prospector cares for the excavations, while the **military branch**, lead by a General secures the dig sites and fights intruders. Therefore the Dalmer build Fortified aboveground Keeps and typically station a Flying machine there.

Personnel includes: a Prospector, who acts as leader of the expedition, a chief engineer, an excavation specialist, a flying machine pilot, a general or other military commander for military personnel, a morale officer, Appraisers, Diggers, Excavators, Foremen, Soldiers, Riflemen, and Officers.

## Modern colonialism

Modern dalmer colonialism is the establishing of a Dalmer presence on previously unknown lands in order to exploit its resources or install a new civilization. It differs greatly from clanism colonization in the sense that the dalmer are much more discreet in their efforts to colonize new countries. Their settlements and structures will be underground and efforts to use local resources rather than the universal market or the Aether Web are minimal.

### Colonial Government

*Main article: Modern colonial government*

Colonial governments are complex organisations dedicated to the settlement of previously uninhabited areas. Colonial governments are mostly staffed by police bots who undertake most of the tasks of collecting and distributing resources. Colonial governments are based around the distribution diagram. The distribution diagram is that: Settlements produce ressources, which supply canneries. Canneries supply warehouses. Warehouses supply caravans and convoys. Supply convoy/caravans supply headquarters and fortifications. Headquarters supply caches. Settlers use caches for their own needs.

### Colonists

Due to lack of enthusiasm, people in stasis can have their wait time reduced in exchange for volunteering to the colonies. This has lead to realm colonies betting considered to be an afterlife of sorts.