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Futuristic Sins of a Solar Republic Lore

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Vudukudu

Farseer to the Warsong Clan
Lore Thread, and a huge thank you to Pierce Brown for providing pretty much all the material for this in his fantastic books.
 
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History of the Solar Republic
2100 - In the face of anthropogenically-driven climate change, Earth has changed drastically. Uninhabitable zones have sprung up around the equator, deserts have expanded, and hundreds of millions have been forced to vacate coastal cities. The planet's uber-wealthy have already begun establishing a colony on the Moon, relying on recently discovered terra-forming technology that has permitted the Moon to hold a weak atmosphere and gene-editing technology to permit human life to function in 1/6 Earth Gravity. They begin moving their vast wealth and power off of Earth, finding an eager labor base in the form of the millions of climate-refugees or people looking to escape a dying world. The idea that the same field of technology which permits human life to exist on the Moon may also be used to save Earth is buried.

2130 - Following hundreds of supply launches and the use of robots to construct colony domes and begin terraforming, the first Lunar residents arrive. With unimaginable wealth backing decades of planning, labor forces that are little more than slaves, and a sense of relief after escaping Earth's collapse, the precursors to the modern Aureate are born. Earthen governments, in a bid for survival, begin levying stiff taxes on Lunar trade, and resentment builds in Luna's growing cities.

2184 - The Era of Domination begins. Stylizing themselves as the inheritors of the ancient Roman Empire, the powerful upper crust of Luna adopts Latin names and mobilizes for war after Earth's tariffs begin to threaten their society. Quorus au Lune, formerly Carter Mills, emerges as the leader of the Domination after ruthlessly assassinating numerous rivals and building support among friendly families. Generations of laborers, thoroughly indoctrinated by the developing Aureate's propaganda of "Obedience, Prosperity, Sacrifice." are easily swayed to go to war for their benevolent masters. Using their access to gene-editing technology, automated factories, and seething desire for greater power, the first Aureate prepare for the coming war.

2193 - After 9 years of quiet preparation, the Aureate declare themselves an independent state from Earth, dubbed the Lunar Republic. Notably, only the Aureate receive any political rights. With lightning-fast fury, the Lunar Republic conducts hundreds of simultaneous strikes, crippling Earth's surviving military forces and governments in a matter of weeks. The war of subjugation will continue for a few more years as the United Canadian-American States and the Pan-Pacific Alliance slowly begin to fall. In June of 2200, Chicago falls and the Lunar Republic declares rulership of Earth, renaming themselves as the Solar Republic.

2200 - With Earth conquered, ruthless purges begin as Quorus envisions a new era of humanity. Still thriving on the public support of the lower Lunar castes and the respect of his fellow Aureate, Quorus declares the Compact. According to its strictures, humans are categorized, modified genetically, and separated into various social tiers to fulfill their duties. Those who do not submit to re-education are eliminated, and after a few decades of wiping out small rebellions and simply murdering those who object, the Compact's tenets are met. In the immediate aftermath of the war, the Aureate begin terra-forming the Earth to once again be a lush paradise. Many remain on Luna, but hundreds of Aureate also relocate to Earth and build massive villas in the style of their Lunar ancestors.

2250 to 2600 - The Solar Republic sets its sights on colonizing the entirety of the solar system. With unopposed dominion over humanity, the Aureate are free to direct technology and society more generally as they see fit. Using Helium-3 as an energy source, massive technological jumps are made over the centuries until the power to move Mercury and Venus into the habitable ring is attained. The two heat-blasted planets are pulled out of their orbit, and terra-forming on them begins in 2400. Mars is colonized by 2350 and rapidly being settled by 2425. Drones are sent to construct the beginnings of colonies in the Rim, though they promise to be tough and cruel places. Still, by 2600, Aureate and Low-Castes alike have begun taking the months-long journies to the growing colonies on Pluto, Io, Europa, Ganymede, Callisto, Sinope, Thebe, Titan, Rhea, Iepatus, and Triton. Once initial colony development has been completed in 2475, the Solar Republic bans autonomous robotics permanently, fearing that they may be used to overcome their monopoly on military might. Numerous popular revolts occur, but are put down with ruthless efficiency and used by the Aureate's propaganda machine to reinforce loyalty.

2757 - The Moon Lord's Rebellion occurs when Magnus au Lennox declares the Rim moons independent from the Solar Republic. Given the travel times involved, the war rages for years until the mighty shipyards of Ganymede are turned to dust, and Ganymede is glassed into nuclear oblivion. The Moon Lords swear fealty once more, their leaders are executed and replaced by loyalists, and they will never forget the cruelty with which the Core treated them. Privately, many Aureate of the Outer Rim still pay respects to their fallen leaders, Titus au Rion, Lara au Polla, and Carrus au Raxxus.

2600- 2814 - Excluding the Moon Lord's Rebellion, this is a time of peace and development as the Republic's population and wealth swells dramatically. The Rising, a populist terrorist movement, is founded in 2603 and has survived repeated attempts by the Republic to crush it completely and utterly. Its decentralized nature makes targeting it difficult, and its members are treated with extreme prejudice. In the last ten years of the 2700s, trouble brews on Mars as the ruling family's power declines and the Sovereign begins displaying favor for an up-and-coming family that may replace them. In 2814, the modern day, all eyes are on the latest class of Institute graduates as they emerge from their year of trials.
 
Aureate Society
The Society is a barely-representative state with an elected limited king or queen. The Sovereign rules as long as they have the support to do so - at any time, 70% of the Senate may call for a new election and depose a Sovereign in favor of a new one. This doesn’t happen often - few factions in power have the numbers to secure an election, and many are loath to make enemies by participating in what may be a failing vote. Political manipulation is essentially the national pastime for the Aureate class, when they aren’t at war with themselves or skirmishing for political power.
Aureates are raised to be ruthless power-seekers, ambitious and cunning to the core. They are also given an extensive education in fields like law, history, philosophy, horsemanship, sword fighting, tactics, strategy, oration, and so forth. Family is considered the highest source of loyalty for most Aureates, and they regularly settle insults to their honor by duels to the death. Despite this, Aureate society is painfully polite - everything is cloaked in manners and pleasantries, and status is everything. Ambition, courage, and cunning are Aureate society’s highest values, inculcated in their children as soon as they can walk and talk.

In order to stave off the cancer of hedonism and baseless pride, the best of Aureate society's children as determined by a comprehensive exam, are sent through the Institute each year. It is expressly illegal to discuss the specifics of the Institute with anyone who has not attended, and attempts to train children with the skills they will need beforehand is generally looked upon suspiciously. The punishment for such transgressions is most often a treason sentence and summary execution, and as such few dare test it. Success at the Institute is rewarded with a Scar, making one a member of the elite group of Scarred. The mark is cut just under the left cheekbone, and Scarred are the cream of the Aureate crop by virtually all standards.

Considering itself a meritocracy, at least among Aureate, the Institute accepts applicants from all walks of Aureate life, be they of the poorest or richest families. Upon arriving at the Institute, entrants take another exam to determine their House (Apollo, Bacchus, Ceres, Diana, Juno, Jupiter, Mars, Mercury, Minerva, Neptune, Pluto, Vulcan) and are treated to a day of luxury before they are beaten to a bloody pulp in their beds and hauled off by Lancers in the Institute's employ. Of the 1200 entrants each year, 600 will survive after being forced to kill another member of their House in order to continue. Separated into twelve teams of 50, the survivors participate in a year of mostly non-lethal war games. Pampered 17-19 year olds who have never truly known pain or suffering are tossed head-long into the stone age and made to survive on their own merits. Medical robots tend to the wounded before turning them over to the victors for branding and enslavement. A few will die in sanctioned executions for crimes such as theft of food or treason, and perhaps two dozen perish of starvation or cold in their weathered stone castles. Proctors from each House oversee the events, and records of every individual's actions are kept to turn over to prospective employers looking to add a Scarred to their household.

The Institute continues until a victor emerges in the form of a House that has conquered all others. Each House, led by a Primus, will eventually be conquered and, when only one is left standing, an Arch-Primus is declared and given the best long-term outlook, having proved him or herself better than all their peers. If no winning House has emerged by the end of the year, Proctors will corral the remaining Houses to a neutral field and force a final confrontation to resolve the year's events. Representatives from powerful families all over the Republic will descend upon the survivors, picking and choosing among the most ambitious and strong. And then, once the field has been cleared, it will begin anew with a new batch of students, on every single world or moon of the Republic.

The Academy is the successor to the Institute, and only Scarred may enter as competing students, though all Aureate are welcome to apply to serve as support officers. The Academy is the naval version of the Institute, though its year-long length is more a matter of the slow speed of space travel than the length of the competition. Students are permitted to form teams of equal size and then select the lower tier of students to serve on their vessels, and then begin a year of simulated naval warfare using specially designed warships and munitions. Importantly, vessels are destroyed and lives are often lost by the thousands, though these casualties are never Aureate and are mostly made up of lower-castes who are mere pawns in the war-game.

Families are the first, central bond of loyalty in the Republic. Betraying one's kin is the darkest of black marks, even if the act wasn't illegal, and this stigma is so strong that, even during the Moon Lord's Rebellion, siblings who did not approve of the Rebellion went to war alongside their elders. There are something like 40 million Aureate in the Republic, and millions of families, each networking and intermarrying with one another in search of ever more power. A family's household may include numerous unrelated Aureate who serve as political advisors or personal soldiers, and they are more often than not considered something akin to adopted family after years of service.

House membership is determined by the Institute, and reflects a much less intense bond, but still one of great meaning. House membership is partially determined by family lineage, but it is also a reflection to some extent of personality traits, meaning like-minded Aureate tend to find themselves in the same Houses. After finishing their time at the Institute, most Scarred treat their House as a sort of professional network, relying on their mutual experience to bond with one another and seek out advantages.

The Aureate ruling class is obsessed with ordered society and has arranged immensely wide-ranging institutions for control. Chief among them, however, is the Compact, a centuries old way of organization people. Every human in the Republic has their caste-marker tattooed on the back of each of their hands, and tampering with the symbols is punishable by death.

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1. Aureate: Aureate are genetically enhanced to be superior to a "standard" human. Their bone density is 5 times stronger then average bone along with an increased tensile strength in their tendons, ligaments and muscle fibers. They can hold their breath for at least 5 minutes and have increased cognitive capabilities which is further enhanced by brain implants. Additionally they all are of a height of at least 2 meters (6.5 feet) or taller. To be under 2 meters is considered short among them. Due to their superior physique, Aureate tend to live longer than humans of Old Earth, and the Carvers' cell rejuvenation therapy increases their lifespan further still.

2. Silvers: A trained caste of financiers and businessmen, Silvers are gene-modified to have silver irises and hair. Most operate under the purview of Aureate households, tasked with generating the vast wealth and resources that feed the Aureate machine. Some, however, operate independently and conduct business with Aureates, though always as a lesser partner in the deals.

3. Whites: Clergy and judges that oversee the ritual functions of Republic, preserving the traditions of old. These rituals tend to be done by virgin maidens wielding iron daggers and gold laurels, while children carry triangular standards of scepters, swords, and scrolls with laurels. Many others fulfill the role of a mentor, teaching young Aureates about their role in Republic. Justices are a higher tier and are the ultimate Whites who, after a lifetime in a monastery, have become the spirit of justice. They oversee many Gold rites of justice.

4. Copper: Administrators, lawyers, and bureaucrats. Often short, stout, and stern-looking, with brown-ish hair and eyes.

5. Blue: Bridge crew and starship pilots. Blues often live their entire lives on ships, living communally with other Blues and interacting little with other Colors. They are raised on an education of astrophysics and stellar navigation, and its not uncommon for them to hold multiple doctoral degrees in mathematics, geometry, physics, and other relevant fields. Display variance in height and build, as the artificial gravity aboard vessels can be tuned to imitate various worlds.

6. Yellows: Doctors and researchers of human-related sciences like psychology.

7. Greens: They are the programmers and developers of the Republic.. A team of them working in conjunction can bring down the communications networks of an entire planet for a length of time. Many Greens bear tattoos, metal piercings and implants, spiked hair and mohawks, and heavily use drugs and other recreational stimulants. Greens, like many midColors, embrace transhumanism and human augmentation with technology. They install ocular sensors and lenses into their eyes.

8. Violets: Violets are a mid-tier caste, though they are mentioned to be as rare as Whites. They are the creative class, the artists, musicians, and performers of society. They are also news anchors and appear to work with technology and dabble in genetic engineering. They are given drugs (pills) to increase their output. They design the buildings in the Republic, but are not really architects, although some Golds and Silvers mistake them so. Carvers are Violets who are capable of altering and creating life via surgery and genetic engineering.

9. Oranges: Oranges are a mid-tier Color. They are the mechanics of the Republic and provide systems support upon starships and all manners of mechanical enterprises.

10. Grays: Grays are a lower tier caste. They serve as the police, military, and security personnel throughout the Republic. They are the bulk of the Republic's Legions, serving in Cohorts. Lurchers are Highly trained Grays known for killing Golds and other highColors. They are named after a species of hounds crossbred to kill prey larger than themselves. They possess excellent combat skills and tactical prowess far above normal Grays. They are also genetically-altered to have superior senses, such as smell and sight. While Greys typically lack physical genetic enhancements, they are bred and raised for discipline and loyalty and rarely, if ever, disobey orders.

11. Browns: They are servants in homes, businesses, and social institutions. They are often seen as attendants, cooks, janitors or nannies, and are unnoticed by the people they serve.

12. Obsidian: Obsidians are monsters, bred only for war. After the "Dark Revolt," they were forced to live in the polar regions of Earth and Mars. Allowed no knowledge of high technology, the Obsidians worship Aureate as "Sunborn" gods. In light of their ignorance of the processes of genetic manipulation and Carving, the Aureate populate the lands of the Obsidians with unimaginable horrors, including bear-like pack-hunters, man-sized (and larger) marine predators and mythic beasts from Earth's ancient legends (notably: Griffins and dragons). Most Obsidians have 5 fingers per hands, though some are known to have 4 or 8 per hand. Stained are among the strongest of the Obsidians, recruited by "the Gods" to serve as elite soldiers and bodyguards (but never as commanders or leaders in any capacity). They are allowed to use some martial technology (such as IonBlades) but are still largely bound by the prohibition of high technology. For any Obsidian, to touch a Razor is a capital crime. Stained are adorned with scars and tattoos (their "Stains," earned as accolades for their achievements in combat) and are typically bald or mostly-bald. All known stained also have eyes tattooed on their eyelids.

13. Reds: Reds are the lowest level of caste within the society. They are separated into highReds and lowReds. The LowRed are the unskilled workers suited to brutal environments, slaving away in the mines to harvest the material needed to create atmosphere and life on barren planets, helium-3. HighReds work in service jobs, similar to Browns, but often more menial labour, such as being in factories and making weapons or consumer goods. Their lifespan is not considerably long, often marrying during their teens and people in their 40's are considered rather old.
 
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Technology:
Regarding Weaponry and Armor, this list is pretty much exhaustive (there are variants, obviously, like Scorcher Shotguns and pistols, but the "tiers" are pretty much set, as is armor.) If you want to introduce something simple, feel free to, just stick to the general naming conventions and such or ask me first.

Kinetic Guns: The ancient relics of old Earth, these firearms are only effective against unarmored targets in the modern day. They're chiefly used as museum pieces and, among big game hunters, as a tool to prove one's skill by using such primitive methods. No hope of penetrating Duro-Armor, or even overloading a Pulse-Shield. Still, they are the only variety of firearm that cannot be disabled by EMP.

Scorchers: A low-power railgun using magnetic munitions, the Scorcher is the standard firearm of Greys everywhere. Upon being activated, it has a brief charge-up period in which it emits a loud hissing sound, the source of their nickname. While unlikely to penetrate anything beyond Duro-Armor, Scorchers are quite capable of killing unarmored humans and overloading PulseShields.

Rail-Rifles: These advanced railguns, most often found in Aureate hands or talented Lurchers, possess magnetic ammunition and can overload aegises as well as pulseShields. With the shields gone, they can even penetrate the finest armour available at close range.

Stun Weapons: Come in different variants, such as the StunPike, StunClub, and StunFist. All of these weapons are capable of knocking most humans unconscious in a single blow, though armor and PulseShields obviously complicate matters. StunFists, unlike the Pike and Club, are ranged up to about 30 meters and emit powerful concussive blasts. StunFists are also capable of hurling and deflecting some projectiles with proper aim.

Ion Weapons: Utilizing a weak energy field, Ion blades (most commonly constructed in axe, sword, dagger, and pike variants) are capable of cutting through Duro-Armor, and with sustained effort, even stronger defenses. Among Greys, this is about as good as it gets in terms of melee weapons. Aureate occasionally carry them as backup weapons, and if a duel does not use razors it almost certainly uses Ion Swords.

Pulse Blades: The best thing short of a razor, PulseBlades ca cut clean through Duro-Armor and doesn't take much work on other armor types. Typically made in the same models as Ion Weapons, and are rarely seen outside Aureate and Obsidian hands.

PulseFists: The pulseFist is a glove or gauntlet used to shoot superheated energy/particles from its wearer's knuckles. PulseFist blasts have been shown to eventually short shields, instantly melt snow and ice, start fires, and burn people to death. They are used widely in combat between Aureates.

Razors: The primary weapon of Aureates in single combat, the Razor is a symbol of Aureate's right to rule. As such, the punishment for low-Colors and mid-Colors using razors is heavy. For an Obsidian, the punishment for merely touching the weapon is death by starvation. The "blade" of the razor is about a meter long when stiffened and can be toggled into the form of a whip (the whip form being considerably longer than the blade form). As a result, the Razor is an incredibly versatile weapon. While flexible, the razor is incredibly sharp and can even pierce RecoilArmor. Though it is meant to be worn on the belt, different generations of Golds have adopted different traditions for the carrying of a Razor. It has been noted as having been worn as a sash, and more recently around the forearm. Razors come in different colors, and some Razors have special inscriptions on them, detailing personal triumphs or family achievements and glories carved into them.




Duro-Armor: Duro-armor is the basic equipment given to Grays. They are not very effective, capable of only stopping basic weapons like blades, kinetic firearms, and glancing blows from ion blades. Razors and pulseBlades can pierce right through them.


Pulse-Armor: An intermediate armor option, Pulse-Armor is somewhat stronger than Duro-Armor and also has a built in Pulse-Shield. Commonly worn by Aureate, and occasionally Lurchers or Stained.

ScarabSkin: Tightly fitted armour that takes in the light and renders it black. Enables rapid movement. More durable than duroArmor, as it can stop some blades and projectile weapons.

Recoil Armor:
A suit of recoilArmor consists of multiple interlocking plates of recoil-Plate, a type of smart metal that can flex and move along with the user. This is the armor most often worn by Aureate, and occasionally Stained.

It is not known when or where the armor was first created, nor is it known who developed or commissioned it. However, it can be inferred that recoil-Armor was based on designs that were first implemented when the Old Conquerors first razed Earth, and was then improved upon by the engineers and scientists of the Society.

The outer shell of recoilArmor can be reconfigured into many different designs. From different shapes to shifting colors, all of it can be apparently be programmed into whatever computational matrix controls the formation and shifting of the recoilPlate. In terms of defensive capabilities, a set of recoilArmor seems to be close to the pinnacle of protective technologies within the militaries of the Republic, with the only personal armors that can provide more protection being starShells. They can take hits from weapons such as railRifles with only a dent to show for it.

Pulse-Shields: Standard force-fields which can be overloaded by high volumes of fire from most any weaponry. The standard armor-mounted Pulse-Shield provides full coverage, while the arm-mounted Aegis functions like a medieval shield.

GhostCloak: Ghostcloaks are lightweight invisibility field generators, though they are somewhat finnicky and do not operate well on mobile humans wearing armor. Still, an Aureate in Recoil-Armor can utilize it while standing still.

StarShell: Large mechanized full-body suit of armor and weaponry that is able to be launched out of spit-tubes on spaceships in orbit around a planet. When launched through atmosphere, the starShells are covered by a layer of friction armor which burns away during entry from heat generated between the armor and air molecules. Landing is achieved with gravBoots that are part of the armor. They are incredibly strong - able to withstand attacks from most weapons short of railguns and razors. They're also incredibly heavy, without the battery packs contained within (or if an EMP disables the electronics) the occupant would be unable to move. StarShells are equipped with Recoil-Rifles and Pulse Cannons, which operate like larger versions of their man-sized cousins.



Datapad - A very thin display mounted on the arm. Depend on the internet to relay information. It can vibrate to indicate notifications. DataSlips are thin metal slip that stores data. Kind of like SD cards. Can interact with datapads.

DataRecorder - A miniscule data recording device. It can be activated by applying pressure, and can record visuals and audio from even inside a mouth. It is virtually undetectable due to its incredibly small size.

GravBoots - GravBoots are a somewhat widely available piece of footwear that allows their wearer to float or 'fly' around. This effect is achieved presumably through altering gravity within a certain area around the user. Low-Colors have access to them, but they are often slower and capable of lower altitude flight. Aureate GravBoots have the power to carry several armored Aureate, in the event that they are evacuating wounded.

DuroGlass - Material that makes up windows and even floors of shuttles. It appears to be able to be controlled with a datapad, presumably through usage of embedded circuitry, so that an apparent window can suddenly open up to become a door.

DuroSteel - A durable material that is used to construct star ships and most everything else in need of reinforcement.

FlakScreen - A defensive mechanism often deployed by ships in firefights, used to stop incoming missiles, leechCraft, and other projectiles. When engaging a flakScreen, a ship shoots out large quantities of small projectiles, made to collide with anything headed towards the defending ship.

FleshMask - A high tech mask worn over one's face to change their facial structure and appearance. Does not change eye color.

Helium-3 - An element mined on various planets to terraform them so they could be suitable for living. The task is delegated to the Reds.

holoExperience - a VR-like device to use as a form of entertainment, like watching a movie or playing a game.
holoImmersion Room - Probably something to view holoExperiences with. For entertainment, that's for sure.

HoloNet - The internet. Can be used to send messages, videos, exchange sums of money, and much more.

JamField - A device that creates an area from which no sound can escape, nor can any signals; i.e. radio waves. The size of the area varies, depending on what is emitting the jamField.

Nanoplastic - Protective material with a very high melting point. It seems like it can be dyed different colors.

Nervenucleic - Something, possibly a drug, to raise mental performance for a medium duration of time.

NoiseBubble - Large-scale infrastructure that block in areas of sound while insulating from sounds without. When walking through city blocks, one would be assaulted with a bevy of different noises.

PlasmaTorch - Similar to a regular torch, but likely more extreme; it can cut/burn holes right through walls.

SpitTube - Launches starShells. It is reasonably portable as it can fit on an escape pod.

WhisperGem - Very costly device that is activated by being blown upon. After being blown on, it will shatter and form a holo.

 

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