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Table of Contents
THE EXOHUMAN SOCIETY AND SOCIAL SUBCULTURES IN THE GAMMA AGE
Overview
The society of the ExoHumans on planet VOI 700 D in the Gamma Age is shaped primarily by the terms and growth restrictions of the Peace Treaty with the Alliance of Native Tribes. It is a planned and highly regulated society, defined by the principles of Communardism, a socio-economic system that emphasizes collective survival, strict resource management, and the restriction of private ownership.
Despite these overarching principles, human society remains diverse, split between political factions, social subcultures, and religious communities that all navigate the constraints imposed by the Federal Confederation.
The Two Main Political Currents of Human Society
Politically, ExoHuman society is divided primarily into two camps:
- Supporters of the Communards Party
- Supporters of the Individualist Party
The Communards
The Communards accept the terms of the Peace Treaty as “the price humanity must pay for their past behavior.” They believe that human civilization, as it existed before the crash, was inherently flawed—plagued by unsustainable consumption, environmental destruction, and war. Their ideology views humanity as a deficient species that must be educated and disciplined to coexist peacefully with nature and other peoples.
The Individualists
The Individualists oppose the peace treaty and reject the restrictions placed upon humanity. They argue that the only way for society to flourish is through competition, personal ambition, and free enterprise. They believe that humans are superior to the Natives, given their advanced technological heritage, and that their current state of submission is an injustice. To Individualists, the voluntary surrender in the Great War was an act of betrayal, and they do not fully recognize the Peace Treaty or Federal authority.
This political division has shaped the social fabric of ExoHuman life, with each settlement displaying varying degrees of support for either ideology.
Other Social Groups and Subcultures
In addition to the two major political factions, human society in the Gamma Age consists of several distinct subcultures, each adapting to their circumstances in different ways.
The Outlaws
- The Outlaws are radical Individualists who have rejected the Federal Confederation entirely, forming criminal gangs outside the reservations.
- They engage in smuggling, raiding, and black-market trade, seeing themselves as the last free humans.
The Desert People
- The Desert People are extreme survivalists who reject Federal authority but refuse to resort to crime.
- They live outside the reservations in the Dark Side, embracing isolation and hardship.
The ExoHuman Natives
- The ExoHuman Natives chose to live among the Native Tribes, either as former prisoners of war or voluntary defectors seeking unity and spiritual enlightenment.
- Many have adopted Native traditions, intermarried, and serve as cultural mediators between the two peoples.
Religious Communities in the Gamma Age
Although most ExoHumans are atheists due to their secular upbringing, there are several religious minorities that continue to practice their faith.
The Covenant of the New Dawn (Christianity)
- The Covenant of the New Dawn is a Christian minority movement that views VOI 700 D as a divine trial meant to test humanity’s worth.
- They believe that humanity must prove its ability to live in harmony with nature in order to be redeemed.
- Their faith is highly personal and practiced in secrecy, as religious organizations are not publicly recognized under Communard law.
Islamic, Buddhist, and Hindu Communities
- Other religious groups include Islamic (200 members), Buddhist (250 members), and Hindu (300 members) communities.
- While tolerated, these groups face the same restrictions as the Covenant of the New Dawn, meaning they worship in private homes without official recognition.
- The Hindu community is the largest of the religious minorities, though it remains low-profile within the broader secular society.
Despite their limited influence, these religious communities preserve their traditions and serve as moral and spiritual anchors for their followers.
Tactical Advice for Dungeon Masters
The diverse social structures of ExoHuman society provide rich storytelling opportunities for Dungeon Masters, enabling missions that involve political intrigue, secret gatherings, criminal dealings, and ideological conflicts.
Beta Age: Potential Storylines and Encounters
Before the founding of the Federal Confederation, society was more flexible and allowed for greater ideological diversity. Dungeon Masters can explore themes of faction rivalries, early settlement struggles, and unrestricted belief systems.
The Failed Christian Cluster: The Covenant of the New Dawn once attempted to establish a self-sustaining religious community, but the project failed. Players might uncover the real reasons behind its collapse—was it internal division, sabotage, or something more sinister? The Schism of the Natives: The ExoHuman Natives are divided between those who fully integrate into Native society and those who want to maintain ties with their human past. Players are hired to broker peace or take sides.
Gamma Age: Potential Storylines and Encounters
With the rise of the Federal Confederation, society is now strictly regulated and shaped by the Peace Treaty. Dungeon Masters can create stories that focus on secrecy, rebellion, and survival within a controlled environment.
- Outlaw Infiltration: The players must infiltrate an Outlaw gang, posing as criminals to gather intelligence—or perhaps they are recruited to fight against them.
- The Individualist Coup: A high-ranking Individualist leader is planning a major rebellion. Do the players stop him, support him, or manipulate events for their own gain?
- Religious Mediation: A conflict arises between a religious group and a local Mayor over how much freedom religious communities should have under Communard law. The players must mediate between the two sides to prevent tensions from escalating.
- A Question of Identity: A young settler raised by the ExoHuman Natives has returned to the Federal Confederation, seeking to reclaim their human heritage. However, their Native upbringing and beliefs conflict with Federation traditions. The players must help the individual navigate this cultural divide.
Related Pages and Further Information
The Ages of ExoHuman History:
