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exohuman_society_and_subcultures_in_the_beta_age [2025/02/25 10:17] – [The Lawless Opportunists] adminexohuman_society_and_subcultures_in_the_beta_age [2025/04/26 05:22] (current) – [The Trade Guilds] admin
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 +=== Races | Culture ===
 +
 ====== EXOHUMAN SOCIETY AND SOCIAL SUBCULTURES IN THE BETA AGE ====== ====== EXOHUMAN SOCIETY AND SOCIAL SUBCULTURES IN THE BETA AGE ======
  
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 ==== The Trade Guilds ==== ==== The Trade Guilds ====
  
-  * Merchant coalitions and economic alliances formed to regulate commerce, manage trade routes, and maintain stability in supply chains.+  * Merchant coalitions and economic alliances like the [[trade_guild_of_new_kourou|Trade Guild of New Kourou]] formed to regulate commerce, manage trade routes, and maintain stability in supply chains.
   * Though not a formal government, the Trade Guilds exerted considerable influence over settlements, ensuring fair business practices and protecting economic interests.   * Though not a formal government, the Trade Guilds exerted considerable influence over settlements, ensuring fair business practices and protecting economic interests.
   * Members of Trade Guilds were often seen as the de facto leadership of the Free State, as settlers trusted them over politicians or former government officials.   * Members of Trade Guilds were often seen as the de facto leadership of the Free State, as settlers trusted them over politicians or former government officials.
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   * Some fell into deep nihilism, believing that civilization would inevitably collapse again, leading them to become detached wanderers or fatalistic philosophers.   * Some fell into deep nihilism, believing that civilization would inevitably collapse again, leading them to become detached wanderers or fatalistic philosophers.
   * Others embraced escapism, immersing themselves in what little entertainment and luxury remained from the pre-crash era, caring little for the broader struggles of society.   * Others embraced escapism, immersing themselves in what little entertainment and luxury remained from the pre-crash era, caring little for the broader struggles of society.
 +
 +===== The Role of Religion in the Beta Age =====
 +
 +Unlike the Gamma Age, where religion was restricted and practiced in secrecy, the Beta Age allowed complete religious freedom. However, few settlers actively practiced faith, as most had been raised in a secular environment aboard the Last Frontier. Nonetheless, small religious communities did exist:
 +
 +  * [[covenant_of_the_new_dawn|The Covenant of the New Dawn]] – A Christian movement that viewed the crash as a divine test for humanity.
 +  * The Last Pilgrims – A group of Buddhist and Hindu followers who sought spiritual enlightenment in the harsh landscapes of VOI 700 D.
 +  * The Rationalists – A faction that rejected all forms of faith, advocating that only science and logic could ensure human survival.
 +
 +===== The Great War: A Turning Point in Exohuman Society =====
 +
 +
 +At the start of the [[great_war|Great War]] in 2629, most ExoHumans saw it as a natural and necessary conflict — an extension of their right to establish settlements and use the land’s resources as they saw fit. The [[human_settlement_plan_hsp|Human Settlement Plan]] had never accounted for the possibility that the [[the_natives_tribes_of_voi_700_d|Native Tribes]] were organized or capable of sustained resistance. The early battles reinforced human beliefs in their superiority, but as the war dragged on, it became clear that the Native Tribes were far stronger, better adapted, and deeply connected to the planet’s environment in ways ExoHumans could not match.
 +
 +The prolonged conflict revealed internal fractures in ExoHuman society:
 +
 +  * **The War Hawks and Expansionists –** Many settlers, particularly those with military backgrounds, continued to believe in the Free State’s right to expand. They argued that human ingenuity, organization, and technology should prevail, even if it required extreme measures such as total war or biological warfare.
 +  * **The [[anti_war_movement|Anti-War Movement]] –** A growing number of settlers, particularly those in administrative, intellectual, and scientific circles, began questioning the war. They rejected the Human Settlement Plan, arguing that humans had vastly underestimated the Native Tribes and that continued warfare would only lead to destruction. Many in this group became early proponents of peace and began working against the war effort from within.
 +
 +==== The Collapse of the Free State and the Rise of the First Factions ====
 +
 +By 2631, after over a decade of war, the situation became untenable. The Anti-War Movement took radical action, sabotaging weapons factories, disrupting supply chains, and even leaking intelligence to the Native Tribes. Their coordinated efforts ultimately forced the leadership of the Free State to surrender, leading to the negotiation of the [[peace_treaty|Peace Treaty]] of 2626.
 +
 +However, this surrender fractured ExoHuman society permanently:
 +
 +  * The Anti-War Movement, having successfully ended the war, became the foundation of the future [[communards|Communard Party]]. They believed that human civilization needed to be restructured to prevent another war and that survival depended on resource conservation, peaceful coexistence with the Natives, and a regulated economy.
 +
 +  * The War Hawks and Expansionists, furious at what they saw as a betrayal, refused to accept the treaty. Many of them went into hiding, forming the early resistance movements that would later unite as the [[individualists|Individualist Party]] in the Gamma Age.
 +
 +===== Legacy of the Great War in the Gamma Age =====
 +
 +The ideological rift caused by the war persisted into the Gamma Age, when the Communard Party rose to power and established the [[federal_confederation|Federal Confederation]] in 2631. The Individualists, though weakened, remained a constant source of resistance, challenging the Confederation's authority whenever possible.
 +
 +Meanwhile, some ExoHumans who had fought in the war chose a third path, abandoning human society altogether to integrate with the Native Tribes, leading to the rise of the ExoHuman Natives—a new subculture that had never existed before the war.
 +
 +Thus, the Great War was not only a military defeat but also the first true fracture in ExoHuman society, proving that humanity was no longer united in its vision for the future.
 +===== Tactical Advice for Dungeon Masters =====
 +
 +The Beta Age’s more open and dynamic society allows for diverse storytelling:
 +
 +  * **Corporate Espionage –** Rival trade guilds attempt to monopolize resources, leading to economic warfare and sabotage.
 +  * **Technology Rush –** Players must locate and salvage lost pre-crash technology before it falls into the wrong hands.
 +  * **The Lost Colony –** A settlement has gone silent, and the players must investigate whether it was abandoned, attacked, or taken over by extremists.
 +  * **The Faithful’s Last Stand –** A religious group refuses to integrate into the growing settlements, forcing a confrontation between faith and progress.
 +
 +===== Related Pages and Further Information =====
 +
 +  * [[the_humans|Exohumans]] 
 +  * [[free_state_of_settlers|The Free State of Settlers]]
 +  * [[great_war|The Great War]]
 +  * [[peace_treaty|The Peace Treaty]]
 +
 +**The Ages of the Exohuman history:**
 +
 +  * [[the_alpha_age|Alpha Age]]
 +  * [[Beta Age|Beta Age]]
 +  * [[the_gamma_age|Gamma Age]]
exohuman_society_and_subcultures_in_the_beta_age.1740478676.txt.gz · Last modified: 2025/02/25 10:17 by admin

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