Human

From DieselPunk13 Wiki
(Redirected from Humans)
Jump to: navigation, search

Quick-Start Guide

  • Humans represent the base line of all species and have the benefit of their well known toughness and broad set of skills. All humans gain +2 to every stat. An extra +3 can be gained if their homeworld is chosen in character setup.
  • Perk: Humans gain the perk "Tenacity" which allows them to stabilize and heal a very small amount (equal to 5u of tricordizine) every 15 minutes.
  • Perk: Humans gain the perk "Guts and Glory" which allows them to halt all progressing damage and heal a small amount of internal bleeding and organ damage every 30 minutes. The strain of this effect however will make the user exhausted and may cause them to pass out as a result.

Humanity and the Terran Federation

General Overview

The Terran Federation is the pre-eminent power of known space, encompassing thousands of star systems spread across the Orion Spur, several different alien races, and multiple semi-autonomous states beneath its banner. Established from the old order of Earth’s nations, following economic collapse in the efforts to terraform Mars, the Federation serves as the united political will of humanity, and the other species under its influence. The terran federation may also be referred to as the Sol federation, the names are interchangeable.

Statistics

  • Population: 348.5 Billion (Est.)
  • Human: 313.3 Billion
  • Human: 235.7 Billion
  • Abhuman: 77.6 Billon
  • Kriosan 8.6 Billion
  • Akula: 7 Billion
  • Sablekyne: 6.9 Billion
  • Cindarite: 5.5 Billion
  • Naramad: 3.4 Billion
  • Opifex: Minimal
  • Cht’mant: Unknown
  • Government: Citizen's Republic

History

Founding and the Unification Wars

The Federation’s history reaches back to the strife of the 23rd Century following the completion of the Mars Terraforming Project. In the wake of the widespread societal and economic collapse, the disparate nations of Sol and Mars suffered further as the wealthiest members of society fled the Sol system for other colonies. With no other recourse, the civil strife grew increasingly violent, culminating in nearly a century of civil conflict across the Sol System. Pitting governments, corporations, and civilian groups against each other, the chaos eventually placed one group above all others: former military. Starting with these former soldiers safeguarding their communities and making decisions for the community, bringing order to the chaos, the trend of former military leadership spread rapidly. The early roots of the Terran Federation started in Europe and spread rapidly, coalescing into an increasingly complex government. By the end of the chaotic century, and by the time the first bluespace drive was developed in 2383, most Sol was brought under the control of the Terran Federation.

To work toward recovery and seize necessary resources for home, as widespread shortages continued to plague Sol, resources that could be spared were poured into a new military-industrial complex and military production ramped up. The preparation for what would become the First Unification War lasted only a few years, but the results starting in 2387 were nothing short of astonishing. From 2387 to 2407, the Federation scored devastating victory after victory in the star systems surrounding Sol. These victories brought to heel the various colonies that had, for over a century, enjoyed independence while making a show of force that would spread across the stars. With this show of force, the Terran Federation became the pre-eminent power in known space and recovery in Sol was already well underway. Despite this, the Federation began what would become the Second Unification War.

The Second Unification War, a much longer conflict, lasted from 2412 to 2562 and united the whole of the human diaspora beneath the banner of the Federation. Despite the name, much of the unification was peaceful as the reputation of the Federation now preceded them, and failure to submit would likely be met with extreme force. Or so it was presumed. Those that did resist were met with necessary force, not overwhelming. The inclusive nature of the Federation and the integration of each planet that joined eased the military burden on the Federation, and resources continued to flow across the growing nation. Shortages that once plagued Sol were now long gone, and Sol itself was prospering along with the new colonies. With the end of the war in 2562, and immediate need for conflict now passed, the Federation was able to focus more resources than it had been on internal expansion, exploration, reconstruction, and terraforming efforts. The military-industrial complex, once a powerful part of the Federal economy, saw its importance wane as civilian products were prioritized, along with construction materials and everything else needed to better improve the Federation and its worlds. This era of internal expansion brought it with stability and integration of the far-flung colonies and settlements.

Era of Exploration and Contact

But with this expansion, first contact with alien species was inevitable. The Mar'qua made first contact with the Federation in 2567, and with it came a peace treaty and defensive alliance. Advanced Mar'qua technology likewise flowed into the Federation, while the Federation aided the Mar'qua in protecting their borders. The relationship with the Mar'qua was, and has, been somewhat distrustful. The Mar'qua pay taxes to the Federaton and are effectively part of it, but maintain high levels of autonomy, rendering them effectively a tributary and not subject to Federal administration. This has also protected their otherwise backward society and structure, according to the Federation.

Only a few years after the Mar'qua, the Akula were contacted in 2572. For the next three years, human colonization and the supplying of weapons united the Akula under a pro-Terran government. However, the traditional elements of the Akula continue to cause issues to this day, and the failure to integrate into the largely egalitarian society of the Federation has resulted in the Uacillia System being treated as a semi-autonomous space. The standard administration of the Federation hasn't yet been able to get into the system, and by extension the system isn't privy to some of the same rights of the rest of the Federation. Those Akula that hold to more xenophobic and rigid views outside of their home system and homeworld are generally treated with some level of derision from the otherwise accepting Federation. Contact with the tribal Naramad in 2580 posed one of the first challenges to the Federation, small as it might be. First contact with the Naramad started off rocky, with Naramad leaders attacking a Federal diplomatic team. Leveraging the fact that it was a defensive war, flimsy as the excuse might have been, the Mar'qua were forced to fight a ground war to preserve the native economy. It had the ulterior motive of being done to get a demonstration of Mar'qua technology, strategy, and tactics. The small force overwhelmed the comparatively large Naramad force over the course of months, and the Mar'qua pulled out once the fighting was finished. The Naramad were, thus, the first species to be forcefully integrated to the Federation. The Chancellor of the Federation was removed in a no-confidence vote from the Senate once it came to light what had transpired and how it caused a rift with the Mar'qua.

In 2582, first contact was made with the Sablekyne by a corporation rather than the government's diplomatic corps. The dual influence of Oni LLC on the Southerners and the undocumented Gaelic settlers on the Northerners had a distinct effect on the society of the Sablekyne, in ways that the Federation wasn't particularly pleased with after the fact. The divisions between Northern Sablekyne and Southern Sablekyne However, given the problematic integration of the Naramad, the peaceful integration of the Sablekyne was welcome news. The ease of assimilation, due largely to the cultural shift, has turned the Sablekyne into a major species within the Federation.

The next year, 2583, saw formal contact with the Opifex. Rumors of raiders and scavengers at the fringes of the Federation saw an increase in Navy patrols in areas where the attacks were reported. Contact wasn't able to be established in the few clashes with their ships, with attempts to capture being met with self-destruction when cornered. It took the Mar'qua reaching out to formally make contact. Through the Mar'qua, a non-aggression pact with the Opifex was negotiated and the attacks on the Federation itself ceased, and they turned to other groups instead. After this rush of first contact scenarios, there was some surprise as no new contact was made for another 18 years. During this time, the newly integrated species saw populations move across the Federation, integrating in their new homes, and growing new populations that grow up effectively human. This has caused some tension among more traditional non-humans, but to the greater Federation the integration of these species, the lack of tension caused by it, and the contribution of their own culture to the areas they move to is treated as beneficial. The Sapient Service Act of 2586 formally opened Federal Service to all species with the same limited restrictions placed on humans. This merely put to law the rights of non-humans, while they had already been serving prior. Contact with the Cindarite in 2601 was another example of a non-traditional contact. Smugglers had long been hiding goods on the planet due to the inhospitable environment following the nuclear war. These smugglers eventually made first contact with the Cindarite and used them for their own purposes. Eventually the Federation moved in, broke up the smuggling ring, and made formal first contact with the Cindarite. Given the positive relations with the smugglers, it eased the integration of the Cindarite into the greater Federation, similar to the Sablekyne nearly two decades before. To help move those that wished to leave their ruined home, the Cindarite were offered jobs across the Federation and are welcomed into Federal Service. Their widespread mutations and lack of any baseline, however, causes some issues but none that aren't easily rectified.

Kriosan contact in 2605 brought another of the major species into the Federation. The rapid deployment of Sol forces to Krios brought to bear overwhelming firepower and forced the Kriosan leadership to negotiate. Most of the Lord Castellans of Krios refused to surrender to Sol and only a minority of the people pushed for joining the Federation. In the end, the short-term solution was to submit to Sol. The begrudging alliance brought some new resources to Krios as the Federation began to implement their administration. Such assistance quickly dropped off as rioting and violence began to rule the day. To reward the Kriosans for unrest was an irrational move, and so they were taxed and left to their own devices otherwise. Kriosan Police and Federation military forces fought to keep order amid the protests and rioting, but ultimately the Federation chose to ignore Krios entirely. The usual process of integration and establishing their administration was put on an indefinite hold while they were still forced to pay taxes and a minimal military presence was retained. Krios was effectively vassalized; a first for the Federation. Those that fled Krios to the rest of the Federation were still embraced as civilians and, later, citizens when they served.

The 27th Century and the Crash

The next decades were a period of relative peace. The Federation had secured a huge swath of space, were expanding internally while explorers and intrepid pioneers headed beyond the borders to settle their own worlds, and the stability of the government and society contributed to an overall prosperous period. The only notable unrest remained on Krios, while the frontiers occasionally had minor uprisings by those that felt disenfranchised by the government. Most were put down easily. The Federation, as a true melting pot of both human and alien cultures, had an underlying weakness in allowing the free expression of ideas. Protest against authoritarianism, for universal suffrage, for pacifism, and some nihilistic elements saw a rise in popularity among the core worlds. On the fringes, more dominant alien cultures and their own values were sowing discord.

Before anything could truly happen, the Bluespace Crash occurred, scattering the fleets and effectively breaking up the Federation. With no other equally fast communications or FTL system, Sol has lost communication with much of the Federation. As a nation can only be as large as its communications allow, the future of the Federation remains uncertain.

Government

Chancellor (as of 2645): Walther Adler (Human, Male, 78) The government of the Federation can best be described as a Citizen's Republic. While a representative democracy at its core, the right to vote has been denied to the average civilian of the Federation. To earn the right to vote, an individual must serve at least two years in some form of Federal service. The right to serve is guaranteed to all, regardless of species and ability. Quitting from service in the middle of it results in no punishment beyond being barred from service in the future and thus unable to earn the right to vote and participate in the government. The government would rather have dedicated people and punishing those that can't make the cut would run counter to the ideas of civil liberty. The federal government itself is unicameral, composed solely of the Senate. Each senator is elected to represent a singular star system, or the whole of less developed frontier sectors if major settlements are lacking. In all, there are thousands of Senators, split into various parties, and made up in some part of every species in the Federation. As the head of state and government, the Chancellor of the Federation is given great power and wide authority to act without needing to consult the Senate. Despite this, they serve at the will of the Senate despite election by the citizens of the Federation. Like every other part of the government, the Chancellor can be any citizen regardless of age, though older citizens are the most likely to be elected regardless. Only a handful of Chancellors have been non-human since first contact was made, only because few tend to run for the office.

Major Cultures

The Melting Pot

The core worlds are a true melting pot. Earth and Mars are the greatest mix of cultures, with some alien races contributing their cultural elements as they emigrated to the core. While there are still some distinctions, the average human born in Sol or its nearby star systems are likely to be from most any cultural background, hold any variety of beliefs and traditions, and be almost anything. Traditions of old have been supplanted in large parts by the necessities of modern society, and while cultures may no longer be well defined in the core worlds, bits and pieces remain.

The Frontiersmen

The Federation is a huge nation, and its frontier is no exception. Many worlds have just small settlements of hard working, industrious colonists working to stake their own claim out in the galaxy. Most of these people are resilient, self-reliant, and usually cooperative with their fellow settlers. Those on the frontier can come in almost any flavor of culture, and are probably the most diverse, defined cultural grouping of humanity.

The Human Colonies

Federal culture is as varied as the cultures of Old Earth. In the diaspora of the 22nd Century, when the colony ships departed to their systems, cultures were preserved and modified as they adjusted to their new worlds. These worlds are encouraged to preserve their unique culture while still adapting to the ever-shifting society of the Federation. Where the core worlds have become a melting pot, the human colonies have held onto their culture. More specific cultures, such as the specific European cultures, Asian cultures, or African cultures have survived and prospered. Alien thoughts haven't seeped in so much, and the colonies are resistant to the cosmopolitan melting pot of the core worlds.

The Alien Colonies

Humanity moves anywhere it can. From the human settlements on the Sablekyne homeworld to human enclaves and trading posts in Mar'qua space, humanity can be found anywhere and everywhere. While some hold onto traditionally human cultures, the closeness to alien friends and possibly even family has likely caused shifts in thinking. Perhaps not radically so, or perhaps extremely radically, those born on the predominantly alien worlds might just as well be alien in culture or a strange mix not unlike the Core Worlds.

The Spacers

Not everyone is born to a planet. Some live their lives on asteroid settlements, trade stations, starships, and freighters. Some may never set foot on a world. These people are unique for the lack of traditional culture. Gone are the ways of old when survival is on the line. A poorly maintained life support system could spell death for everyone. The Spacers are pragmatic, often diligent in their work, and often mechanically or commercially oriented. Those on the trade stations have likely seen or interacted with many different species and cultures over time. Those on ships and other facilities have probably been forced to help maintain their homes from an early age, perhaps in lieu of an education in some cases.

The Undefined

The Federation is a huge nation. Hundreds of billions of humans call it home and stretch across thousands of star systems. While it is tempting to put all of humanity into a few easily defined categories, often most do not fit in any one category. Humanity, like other species, are greatly varied in personality, culture, and adaptation. Likely they came from most anywhere, with any number of backgrounds, a variety of genetic modifications,

Biology

Human biology remains largely unchanged from the baseline human of the 21st Century. Heights and weights haven't changed much, and no there are no major mutated strains of humanity present in the Federation. However, the introduction of aliens to the Federation, massive leaps in medical technology, the proliferation of abhumans, and widespread cybernetics has resulted in limited mutations and non-baseline humans to appear. None are in any major numbers compared to the entire Federation, but there are any numbers of minor traits floating around that have appeared over time.

Barring full or partial non-human modification, such as the Abhumans, genetic therapy and targeted genetic treatments are widely available to the average citizen. These can range from "cosmetic" procedures where minor elements of one's biology is tweaked to deep scans and intensive procedures to correct genetic illnesses before they can affect the individual.

The Abhumans

Born from early genetic modification technology in the 21st and 22nd centuries, the Abhumans were initially wealthy individuals that decided, for any number of reasons, to have animal traits added on to varying extents. From tails, ears, or claws to full body modifications, complete with bone reshaping. The procedures were often long, intensive, expensive, and the early procedures weren't always successful as the new technology needed time to be studied. As time went on modification eventually became easily accessible to most of the population, like most consumer services. The procedures remain long and intensive, however, depending on the extent of the modifications. At their core, Abhumans are genetically human and they can, and do, pass along modified genetic traits. This has led to long lines of "pure" Abhumans; those children of full Abhuman modders that never received any modifications but take after their parents. By genetic makeup, Abhumans are human. The popular opinion of the Federation's populace, but by no means a unanimous opinion, is that they are no different than physically pure humans and the modifications are merely a cosmetic choice like any other.

Military

The Federation Armed Forces are among the most advanced in the known galaxy.


Canon Species in the Sojourn Universe
Core Species
Akula - Kriosan - Humans - Mar'qua - Sablekyne - Naramad - Abhuman
Non-Core Species
Opifex - Cht’mant - Cindarite - Minor Factions