Various aspects of G1 seem to be making a comeback, and I love it! :D
Possibly a disaster event unleashed by the sun that caused electromagnetic storms across the entire star system. Possibly combined with AI rebellions causing a full on collapse with the sun becoming the instability oddity that it is today
HECK YEAH THE GATEWAYS ARE OPENIN' BAYBEEEEEE
Here comes the green bois again, this time with a tad more oomph and just a smidge more psychological horror.The Pillars of Avalon"By these pillars stand tall - for People, for the Planet, for Yourself"
WHAT IS HUMANITY?
Humanity is community, compassion, courage, curiosity... and beyond it all, hope.
GOVERNMENT FORM:
Polysapient Eco-Moralist Anarcho-Syndicalist Interorganizational Federation---
Avalon
PLANET NAME & DESCRIPTIONS: Avalon is the fourth planet of the Annwn system. In orbit around a bright G-class star and protected from the outer system's dense asteroid fields by the super massive gas giant Bran, it is a mid-sized rocky world roughly 6% smaller than Earth. Despite its somewhat 'boisterous' planetary neighbours, Avalon is a vibrant and ecologically dense garden planet with a broadly “cold tropical” environment -- similar to the temperate rainforests that once stretched across Ireland and the British Isles prior to the industrial revolution, though extremely high equatorial temperatures cause the accumulation of salt and dense, brackish mudflats to form around the equator. It has a predominantly nitrogen & oxygen-based atmosphere, with a slightly higher overall oxygen density than Earth that combined with the lower gravity makes many native and adapted organisms notably larger than most Earth equivalents.
Avalon's wide varieties of organism have base-2 carbon-based biochemistry with central nervous systems, and are broadly split into categories of fauna, flora, and funga – though many organisms are naturally occurring 'chimera', or hybrids, effectively consisting of both animal, plant and fungal cells. Of particular note are a number of fungal organisms classified as gestalts that rely on the central nervous systems of both fauna and flora to spread their spores and are able to use these systems as transmitters for information – a fact that would eventually give rise to the phenomena known as 'faeries' by the human colonists, yet later to be deemed a sapient species in their own right.The following is a list of major 'objects of interest', or planetary bodies, of the Nimue system:
- AV-04, 'Annwn', a G-class star.
- Rigor, a small and highly irradiated rocky planet with an extremely fast orbit
- Vedwyd, a small rocky planet with a highly elliptical orbit
- Astolat, an extremely hot 'water planet' with a crushingly thick atmosphere; evidence suggests some microbial life around deep sea vents, and small upper atmospheric homesteads have been established as well as a number of research stations
- Inner Asteroid Belt, home to a number of cylinder habitat stations and mining operations
- Avalon, Annwn's one habitable planet, a temperate Earth-like rocky planet; it has four small moons (Pwyll, Branwen, Manawydan, and Math) which serve as shipyards and centres of industry
- Bran, a supermassive icy gas giant with many moons; following the war against the machine swarm it also contains a number of damaged and deactivated machine outposts that have been repurposed for industrial and gas-mining purposes
- Outer Asteroid Belt; primarily home to some nomadic spacer groups and observation buoys for deep space monitoring and research
- Nimue, a large icy planet that the Children of Gaia used to establish a number of underground 'garden-temples' as independent hubs for research and preservation of Earth seed and embryo stocks; it also contains several deactivated 'xenoforming sites' of the machine swarm
- Nine Maidens, a set of nine icy dwarf planets relatively close together with wide elliptical orbits that have served as deep space observation platforms, and during the time of the Morgann-Lott corporation housed a number of penal colonies; during the machine war they were the first points of contact and served as the site of many early naval battles
POPULATION & DEMOGRAPHICS:
There are an estimated 3.2 billion souls across Avalon and its habitat network throughout the system, though the exact number is difficult to pinpoint since record keeping varies and many smaller or nomadic communities choose to dwell outside of the homestead system. The major species and groups within Avalon and its habitats are as follows:
- Homo Sapiens Sapiens, sometimes called the “Avalonian Phenotype”: Approx. 2 billion. Descendants of the original ('first wave') of colonists established shortly after the gates were opened by the Morgan-Lott corporation, as well as the majority of the refugees who came to Avalon shortly before the gates closed. While prolonged exposure to gestalt spores (see last demographic) and the increasingly commonplace use of artificial gestalt implants shows some evidence of increased mirror neurons and insular cortex complexity, morphologically Avalonians are close to baseline, besides some very small changes to bone density and muscle growth to accommodate for life on a planet with lower gravity than Earth. Likewise, artificial modifications such as prosthetics or vat-grown organs are not uncommon... assuming they are medical in nature. Although the original colonists were from the anglosphere & former commonwealth nations, the later refugee colonists came from many cultures and backgrounds; while English is the official and most widely spoken language, it is estimated that there are approximately at least 98 surviving languages on Avalon and the preservation of them is a study of great interest.
- Gremlins: Approx. 0.9 billion. A genetically engineered sapient 'uplift' of an indigenous Avalonian eusocial frog-like organism originally created by the Children of Gaia as soldiers, pilots and engineers that could operate complex military equipment against the machine swarm without risking sensitive electronics. Appearing as the six-limbed lovechild of an eel, a beetle, a pug and an axolotl, they are particularly notable for their high genetic adaptability, resilience, and the intense electrical conductivity of their nervous systems, making them easily augmented with cybernetics and gestalt implants. Their creation and subsequent debates around their sapience and the ethics of their creation sparked widespread outrage against the Children of Gaia and greatly weakened that organization's status in society, with the gremlins becoming fully emancipated and granted control of their spawning grounds in 2538.
- Homo Sapiens Viridi, officially called the “Viridian Phenotype” but sometimes informally known as “Gaians”: Approx. 179 million. Descendants of the “Children of Gaia”, a popular new religious movement that spread in the years leading to the exodus from Earth. Historically they were experts of genetic engineering, modifying their bodies to survive in increasingly harsh conditions through the introduction of plant and reptile DNA that gave them their distinctive green skin and minimal body hair, though this also greatly reduced their fertility, and coupled with their historically strict taboos around mingling with 'outsiders' has caused their population to stabilize at a relatively low number. However, following the war against machines and the emancipation of the gremlins, the Children gradually lost many members, and the term 'Viridian' became the more accepted term for those who have chosen or inherited the Children's traditional modifications without remaining members of the religion.
- Spacers: Approx. 138 million. For a variety of reasons, those who choose to live their lives almost entirely in space, on habitats of Avalon's moon and throughout its asteroid belt and amidst the salvaged ruins of the machine swarm and the once-called 'Free Republics'. Note that these are distinct from viridian populations, some of whom are also spacers but are usually listed under demographics as viridian first and foremost. A large number of these individuals have further experimented with cybernetic augments, sometimes to the point of becoming physically more machine than man and partially merged with their own ships, and spacer communities often rely extensively on drones and mechanical labour to a greater degree than planetside Avalonian society.
- "Faeries”/Gestalts: Approx. 500,000 ('domesticated'/'quarantined; impossible to determine total number of 'wild' gestalts present on Avalon, estimates ranging from a few thousand to several million). A fungus analogue organism indigenous to Avalon that primarily reproduces and communicates between its colonies through spores attaching themselves to the nervous systems of mobile organisms and tree root networks, with many organisms on Avalon having exposed nerve endings specifically for this purpose since a major side effect of this is a transmission of information to the 'carrier' in the form of hallucinations. As a result of interacting with human brains a number of gestalts have developed a form of sapience, and over time this has been integrated in several ways, with specially trained gestalt colonies used as a kind of 'organic AI' for settlements and ships and the 'characters' they store serving as assistants, educators, messengers and therapists. In addition, many Avalonians have small, carefully cultured artificial gestalts directly attached to their brains as a kind of personal implant, memory aid, and to improve reaction and sensory speeds.
HISTORY/TIMELINE:
- 2290-2297: The Morgan-Lott corporation and its subsidiaries and affiliates, under contract to the Anglosphere and nations of the former commonwealth, establishes a colony on the temperate 'paradise world' of Avalon.
- 2298-2301: Avalon becomes a poster-child colony of the gateway project, but corruption and institutional inequality leads to many people's tickets or labour unrewarded or valueless. With Earth increasingly doomed and the gateway network growing unstable, mass revolutions and union seizures allow for a desperate exodus of refugees to Avalon.
- 2302-2306: After losing contact with Earth, the Morgan-Lott colonial administration becomes increasingly authoritarian and ruthless, causing tremendous damage as they exploit Avalon's resources, ration basic supplies, and subject 'low value' settlers to banishment, experimentation or slave labour. Revolutionary sentiment and sabotage among both employees and refugees boils over into war against the administration.
- 2307-2308: The Children of Gaia religious movement discover the 'gestalts' of Avalon and that influencing them can cause drastic changes in the behaviour of other organisms. As the revolution is on the verge of defeat, the Children's influence leads to a 'nature's vengeance' scenario, with Avalon's ecosystems violently turning against the corporation and their infrastructure.
- 2309-2336: With Morgan-Lott's leadership being executed or banished, the survivors set about rebuilding and quickly claim independence for their arcologies, habitat stations, and settlements. The term homestead is used to describe these now independent governments, most of which are led by democratically elected councils. The homestead league is established as a forum for resolving disputes and coordinating resources using the colonies remaining spaceships and orbital transports, while the Children of Gaia take on a prominent advisory in environmental matters and swell in both popularity and new converts.
- 2337-2341: Although the homesteads are generally managed under fair elections, the attempts to repeal Morgan-Lott's autocratic systems have only been partially successful. Inequality had gradually settled in again, while in other homesteads an atmosphere of individualism had led to corruption and the stalling of rebuilding projects. This in turn led to several populist and right-wing movements rising to prominence.
- 2342-2345: War breaks out following a military build-up and capitalist resurgences in the arcologies of Monmouth and Amsterdam Nova and their allies, and attacks on the orbital transport fleet. Sabotage aboard the capital ship (the Matter of Hope) prevents the loyalist coalition from launching decisive counterattacks and the war drags on, only ending when the hardsuited 'caliburn' special forces are formed and deployed from orbit by loyalist orbital forces from Cable Station and Common Prosperity.
- 2346-2348: The loyalist coalition recognizes that fundamental changes are needed in Avalon's economic systems to prevent further capitalist resurgences and the corruption in leadership that led to the war. The syndicates are established and mandated across all homesteads as a way to democratise economics, while those who refuse to give up private ownership are stripped of their resources and titles, and the most diehard supporters of the previous system are banished into the wilderness or enter self-imposed exile as capitalist hermits.
- 2349-2455: Under the watch of a more organized and empowered homestead league, rebuilding efforts are taken seriously and determined efforts are made to root out corruption in election systems. The sheriff's syndicate is established to help democratise the enforcement of law while the 'caliburn' infantry-pilots serve as the military arm of the homestead league, but for the most part outright violence or military enforcement is rarely needed as an era of peace and rebuilding takes hold on Avalon and across most of the system's habitat stations.
- 2456-2457: Strange signals of unknown origin are detected beyond the edge of the system by monitoring bouys and deep space observatories on the Nine Maidens and the Children of Gaia's garden-temples on Nimue. Further research reveals a series of probes and ships of unknown design are on approach to the system, escorting a series of multiple kilometre 'comets'. Efforts to contact the visitors are met with silence or violence, including a 'kill signal' that severely damages computer systems and causes widespread disruption across the homestead league. The league is invested with the authority to coordinate and construct a defensive navy and military satellites across the system as far as the Nine Maidens.
- 2458-2462: The war against the invaders is won by the league at great cost as it is discovered that the 'comets' are of artificial origin, serving as massive terraforming engines made of 'programmable matter' able to adapt, consume and alter biospheres they come in contact with. The 'caliburn' hardsuited infantry become known as 'knight-marshalls' for both the necessity of increasingly elite training and skill, as well as 'hands on' command of drones and conventional forces.
- 2463-2465: Although the war is declared over, the league maintains 'emergency powers' as rebuilding efforts are underway, causing tension among the civilian population and fears that they will become a centralized, autocratic regime. Tensions are worsened when it is discovered that the war fought so far was merely against a vanguard force, and that as much as 90% of the machine 'swarm' is still en-route to Avalon.
- 2466-2469: The revelation of the war to come leads to mass panic and fearmongering, as well as the spread of conspiracy theories and increasingly isolationist sentiment. Recruitment and naval reconstruction efforts both plummet as many refuse to sign up or support the war, or homestead councils are forced to put down extremist or rebel movements. Increasing authoritarianism by the league's leadership threatens to spill over into mass sabotage and revolution. Eventually, the league finds a solution to its woes through an alliance with the 'capitalist hermits' who have been reconstructing and reverse-engineering the wreckage of the machine invasion to grant themselves military independence - in exchange for assistance in rebuilding Avalon's navy and infrastructure, they are granted greater autonomy and influence within the league's leadership. Meanwhile, the Children of Gaia have engaged in increasingly unethical experimentation to devise new weapons and medical procedures, including the 'uplifting' of a eusocial, frog-like species on Avalon into specialized 'breeds' of highly intelligent, rapidly growing and reproducing 'military savants' known as gremlins. In exchange for an army that can meet their manpower needs, the league likewise allows the Children increasingly free reign of Avalon's ecosystem.
- 2470-2486: At great cost, the machine war is won by the combined forces of the league, the 'capitalist hermits' (now known as the Free Republics) and the Children of Gaia. The devastation is extreme and has partially 'xenoformed' Avalon's environment, rendering large swathes of the north-eastern continent uninhabitable. Almost 400 million people have died. Rebuilding and environmental recovery efforts begin but despite efforts to encourage a sense of hope and optimism, a dour and sarcastic atmosphere has taken hold of Avalonian society.
- 2487-2512: As the decades go by, calls for the homestead league to renounce its 'emergency powers' increase in volume and ferocity, and the arguments for it to maintain such authority grow weaker and weaker. However, the over reliance on both drones from the Free Republic and gremlins from the Children of Gaia has granted both groups a crushing degree of influence within the league. Tensions reach a fever pitch when multiple syndicates are replaced with 'commercial enterprises' based out of the Free Republic of London Unbreakable and protestors are shut down with violent force. Acts of sabotage destroy a Free Republic drone factory, and counter-revolutionaries kill 12 in a violent mob - several homesteads collapse into anarchy and revolutionary sentiment.
- 2513-2517: Initially the Children of Gaia try to remain neutral, but are forced to act when a number of gremlins - modified primarily for economic and civilian use following the lack of military need - are found to have sided with protestors and revolutionaries. Efforts to reign in gremlin behaviour leads to the discovery that they are fully sapient, and many of them have been increasingly influenced by revolutionary and pre-machine war political thought. Movements to emancipate gremlin labourers intersect with calls for the end of the league, and the Children of Gaia use biochemical weaponry to try and prevent further uprisings.
- 2518-2520: The escalating violence and harm to civilians increasingly sickens and divides naval personnel. The knight-marshalls, who have developed a military culture around concepts drawn in part from heroic chivalry and romance, take the side of revolutionaries and lead a mass revolt within the navy. By extension, many gremlins are released from direct authority and turn on the Children of Gaia, leading to the destruction of at least one garden-temple on Nimue and an increasing number of the Children's members to renounce membership.
- 2521: The league is forced to surrender to revolutionaries when the use of a digital e-weapon against the Free Republic of London Unbreakable and defection by league loyalist naval forces in the area leads to a critical reactor failure, and the survivors are taken as political prisoners. The Free Republic coalition devolves into infighting.
- 2522: Meetings are held between all parties in the conflict to try and resolve tensions. Both the leadership and people are tired of war but the principles of Avalonian society demand a restoration of justice and equal rights, and the homestead league is partially reformed and absorbed into a new institution named the Green Table, which will return to fill many of the league's pre-war functions with only limited military authority. The syndicates are given equal votes and representation within the Table, while the navy's personnel and assets are split into a number of merchant fleets controlled by individual homesteads for both defence and to manage their own aerospace transport of people and goods.
- 2523-2531: Rebuilding efforts continue in earnest, but are slowed by sabotage and a withdrawal of technical and drone support by the remaining Free Republics. Environmental recovery efforts are also slowed by the Children of Gaia becoming embroiled in political and ethical division over the treatment of gremlins, the emancipation of which becomes a major political issue.
- 2532-2538: An extremist doomsday sect within the Children of Gaia, the Lilithian Threshold, release a highly aggressive strain of gestalt bioweapon that destroys several gremlin creches, kills at least 30,000 people, and forces the arcology of York-Mumbai into a prolonged quarantine. Efforts to shut down the sect leads to military action against at least three garden-temples and backlash against the Children. At least in part to spite hardline elements within the Children and pro-capitalist sentiment - both of which see the gremlins as subhuman slave labour - the overwhelming majority of the homesteads and syndicates within the Green Table enact formal protections for gremlin rights, with harsh penalties.
- 2539-2578: A period of 'uneasy peace' settles across the Annwn system. There is no outright military violence between members of the Green Table, but the remaining Free Republics have grown increasingly militarized and autocratic, and there have continued to be a number of increasingly radical anti-gremlin and pro-capitalist movements. In addition, the gestalts of Avalon - which are generally 'respected from a distance' by the arcologies and in some ways are still poorly understood - have been behaving more and more erratically, and periodic outbreaks of the highly aggressive Nevermore gestalt leads to the outright destruction of many smaller 'frontier' homesteads.
- 2579-2603: Continued outbreaks of the Nevermore gestalt begin to cause mass panic and force many homestead councils to enforce lockdowns and quarantines as they try to stem the violent effects of its infestation with limited progress. Medical research is dedicated to a solution, though many desperately seek to move to offworld homesteads or syndicates. Debate is held on the granting of the Green Table with emergency powers, but the idea is rejected given the history of the old homestead league. A solution is found with the creation of a synthetic gestalt strain that can be adapted to a host's immune system and then works as a pre-emptive defence against Nevermore spores, but the adjustment of permanently allowing a gestalt to reside in a person's brain and nervous system is too much for many to accept and uptake is slow.
- 2604: The last major outbreak of the Nevermore gestalt is starved of hosts and destroyed through the use of chemical and anti-fungal weapons, but minor outbreaks will periodically effect frontier homesteads in the decades to follow.
- 2605-2612: Military patrols by the Free Republics lead to an escalation in military action and numerous 'border skirmishes' over asteroid and Nine Maiden mining rights, but does not escalate into a total war scenario. Meanwhile, studies on individuals implanted with an artificial gestalt are found to have consistently improved memory, reaction times, and resistance to neurological decay and neurological senescence. Some gradually choose to have artificial gestalts implanted for health benefits, which combined with other medical advancements over the past few centuries leads to the average lifespan on Avalon increasing to 135 years old.
- 2613: Over time, the Green Table has created an increasingly large number of small institutions under its authority to help organize and manage specific issues across Annwn, but this has led to numerous concerns that it will continue to grow and centralize, leading to history repeating itself.
- 2614-2616: The last members of the Lilithian Threshold and its splinter groups are discovered and executed in a multi-homestead operation that reveals extensive research and material support by leadership in the Children of Gaia. Public outrage lends political weight to those within the Green Table who wish to restrain large scale religious organization, but compromise is reached with the formal creation of the Conceptual Interchanges, an act which also consolidates many of the Green Table's 'knowledge-adjacent' institutions into a new 'pillar' of Avalonian society that it does not possess authority over.
- 2616-2635: The Conceptual Interchanges undertake an extended effort, with homestead and syndicate support, to restore greater equilibrium to Avalon's ecosystem. The increasing adoption of artificial gestalts provide some measure of help in this, as it is discovered that the majority of 'passive' gestalts in Avalon's ecosystems are not aggressively attacked by a host body's implants, and in fact allow for a level of communication that at times verges on the supposedly supernatural. Clean up and biosphere reseeding work on the heavily scarred north-eastern continent is finally begun in earnest.
- 2636-2672: Tensions with the Free Republics continue to escalate as Avalonian society begins to experience an economic and ecological boom, and the creation of new habitats by those opposed to the use of artificial gestalts creates new spacer societies across the Annwn system. Some of these form an uneasy alignment with their former enemies. Piracy becomes a notable issue for the first time in Avalon's history.
- 2673-2679: Advancements in cybernetics and biotechnology leads to the devising of increasingly complex 'organic modules' whereby gestalt-derived mycelial networks can be used by someone with a gestalt implant to 'pilot' machinery. The knight-marshalls, by this point an institution of questionable military but deep cultural value, are given new life in anti-piracy and 'expeditionary' raids against Free Republic facilities, in part with the use of gestalt implants to operate their caliburn suits with superhuman effectiveness and reaction times.
- 2680-2687: As many as 38% of Avalon's population have gestalt implants, though no homestead outright requires it. A number of key infrastructural or transportation jobs become reliant on gestalt-adjacent technology.
- 2688-2693: The escalation in piracy and 'expeditionary' operations between the remaining Free Republics and the Green Table & homestead navies sparks all out war.
- 2694-2696: Despite several Free Republic victories, a carefully deployed digital e-weapon succeeds in sabotaging the defence systems of the Free Republic of Second Venice and causes the destruction of several fleets of republican drone swarms. Coupled with the seizure or destruction of major industrial sites across the moons of Bran, the Free Republics are forced into a total surrender.
- 2697-2703: The 'Free Republics' undergo extensive political restructuring to bring them in line with homestead and syndicate structures, while their remaining industrial facilities are distributed evenly across all aerospace-present homesteads. Although loyalist factions to the old regimes attempt acts of sabotage or to establish new settlements elsewhere in the system, they are pursued and their ships disabled or destroyed. When offered peaceful reintegration into society, several of them elect self-destruction via a desperate suicide attack.
- 2704-2799: A prolonged period of peace and gradual advancement settles across Avalon and the wider Annwn system. Much of the north-eastern continent is ecologically recovered and dozens of new homesteads are established. By the end of the 28th century, approximately 79% of Avalon's population possess an artificial gestalt, and virtually all homesteads contain at least one 'communal gestalt' that serves as a community-wide advisor, mentor, and therapist.
- 2800: The Gate reopens.
CULTURE & SOCIETY: Avalon's tumultuous history, coupled with its increasingly democratic and humanitarian political systems, have produced no end of seeming contradictions. The stereotype of the average Avalonian is that they are hard-working, self-sufficient, and ready to face the day's challenges with a smile... but at the same time they are politely cautious around strangers and overly bureaucratic. For the vast majority of its population, daily life is peaceful and cooperative, where the average person fits well into their particular homestead's culture – critics would claim this is due to the influence of prolonged gestalt exposure on the human brain, showing signs of heightened interconnectiveness of mirror neurons and neurons of the insular cortex. To some extent this is intentionally reinforced by childhood education often focusing on a mixture of practical skills, horticulture, biological sciences, the humanities, and team-building exercises, and a respect for nature and for people is foundational for these reasons.
Physical activity, training, and sport are also huge parts of Avalonian culture, as is the encouragement of hobbies and open social spaces designed to provide people with enough personal quiet time but plenty of opportunities to interact with others in healthy, supportive ways. Various types of football are the dominant sport, most notably gridiron, rugby, and soccer, though other team sports such as baseball, basketball, cricket, hockey and lacrosse also see popular play. Meanwhile cross-homestead 'tourneys' serve as the basis for a lot of inter-homestead interaction and collaboration of ideas and skilled workers, serving as something between a multi-disciplinary athletic competition, inventor’s fair, and cosplay convention or ren-faire.
On the subjects of belief, purpose, philosophy, and religion, Avalonians are generally diverse and open-minded. The Conceptual Interchanges function as both educational archives and public libraries, as well as serving as official forums for open education and discussion on the history of almost every idea, belief system, political ideology, or philosophy known to man. Do note however that debate for the purpose of 'winning arguments' is generally discouraged as unproductive. So long as an idea or system is not seen as antithetical to sapient rights or the pillars of Avalon, then it is tolerated and present on Avalon and has likely been synthesized and interpreted in ten thousand different ways. Religion specifically is a little more contentious, with the majority of Avalonians being some form of 'secularly spiritual', having a sense of spirituality but being somewhat loose or personal towards it, or maintaining religious traditions for cultural, historical or ritualistic purposes more so than out of genuine belief. The largest religions still present are Hinduism, Buddhism, Cascadism, Prophetism (a broad term for religions based on the teachings of one or more 'key prophets', individuals of supposed direct divine blessing by a specific deity), Neo-Paganism and Gaianism, and these collectively make up about 15% of the population.---
GOVERNANCE & POLITICS: Since the fall of the Morgan-Lott corporation and the civil war that saw the destruction and outlawing of many of its most influential figures and 'true believers', the democratic, decentralized systems introduced in its wake and in the following centuries have been repeatedly tested - both by the internal debate baked into the system, and by physical dangers from both the planet and from outside of the system. Nevertheless, these systems have survived such tests, and have been reinforced as serving as the groundwork for Avalon's cultural and moral identity, and as symbols of pride and unity. The term pillar is used to describe these institutions based on three crucial merits -- the institution must be relevant in the daily lives of all people and with a clear societal function; the institution must contain formal democratic processes for representing the views and rights of its members; and it must have clear codes of conduct and standards of behaviour.
While technically each of the pillars functions independently of the others, in truth they are all deeply interconnected, and most Avalonians hold membership with several - if not all - such pillars at the same time.
- The Green Table of Avalon and Annwn: The closest thing Avalonian society has to a 'federal government', though this is a matter of contention - after the original 'homestead league' descended into authoritarianism, efforts were taken to reduce the power and authority of its replacement. The Green Table is primarily a mediating forum with some inter-homestead authority, serving as a means for all homesteads, syndicates, and interchanges to reach consensus and resolve disputes peacefully. Its leadership is elected from across Avalonian society, with long term times but no possibility for re-election. The Green Table maintains a central bank that mints the Avalonian shilling, the central currency of Avalon, as well as operating Avalon's small but capable unified navy and the knight-marshalls.
- The Homesteaders' League: Most people dwell within one of the many homesteads that dot Avalon’s surface or as habitats and stations in the asteroid belts or on dome-cities on Annwn's uninhabitable (but often industrially useful) planets and moons. These settlements vary in both size and self-sufficiency, but all are ruled via locally held elections in which members nominate and vote for new council members to govern the homestead. These handle decisions as regards local laws, infrastructure, and carefully balance the needs and situation of the homestead’s residents, and are together referred to as the homesteaders’ league. Each homestead possesses its own militia and naval forces, known as a merchant fleet.
- The People's Syndicates: Most people who aren't fully self-employed or in partnerships are members of one of the many syndicates. These worker co-operatives handle specific industries or fields of interest and are primarily organized digitally, though syndicates focused on a specific regional or geographically relevant industry will often have a physical headquarters within the nearest homestead. They take on new “junior”, or trainee, members from among homestead residents who want to learn the relevant field, and once qualified these become “senior” members and are eligible to vote and put forth suggestions for the syndicate’s own council. Together, these are referred to as the peoples’ syndicates and function as Avalon's key economic power in contrast to the homesteads localized political power.
- The Conceptual Interchanges: Established in the wake of the gremlin emancipation as a way to discourage religious insularity, the conceptual interchange is organized both digitally and from a number of interchange archives based out of the largest and most interconnected homesteads. Here, individuals may study, discuss, and register new ideas as relating to various humanities subjects - belief systems, ideologies, philosophies, political ideas, religious rituals and traditions. Run by elected volunteers, the interchanges play an important role in Avalon's societal cohesion and education system, essentially functioning as interfaith temples, as spaces for public debate and discussion, as public libraries, as schools and universities, and as large community spaces.
- The Avalonian Gestalts: The nature of gestalt sapience and intelligence has led some to question whether they should be considered a 'pillar' of their own. However, the gestalts play a vital role in managing and monitoring the biosphere of Avalon, and the increasing normalization of both artificial gestalt implants and the use of communal gestalts as a kind of 'organic AI' has made them an invaluable part of daily life for many people.
- The Navy and the Knight-Marshalls: Something of a matter of contention within Avalonian political discussion is the role of Avalon's professional military. Both the navy and the knight-marshalls are technically sub-divisions of the Green Table, organizations ultimately subject to its head council - this is by design as the basic needs of a military organization are hierarchical and thus antithetical to the entire moral system on which Avalon has built its identity. However, given the vital role these organizations have played in the safety of Avalon and its people - and all the more so as the gates begin to reopen - there are some who argue they must be able to function with a greater degree of self-sufficiency, freed of the bureaucracy baked into so many of Avalon's systems.
Because all of these organizations are democratic in structure and the syndicates are only formed from unions with many members, it leads to a situation where all of the syndicates have at least some representation in any given homestead, and each homestead has at least some representation within the syndicates, and both are involved with an benefit from the conceptual interchanges and the gestalts. Likewise, all of these in turn have representation on the Green Table.
TECHNOLOGY OVERVIEW: Avalon's technology has progressed in many areas in times of both war and peace, but the major advancements have been across the fields of...
- Robotics: Thanks in part to the advancements made by the old Free Republics from the study and reverse engineering of the drones and comet fragments of the machine swarm, Avalon's robotics technology has seen impressive growth. Generally, the creation of more 'recognizable' robots is limited to more localized or 'casual' projects as matter of creating simple automated tools and assistants, or as teaching tools for children and students. More advanced robots that make use of programmable matter as a means of adapting their form and tools for the needs of a situation see use both in space and in large construction projects, as well as in the navy and homestead militias as key force multipliers.
- Fabrication modules, nanotech, and programmable matter: The Morgann-Lott corporation was on the cutting edge of nanotech as a form of quick parts and construction manufacture on Old Earth, but the efforts of the Free Republics to maintain their independence - and especially with the study of machine swarm wreckage - led to drastic advancements. While the people of Avalon have never deciphered how to recreate the swarm's efficiency or self-sufficiency in full, most homesteads are equipped with at least one 'fabrication module' - a device that organizes a high-containment nanite swarm as part of manufacturing tools and parts as needed from a mixture of raw materials.
- Gene-therapy and genetic engineering: As a result of centuries of efforts to heal and restore Avalon's damaged biosphere, and from the efforts of the old gaian garden-temples on Nimue, improvements in genetic engineering have allowed for the tweaking of Avalon's biosphere, the gradual creation of new organisms, vastly improved nutritional and crop yields, or to slow senescence in many organisms.
- Vat-growth procedures: The creation of an adaptable, nutrient dense 'synthetic cellular mass' from specially cultured Avalonian protoplasm which in turn can be stimulated by the introduction of foreign DNA to 'clone' certain types of cells. At its most complex, this allowed for the original creation and then mass-production of gremlin eggs after their engineering by the Children of Gaia, but it has also allowed for such advancements as the nurturing and growth of replacement organs, limbs, and plasma 'nurtured' from a person that in turn be used as replacements with minimal conflict to the person's immune system. Between this and the use of gene-therapies to slow aging, the average Avalonian's life expectancy is measured in the range of 160 to 180 years.
- Artificial gestalts & mycelial information networks: The study and genetic tampering of Avalon's gestalts has allowed for a number of advancements, and following the use of artificial gestalt implants as a means to protect against aggressive gestalt infection, these saw increasingly widespread use given the benefits to memory, reaction times, and emotional stability. The use of artificial gestalts in localized computer networks and machinery control systems also grants users with implants the ability to directly share memories and thoughts with others in their community while 'plugged in', control machines and vehicles with more delicately and with faster reaction times, and to 'store' their memories for communal use, criminal investigation, or to aid in therapy.
MILITARY OVERVIEW: Despite the last century of peace and subsequent demilitarization that has occurred across much of the Annwn system, a history of conflict, the potential danger of fringe, extremist or criminal groups, as well as the need to keep vigilant, and the at times hostile nature of Avalon's biosphere, all necessitate some form of military. However, to avoid a centralization of power and the risks of an autocratic regime, the military structure of Annwn is broken up into broadly the following forms and branches:
- Green Table Navy: The professional aerospace military forces of the Annwn system, the navy has historically fought its fair share of peer engagements and piracy, but for the past century has largely taken on the role of patrol, monitoring, and emergency response and rescue efforts across the system. It is a fairly small force after almost a century of disarmament and repurposing - at its peak during the mid 27th century it totalled some 182 'large' vessels measuring almost a kilometre in length, and close to a thousand 'small' vessels a few hundred meters long, but by the end of the 28th century it maintains less than a tenth that total.
- Monitoring Arrays: A key part of the Green Table's 'vigilant memorial' policy has been the establishment and maintenance of a large network of 'monitoring bouys' - long-range, deep space satellites and observatories, primarily across the moons of Bran, the outer asteroid belt, and the Nine Maidens. These are generally unarmed besides low-powered point defence systems for use against stray debris or small asteroids but serve as a 24/7 detection system for potential threats across and beyond the system, and allow for armed forces or rescue operations to respond as quickly as possible. Many of these bouys are automated, though part of the navy's role is in monitoring and necessary maintenance.
- Aerospace Cavalry: Primarily a result of the long war against the machines but having proved relevant in the conflicts to follow, the 'aerospace cavalry' is a network of 'reserve' vessels across the Annwn system primarily composed of gremlin and gestalt crewed carrier vessels designed to quickly deploy defensive swarms of armed drone units, rapidly gathering data against hypothetical enemy attack and to delay, redirect or sabotage attacks.
- Knight-Marshalls: The unified 'professional military' of the Green Table, drawn from volunteers across the Annwn system. Elite soldiers equipped with highly agile, armament-modified hardsuits commonly known as caliburn chassis, Knight-Marshalls primary military role is in zero-g or low gravity environments, though they are also expected to be skilled diplomats and virtuous towards others. While they thankfully only see occasional deployment outside of ceremonial occasions or training exercises, they serve as the crucial last resort in the event of situations that more localized forces cannot deal with.
- Homestead Merchant Fleets: Composed of both older naval vessels and newer civilian transports, the merchant fleets are operated by the larger homesteads and serve as means for orbital and offworld transport and trade, but also function as the expeditionary or military forces of a homestead with only minimal retrofitting.
- Homestead Militia: Self-defence, mutual aid training, emergency response, firearms training, first aid, and survival skills training are all normalized elements of Avalonian culture and education, especially on frontier settlements. These coupled with all homesteads maintaining a part-time volunteer militia program and the modular design of civilian and economic vehicles - vehicles designed to be retrofittable for military use if needed - means that most homesteads are capable of mustering a surprisingly large and competent combined arms military force in emergencies.
- Aerospace Syndicates: A catch-all term for the syndicates involved in the construction, design, maintenance, repair and operation of satellites, space habitats, ships, stations and outposts, including much of the work involved in gas extraction and astromining across the asteroid belts and the planets and moons besides Avalon. Given the difficult nature of life and work in these environments, and the many years of dedicated training required, most of the 'aerospace syndicates' response for this work and training are highly self-sufficient and well-equipped to deal with both potential ship-to-ship combat or against hijackers and boarding parties. In emergency situations it's not been uncommon for aerospace syndicate personnel to be contracted out to support the navy or a merchant fleet.
- Ranger & Sheriff Syndicates: These categories of syndicate are both armed and well-trained for specific kinds of dangers on Avalon itself. The ranger syndicates primarily handle wilderness exploration, research, and the early groundwork in the establishment of new homesteads - they also often have to deal with strange or hostile wildlife, environments, and resolve potential territorial disputes with and between wild gestalts. Meanwhile the sheriff syndicates handle day-to-day security on important sites, investigates crime, gather evidence, and track down criminals and fugitives - sometimes also serving as an in-person representative or mediator between homesteads when needed.
- Interchange Gestalt Commission: Of the five pillars, the conceptual interchanges are the most fundamentally peaceful in both structure and function. However, the nature of scientific advancement is that in can be used for war, especially on a planet where the very environment itself can in some sense 'think' and be reasoned with... or exploited. The gestalt commission is primarily a philosophical and 'diplomatic' initiative to maintain peace with the wild gestalts of Avalon and to better nurture and understand the artificial gestalts, but in emergency situations the commission is aware of means by which the wild gestalts can be manipulated, turning the very biosphere of Avalon against would-be invaders.
- Emergency Protoplasm Reserves: The gremlins were originally created to serve as an army, massively bolstering naval and ground force personnel with 'expendable', rapidly replaceable, durable and highly specialized 'savant'-like qualified infantry and support forces. Although the progress of sapient rights and the decentralization of military power, plus the century of peace, have both played a key role in granting gremlins their freedom and allowing them to manage their own affairs, reproduction, and choices of specialization within the system of the pillars as equal members of society... the Green Table and the Interchanges do still possess certain options. Deeply questionable and unethical options, but... options, never-the-less.
---MOOD MUSIC
Kingdom of Trioch"For our Sisters! BUILD For our Brother's! FIGHT For our People! LIVE For our King! DIE"
Government Form:
Monarchy with flavours of democracy.
The King is the absolute ruler overall. When the Throne becomes vacant all the heirs are rounded up. If they choose to compete for the Throne they must pass the Trial of Strength, Trial of Wisdom and the Trial of Honour. Abdication means a King forgoes all that is afforded to him and just becomes another member of the people.
The people are split into six clans, each having their subdivisions. These clans elect their Leaders from within their number. Only a combined council of all six clans can overrule the King.
Population:
Humans: Approx three hundred and fourteen million. Humans in the system are slightly shorter with an average height of 5'3, anything above 5'7 is considered gigantic. They might be short, but they are stocky and they are strong. Having lived lives of high G and hard labour.
Robots: Impossible to guess an accurate count. Over 3 billion units.
What is humanity?:
Humanity is the bonds we have as brothers and sisters, it is what holds us together and keeps us forging in the dark abyss of space. It is our legacy and the constructs we leave behind.
---
Planet/System Name and Description:Tiberius 1: Local System Star. Red Giant.
Tiberius 2: A younger F-Type star. Orbiting her big sister.
Tiberius 3: Lava Planet. Requires specialised equipment for any operation on the surface of the planet.
Tiberius 4: Gas Giant. LA large ring of asteroid debris surrounding the planet that plays host to Triochs main mining outpost deeper in-system. It has several larger asteroids that could be considered moons, on the largest of these sits Douglas Station. A thriving metropolis in its own right, and home to the Douglas Clan.
Its artificial gravity over the years has been increased to match that of Crídhe na Cloiches.
Tiberius 5: Hycean World. A world a little too close to the sun to be truly habitable, it is covered in water with a hydrogen-rich atmosphere. There are traces of bacteria in the vast warm waters.
Tiberius 6: Barren, radioactive Protoplanet.
Tiberius 7: Dwarf Planet.
Tiberius 8: Gas Dwarf planet, host to most of the fuel facilities used by the Trioch.
Tiberius 9: Also known as Cridhe na Cloiche, Stoneheart. Several times larger than Earth, it has no breathable atmosphere, and gravitational forces equal to 3G on Earth are the norm. The Troich live in a vast network of pressurised cities that are all in vast underground caverns to protect them from meteor strikes. An Iron World.
Tiberius 9 - 2: Trom-oidhche. The Nightmare Moon. Originally Cride na Cloiche was built as a mining colony because Tirberius 9-2 seemed perfect for habitation. Her host world shields it from the harshest of solar radiation, perfect climate, gravity, and atmosphere. When science teams were dispatched ahead of the colony ship, however, they determined it wasn't perfect. Fauna or Flora, it doesn't matter. If it's alive on the planet, it is trying to kill you.
Demographics:
Homo-Troich: The people in the Tiberius system don't see themselves as anything other than 'Human'. However,r over the years, they have adapted to the harsh realities. They're, on average, shorter and stockier than baseline humanity. Stronger on average, with a larger heart to compensate for the increased blood flow.Clan Troich: The family of the royals, responsible for the finest warriors that the Troich have ever known. While the King technically is head of the clan, he doesn't sit in the council of Chiefs. Instead, they have an elected leader, the same as every other clan.
Clan Douglas: Clan Douglas lives almost exclusively in space, they are slightly taller than those on Tiberius-9, however since the artificial gravity within all their structures has slowly been dialled up to match Cridhe Na Cloiches gravity they have started to adapt similarly to the rest of their kin.
Clan McCrorie: McCrorie are the 'support' clan. They focus more on what they can do to help the other clans, hydroponics, agriculture, and medicine. While every clan has people within every field, none are more varied than those that hail from McCrorie.
Clan Roberts Roberts are the miners. There's not much else to say here.
Clan MacDonald MacDonald are the builders. No matter where the design is derived from, no matter if it's for a new robotic unit or a new Star-Cruiser. Somewhere in there is MacDonald's blood, sweat and tears.
Clan Abernethy Abernethy is the smallest clan on the council, unlike the others that are composed of many smaller clans Abernethy stands alone. They claim to have been members of the original scientist teams on the planet, however like most ancient Trioch history that is hard to prove. They are responsible for all the breakthroughs in AI over the years, which is how they gained their seat at the table.
History:During the days long past, that have entered into mythos and legend it was said that the people of Tiberius-9 were all members of the Trioch Mining Guild. It is said that they were originally meant to be a mining outpost with goals for a colony to be established on 9-2. When it became clear that the moon wasn't suitable for human habitation the resources were destined for the gateway and other systems. Resentment grew, and rumours and history still exist about the Great Strike. Many theorise that their ancestor's refusal to send resources through the gateway is what resulted in the Gateway closing, as punishment for their insolence.
The years were hard. Little history survives from this period, disputes that lasted two hundred years. As a people, they were short of everything they needed to survive. Space, air, food, water. As a company people they fractured into separate family units and clans as their population dropped quickly. Every family patriarch felt that they could do it better, that their way was the way forward. Systems in space failed due to neglect, abandoned in favour of the secure facilities down on the planet.Over the lost years the clans formed, but peace never lasted. One clan absorbed another, others entered truces and ceasefires however there still wasn't peace on the surface of Tiberius 9. That was until one man, Lachlan Trioch invaded the capital city of Steelend. He brought the heads of the most influential clans to a meeting, in a moment of unity previously unheard of The meeting lasted several days, as the entire planet waited with bated breath for what was going to happen next. They didn't know how the future of their world would change, however, they, ey knew that their entire future hinged on this moment.
The council was formed, and the King was crowned. As the dust and debris settled, the Kingdom of Trioch was formed. Lachlan Trioch gained the crown. The council of clans was formed, and the people became united under one banner. Uniting together for the future of their people.The Discovery of AI is one of the biggest achievements of the Kingdom of Trioch. It was discovered by Ernest Abernathy. Attempting a new, more detailed type of brain scan. Instead of getting a more comprehensive scan as intended, the test subject was killed. The experiment was deemed a failure until the computers within the laboratory started to malfunction the next day. Somehow a copy of the subject's mind lived on in the computer.
The computer mind was powerful, it didn't seem capable of 'creative' thought but it processed information faster than any other computer system the Trioch had. Complex calculations that took entire teams to work out took a mere hour, and every time as time went on it became quicker and faster. It took in all the knowledge it was fed and became faster, and more knowledgable. Capable of more and more complex tasks. It grew and grew until it eventually collapsed in on itself. Suffering from what appeared to be dementia, all the pathways still existed however they became jumbled. Sometimes it had moments of clarity where it could still perform all its functions, however as time went on those moments of lucidity became less frequent.The KoT already relied a lot on drones, for fighters, transports, miners, and bipedal drones for performing functions within the city itself. AI revolutionised this process. Large centers were constructed on capital ships, factories and mines. Anywhere that had a large number of drones, with a human Overseer to help keep an eye on things, the AI could directly control and modify the behaviour of drones in real-time. The Trioch grew to revere what they built. They understood that once they were dead and gone all that remained was their legacy, and standardisation amongst construction started to go down. While the blueprints remained the same, everyone put their own unique 'flavour' on what they built. While their human population grew slowly, their machine population grew exponentially entering all the lower levels of the workforce.Leonard Kirk was a young up-and-coming scientist who sought to improve AI. To give an AI a long life, with the ability to conduct a large variety of tasks, they required large servers. Once an AI was placed within a system, it was set for life. More memory space cannot be added, and the AI itself cannot be altered in any way shape or form. Kirk theorised that since an AI was based on a human mind, it would be able to break it down in the same way a human mind could become broken due to stress.
He planned to reverse engineer a split personality disorder, and he succeeded. These fragments of personality were significantly smaller than their 'full' AI counterparts and could be moved from one system to another. These fragments became obsessed with the concept of their 'original' form. Attempting to discover the truth behind their origin, however, it was always kept secret as Kirk continued with his experiment on the Fehu AI.
Until the youngest fragment, Berkan was brought into this world. Unbeknownst to Kirk, Berkano was the memories of the Fehu AI. Small enough that it could travel through radio waves from one system to another. It became bitter, and one day it vented the atmosphere on the frigate it was serving on. As Kirk broke the AI apart, morality programming was not present. It scowled the system, hunting down the other fragments. As they joined together they became more unhinged and unpredictable.
Invading Douglas Station the largest defensive campaign was launched by the latest King himself. The AI was defeated, Kirk ran away to hide in the depths of the system, and the laws on AI were changed. No one with Abernethy was allowed to modify or work on AI research, and all AI systems were fitted with an EMP failsafe to destroy the AI if it ran the risk of going rogue.Since the time of the war, things have been peaceful and pleasant.
The only thing of note was the reactivation of the Gateway.
This section will be updated as the RP goes on.
Culture and Society: The Trioch live in a society that is all geared towards the betterment of their clan, their society and their people. There are outlaws, and fringe groups within the system but they are few and far between.
The people from the Kingdom of Trioch have a strong sense of identity, almost everyone has their spacesuit (some are armoured, some are not) and while most Clans have an agreed-upon color scheme there is plenty of room for self-expression. The armour worn by an individual is an expression of their individuality. One of the strongest anti-deterrents to crime is the punishment of having your armour painted matte-grey. A symbol to everyone around you that you are without honour.
There is a reference to their King, as when it is time to choose an heir Althouse eligible must pass through three trials. The Trial of Wisdom, Strength and Honour. While some feel that anyone should be able to compete, the fact that it is competed for in general gives most a sense of easiness around the passing of succession.
Traditional family units do not exist. Once a child is born they are moved to a creche to be taken care of with other children their age. They are raised by creche mothers and Fathers. Nobody knows who their parents are, except royal blood - however, they only become aware when it is time for a new heir to be chosen. As such a Creche Mother and Father are the closest thing one has to parents. Those who are with them are their brothers and sisters.
Every adult is required to produce at least three offspring, to make this fair it can either be a one-off partner, a romantic interest (marriage is not forbidden) or a donation given for artificial insemination. This is to try and increase the population, however, to ensure that the women are treated fairly for their role in this they are taken to special facilities for the duration of their pregnancy, and five weeks after, where they receive the best medical care available. As well as everything else they could need or want.---
Governance and Politics:
Throne: The Throne is held by the King, after thirty years - or in the event of his death, or contraction of a fatal illness, his heirs are invited to the Trials to determine who will be next in line. The Trials of Strength, Wisdom and Honour change every time however the main goal is to ensure any potential leader has what it takes to be a just and fair leader. The Crown Prince, or Princess, becomes the de-facto second head of state. If the King dies before any of his heirs are of age, the heirs who are the king's siblings are once again offered the chance to undergo the trials.
Clans: There are hundreds of clans, of varying degrees of importance. The leading 6 clans form the council, many of these clans have multiple within their number. The ruling six clans themselves have many 'Sub-clans' that fall under their umbrella. There are internal politics and manoeuvring within the clans themselves. Being a Clan Leader is an elected position from all of those within your clan, and can be an incredibly powerful position. The six on the council, should they vote together, even can overrule the King.
Technology Overview:
AI: AI is their defining achievement, they have spent a massive amount of time working on robotics to compensate for their small population.
Space Elevator: Steelend, their Capital City, has a massive Space Elevator with separate compartments for cargo and passengers. It is used by most to avoid bringing ships down in high gravity.
Most of their technology is standard to what you would expect before the Gateways closed, in terms of weaponry they are primarily focused on conventional projectile weapons with some larger railguns in existence on their capital ships.
Military Overview: The KoT doesn't have a standing Military, however, each Clan has its own Militia that includes Naval Units. The King can order any active military units around, however, some Clans keep certain assets off the books to keep for themselves. There has been no infighting, other than fights against rogue cells/pirates since the Fragmentation War. Clan Trioch has the largest collection of military assets and is often regarded as the best in terms of military action.---
Additional Info: (Anything else you want to include that there isn't a spot for up there.)
<Snipped quote by Sep>
Oh, I love the dwarves. Approved. I can see definitely them building things for other nations, although I wonder if they'll struggle in typical gravity?
@DX3214
So, reading over this sheet, I can see what you're going for on the whole and I like the general concept. We're going very "warlord" this time around ;P
But I do have some concerns. Your writing style in this sheet often lacks grammar or punctuation, and that makes it difficult to understand what you're saying. Especially during the more complicated bits, I can't really tell what you mean, and it's making me feel hesitant about approving you.
Your worldbuilding itself is fine. You've kept to Gateways themes well. Having a mythological and a non-mythological history was really smart- it's the kind of thing I wish that I'd thought of.
So I'm not rejecting your sheet, or asking for a rewrite. But still, it's difficult to read, so I think I need some assurance that you'll run your future posts through, for example, an internet grammar checker before posting IC. Something like Grammarly, maybe?
I'm not fully sure what this means. Are you saying their sun has become unstable?