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
- Anelynn Strongheart-Dunmoore
- Kelleigh Beckett
- Morigan Strongheart
- Natasha Hayes
- Nivick Alistair Biamonté
- Wilhelm Frenz
History
100,000 BC
99,000 BC
551 BC
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
483 BC
420 BC
400 BC
214 BC
206 BC
181 BC
185 BC
162 BC
26 BC
0
11
15
24
30
80
91
101
118
128
142
150
151
211
272
282
283
288
300
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
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
384
385
387
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
410
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
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
436
438
439
440
441
442
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
444
445
446
447
448
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.
- Those descended from the passengers of the Forim tend to be tall, gangly and fair-skinned.
- Those descended from the passengers of the Trankchae starships tend to be short and stocky.
- Those descended from the passengers of the Viyun tend to be most similar to their human ancestors.
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.
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.
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:
- Religious fervour
- Political fervour
- Emotional fervour
- Intellectual fervour
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:
- Leading a moral life,
- Being aware of one’s impact, and
- Improving one’s own moral and ethical self.
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:
- The Unconscious – The being’s innermost, uncontrolled thought processes.
- The Being on Itself – Self-awareness of one’s own state of being alive, and what that means.
- The Being onto Others – Development of identity in comparison to other sentient beings.
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:
- Single parenthood
- Multi-generational households
- Guardianship
- Communal child rearing
- Same-sex couples
- Non-gender conforming parenthood
- Transgender parenthood
- Polyamorous families
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:
- The Aesculapian Mandate
- The Archelogy and Exploration Guild (AEG)
- The Inventor’s Guild
- The Psionic Education and Regulation League (PERL)
- The Traders and Commerce Guild (TCG)
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:
- Terrans are the superior species.
- Physically modifying a Terran’s body through magic or cyberware is sacrilege.
- Aliens are inferior to Terrans.
- Terran hybrids are an affront to nature.
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.
- Gender inequality rose during wartime, as age-old ideologies around the martial capabilities of men rose to prominence. While there have always been female or non-binary soldiers in the Terran Republic military, they are much less common and often face additional obstacles when compared their male peers.
- Terrans became less tolerant of non-heteronormative couplings, thanks to the antiquated beliefs of the Divine Church and disingenuous appeals to raise low population numbers by the Terran Republic.
- Xenophobia and racism were on the rise—a necessary component of nationalism.
- The supremacy of the Divine Church dissuaded the tolerance of other beliefs, with the thought that other beliefs were in competition with the Divine, that they would weaken the Divine, and thus remove any advantage provided by Divine magic.
- Environmental protection become a secondary concern at the best of times, and totally disregarded at the worst of the times. Entire worlds were ravaged not only by war, but by the pollution of countless starships, shuttles and burn pits.
- Terrans within the Terran Republic were willing to give up much of their personal freedom in the name of national security, beginning with the acceptance that martial law was necessary when under siege, and ultimately agreeing to constant surveillance by the state.
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
- Terrans are the strongest point of reference for the audience.
- Much of Terran culture is based on 20th century late capitalist western culture.
- Terrans embody strength, greed, ambition and the capitalisation of assets on a universal scale.
- Terrans prove the impact of self-serving decisions, while they paradoxically attempt to embody greater ideals of the self, such as selflessness, generosity, justice and freedom.
- In most cases, Terran ideals have become muddied—a cesspit of ambiguity without any clear direction as every individual attempts to forge their own path.
- In many ways, Terrans act as an inciting incident on a universal scale. They disrupt the status quo which has remained a constant for billions of years thanks to the Creators.