Terrans

Immortal Freedom > Species

Attribute Details
Homeworld Earth (previously)
Plumeth
Common Language Terranglo
Nations Terran Republic
Average Height 1.5 m to 1.8 m (4.9 ft to 5.9 ft)
Average Weight 50 kg to 80 kg (110 lbs to 176 lbs)
Age of Puberty 11 years old
Biological Maturity 25 years old
Average Lifespan 125 years
Magical Affinity Divine Magic
Psi Magic
Ambient Music Cyber City
Cyber Club
Frontier Jukebox
Terracana
Combat Music Cyber Threat
Frontier Brawl
Hero Forge Template Template Terran

Terrans are not native to Artilum Tem. The first Terrans to enter the galaxy and settle on Plumeth were intergalactic human refugees from Earth. Thousands of years prior to the formation of the Coalition of Planets, Earth was beset by an army of cyborg super soldiers. The humans that would eventually colonise Plumeth were a group of humans which fled Earth using generational starships. These starships traversed space for thousands of years, going through multiple generations of humans before leaving the Milky Way galaxy entirely. They then spent thousands of years in cryostasis before reaching Artilum Tem. By their arrival on Plumeth, most of human history had been lost to time, and the humans became something entirely new—Terrans.

Terrans are incredibly diverse, shaped by their environment, beliefs and interactions with civilised aliens. They tend to put their own self-interest above all else, leading to a rising poverty line, distinct ethnic groups and a growing criminal presence as an increasing number of Terrans struggle to find a place for themselves. They’re also resourceful, deeply empathetic and relentless. They have been warily accepted by the species native to the star cluster, though their culture is often seen as remarkable and strange.

Terrans appear rugged and stout, though they are also bright-eyed with a look of eagerness about them. Their skin colours include pink, white, beige, brown and black. Natural hair colours include black, brown, red, blond, grey and white. They have standard humanoid physiology, with nothing particularly striking about them.

Notable Terrans

History

100,000 BC

An army of extra-terrestrial, cyborg super soldiers lay siege to Earth. Fearing the end of humanity, humans launch hundreds of generational starships with millions of their kind, scattering humanity to the stars. Just as many seek a new home in the Milky Way galaxy as go to find solace in neighbouring galaxies. Five of these generational starships—full of humans from different cultures and backgrounds—leave Earth with the goal of reaching Artilum Tem. Earth is utterly obliterated some time after their departure.

99,000 BC

Unwilling to suffer the long journey in the void between galaxies, the human passengers aboard the generational starships fleeing Earth enter into cryostasis and allow automated systems to take over as they reach the edge of the Milky Way galaxy. It would take several thousands of years for the starships to cross the space in between galaxies, due to the primitive nature of human technology and the vast distance between astronomical objects.

551 BC

The humans aboard the generational starships from the Milky Way galaxy wake from cryostasis as they cross the threshold into Artilum Tem. Dazed and confused from such a long sleep, with most human history lost to data degradation and twelve or so generations separating them from their ancestors, the humans no longer identify with their ancestors from Earth. All that was and ever was, for these humans, is the generational starships and vague goal to find a new home in Artilum Tem. The humans begin calling themselves Terran, in the hopes of finding a new life for themselves.

Info

Terran history texts usually consider this time to be the start of Terran history, with everything before this considered lost history.

527 BC to 520 BC

Rising civil unrest leads to the first and only Terran Intership War between the starships making up the superstructure of the Trankchae.

505 BC to 502 BC

The Forim Flesh-eating Virus Epidemic ravages the residents of the Forim. Thousands of Terran lives are lost, and the virus would influence the physiological development of the descendants of the survivors for hundreds of generations.

500 BC

Terrans begin showing an affinity for magic—most prominently, Divine magic. They struggle with grasping the implications of magic and the power it brings.

483 BC

The Divine Church is founded by Terrans aboard their generational starship fleet. The Divine Church aims to provide answers on the origins and the significance of magic. Divine magic and all creation is attributed to a single deity—the Divine. The rise of the Divine Church is the first time in a long time that Terrans had had a voice of authority among them. The starships are mostly automated, so Terrans only need to concern themselves with community building and entertainment. Terrans are more than willing to hear what the Divine has to say—and by extension, what the Divine Church has to say. The Divine Church speaks loudly and proudly of a land, waiting just beyond the stars, promised to them by the Divine, reinforcing the ancient prerogative which first brought Terrans to Artilum Tem. The introduction of the Divine Church also helps to quell some social decay in Terran society, though civil unrest would remain a problem for years to come.

420 BC

The Terrans settle on Plumeth, in the Xaia solar system. After 100,000 years of continuous operation, their generational starships were slowly falling apart from technological degradation. The decision to settle on Plumeth is informed largely by the planet’s incredible potential, it’s natural beauty, and its habitability. The Divine Church also attaches spiritual significance to the planet, helping many Terrans come to terms with their new lives on Plumeth.

Terrans settled on the ruins of an ancient Ewoche Settlement on the shores of a large bay. They use their own starships as foundations for their new home, which they would come to call Plumeth City.

The Terrans spend the next two centuries reverse engineering Ewoche crystal technology, which was largely powered by crystals. They initially use crystal dust in combustion engines to power their shuttles.

400 BC

Many political ideologies rise and fall in the early years of Plumeth’s settlement. The Terran Republic wins out as the dominant mode of governance. It would remain the primary mode of governance for Terrans for the next thousand years.

The Dragoon Corps are established to help police Terran Republic citizens on Plumeth.

214 BC

Terrans are fully established on Plumeth, with a thriving society, ambitions to colonise Plumeth’s moons, and expand the Terran Republic to other worlds in the Xaia solar system. Smaller settlements pop up across Plumeth, most of them concerned with the supply of food, water, or whatever else the inhabitants of Plumeth City need to survive and thrive.

Terrans expand Plumeth City through the construction of multiple city plates, supported by massive pillars built into the rocks overlooking the bay. More would be built over the following centuries. Private enterprises and organisations grow with the city, acting as authorities or sources of employment. Exploration and colonisation efforts in the Xaia solar system and beyond are spearheaded by the Terran Republic, with financial and material assistance from corporations operating out of Plumeth City.

The Terran Republic colonises Unaut.

206 BC

The Terran Republic colonises Sharaut.

181 BC

The first cases of Kyvane are reported among Terran space explorers returning from the Duereth and Zascoeth planetary systems.

185 BC

The Terran Republic colonises Oclaut.

Lunar colonies become the primary source of food, water, and other raw materials for the residents of Plumeth, as it is easier and cheaper to gather materials offworld than it is to maintain similar operations on Plumeth. Unaut becomes a world of agriculture, as well as a retreat for the wealthy of Plumeth City. Sharaut and Unaut are both rich in ore, making them popular for offworld mining operations.

162 BC

The Terran Republic colonises Duereth. As a super-terrestrial world, Duereth’s higher gravity and lower habitability make it a less attractive option than Plumeth, so many of the colonists who choose to live there do so out of necessity.

26 BC

The Erelan Empire establishes first contact with the Terran Republic, after a Terran expedition stumbles upon an old Erelan research satellite in orbit around Zascoeth. The Erelen offer their knowledge of crystals and magic to the Terrans, while Terrans impress their ideologies and intrepid spirit onto the Erelen. The Terran Republic is also introduced to the T’avian Collective, as well as all known worlds and peoples in the Tyrir and Huk’Va solar systems.

0

26 years after first contact between the Terran Republic and the Erelan Empire, the Coalition of Planets is formed, marking the beginning of the Age of Cooperation and of a new calendar, starting at year 0. The Coalition of Planets is primarily a Terran initiative, and is made up of the Terran Republic, the Erelan Empire and the T’avian Collective. The Ruling Houses of A’aena Edhil and the Ador are also members through the Erelan Empire. The primary purpose of the Coalition of Planets is to deliberate on decisions which affect all nations and people within the Coalition of Planets, while also encouraging trade and communication between nations.

11

The Terran Republic colonises Deral.

It becomes clear that the colonists who choose to settle in the Zascoeth planetary system are primarily made up of the poor and destitute of Plumeth—people looking for a new life on the frontier, away from an overcrowded and highly competitive Plumeth City.

15

The Terran Republic colonises Pnamteral.

24

The Terran Republic colonises Bir’leral.

30

Plumeth is increasingly dependant on Terran Republic extra-terrestrial colonies to survive, with most of its food, water, and raw materials imported from offworld operations across the Xaia solar system.

80

More and more aliens travel and immigrate to Terran settlements as the Coalition of Planets becomes increasingly influential in international politics. Plumeth City is the most popular interstellar destination for aliens. The city has grown into a melting pot, being home to mostly Terrans, but also to a growing number of people from alien species. Aeyen—in particular—are becoming a common sight in the Terran Republic, though Erelen and T’av also have a presence.

91

The Erelan Empire and the Ruling Houses of A’aena Edhil partner with the Terran Republic to form the Psionic Education & Regulation League—an organisation dedicated to the training and regulation of magic users, specifically Terran recondites, who had proven to be a problem for all the nations in the star cluster over the last century.

101

The Terran Republic colonises Coral.

118

The Terran Republic colonises Alibral.

128

The Terran Republic colonises Brancral.

142

The Terran Republic colonises Greth.

150

The Terran Republic partners with the Erelan Empire to expand the Erelan Empire’s existing holdings in the Tyrir and Huk’Va solar systems to accommodate an influx of Terran researchers and colonists.

151

The Terran Republic colonises Kiplar.

211

The Terran Republic establishes Dry Gulch, its first colony on Scavor.

272

The Terran Republic colonises Veuto.

282

The Terran Republic colonises Caiatt.

283

The Terran Republic colonises Yrilia.

288

The Terran Republic colonises Shathuni.

300

Three centuries of colonisation are starting to have a negative impact on the Terran Republic, as well as their relationship with other nations. While initially charmed by their intrepid nature, Erelan Empire and T’avian Collective politicians begin to openly share their criticisms regarding Terran colonialism. They see Terran expansion as being fuelled by greed rather than curiosity. Relations between the three nations remained cordial, though tensions rise with each new Terran colony.

It is increasingly difficult for the Terran Republic to govern its many colonies and an ever-expanding Plumeth City. Crime is up, raiders and space pirates multiply in number with each passing year, and rogue, unregistered recondites run rampant throughout Terran Republic space. Colonisation has lost its allure. Only the poor, the destitute and the desperate became colonists, and life isn’t much easier out on the frontier, where the Terran Republic cannot support or protect its people. Whether they live on Plumeth or on one of the Terran Republic’s many colonies, Terrans are seemingly at the mercy of either outlaws and corporations.

317 to 319

The Raider Wars ravage the Trannoth and Taeria planetary systems. The Terran Republic does very little to intervene in the conflict.

350

While Terrans outnumber any of the native species in the star cluster, the wealth gap in Plumeth City grows larger with each passing year, crime is continuously on the rise, and Terrans everywhere struggle to find a place for themselves—whether on Plumeth or one of the Terran Republic’s many offworld colonies. Only the rich and powerful of Plumeth City lead truly comfortable lives, ignorant or uncaring of what their fellow Terrans are suffering through. The residents of Terran Republic colonies in the Xaia solar system live moderately comfortable lives, while those living in the Underground of Plumeth City or colonies in the Huk’Va solar system are barely able to survive harsh poverty and the constant threat of outlaws.

378 to 382

The Megor invade the Huk’Va solar system during the First Megor Invasion. The Terran Republic is caught by surprise by the alien invasion force, but eventually manages to muster a strong enough defence to keep the Megor at bay.

382

While the imminent threat of the Megor has been quelled, countless Terran colonists and soldiers had been killed during the First Megor Invasion. The Megor could rally at any moment, and despite the odds stacked up against them, many Terrans want to reclaim the worlds conquered by the Megor.

Terran Republic forces engage with Megor clans entrenched on contested worlds within the Huk’Va solar system. The Coalition of Planets focuses primarily on the defence of Vocaloid and Leonis, considering the safeguard of the crystal-rich worlds to be of the utmost importance.

384

The Terran Republic ramps up the development of new weapons, as well as the construction of military-grade starships and war machines to help in the ongoing conflict with the Megor. Soldier boot camps and military factories are established throughout the Xaia solar system to help support the Terran Republic’s rapidly growing military.

385

The Fellowship of the Divine begins to train some of its Divine clerics into the first vindicators—soldiers who use Divine magic as an offensive weapon against the Terran Republic’s enemies, all the while healing and inspiring their fellow soldiers. Soldiers who showed a talent for Divine magic are also recruited to become vindicators. Vindicators could fight and heal using Divine magic, as well as deal with Megor recondites more effectively than any other military unit. The vindicators are managed into the newly formed Champions of the Divine, which works with the Fellowship of the Divine under the umbrella of the Divine Church.

387

PERL furiously trains combat-ready recondites from its pool of recondite students on the PERL Satellite to support Erelan recondites on the front lines in the Huk’Va solar system.

391 to 409

The Megor invade the Xaia solar system during the Second Megor Invasion. The Megor are eventually pushed back to Huk’Va by the Terran Republic.

409

The Terran Republic comes out of the Second Megor Invasion as a military superpower in the star cluster. Where once its focus was imperialist expansionism, all of its attention is now on its unending conflict with the Megor and various outlaws scattered throughout the star cluster. Thousands of corporations and politicians on Plumeth are dedicated to upholding the new military industrial complex made necessary by the Megor invasions. Terran culture is irrevocably changed, as xenophobia and nationalism are at an all-time high.

Prisoners of war taken during the First Megor Invasion and Second Megor Invasion languish in their respective prisoner of war camps. Many Terrans are still imprisoned among the Megor on Kiplar and other worlds they had conquered. Megor prisoners are moved to newly constructed concentration camps on Duereth, where they would remain for decades.

410

The Terran Republic renames Veuto to New Kiplar, in honour of Kiplar being the first world to fall to the Megor during the First Megor Invasion.

The Grethian Civil War breaks out on Greth after Grethian leaderships announces plans to construct the Palisade around most of the capital city of Lurxburg.

420

The Terran Republic experiences a golden age of progress, fuelled by the technological advancements made during the First Megor Invasion and Second Megor Invasion. Focus is placed on the innovation of new technologies which could help retake the worlds conquered by the Megor, as well as prepare for the next big threat. Advancements are made in the realm of cyberware, as well as starship engineering and weaponry. These innovations benefit not only the Terran Republic’s military, but the common Terran as well.

Refugees and immigrants flood into Plumeth City from around the star cluster. The population is made up primarily of Terran displaced by war, but also includes Megor and Zao who enter the city illegally. Branded as illegal aliens, they keep to the Underground in the hopes of avoiding the watchful eye of the Dragoon Corps.

The Dragoon Corps on Plumeth become increasingly militarised as technology being developed for the Terran Republic’s military sees its way to Plumeth’s peacekeeping force. Rising crime from illegal immigration is the reason given for outfitting dragoons with military-grade weapons and shuttles, as well as other military equipment.

Crime is on the rise throughout the Terran Republic—especially in Plumeth City. The crimes are also becoming increasingly more violent, in correlation with the militarisation of the Dragoon Corps and the Terran Republic as a whole. The Terran Republic is finding it more difficult than ever to manage its population, which is growing more diverse and complex every year.

The construction of the Palisade on Greth is completed—with much fanfare for its residents, and in spite of violent protests for those without a way inside. Access to and from the Palisade is limited to necessary trade and emergencies as those within are all but cut off from the outside world.

424 to 426

The Hold invades Zascoeth and Greth planetary systems, killing countless Terrans and marking the beginning of the Sycophant Wars. Its attacks end just as abruptly in 426. It stops all hostilities and retreats to the Zascoeth and Greth planetary systems.

426

The Terran Republic has no explanation for the Hold’s sudden change in strategy. Up until Hold forces retreated back to Zascoeth and Greth, their goal appeared to be the complete domination of all Terrans, and the Terran Republic could do little to oppose them.

The outer planets of the Xaia solar system—the area beyond the Zoibin Asteroid Belt, including the Zascoeth and Greth planetary systems—becomes known as Hold space. For the next decade, most who enter Hold space are lost forever, presumably killed or destroyed by the Hold.

Despite multiple manned and unmanned expeditions into Hold space, the Terran Republic is no closer to finding out what the Hold truly is, where it had come from, or why it suddenly stopped all hostilities. Without the answers they seek, the Terran Republic prepares for the by constructing more weapons, developing new technologies, and worsening their opinions of aliens and cyborgs.

436

A group of sycophants breaks apart from the Hold. These newly freed sycophants name themselves the Neoterics, in an attempt to distance themselves from the Hold. They vow to remain free of the Hold while helping to free others from its grip. Almost all Neoterics cleanse themselves on a regular basis to manage their Nox’zh’r infections.

The newly established Neoterics contact the members of the Coalition of Planets to inform them of their newfound freedom, ask for asylum for its members who wanted to repatriate, and to relay what they knew about the Hold. Namely, they relayed the nature of the Hold as an army of undead cyborgs and that the Hold had stopped its hostilities to regroup and develop more effective ways to conquer the Terran Republic. The Neoterics knew little more than that, having lost access to the hive mind collective they had access to as part of the Hold.

438

Neoteric sycophant diplomats travel to Plumeth, at great personal risk through Hold space. A diplomatic incident forces the Neoteric diplomats to return to Hold space, before negotiations could even begin. Without their only source of information about the Hold, the Terran Republic holds its breath, waiting to see what the Hold would do next.

439

Information is leaked on the NET regarding corruption among the Champions of the Divine and some Terran Republic government officials. The information claimed indicated that members of the Council of Twelve had been working with certain Terran Republic government officials to flood the streets of Plumeth City with organised crime and weapons. They had also been quietly hiring shadow ops mercenary groups to harass trade routes and compete with space pirates in the star cluster. Ultimately, their goal had been to redirect money and resources to the Dragoon Corps, the Champions of the Divine, and other private security and protection agencies by encouraging illegal activities across Terran Republic space.

The Champions of the Divine are disbanded. All members of the Council of Twelve are dishonourable discharged from service by the Divine Church and the Terran Republic, for their respective commissions. Vindicators who were once part of the Champions of the Divine fall under the jurisdiction of Fellowship of the Divine.

Rogue recondite groups, sycophant splinter cells, and Nox’zh’r cultists are revealed to have been a part of the corruption headed by the Champions of the Divine and Terran Republic government officials. While not directly involved, they had helped to sow chaos and dysfunction, while benefiting from the Terran Republic’s divided attention and lack of resources for dealing with dangerous groups.

440

Flaws in the Hold’s new assimilation process allows some sycophants to break free of the Hold, thanks to the degree of individuality and independence they had been afforded and with some help from Neoteric agents. These newly freed sycophants either attempt to repatriate to their home nations, or join up with the Neoterics operating out of Hold space. They also warn their respective nations and factions of an impending attack from the Hold, once it has fine-tuned its new assimilation process.

Looking to save face in wake of the disillusion of the Champions of the Divine, the Fellowship of the Divine partners with the Terran Republic’s secret service to quietly hire mercenaries to storm a Cult of the Nox’zh’r stronghold on Speon.

Mercenaries destroy an underground Cult of the Nox’zh’r stronghold on Speon. Though the research done there had already benefited the Hold, the defeat of the Nox’zh’r cultists proved that they could be beaten—and by extension, so could the Hold.

441

Wilhelm Frenz reforms the Champions of the Divine with the Divine Church’s blessing. He is appointed as the sole leader and vows to put an end to the Hold by any means necessary. He sends out an open call for mercenaries, bounty hunters, raiders and other outlaws to join the Champions of the Divine and the Terran Republic on an all out assault on the Hold. Prospective mercenaries and outlaws are to prove themselves worthy to fight alongside the Champions of the Divine and the Terran Republic in a grand tournament hosted by the Blackwater Trade Cartel on Yriptel.

The Champions of the Divine, led by Wilhelm Frenz, launch an all-out assault on the Hold, entrenched in the Zascoeth and Greth planetary systems. With the help of the Terran Republic military, as well as the mercenaries and outlaws they had recruited, the Champions of the Divine win many victories over the Hold. They reclaim most of the worlds conquered by the undead cyborgs.

The Palisade on Greth is breached. After years of neglect and constant siege by the Hold, a portion of the domed structure collapses, forcibly thrusting the Grethians inside back into the world they had escaped so long ago. Most were happy to rejoin the Terran Republic and leave Greth amidst the Champions of the Divine’s crusade against the Hold. The Sycophant Wars, the Grethian Civil War, and an outbreak of Rhretnysa’vh had taken their toll on the people of Lurxburg, and they want nothing to do with their broken home.

The Champions of the Divine receive intel that a great number of Hold starships have amassed in the empty space, near Zascoeth. Wilhelm Frenz leads an armada of starships to the location, only to be ambushed by Hold forces. The Champions of the Divine fleet is decimated and Wilhelm is killed in action.

The remaining mercenary groups, in concert with the Terran Republic, engage in one last battle against the Hold’s armada. The Prometheus joins the fight midway, and mercenaries storm the space station to kill Katrina Stefanson, putting an end to the Hold.

The Hold fractures in the wake of its defeat. Many of the Hold’s sycophants attempt to repatriate, now free of the Hold’s control. Others choose to join the Neoterics, afraid they won’t be welcome back home or wanting a fresh start. A few join Hold splinter groups formed under the Katrina Stefanson’s most trusted sycophants, driven by a mixture of loyalty and residual obedience. Nox’zh’r cultists directly working with the Hold scatter, disappearing without a trace.

The Zascoeth and Greth planetary systems teem with Hold sycophants clinging to old loyalties. However, fractured as they were, the Terran Republic is steadily freeing more and more of its colonies from Hold sycophants every day.

A number of prisoner of war camps on Duereth are attacked by outlaws. The camps are destroyed, and the prisoners are set free. The outlaws and the Megor prisoners hedl there disappear shortly after, their whereabouts unknown.

442

Victory over the Hold is celebrated throughout the Terran Republic. More and more sycophants are being freed every day, with many attempting to repatriate to their home nations—though some decide to join up with the Neoterics instead. The dead are mourned, and the survivors move on, satisfied that the Hold is no more.

The Nox’zh’r Apocalypse ravages the Terran Republic. Nearly half of all Terrans turn into eldritch abominations which attack others on sight and infect them with the same curse. Those who aren’t infected can do little else but run for their lives as the world ends around them. Mercenaries eventually bring an end to the Nox’zh’r Apocalypse, though the cost was great.

443

Erelan and Aeyan refugees escaping the cataclysm on Erelon flood Plumeth City and other Terran settlements across the star cluster.

The Erelan Empire fully retreats for international politics as it places all of its focus on evacuating Erelen survivors on Erelon, as well as providing disaster relief for Erelan refugees in its other holdings in the the Tyrir solar system. The Erelan Empire also spends an inordinate amount of resources on the cataloguing and conservation of the native flora and fauna of Erelon.

Plumeth City is almost completely rebuilt, following the devastation resulting from the Nox’zh’r Apocalypse. Memorials to the dead and tributes honouring heroes are erected in prominent locations across the city.

With the majority of the Hold remnants in the Zasoceth and Greth planetary systems decimated by the Nox’zh’r Apocalypse, the Terran Republic begins reclaiming its lost colonies on the outer planets of the Xaia solar system. They meet some resistance from Hold remnants as well as Neoterics, but they are soon able to resettle.

The Terran Republic begins an aggressive campaign to reclaim the worlds it had lost to the Megor in the Huk’Va solar system throughout, and following, the First Megor Invasion and the Second Megor Invasion. Most Megor raiding clans had been wiped out by the Nox’zh’r Apocalypse, and so they meet little resistance.

The Terran Republic learns through its intelligence network that the T’avian Collective has been harbouring Megor refugees on Azod, as well as Aeyen, K’ohman, and Neoteric refugees. They also learn that the Megor refugees have organised themselves and the other refugees into a new Megorian Federation, also operating out of Azod.

A Terran Republic diplomatic representative confronts the T’avian Collective’s representative during a Coalition of Planets diplomatic session and accuses the T’avian Collective of harbouring Megor refugees on Azod. The T’avian representative does not deny the claims, instead accusing the Terran Republic of warmongering, isolationism, and imperialism over the course of their shared history. They also accuse the Erelan Empire of enabling the Terran Republic and of excessive self-interest following the Nox’zh’r Apocalypse.

The T’avian Collective cedes from the Coalition of Planets and allies itself with the Megorian Federation.

444

Terran Republic secret service spies learn that the Megorian Federation had stumbled upon a fleet of starships in the Y’osso Nebula belonging to a previously unknown alien species. The Terran Republic launches its own expeditions to explore the nebulae. The expeditions find the Nizubin’jia fleet, inhabited primarily by the Uisi.

The Terran Republic makes first contact with the Uisi in the Nizubin’jia fleet.

Terran Republic and Megorian Federation forces clash in the Y’osso Nebula and aboard the generation starships which make up the Nizubin’jia fleet. A truce is called by the Uisi, who do not want to see their home turned into a battlefield.

The Terran Republic fights to win the favour of the Uisi, to learn what they can from the mysterious aliens. The Megorian Federation also looks to earn favour with the Uisi, beginning a cold war between the two factions.

A small faction of Uisi ask the Coalition of Planets to help them deal with recondites, led by members of old Megor raider clans, who were intending to summon the Vassu to the star cluster. The Terran Republic ignore their pleas, convinced that the request was a plot manufactured by the Megorian Federation, who it sees as the real threat. The Erelan Empire remains focused on its evacuation and disaster relief efforts on Erelon, and is thus unwilling to assist the Uisi.

The Megorian Federation and mercenaries work with a small faction of Uisi to stop recondites before they can summon the Vassu to the star cluster. The Megorian leaders of the recondites are imprisoned by the Megorian Federation and brought back to Azod.

445

Xenophobia and cyberphobia are at an all-time high among Terrans. Non-Terrans find themselves increasingly unwelcome in the Terran Republic’s core holdings—especially in Plumeth City. Protests and counter-protests regarding the treatment of aliens and cyborgs are a common sight in the city. The Terran Republic enacts isolationist policies, which limit immigration and increase the deportation of aliens.

The Erelan Empire distances itself from the Terran Republic’s ongoing conflict with the Megorian Federation, more than happy to put all of its focus on the evacuation of Erelon.

The recondites imprisoned by the Megorian Federation on Azod escape confinement. Their whereabouts are unknown.

The Terran Republic spreads propaganda about the inefficacy of the Megorian Federation, as well as the danger they pose to the star cluster. It even goes so far as to insinuate that the Megorian Federation is working with the Megorian leaders of the recondites.

A group of recondites, led by the same Megor as before, travel to Onzora to dig up an ancient Creator Warp Gate. They use the Warp Gate as an interdimensional portal to travel to an alternate timeline where the Zran solar system was not destroyed, to raise the Megor on Mega to conquer the star cluster in the current timeline.

Ewoche reveal their presence across the star cluster. They recognise the threat that the recondites pose. They also recognise that the residents of the star cluster may be capable of helping them to stop the Vassu threat, once and for all.

The Terran Republic receives word that mercenaries are planning a coup of the Terran Republic. These mercenaries had accrued political power with the Megorian Federation, the T’avian Collective, various other mercenary and outlaw groups, and even the Erelan Empire. The situation was a serious political threat to the Terran Republic, which had lost favour with other nations and factions in the star cluster in the last few years.

The Terran Republic rallies its military to counter the incoming Megor invasion from the alternate timeline. Out of necessity, it works with the mercenaries looking to stage a coup, as they had amassed a sizeable force of their own to face the Megor. It also sees the situation as an opportunity to arrest the mercenary leaders before the coup could take place.

The Terran Republic, the mercenaries and their allies confront the Megor forces as they arrive from the alternate timeline through the Warp Gate, in orbit around Onzora. The Terran Republic attempts to arrest the mercenary leaders, but internal strife among the mercenaries causes the Terran Republic command-class starship to enter the Warp Gate. The Warp Gate is destroyed, stranding a number of Terran Republic officers and mercenaries in the alternate timeline.

Key Terran Republic leadership is lost in the fight at the Warp Gate, including Executive Chairman Nizi Farhana Ornebel. The Terran Republic is destabilised as its political leaders scramble to make sense of what happened, and to appoint a new executive chairman.

Terran Republic forces return to Plumeth victorious, despite the chaotic outcome. While there was a cost to that victory, the Megor threat and the mercenary coup had been neutralised.

446

The Terran Republic decries the Erelan Empire for its alleged support of the mercenary coup. The Erelan Empire cedes from the Coalition of Planets, putting an end to the political alliance which had lasted for nearly 450 years.

Political relations between the Terran Republic, the Erelan Empire and the T’avian Collective remain cordial. The primary reason is the stewardship of Vocaloid and Leonis, whose crystals are valuable enough to warrant diplomatic conversations between the three nations. After a series of tense negotiations, the two worlds are divvied up between the three nations, with stipulations that the crystals could not be used for military purposes.

The Terran Republic implements stricter immigration, international travel and alien citizenship regulations within its borders. Many non-Terrans are deported from Terran Republic space. Terrans living in foreign lands are encouraged to repatriate as soon as possible. The Terran Republic places focus on building up its military, as starships and troops are deployed to its many colonies throughout Terran Republic space. High-value locations are prioritised for military oversight, mostly in the Xaia solar system.

447

A new Worldbreaker starship travels from the alternate timeline through the Warp Gate in orbit around Onzora. It is helmed by the same mercenaries who had been planning a coup of the Terran Republic 2 years prior. The Worldbreaker travels to Plumeth, where it lays siege to planet and the Terran Republic Capitol Satellite. Within a manner of hours, the mercenaries succeed in their hostile takeover of the Terran Republic.

The mercenaries implement a socialist, military dictatorship government in the form of the Terran Communist State, putting an end to the Terran Republic. The new government makes sweeping changes to long-established system within Terran society, including the dismantling of the capitalist economy and the implementation of a communist economy. It also abolishes the police state, mass incarceration, and the xenophobic and isolationist policies the Terran Republic had implemented over the last 5 years.

Terran society enters a period of civil unrest as former Terran Republic citizens chafe against the newly formed Terran Communist State. Many are unsure or outright hostile to the hostile takeover. However, as the changes implemented by the Terran Communist State come into effect, most residents of the old Terran Republic come on board—especially those who benefit the most from a socialist government.

A small faction of citizens from the old Terran Republic rejects the Terran Communist State. These dissidents vow to depose the new regime and reinstate the Terran Republic as the correct and proper mode of governance. The dissidents are primarily Terran Republic loyalists, backed by the wealthiest of Plumeth City, who are quickly losing access to their wealth an influence in the new Terran Communist State.

The Erelan Empire, the T’avian Collective, the Megorian Federation, the Neoterics, and Zaon Trade Cartels ally themselves with the newly formed Terran Communist State.

The Terran Communist State leads an initiative to construct an immense, international starship fleet with its new allies, the Erelan Empire, the T’avian Collective and the Megorian Federation. The purpose of the fleet was to be an assault on the galactic centre of Artilum Tem—the stronghold of the Vassu.

A massive fleet of starships from all four nations—the Terran Communist State, the Erelan Empire, the T’avian Collective, and the Megorian Federation—assaults the galactic centre, led by the Worldbreaker starship from the alternate timeline. The Vassu clashes with the residents of the star cluster in a grand space battle at the centre of Artilum Tem, as they fight for the right for civilised life to exist.

Diazena sacrifices herself to send out a wave of cleansing Divine energy throughout the galaxy. Nebaz and Nox’zh’r lluw are completely eradicated by the energy wave, leaving nothing but crystals and the Eternals as evidence that they once existed. The wave of energy takes months to propagate throughout the galaxy.

448

Months after Diazena’s sacrifice, what remains of the star cluster’s fleet returns to the star cluster.

With Diazena’s sacrifice, so goes also the primary source of magic in Artilum Tem. Without Diazena to act as a magical source, most magic users find their powers wane over time, until they cannot use magic at all. Crystals also lose their power, becoming nothing more than inert gemstones after their charge has been exhausted.

Biology

Terrans are physiologically similar to their human ancestors.[1] Like humans, Terrans are mammals which procreate primarily through sexual intercourse, though technology allows for artificial insemination or in vitro fertilisation. Terrans with female reproductive organs are impregnated by those with male sexual organs. After conception, Terran foetuses gestate for around nine months before being born as babies. Newborn Terrans rely on the nutrients produced by the mammary glands of a Terran with female reproductive organs to survive, most often their biological mother.

Terrans with functional female reproductive organs ovulate for one week every month, from puberty until their bodies can no longer produce eggs. Terrans with functional male reproductive organs produce genetic material from puberty until death. Terran lifespans are similar to humans, though they have have an extra three decades of life thanks to advancements in medicine and the availability of magic.

Of all the civilised species in the star cluster, Terrans are the most prone to procreating with other civilised species. Biological processes are heavily influenced when two different species procreate, without any guarantee which species will be dominant until conception.

Evolution

Humans first evolved on Earth from primitive sapient lifeforms over the course of millions of year. The Creators had originally seeded life on Earth, as they would later do in Artilum Tem. Terrans are thus phylogenetically similar to the civilised species within the Artilum Tem galaxy.

Human evolution remained largely unchanged from our real-world understand of human evolution[2] prior to their departure from Earth. Around 15,000 years before the destruction of Earth, humans reached their evolutionary plateau—the point wherein they stopped evolving physiologically. They continued to progress technologically and culturally, but they remained physically similar to their homo sapiens ancestors.

Humans had access to interstellar space travel technology around 100,000 BC, which proto-Terran refugees used for their journey to Artilum Tem. After a thousand years in space, nearly 100,000 years in cryostasis and a dozen generations, Terrans culturally diverged from humans, warranting their own classification. Life aboard the generational starships also resulted in three major Physiological Variations.

Terrans have insignificantly lower bone density compared to most humans, from increased exposure to low or zero gravity environments. They also have a cardiovascular system and cranial structure well adapted to prolonged space travel. The cramped quarters aboard the generational starships resulted in Terrans being stockier and shorter than their human ancestors. Additionally, a deadly pandemic in 505 BC aboard the Forim altered the physiology of the descendants of the survivors, making them taller and lankier than other Terrans.

Magical Affinity

The Creators meant Artilum Tem to be a closed experiment, without any interference from outside forces. As a foreign body, Terrans are more sensitive to magic, when compared to other species in the star cluster.

Terrans are most closely attuned to Divine magic, as well as a secondary mastery over all the other magics. While not all Terrans are sensitive to it, Divine magic is an important part of Terran culture, primarily for its powerful healing capabilities. Terrans also use Divine magic offensively, though it is most well known for its healing and defensive qualities.

Terrans are also attuned to psi magic, which they’ve been able to develop further with help of Erelen and Aeyen recondites. PERL was founded with the goal of teaching Terrans to properly train and regulate their magic users—particularly recondites. Terran recondites are incredibly resourceful, and at times, incredibly dangerous.

Some Terrans are attuned to other magics, depending largely on where they live within the star cluster. Residents of Duereth have a greater affinity for elemental magic, while Grethians have been known to be abnormally sensitive to primal magic.

Physiological Variations

Terrans share many of the racial and genetic variations of their human ancestors.[3] They vary in height, weight, skin colour and hair colour—among other small details—depending on the origins of their human ancestors, though many of these variations have eroded since the humans departed Earth.

New genetic variations in Terrans arose during their voyage to the Xaia solar system.

Most recently, minor genetic variations have manifested between the Terrans living on the surface of planets and those living in artificial, low or zero gravity environments.

Cyborg

The discovery of precursor technology allowed Terrans to innovate advanced technologies, including cyberware. With cyberware, mechanical limbs can outperform biological ones, while still providing tactile response to the user. An artificial organ can replace a damaged one, extending the user’s life. While other species also use cyberware, its use has always been more common among Terrans.

After its conception in the early days of Plumeth’s settlement, it didn’t take long for the rich and adventurous to start trading in their biological parts for cyberware. Early Terran cyborgs felt that Terran physiology was imperfect, and only by replacing biological parts with cyberware would Terrans be able to reach their full potential. The ethics of cyberware were discussed—especially among adherents of the Divine—but there didn’t seem to be any reason to not modify one’s body with cyberware.

Once the Hold started destroying entire colonies with its army of undead cyborg soldiers, Terrans with cyberware were met with hostility by other Terrans and the use of cyberware declined. The Terran Republic also implemented laws to regulate cyberware usage following the Sycophant Wars.

Those with cyberware continued to push the limits of what was acceptable following the Sycophant Wars. Terrans living outside the jurisdiction of the Terran Republic also tend to modify their bodies with abandon. As a result, most Terrans associate extensive cyberware modifications with outlaws.

Rhretnysa’vh

Terrans infected with Rhretnysa’vh are incredibly contagious to other Terrans. As such, Terrans infected with Rhretnysa’vh must be quarantined in specialised areas or sealed environment suits. There is a vaccine for Rhretnysa’vh, but most Terrans haven’t taken the vaccine since the initial outbreak of Rhretnysa’vh on Greth.

Terrans infected with Rhretnysa’vh are incredibly sensitive to emotional and physical stimuli. They also have increased stamina, strength and speed when compared to other Terrans, though they do burn through their energy reserves much more quickly.

Psi Magic User

Psi magic corrupts the user over time, causing their body to frail, their skin and hair to discolour, and their mind to wander. Terrans have a tendency to over-indulge, so the Terran Republic strictly regulates psi magic users to limit the damage they do themselves and others.

Unregulated, Terrans psi magic users waste away until they’re only husks of their former selves. Some are able to use magic to sustain themselves, but become corrupted in the process.

Corrupted

Corrupted Terrans are magic users who have become dependant on magic. Corrupted magic users consume crystals or other sources of magic regularly to survive. Much like psi magic users, their bodies waste away over time, their skin and hair loses their colour, and their features become gaunt. Corrupted Terrans are severely, physically emaciated, though they are usually able to retain their intelligence and are incredibly powerful with magic.

Population

No matter the era, Terrans have always had the highest population of any species in the star cluster. Three major conflicts did little to impact their population numbers. While they had reached their peak before the First Megor Invasion, they have still outnumbered the combined populations of the species native to the star cluster throughout their joint history. Their incredible tenacity and adaptability, as well as their innate desire to explore and consume everything within reach, is what led to their disproportionality large population numbers.

Nearly all Terrans live on Plumeth. The remaining Terran population is spread across their many colonies, such as Duereth and New Kiplar. Terrans can be found in almost every habitable environment, from Zao space stations to Megor controlled worlds.

Most sycophants are Terran, seeing as the Hold originally formed in the Xaia solar system.

Era Population
End of the First Era 7,000,000,000
End of the Second Era 10,200,000,000
End of the Third Era 12,000,000,000
End of the Fourth Era 5,200,000,000
End of the Fifth Era 5,500,000,000

Habitation

Terran settlements tend to be impressively large and grand in scope, spanning thousands of kilometres and reaching to the skies. They also prefer to live in populated—if disconnected—communities. Terrans may mingle with thousands of strangers everyday, and only build meaningful connections with a few people, despite the density of Terran settlements. Isolation is considered strange and abnormal, as very few Terrans live out on their own in smaller settlements.

Terrans prefer to live in spacious, rectangular buildings. Terran architecture is characterised by its streamlined appearance and the use of ornate trimming, giving it a sleek, angular look.

Psychology

Terrans share many psychological traits with their human ancestors. They are driven by their need to survive and thrive, embellished by ideas such as purpose, truth and happiness. Terrans also strive for peace, justice and order, at the same time as they invite war, vengeance and chaos. In this way, Terrans are walking contradictions. But at their core, they are fuelled by one thing, and one thing only: self-interest.

Terran self-interest comes in many forms. It matters little whether a Terran is outwardly altruistic or self-serving—every action they take has their self-interest in mind. They may be searching for truth, happiness, justice, purpose, or some other kind of ideal, but they are still acting in their self-interest above all. The ability for an individual Terran to make right or wrong decision at any given moment is based solely on the outset. A bad decision is one which goes against their self-interest, while a good decision benefits their self-interest.

While self-interest is the core driving factor for Terran psychology, it has been buried under layers of ideologies and supplementary beliefs. Rarely will Terrans admit that they do what they do because of self-interest, instead pointing to altruism, the common good, Terran nature or the Divine’s will as their driving force.

Whether individual Terrans are able to make decisions which best serve their self-interest depends largely on their ethnic culture, their self-awareness and their personal growth.

Motivation

A Terran’s self-interest manifests by way of their sense of self and identity. While all Terrans have the capacity for self-enlightenment, few have reached it, and so most Terrans are unable to find contentment in their daily lives. They are always struggling to find meaning and purpose, always chasing the high that only comes from fulfilling their self-interest.

The other sapient species in the star cluster sometimes see Terrans as inconsiderate and selfish because of their self-interest, without realising that self-interest is neither good or bad, and simply a motivating factor. It has helped Terrans to effectively and very quickly build an incredibly diverse civilisation which promotes empathy and cooperation with themselves and alien species. For what faults, Terrans may have, they have also done some good thanks to their self-interest.

Following is two examples which demonstrate Terran self-interest.

Example

The Terran colonist stepped off the starship onto the barren surface of Caiatt. The world had been ravaged for countless years by war and the Megor. And yet, compared to her old life on Plumeth, her new life as a colonist could only be an improvement. Years of abuse by her partner had left her physically and psychologically damaged. When she had heard they were revitalising colonisation efforts in the Huk’Va system, she had jumped at the opportunity to leave it all behind and begin anew. No matter the horrors she would certainly face on Caiatt, she was looking forward to this new beginning. But despite her convictions, she felt dread when she thought of the daily drudgery of colony life, and prayed for an uneventful, predictable life.

Example

The young Terran could feel his skin sag from his frail frame, like a second layer to his ragged clothing. It had been years since he had left home to train as a recondite, and even now, the lie tasted bitter in his mouth. The bitterness faded, replaced by the ever present craving for crystal dust. But he couldn’t afford it. He could barely afford food, and it had been years since he had been able to afford a comfortable place to sleep. The man buried his head into his hands. It had seemed like such a good idea at the time. Tell his family he was leaving to train as a recondite, take their money, buy crystal dust, and then mess around with his friends in Plumeth City, learning magic on his own. But it hadn’t been long before he and his friends had become crystal dust junkies, forced to sell what little they had to feed their addiction. And no one would hire an unregistered, crystal dust junkie recondite. He also couldn’t go back to his family. Not now, not ever. His family would never take him back.

Mating

Terrans generally prefer to engage in monogamous, heterosexual and long-term relationships, though there are some who are polyamorous, non-heterosexual or engage in short-term relationships. Some don’t engage in sexual or romantic relationships at all. This heteronormative norm is prevalent in Terran society largely thanks to ancient beliefs enshrined in the Divine religion, as well as the financial incentive to engaging in strictly controlled, long-term relationships with a single partner. As such, heteronormativity is more common among Terrans with wealth or privilege.

States of Mind

Terrans are blunt and temperamental when compared to the other civilised species in the star cluster. They’re impulsive and often hypocritical, reacting instantly to external stimuli and contradicting themselves constantly. However, they also have a deep, rich inner life, a complicated web of morals, ethics, thoughts, emotions and an infinite array of decisions. Terran states of mind reflect their outward simplicity and their inner complexity.

Fervour

While in fervour, Terrans gain an unnatural level of focus which allows them to accomplish great things, at the cost of being incredibly narrow-minded and uncaring of the consequences of their actions. Terran fervour comes in many different flavours, including:

Great and terrible things have come from Terran fervour. Fervour isn’t always a bad thing, but not knowing or caring the consequences of one’s actions is always a gamble.

Stubborn

Terrans can be incredibly stubborn when it comes to their ideological convictions. While each Terran is different, generally speaking, it is difficult to convince a Terran to believe something other than what they believe to be truth, or even to engage one in discussion regarding a topic on which they’ve already taken a stance. Rather than relying on logic, rationality or inquiry, Terrans stubbornness is informed by emotion and past experiences. Terrans can become even more stubborn when confronted about their beliefs, to the point that they will reject all new ideas, just because they threaten the status quo to which they have become accustomed.

Focused

Similar to fervour, a focused Terran becomes oblivious to the world around them as they tackle difficult academic or artistic tasks. Terrans can only be focused for a short time before their thoughts scatter and they become distracted by the world around them once more. A lot of time and money has been put into researching focus for its potential for increasing production yields in multiple industries. However, focus has diminishing returns, as being focused is incredibly taxing on the Terran mind, and they can only do it for so long before they need to rest.

Flashes of Brilliance

Similar to the focused state of mind, Terrans will occasionally get flashes of brilliance while working on an academic or artistic task. They become physically excited and intellectually agitated as their urge to create, invent or build takes over. Reason and logic are set aside as emotion and intuition take over to accomplish the task. Flashes of brilliance have been romanticised in Terran society, thanks in part to the many successful creative and scientific endeavours resulting from such flashes of brilliance. Much effort has been put into trying to artificially induce flashes of brilliance, but flashes of brilliance only occur at random, without any discernible pattern.

Dejection

Several devastating wars in close proximity to each other and rising wealth inequality has lead to a growing number of Terrans with mental health conditions like depression and anxiety. All Terrans—whether part of the Terran Republic, Plumeth resident or colonist, pre-war or post-war—feel the effects of cultural and societal decay in Terran society. The only exception may be the rich and powerful, though even they are not immune to feelings of dejection. A dejected Terran has little interest in the world around them, turning their focus inwards to ruminate about their life, recent tragic events or the state of the world. While dejected, Terrans lose their relentless determination, replacing it with fatalistic cynicism.

Philosophy

While Terrans philosophies are largely informed by human philosophies of old[4], they have evolved to adapt to the reality of Terran life in Artilum Tem, which now includes magic, crystals, and aliens.

Diafotism

Diafotists believe that a person should focus on improving one’s self, as this is the true path of the self, leading to the utmost happiness. And so, ultimately, Diafotists believe that the pursuit of happiness is a person’s true purpose. They also believe that the path to true happiness is:

Diafotism assumes every person has agency and the ability to determine their own self, if not the world around them. In the eyes of a Diafotist, if an individual is able to focus on their own growth and development, they can become enlightened—content with themselves and the world around them. Enlightenment can also be described as a continued state of happiness. While adherents to Diafotism believe the pursuit of enlightenment and happiness to be a conscious act, it is also possible for people to follow Diafotism incidentally, because of their ethnic culture or upbringing.

Ha’ill

Adherents of Ha’ill are usually also believers in the Divine, as Ha’ill and the Divine are intrinsically linked. Ha’ill proposes that there is a single, ultimate truth in the universe, and that truth is the Divine. Ha’ill also proposes that people are driven by their search for truth, meaning and purpose, and that every person is defined by their struggle to align or divert from truth, whether they’re aware of it or not. Aligning with Divine truth leads to contentment and bliss, while those who struggle against it have difficulty finding purpose and meaning in their lives, making them angry, sad, cynical or malevolent, or so Ha’illists believe. Ha’illists also believe that everyone has an emptiness caused by lack of truth—a constant yearning for something they cannot achieve in life. Ha’ill suggests that individuals can find solace in the Divine until they can find deliverance through the Divine. How this is done isn’t clear, though most adherents agree that a life of faith and servitude to the Divine will eventually lead to Divine truth.

Elos

Elos dictates that all things have a purpose. Terrans—and by extension, other civilised species—have the greatest role to play, due to their agency in navigating reality. Their actions shape the world around them, by design, within a set of pre-determined guidelines. Elosians do not believe individuals are bound by fate. Rather, they believe that sapient beings have agency, but the cause and effect of their actions is limited by the acting agent’s predefined purpose. Elosians propose that a single omnipotent being—the Divine—or multiple celestial entities—the Creators—brought reality into existence, as a physical manifestation as perceived by sapient beings or as a resonant frequency simulation from another reality. Terrans who believe in the Creators use Elos as evidence of their beliefs, which Elosians encourage, as they believe that the only way to find answers is to interact, argue and discuss the big questions with others. Elos also proposes that all objects originate from a higher realm of thought, which displays itself into the physical through the mental space of sapient beings.

Staocism

Staocism proposes that there is a pre-ordained path to all things, one which individuals cannot possibly comprehend or oppose. Staocists accept destiny in all that it is, without any attempt to circumvent it. While people may make decisions, their choices are irrelevant in the larger picture of the order of the world. Staocism isn’t as popular as other philosophies, as it flies in the face of Terran determination with its submission to fate. However, Staocism can also be empowering, as it proposes that each person has control over their own thoughts and actions, even if they do not have the power to change fate or the world around them.

Naskai’ism

To define what it is to be a person, Naskai’ists proposes that when a being achieves sapience and becomes self-aware, they begin living solely within their minds, and ceases being a simple construct, otherwise known as their physical body. Put another way, sapient beings are their psyche—mind, soul and spirit—rather than a sum of their physical parts. Naskai’ism suggests that a being’s aura, ch’i or spirit is a manifestation of their psyche, which encapsulates the being’s body to give it consciousness. The psyche does not animate the body, so much as the body acts as a channelling device for the psyche and the ethereal powers from which it was born. Naskai’ism is a convenient philosophy for explaining the nature of magic. The philosophy is also close to reality, as all living beings have Essence—though it isn’t limited to sapient beings—and magic is usually sourced from outside the body, with an individual’s body acting as a receiver for magic.

Kuong

Kuong puts forward that people are naturally social and communal beings which rely on the presence of other people for survival, fulfilment and happiness. No individual person cannot ensure a future for themselves on their own, and without co-existence, there is no meaning to one’s life—or so Kuongists believe. They also believe that it’s important to build a flourishing community and society through altruism. Individuals should leave their personal desires aside for the good of the whole, or risk dooming the entire social project. Kuongists point to the empathy that seems required for any sapient species to develop as evidence to their philosophy’s truth.

Frinism

Frinists believe that liberty is what matters most in life, and that all peoples are born free to choose their own path in life. In Frinism, liberty is sacred, both for the individual and for society as a whole. An individual’s choices must be respected, regardless of what those choices are. Frinists believe that the secrets of the universe are unlocked when all people are free, as free individuals can engage in philosophy, academia, religion and culture without limits. There is some debate whether material goods are beneficial or a distraction on the road to liberty, though each individual’s choice to engage in materialism is respected.

Pressirism

Pressirism proposes three aspects to sapient consciousness:

To Pressirists, the three aspects work together to form sapient consciousness. As each aspect attempts to guide the fate of the individual, they clash into each other, as each has a different idea on what path the individual should take. For example, the unconscious may want to preserve one’s life in an dangerous situation, while the being onto others will want to define itself socially by performing dangerous acts.

Sociology

Terrans who were assigned male at birth—or cisgendered men—dominate most aspects of Terran society, and positions of authority are represented disproportionately by cis men. The humans who would eventually become Terran also lived under a patriarchal system before their departure from Earth, and little changed during their pilgrimage to Artilum Tem. In fact, patriarchy was reinforced as an oppressive social system during the early years of Plumeth’s settlement in 420 BC, and would remain as such for around a thousand years.

Genders and sexualities which do not conform to heterosexual, cisgendered ideals are tolerated in Terran society, though individuals who aren’t heterosexual or cisgendered do experience prejudice and discrimination on occasion. Misogyny, as a part of patriarchy, is common in Terran society, with women often finding themselves under privileged when compared to their male peers.

Despite a thousand years of distance from their human ancestors, early Terran society initially included systemic racism, as evidenced by the fact that most early colonists in the Xaia solar system were people of colour. While systemic racism still exists, it has been largely replaced by xenophobia following first contact with aliens, as well as cyberphobia, following the Sycophant Wars. Terran xenophobia also extends to hybrids.

Ableism is is incredibly prevalent in Terran society, as an individual’s worth is often measured by their ability to contribute to society. Magic and cyberware can provide a measure of relief for people with disabilities, though it’s very rarely a substitute for being abled. There are also stigmas with using magic and cyberware which may outweigh the benefits.

Terrans are generally wary of magic and the ones who use it, due to magic’s propensity for harm, especially when wielded by other Terrans. Thaumaphobia usually only extends to non-Divine magic users, as Divine magic is associated with the Divine Church and the Divine, which are viewed in a positive light by most Terrans. There has also always been cyberphobia against cyborgs. However, cyberphobia increased after the formation of the Hold.

Seeing as most Terrans live under a neoliberal, capitalist system, there is a significant wealth gap between those with wealth at the top, and those living in poverty at the bottom. The wealth gap was first noticeable around 400 BC during the construction of Plumeth City, but has only got worse over time. The militarisation of the Terran Republic after 378 contributed greatly to the wealth gap. Increasingly more Terrans struggle to get by, while the rich get wealthier thanks to a lucrative military industrial complex.

Since their settlement of Plumeth in 420 BC, Terran society has progressed to become more egalitarian. However, progress has been slow, thanks largely to capitalism, wartime cultural regression, conscious efforts by the Divine Church to push the Divine as a patriarchal authority, and other oppressive power structures.

Life Cycle

Most Terrans spend their childhood and young adulthood being cared for by their family unit and being educated in intuitions. The majority of a Terran’s life is then spent in adulthood, until their faculties no longer allow them to work.

Life Stage Age Range
Newborn 0 to 3 years old
Toddler 4 to 6 years old
Child 7 to 11 years old
Adolescent 12 to 18 years old
Young Adult 19 to 25 years old
Adult 26 to 55 years old
Middle-aged Adult 56 to 100 years old
Older Adult 101+ years old

Terrans are born around nine months after conception. Once the child is born, they are normally cared for by their parents or guardians. Heterosexual couples are the most common type of parenting unit, consisting a single male assigned at birth Terran and a single female assigned at birth. Non-heteronormative family units are rare in Terran society, but do exist. These include:

Alternative to heteronormative family units are less popular thanks to cultural pressure and economic status, as oppressive systems in Terran society discourage non-heteronormative family units.

From the Second Era onwards, the Terran Republic campaigned extensively for adoption as an alternative to biological children due to the large amount of children orphaned during wartime. Single parenthood also become more common from the Second Era onwards as a number of people did not see their significant others come back from war.

Terran children are generally expected to be raised by their biological parents, with some aid from the biological kin of the parents. Communal childcare is rare, though wealthier Terrans are known to pay for childcare services at different points in the child’s development. Terrans remain newborns until the age of three, and become fully aware by the age of six. Most Terran children begin formal educational in public institutions at this time, though some are taught by private entities or their parents.

It is common for parents or guardians to test their children for an affinity for magic, especially for Terrans living on Plumeth or its moons. Testing can be expensive, so most Terrans only find out if their child has magical powers once they hit puberty.

Biological puberty occurs around the age of eleven, beginning a period in between childhood and adulthood known as adolescence marked by significant physical, mental and emotional development. magic also manifests during puberty, for Terrans with an affinity for such things. Terran teenagers are often rebellious, consistently emotional, and heavily marketed to by Terran capitalism for their impressionable minds, high amount of free time and unrestricted access to their family’s wealth.

Most Terrans continue their education through to age eighteen, at which point they are considered adults in Terran society. If a part of the Terran Republic, they also have legal status as adults. Terran young adults may seek further education—if they have the means—or they can join the workforce. After the First Megor Invasion, an ever growing Terran Republic military also heavily recruits young Terran adults, often campaigning their interest before they reach of majority. Terran adult education paths vary across multiple domains, from skills trades to academic fields of study, like literature or mathematics.

The divide between young adult, adult and middle-aged Terrans is arbitrary, for the most part, as a Terran’s role in their society does not change until they can no longer work. However, Terran young adults continue to develop biologically until the age of twenty-five, at which point they becoming adults. Terran adults are considered the prime example of Terran existence, full of vigour and ambition. On the other hand, Terrans begin deteriorating physically around the age of fifty-five, which coincides with Terran middle-age.

Terrans consider anyone over a hundred years old to be an older adult and unable to continue working in an official capacity. Some Terrans may retire early from their career, if they have the means. Others continue to provide for themselves and their loved ones long after retirement. Regardless, older adult Terrans are often unable to be as physically active as they once were, and are thus no longer considered valuable by Terran society. The Terran Republic provides social security to older Terran adults, but most Terrans generally consider older adults to be a burden on society.

Diet

Terrans are omnivores, able to digest everything from fruits and vegetables, to diary and artificially flavoured sweets. A Terran’s ideal diet should be similar to the ideal human diet.[5]

Terrans have had varied diets over the years, though they tend to prefer highly processed, high-fat and high-sugar foods. After the end of the First Megor Invasion, advancements were made in food preparation to supply military personnel with food which was cheap to make, ship and store, and could provide the energy and nutrients the common solider required. After the end of the Second Megor Invasion, it was found that highly processed, high-sugar, high-fat foods were highly addicting. Along with how easy it was to produce, this made the processed food industry a popular venture for Terran capitalists.

Most Terrans don’t ingest enough fruits and vegetables, leading to a rise in malnutrition and obesity. Terran colonists generally have a healthier diet than those living in and around Plumeth, thanks to their distance from processed food plants and their proximity to farms. Malnourishment is a large enough health concern that the Aesculapian Mandate regularly campaigns to encourage healthier eating habits and increased exercise among Terrans.

Of all the species in the star cluster, Terrans consume the most intoxicants per capita. Terrans begin drinking alcohol as early as sixteen, smoking and recreational drugs being legal around the age of nineteen. Terrans don’t have a preference when it comes to alcohol. Not all Terrans smoke, though the prevalence and variety of smoking products has risen since the construction of Gurd, Yriptel and Vorot. Terrans also consume illegal drugs—such as crystal dust—throughout Terran Republic space. The consumption of intoxicants meshes well with the hedonistic lifestyle to which most Terrans aspire.

Ethnicities

Initially, Terrans had inherited ethnicities from their human ancestors.[6] These ethnicities had long eroded by the time Terrans settled Plumeth, though some trace elements of human culture can still be found in modern Terran culture. Most prominently are cultural elements from western capitalism, as well as elements from middle-eastern and central Asian cultures.

New ethnicities have also manifested as Terrans have explored and colonised the star cluster.

Plumeth Elite

The Plumeth elite are made up of wealthy Terran politicians, celebrities and corporate magnates who live in opulence in the uppermost plates of Plumeth City, or in extravagant estates on Unaut. Some also have vacation homes on Duereth or in private space stations throughout Terran Republic space, but rarely does the Plumeth elite venture out into the Tyrir or Huk’Va solar systems. Their wealth is most often generational, so the majority don’t need to work to survive, choosing instead to live as investors, philanthropists or dilettantes. While no ethnicity is a monolith, the Plumeth elite are generally pompous, pretentious and ignorant to the plight of the common Terran.

The Plumeth elite are obsessed with the accumulation of power, through any means necessary, including violence. Corporate sabotage, assassination and political corruption are common among the elite. The Plumeth elite are well connected to both the Terran Republic and the Divine Church, in a mutually beneficial relationship which increases the power and influence of all three groups.

Colonists

From 214 BC up until around 288, the narrative around Terran colonisation was one of bravery, sacrifice, and endurance. Terran colonists were applauded as heroes and pioneers, venturing into the unknown in the name of progress and manifest destiny. And there is some truth to the fantasy. Terran colonists have always been the hardiest and most resilient of their kind, capable of surviving harsh conditions, living through multiple conflicts and getting by with basically nothing.

The allure of colonisation waned after 288 as Terrans realised that only the poor, the destitute and the desperate were willing to become colonists, farmers and miners on backwater planets. Which kind of made sense, as it was a harsh life with little chance at true success. The Megorian invasions and the Sycophant Wars did little to change the narrative, though those killed during the invasions or the Sycophant Wars were heralded as heroes, worthy of remembrance.

Guild Academics

Terrans have been a part of the founding of every major, international organisation in the star cluster. So it’s no surprise that Terrans make up the majority of the membership of these organisations, including:

Guild academics are different from other Terrans in so far that they are focused on progressing their guild’s goals through joint collaboration with members of other species, outside the direct influence of nations like the Terran Republic. They have little concern for the needs or desires of others, beyond the mandates of their respective organisations. For some organisations, like the Traders and Commerce Guild, this means they will work with nations in so far that it encourages trade between them, but will often push the boundaries of what’s ethical or moral. For other groups, like the Aesculapian Mandate, this means they care little for laws or boundaries which may prevent them from helping people. Overall, guild academics tend to be independent and scientifically-minded.

Grethians

Grethians have always known as being hard-headed, independent and prideful, who want of the finer things in life. In some ways, they share traits with both the Plumeth Elite and Colonists, as they enjoy power and capital, but are also as resilient and hardy as other colonists. Their isolation from 420 to 441, and the subsequent abandoning of Lurxburg did little to change Grethian culture.

Outlaws

Outlaws, criminals, brigands, thieves and ne’er-do-wells. These are the Terrans which have rejected Terran Republic rule to find their own way in life. Some just try to find a life on the outskirts of Terran society. Most, however, prefer to build their own families, communities and empires outside the confines of the law. While the criminal element in the star cluster cannot be solely attributed to Terrans, they do make up the majority of the raider clans, space pirate bands and criminal families which terrorize colonists and Underground residents in Plumeth City. Terran outlaws are self-serving, crude and ruthless in their dealings. They also provide hope to those who can’t navigate the system, due to poverty or some form of systemic discrimination.

Underground Dwellers

Those that live in the Underground of Plumeth City are those who cannot afford to live on the higher plates of the city. They are the undesirables, the ones the Terran Republic would do anything to expunge—scavengers, unregistered recondites, drug addicts, cyborgs, illegal immigrants, sycophants, hybrids, outlaws, and the homeless. Some choose to move to the Underground by choice, but most would rather be anywhere else.

Fundamentalists

Fundamentalist Terrans are a minority of Terrans who generally believe in the following four tenants:

Fundamentalists are hostile to almost everyone who isn’t an unmodified Terran or who don’t support their beliefs, and they usually live in isolation. The Insurgency is made up almost entirely of fundamentalist Terrans.

Hybrids

Terrans mate more often with aliens than any other species in the star cluster, making Terran hybrids exceedingly common. By their sheer number, hybrids have become an ethnicity on their own, never quite fitting with Terrans, but unable to find a place among their other biological species either. Some demand equality in Terran society, while others prefer to strike out on their own, away from Terran social norms and politics. Either way, Terran hybrids have a difficult time finding their place in the star cluster, and are defined by their struggle.

Theology

Like most things, Terrans inherited their religious and spiritual beliefs from their human ancestors. The Divine is an amalgamation of various Judeo-Christian beliefs which melded together after a thousand years spent travelling in space and helped along by the discovery of Divine magic. Creator beliefs were fostered by the presence of magic and interactions with other civilised species, but have their origin in human pagan beliefs such as Norse[7] or Ancient Greek[8] mythology.

Terrans tend to be spiritual and a little superstitious, though they aren’t all necessarily religious. Most Terrans who claim to believe in the Divine, the Creators or any of the available theologies have little to no actual faith in their teachings, preferring a more materialistic outlook on life to one of spiritual significance. There is little point in denying the existing of magic, especially Divine magic. Its use is incredibly prevalent in Terran society, especially by adherents of the Divine Church. What isn’t as clear to most Terrans is whether magic has its origin in a non-material plane as claimed by these theologies.

Both the Divine and Creator beliefs have their adherents and sects, though only the Divine has an organised religion through the Divine Church. There is also the Insurgency, which is a religious militant organisation working separately from the Divine Church. There are also other, esoteric spiritual beliefs which are popular among Terrans, such as Wiccan and the Cult of the Nox’zh’r. Terrans are also known to follow or appropriate the spiritual beliefs of alien cultures.

Through Terran history, the Divine has remained most popular among residents of the Plumeth planetary system and colonies in the Huk’Va solar system, while Creator beliefs have been more common on Greth and among Terrans living outside of primary Terran Republic holdings. Both primary theologies have been equally popular on Duereth and its moons. Other theologies have been generally more popular the further one is from Plumeth and primary Terran Republic holdings.

Culture

Terran culture is fluid and ever-changing, affected by their interactions with each other, with alien civilizations and seemingly unending conflicts.

Before the First Megor Invasion, Terrans were intrepid explorers and curious about the world around them, willing to explore and settle on almost any world if given the chance. First contact with alien species in the First Era further fuelled their determination. magic, science and social progress were the mainstays of Terran culture, and drove much of the Terran Republic domestic and international initiatives.

War changed Terrans—for the worst, and for the best, in some ways. The First Megor Invasion triggered a cultural shift towards conservatism, nationalism and militarism, driven by the need to preserve Terran existence. The founding of the Champions of the Divine encapsulates this shift towards conservatism, nationalism and militarism, as the once pacifistic and altruistic Divine Church became the tip of the military of the Terran Republic. The Divine Church’s influence also grew exponentially following the First Megor Invasion, as more and more Terrans turned to the Divine to explain the cruelty of the Megor and the malice of the Hold.

While their turn towards conservatism, nationalism and militarism may have saved Terrans from extinction, it also halted or outright reversed much of the social progress they had achieved since the settlement of Plumeth.

The loss of social progress could be felt long after the end of the Sycophant Wars. While Terrans resumed their move towards a more progressive culture following the Sycophant Wars, it would be decades before they had caught up to where they had been at the end of the First Era. Terran society had also irrevocably changed, and would never be as it once was. Political and religious leaders had an incentive through capitalism to keep more conservative, nationalistic and militaristic ideologies alive throughout the Third Era. However, there was a growing resistance to the status quo among some younger Terrans—especially those who interacted often with aliens and other cultures.

After the Nox’zh’r Apocalypse, social progress was once again halted and reversed as the Terran Republic isolated itself from outside influences, becoming even more nationalistic and conservative than ever before. It wouldn’t be until the hostile takeover of the Terran Republic that Terrans would have the chance to determine their own fates, and move away from nationalism and conservatism.

Personal Milestones

Most Terran personal milestones originate from, or have been co-opted by, the Divine religion in some way. Whatever is left finds it origins in ancient human culture.

Name Description
Nysaem Nysaem is celebrated following the birth of a newborn child, or after the adoption of a child. The adopted child can be of any age, even going into adulthood. It is not uncommon for wealthier Terrans to have an extravagant nysaem celebration when selecting an adult heir for their fortunes later in life.
Shimoi At the age of 12, Terrans are considered to be on their way towards maturity and are officially considered adolescents. Shimoi celebrations are more common in Terran colonies than on Plumeth.
Sit’eir When a Terran reaches the age of 16, some wealthier Terran families will hold a sit’eir celebration in the hopes of attracting potential suitors for their mid-adolescent child, under the guise of spoiling the child. Sit’eir celebrations tend to be incredibly extravagant and expensive.
Adulthood At the age of 18, Terrans are considered legal adults by the Terran Republic. Adulthood is informally celebrated by the Terran and their friends by their indulgence in intoxicants and other vices now available to them as adults. Some Terrans also move out of their childhood homes to strike out on their own, usually Terrans living in colonies or in middle class districts of Plumeth
Engagement Engagement is a state of relationship a Terran enters when they have expressed their desired to bind themselves culturally, legally and sometimes religiously to another person. Engagement leads to marriage, unless an engagement is broken off, but is not necessary for a marriage to occur. An engagement can also include more than two individuals in some Terran subcultures, though a polygamous engagement is rare in the Terran Republic.
Marriage Marriage is a state of relationship a Terran enters when they have bound themselves culturally, legally and sometimes religiously with another person. If the participants have religious beliefs, they also believe to be bound together by their beliefs. Religious bonding may be facilitated by a member of a religious organisation, but it doesn’t have to be. Marriage can also involve more than two individuals in some Terran subcultures, though a polygamous marriage is rare in the Terran Republic.
Divorce If a Terran is married to two or more people and wants to signal the end of their relationship with those people, they must get divorced so that their status as an unattached individual is recognised culturally, legally and religiously, if applicable.
Tirtoia Tetkisv Tirtoia tetkisv is a small celebration, more akin to an elaborate announcement, coinciding with confirmation that conception of a child was successful or that the process to adopt a child has been finalised. Unlike nysaem, it’s rare for tirtoia tetkisv to take place for the adoption of an adult child. Tirtoia tetkisv is also more common on Plumeth than anywhere else.
Nysaemis Before the birth or adoption of a child, the child’s expectant parents are showered with gifts at a nysaemis celebration to aid in the child’s growth. Some nysaemis celebrations can be quite elaborate, depending on the means of the Terrans involved.
Sointir Phey At the age of 50, Terrans hold a quiet celebration where they reflect on their previous achievements and look towards the future.
Retirement Within the Terran Republic, all Terrans must retire from active employment at the age of 100. The occasion is celebrated by reflecting on the individual’s contribution to Terran society.
Funeral Upon the death of a Terran, their life is celebrated through funerary rights. The specifics of these funerary rights differ depending on the Terran subculture. The Divine Church urges for a wake and a burial shortly after the death of a Terran, while those who believe in the Creators often cremate their dead on pyres after a short period of mourning. Those without strong spiritual beliefs fall somewhere in between, selecting a funerary right based on their personal preferences. Space-faring Terrans are more pragmatic and will eject the dead into space, with various levels of ceremony.

Holidays

Much like their personal milestones, most Terran holidays originate from, or have been co-opted by, the Divine religion in some way. Whatever is left finds it origins in ancient human culture.

Name Date Description
New Year’s Day 1.1 Held once yearly to herald in the new year. Follows New Year’s Eve celebrations the day before, with the former leading into the latter. New Year’s Day celebrations are normally more subdued than New Year’s Eve, though Terrans still indulge in intoxicants and other vices to celebrate—especially on Plumeth.
Taenelaeta 2.3 Held once yearly to commemorate the date Terrans first settled on Plumeth. Stories about the settlement of Plumeth are told and retold, with more embellishments being added to history with each passing year.
Saviour’s Day or Creators’ Day 3.11 Held once yearly by most Terrans, regardless of their faith. The holiday is known as Saviour’s Day by default, while those who believe in the Creators prefer to call it Creators’ Day. Originally a day to give spiritual thanks to the Divine or the Creators for the gift of life, the holiday has become rather secular, being a time to celebrate the coming of spring and new life instead among all Terrans.
Day of the Dead 6.16 Held once yearly to remember loved ones who have passed on. While not strictly religious or spiritual in nature, the Divine Church and other religious organisations have come to adopt the holiday as part of their traditions to capitalise on the popularity of the holiday. The holiday is celebrated differently in each Terran subculture. Plumethians tend to have extravagant costume parties and raucous celebrations. Duerethians have quiet ceremonies around the graves of their loved ones, bringing food and comfort with them. Grethians dress in elaborate, monstrous costumes and have grand celebrations in their communities, sometimes to an extravagant degree. Other Terran colonists are known to do a mixture of these traditions, from quiet contemplation to giving out candy to the children of the community who go door-to-door in costume. Terrans outside the Terran Republic follow their traditions of preference.
Stae’phae 9.10 to 9.20 Held for ten days every year, Stae’phae is a time for friends and families to come together and give each other gifts as symbols of their love for each other. The tradition has been co-opted by capitalism on Plumeth and its moons, but it remains a time of comfort, joy and love among most Terrans.
Megor’s End 10.12 Held once yearly to commemorate the day the Terran Republic officially announce it has repelled the Megor invasion in the Xaia solar system. The holiday is used primarily as a way for Terrans to remember all of the people who gave their lives to keep the Terran Republic safe, from those lost in the First Megor Invasion to those still fighting on the front lines across the star cluster. People are honoured with a short period of contemplation and the stories told of their bravery.
New Year’s Eve 15.20 Held once yearly to herald in the new year. Precedes New Year’s Day celebrations the next day. New Year’s Eve celebrations are raucous, loud and extravagant, complete with music, dancing and fireworks. Terrans tend to over indulge in intoxicants and other vices, going late into the night and early morning the next day—especially on Plumeth.

Material Goods

At first, Terran products were known for being high quality, sturdy and versatile. In the First Era, Terrans innovated by studying Erelan, Aeyan, and T’av technology and adapting for their own use. For nearly 300 years, Terran versions of alien technologies could be found in households more often. Prior to the First Megor Invasion, Terran material goods were also known for their durability, though a little unsophisticated next to Aeyan and Erelan goods.

From the Second Megor Invasion, Terran manufacturing began focusing on producing material goods as cheaply and quickly as possible. There was also a push to making material goods as versatile and compact as possible, for use by the Terran Republic military. After the end of the Second Megor Invasion, capitalists found value in continuing produce material goods as cheaply and quickly as possible in order to flood markets with as many disposable products as possible. This mode of manufacturing would become the norm for the remainder of Terran history.

Material goods produced cheaply and quickly was initially a boon to Terrans, especially those living in Terran Republic colonies. For the first time in Terran history, colonists and the less fortunate of Plumeth had access to cheaper vehicles, household items and luxury goods previously only available the wealthy. But as the decades crawled by, it became clear that capitalist incentives for profit were overtaking the need to create quality products, and Terran goods were no longer associated with their quality, sturdiness or versatility, but rather with their fleetingness as they became increasingly disposable.

Some Terrans hold onto old trinkets and family heirlooms, including relics, originating from Earth, dating back from before the settlement of Plumeth.

Technology

Of all the species in the star cluster, Terrans are the least satisfied with their biological existence. They would rather mould themselves into an artificial image of perfection—one which is sleek, powerful and imposing, free of biological imperfection. From large-scale feats of engineering like starships and Plumeth City, to smaller innovations like cyberware and crystal implants, Terrans have always been interested in pushing the limits of technology for their own gain.

The use of Terran technology is incredibly widespread in the star cluster, thanks largely to the high production volume of Terran goods. In some ways, it is the default technology for the star cluster, used by all—Terrans and members of other species alike—especially colonists, raiders and expatriates. The popularity of Terran technology can also be attributed to its design, as it tends to be designed with accessibility and versatility in mind.

Science

Despite their reliance on Divine magic—especially after the Second Megor Invasion—Terrans have always been incredibly invested in science. Their scientific curiosity has allowed them to keep up with the Erelen, Aeyen, and T’av, despite being centuries behind. They were even able to innovate beyond the scope of their peers, especially in the fields of engineering and biomechanics. Terrans generally excel in physical and applied sciences, though they have academics in every field. Terrans were also founding members of a number of scientific organisations, including the Archelogy and Exploration Guild, the Inventor’s Guild and PERL.

Art, Music and Literature

Terran culture is as diverse as it is influential. No other culture within the star cluster has been as ubiquitous as Terran culture. It crosses cultural boundaries and discards traditions, overtaking other cultures wherever it goes. In part, Terran culture’s influence can be attributed to Terran attitudes regarding their culture. Like most people, Terrans believe their own culture to be superior to any other. What sets them apart is the fervour in which they attempt to assimilate others into their culture at every opportunity.

Terran art, music and literature is provocative and emotive, with little regard towards temperance or censorship. Sex and violence are common themes thanks because they are inherently shocking for Terrans to experience. All Terran media centres around the Terran condition—the hardships they face, their values and what it means to be Terran. These themes are all explored in Terran media, though not always directly. In fact, most of Terran culture is derivative—of itself, as well as other cultures—so it’s not always immediately clear what an author is trying to say. Authenticity is a rare thing in Terran art, music and literature, with most Terran media existing simply to entertain, distract or sell.

Notes


  1. https://en.wikipedia.org/wiki/Human_body ↩︎

  2. https://en.wikipedia.org/wiki/Human_evolution ↩︎

  3. https://en.wikipedia.org/wiki/Human_genetic_variation ↩︎

  4. https://en.wikipedia.org/wiki/Philosophy ↩︎

  5. https://nutritionsource.hsph.harvard.edu/healthy-eating-plate/ ↩︎

  6. https://en.wikipedia.org/wiki/Ethnicity ↩︎

  7. https://en.wikipedia.org/wiki/Norse_mythology ↩︎

  8. https://en.wikipedia.org/wiki/Greek_mythology ↩︎