This was going to be with the main start, but I didn't like how the information here broke the flow, so instead:
Update -1 aka Ethnic and Sociological Groupings of the Alnitah Segmentum aka how I learnt to stop worrying and love the exposition aka I will crush your ideas in the name of narrative coherence/whim
Glossary:
Voidrunner: A group whose journey to the area involved significant amounts of sublight travel
Cosmopolitan: As always, significant amounts of the population are derived from post-Terra cosmopolitan stock, generating by the near full mixing on early habitats and worlds. Melding alleles roughly proportionate to an averaging of the third millennium’s human groups, to a pre-spaceflight observer attempting to fit them into known categories they would most resemble Pardo Brazilians, with olive skin, dark eyes and dark curly or straight hair and considerable intergenerational variance. The phenotype in normal gravity conditions is somewhat taller on average than pre-spaceflight averages, but variance is higher.
Geashial: Similar to the Cosmopolitan type, the Geashial are drawn from a cross selection of the east and south east Asian nations of Terra, and similarly difficult to identify as any single type. In actuality the Cosmopolitan-Geashial difference is very much a continuum, but convention draws the clade boundary closer to the Geashial end.
Filtered: Due to isolation (cultural, physical, or temporal), numerous groups came through to the current era with only a subset of Earth genotypes forming their source stock, resulting in a new ethnogenesis. Pure strains of types known to pre-spaceflight observers are vanishingly rare, which most being from several types and contain shading towards the Cosmopolitan or Geashial categories.
Novel: Post-Terrestrial drift, cultural selection, and mutations have led to the emergence of new ethnic in addition to cultural groups, and technological modifications have only advanced such a trend. Most of the more extreme modifications and changes tend to involve very small populations, and therefore have a statistically high chance of loss or ossification by chance.
Content:
Root-Dathics and near-Dathics
Although at its apogee Datha featured extractions from ten thousands cultures and groups under its meta-cultural umbrella, the old Dathics of the first settlements remained a plurality. This group has populated hundreds of daughter worlds in its time, and makes up a significant fraction of the whole Orion sector, though the daughter worlds in time phase into their own models. The Old Dathics are close to the commonly understood Cosmopolitan-Geashial boundary, appearing a blending of ancient Caucasians and east Asian genotypes with tan skin, round face, strong noses, prominent epicanthus, light brown to dark hair and eyes. Extremely ancestral engineering and selection has created further characteristics of higher than average height (near two metres average for males) and extremely low trunk, extremity, and gynoidal fats, time in civilisation losing the ability to even accumulate significant fats. It is relatively easy to date the splitting of daughter colonies from the root culture by longevity, facial attractiveness and symmetry, as Datha itself saw a continual diffusion of gengineering developments from its elites and its tourism industries. Sexual dimorphism has also been tweaked rather higher. Thus the average Standardite, diverging from the root-Dathics roughly four centuries ago, will die a decade and a half earlier, and whilst still extremely handsome by baseline cosmopolitan standards, lack the beauty of the root-Dathics.
Culturally the Dathics have passed through several models, and the daughter worlds have seen a much higher variance. Constants seem an extraordinary devotion to charismatic leaders, the sheer numbers, interconnectivity, and high standard of living of the people all work to depress the agency of the man in the street. Martial relationships are rather more relaxed, with easy formation and breaking, with children being the property of the mother, men are not expected to provide support though they are expected to provide inheritance for all their biological children. The power of the state and law is generally less trusted than individual leaders and political terms tend to be long and feature considerable patronage. Most Dathics try to work in both creative and practical pursuits over the course of their work cycle. Datha was both famous and notorious for the parties and festivals its people threw.
The Apeilics have been described elsewhere.
Spinward Subsegment:
The Banded Cathedral
The great giant planet of Lipsid Beta has always proved attractive for small unit settlers. One of the first systems of arrival for those taking the low energy route into the segment, jumping from small star to small star, such a tight clump of valuable resources and energy proved very attractive. In the bad old days where the plague and the unsafe nature of jumps in the dust of the nebula (prior to the development of tippler algorithms and ansibyl station keeping only two in three jumps in the Forest didn’t result in destruction, and the odds grew worse further in) created fear, the Lipsid Beta was as far as most people got.
Initially named for the way the magnetosphere and white dusts combined to give a vaulted look to space as seen from the surface of the moons, the name proved prophetic as followers of fringe philosophies from poor regions in the sector migrated to what was seen as an open land, each setting up in their own habitats. Most were some non-Dathic shade of cosmopolitan in stock with nigh every possible set of cultural mores present. Over time a common trade culture came to cradle the bubbles of religious fervour, and power accreted to the three polities that each grew to possess one of the three liveable major moons.
The greatest of these three is the
Black Iron Republic. The BIR saw its genesis amongst a sect of pacifist communitarian mining communities named the Iron Republic who followed Fivism (a quasi-humanist philosophy that claims to revere equally from the five sages of Buddha, Christ, Mohammad, Ali Nuri, and Collins). Their trust ethic and mineral wealth quickly brought them economic power as a group, which over the centuries saw them dominating the trade institutions of circum-Cathedral space. When two thirds of the people on the Black Castle (the Cathedrals third moon) followed the council precepts, they decided to incorporate as the Black Iron Republic to integrate government across the moon. Though many criticise their slowness to act and commitments to justice and mercy, these traits has won them the trust of all the minor habitats in ways the other two Cathedral powers lack, and promoted considerable in-migration to the Black Castle from the rest of Cathedral space and beyond. Of basic Cosmopolitan stock (more exotic looking people often face quiet ostracism), they dress in sober and simple blacks and blues, though their space suits and ships are scrolled with stark white lettering. The more pious shave their heads (male and female), though this is not demanded of them. They speak softly and carefully, only wishing to give statement they have full faith in. Contracts and trust are of paramount importance to them.
The
Valk Irinate, a cell of the Valk Meta-Empire (or barbarian migration as some theorists describe these types of societies that expand across space without a centralised co-ordinating body or hub system, but have extremely rigid cultural practices that allowed population to move between cells with the assurance the destination will be familiar and comfortable), arrived early on in the Cathedrals history. With their brash, abrasive, and expansionist style they won few allies amongst the other groups, but have maintained their power base thanks to the donations from better situated Valk cells elsewhere in the Orion section, and their control of the floating stations within the atmosphere of the Cathedral itself. With a far few armed confrontations; they eventually won control of the fourth moon of the Cathedral, the Grey Castle. In recent centuries, as the populations grew the Black Iron Republic has managed to curb the Valk excesses with judicious use of the formers minerals monopoly, a fact that makes the Valk deeply resentful. The Valk have a strong religious commitment to their idea of divine universal essence and creator that splits into both physical objects like planets and avatars that are both made by humanity and preceding and inspiring them (it makes sense to the Valk), the mythology of the latter being liberally plundered from the Vedic and Norse Sagas. A rigid caste system and strictly enforced linguistic coherence keep cultural drift to a minimum and making things comfortingly similar decade to decade, with older family and high caste members making the decisions of people’s daily lives. The very lowest castes of pre-space social models have been replaced by automatic habitat functions. Physically the Valk have been filtered for Dravidian genes as regards face structure and skin colour, and tend to carry much more muscle and fat than the average baseline. Tweaking based on ideas of gender roles has given very high sexual dimorphism, and the family lines of many caste groups have been cosmetically altered to suit caste roles (giving heroic builds to warriors etc.), though these changes are not deep or neurological.
The third and least of the Cathedral powers in the
Coran Illuminate, based on the second great moon of the Cathedral that they renamed the Seat of Light (from the White Castle). Initially a tiny sect of cyborg refugees, the Corans were just another wacky religious group in the bedlam of the Cathedral. They gained influence selling data services, and proselytised constantly about the benefits of their holy Map. This utterly bog standard augmented reality datasphere is only notable for the constant subliminal religious euphoria its objects induce in many baselines, but it certainly won converts amongst the rubes of the Cathedral habitats with the goal of shared transcendance. Of more import if less note was the development of the Illumination; a nonverbal language and ontology that allows, if not the impossible telepathy, Corans to communicate with each other Coran on the moon more rapidly and with greater fidelity than any spoken language allowed. Manipulating the protocols of the Illumination and the Map has allowed the Enlightened Ones to direct the Coran nation subtly and completely. The Coran Map eventually bound the whole moon into one network well before the Corans wielded any political power, but over the centuries the other cultures dissolved into the Coran model and opted for the Coran modifications. Spreading beyond the seat of light has been halted by greater antipathy from outside, and the fear that speed of light delays would fracture the shared Coran noosphere. Coran spaces and clothes are plain and Spartan, with ornamentation and colour being provided by the Map, and Coran zones are quiet places with most communication going on non-verbally. Physically the Corans are of a standard Cosmopolitan, for the most part, unlike many cyborg clades not going in for gross physical modification. Organ boosting implants to extend lifespan are all small and internal. The one exception is the head, the Coran modifications being mostly concerned with the brain after all. In addition to implant compatibility the Coran genotype modification allows inducible skull plasticity. To hold the comms gear and preventing waste heat from boiling the brain the Corans grow delightfully patterned horns in idiosyncratic shapes to house those bulky IO devices and processers, when heavy thoughts are needed they turn black to help heat radiation. As a Coran accumulates memories and influence in the Illumination, these horns are expanded to house additional devices. To set visitors at ease Corans occasionally grow their hair long and curled to sublimate the horns. A convert born without the Coran genotype change needs rather unpleasant looking metal and plastic extrusions several times the size instead. In the current era the Illuminate wields vast control over the data traffic of the cathedral, with most habitats outsourcing their processing and software jobs to Coran commercial groups.
Also present the circum-Cathedral space are representatives from some of the great banking houses of the Sector. Operating years of travel away from their head offices, these longevity augmented reps guard their deadmans-rigged warehouses of resources and influence to provide safe funds for travellers without the space to take it all with them, and offering banking services to all of the habitats. The two most notable banks with a presence here are the flamboyant
Pavonis Bank and the sober
LOFG. The garishly coloured and hair dyed representatives of the smaller Pavonis banks have a touch of avarice in their eyes and seem be more willing to take risky deals than then the Lesser Orion Financial group, whose black capped and suitbiz’d emissaries will demand extensive collateral from all but the most reputable of clients.
Standing aloof from the squabbles of the Cathedral are the
Niovgroyokia, who have claimed the environs of Ice Giant named (for reasons most forget) Branda’s World. Arriving some centuries ago from a root culture on the far side of the Orion Sector, their purpose at Lipsid Beta remains inscrutable, despite their being facile and jolly communicators on non-important matters. They sell advanced bioproducts and ecosystem consultancy services to the rest of the Lipsid Beta system, and occasionally go traveling to other local systems. Most other inhabitants are uncomfortable around them however, despite a jovial and affable manner, as like many advancer clades they diverge strongly from the human baseline. Averaging 2.5 metres in height (nearly all advancer clades are considerably larger than baseline, as by far the simplest route to longevity and multienvironment capacity is via organ redundancy), their primary modification is of the ‘selkie’ type; this is where a pliant macrosymbiont is grafted to the shoulders or back of a more hominan-normal frame. In human normal environments the selkie hangs loose as a cloak or other structure, whilst in the secondary environment it wraps around the main body as an exoskeleton or living enviro-suit. The Niovgroyokia selkie is optimised for extremely cold and low pressure environments, and is thick with fat and oxygen reserves and covered in layers of red and white insulating fibers. Enwrapped in its selkie the Niovgroyokian resembles and masses much like a polar bear of Old Terra, only with huge traction claws, no mouth or nose, and eyes of dark stone (inspired by the pressure proof calcite eyes of trilobites). The internal hominan frame also has curly red and white patterned hair, inhumanly perfect facial features based on old Caucasian models and milky white complexions are marred by the hundreds of red welts of the selkie attachment ports; but apart from that, the size, and longer than average arms, appears quite normal. It is unknown what, if any, neurological alterations have occurred beyond the interfaces for the selkie and the external eyes. Their governing structure seems to be a form of direct democracy, with individuals tasked with executive power on a case by case basis, and resources are held in common. Children are raised in crèches by extended family groupings until they are able to handle the more harsh exterior environments. When not wrapped they favour little and loose clothing.
Other Spinward Cultures
Beyond the locus of the Cathedral orbit several other cultures that have been heavily influenced by it and the Dathics.
Lipsid Alpha
The inhabitants of the cold world of
Yan have been there for millennia, and like the Mernt are probably drawn from pre-tumult explorers of the Orion region who collapsed into pre-industrial primitiveness. Of Geashial extraction and short, rounded stature (selection for cold survival), they continued in obscurity for hundreds of years. The Dathics have always been their patrons, when first the Institute for Anthropology interested in Yan spiritualism stepped in to warn off potential developers, and secondly when the alien relics were found under the ice caps and the full attention of the Dathic scientific community was turned on Yan. Considerable numbers of root-Dathics and individuals from the Cathedral have settled and assimilated into the main Yan society. The Yan have a utilitarian market and representative government, with most being far more interested in spiritual or scientific persuits. The great university departments and priests of the various spiritual traditions compete for attention. Much like the ancient Tibetan Buddhists, every aspect of a Yanii life has some spiritual dimension, praying to the land, the two suns and those who went before (both human and non-human) and gives them an extraordinary sense of place.
The root-Dathic colony on
Atooa oversaw the management and protection of the system for Datha and is pretty much a carbon copy of the base culture, if slightly tempered and relaxed by the Yanii influence. Though friendly to the Yanii, they are also rather condescending to their long time clients despite the loss of their homeworlds support.
The
Quasi are a people lost in time and space, with malfunctions putting their colony fleet hundreds of years away from its destination in both time and space. Initially arriving at Alnitah thanks to the giant stars drag on the transcends, they wandered the segment for some years, recoiling at the plagued worlds and the foreign bustle of the Cathedral. With their ramshackle fleet on the verge of falling apart they opted for a quieter neighbourhood, and moved into the moons of the lonely ice giant of Lipsid alpha, named the Rimstalker for its vast distance from the systems barycentre. Naming their city the savour, they settled in and started a hard, but quiet and peaceful, life. Their natural skill and building and piloting ships soon saw them setting up low energy and slow routes to all the spinward systems, and they were able to compete on costs for cargo if not passengers. Quasi waystations were set up in other systems, and the Quasi have inventoried a large number of the worlds present in these systems in their pleasant methodical way. Physically the Quasi are paler than average cosmopolitan examples, and are extremely slender and slight as an adaption to low gravity and sparse resources, hematopoietic functions have been moved to the liver and the bones of the Quasi are hollow to reduce weight and give additional oxygen exchange surfaces in thin atmospheres (combat pilots will typically fill their bone spaces with some sort of oxygenated fluid to resist g-forces). Politically the Quasi are still a vague hierarchy left over from the colony ship structure, with a Supreme Captain appointed by a council of elders, but are still pretty meritocratic for all that. Families are typically nuclear and stable. Economically they tend to let each individual act as independent corporations, with the crews of ships and inhabitants of cities also being part shareholders in their infrastructure.
Lipsid Gamma
Lipsid Gamma has always been characterised by resource extraction operations on a more extreme and gigantic scale than the other systems of spinward. Rights to the high pressure hothouse biosphere was purchased some seven centuries ago by a long forgotten corporation during the initial Dathic survey of the subsegment, and passed from hand to hand until it was gained by the
Adamas corporation, a grouping out of Dathas close if disliked hypercorporate ally Hexcali. The Adamas scientists had located several highly valuable planet species in the great ocean, which could be used to make Serpens Tea (a euphoric and concentration enabler with little draw backs and high demand) and c456 (an extraordinary potent nonaddictive narcotic). However all the stock plant species were rather fussy and delicate; growing them in a more clement environment or synthesising the compounds would be very expensive. Running the numbers the Adamas accountants determined a class of permanently bonded cyborgs would be the most cost-effective harvesting method. They set to work buying up the contents of the more illiberal Cathedral prisons. Whilst technically the bondsmen were only to serve for two decades, the modifications made them dependent on Adamas technical support and utterly unable to leave. Eventually public outcry stopped the practice of prisoner purchase, but the wealth and influence of the Adamas directors now extended well beyond the segment with billons of customers in Datha alone and prevented any reprisal. In response the Adamas toned down the harshness of their cyborg treatment enough to allow a self-replacing population to develop, adding several germline modifications to what were now generally recognised as their slaves. Generous trade and gifts to the local powers and distance great powers kept the little bubble of Adama’s Vineyard (as the planet was rebranded). The wealthy directors, beneficiaries of the Adamas cyborg longevity technologies, rarely visited the planet, and a caste of unmodified middle managers and their support population grew up. These managers were mostly poor immigrants from the Cathedral, and despised the cyborgs for their criminal past and differences, and took pleasure in controlling their underlings through the hardwired linkages.
When the war stirred up pirate fleets from every under rock, the high ranking Adamas pulled out altogether, leaving managers and slaves alike to their own devices. A pirate attack was not short in coming, as a noted warlord skipped the more heavily defended worlds and instituted a lighting raid of the Vineyard within a year of the pull out. A massive EMP bombardment followed by a swift ground invasion saw everything of value on the islands and warehouses hoovered up within a week, before the raiders disappeared into the void. With the damage to the electronic infrastructure and the loss of life, it was months before the managers noticed that many cyborgs (now collectively nicknamed the
Zera after the most common model) weren’t reporting in any more. Though still confused without the constant stream of control commands, the Zeran revolution had begun. Building rogue transmitters the escaped Zeras managed to block out the control inputs to the rest of the slave population, and urged a non-violent strategy of resistance. Faced with the millions of Zera marching in the street, the managers panicked and fled from the refineries and processing centres to their northern holiday towns and fortified themselves there, leaving the Zera to rip out all the remaining control infrastructure and declare themselves a new polity.
Physically inhabitants of the Vineyard are pretty much indistinguishable from inhabitants of the Black Iron republic or lesser Cathedral habitats, and indeed many of the managers have attempted to slip their way back to the cathedral. The Zera however are marked by their cybernetic alternations for their original purpose. Of the cyborg races of the Segment, the Zera have both the most obvious and the crudest augmentations; massive metallic hands and feet contain retractable flippers and vicious barbed hooks, and the trunk and limbs are bulky and chunky with artificial muscle fibres and subdermal pressure plating and armour, the head is encrusted with high power lamps and deployable shields for the eyes and mouth and the nostrils are done away with altogether. Chrome orbs with grilled vents are emplaced within the thighs, back, and neck, extracting oxygen from water and air and filtering nitrogen from the blood, effectively replacing the Zerans lungs. Tragically, thanks to germline modification by the Adamas, a Zera must be cyborgised with these gas exchange orbs to survive to adulthood, as their natural lungs atrophy away (air filled spaces within the chest cavity being a liability after a certain depth), though the rest of the typical Zera package can be skipped (though many choose it for cultural reasons still). Zerans also have high power internal radios giving them non-vocalised voice communication and networking at great distance (though lacking the sophistication and bandwidth of the Illumination), though their inbuilt computational capabilities are minimal. Zeran social models are still in their formative stages with only half formed optimistic ideas of how things should be run. Natural coupling and nuclear families has been adopted to replace the regimented breeding regime of the corporate years, though the ‘work crew’, where a few dozen Zerans were raised and deployed together, remains the basic social unit. Free of restrictions at last, the Zerans choose luridly coloured and patterned shirts and swimming trunks for apparel when out of the water.
On the next planet out, the cold and metal rich world of Cobalt, a very different story but with odd similarities played out. Wishing to break the Black Iron mineral hegemony without travelling to far, the Valk Irinate set up a mining colony some two centuries ago. To get things up and running as fast as possible they allowed non-Valk to be employed and worked the colonists harshly. Perhaps the next door example of how easily one can become slaves inspired them, or perhaps it was new ideas from the foreign workforce, but the miners eventually rose up and rebelled. Efforts of the Valk to crush them provoked the Cobalt War in Lipsid Gamma, with the Black Iron Republic and the Irinate fighting a proxy war (the Adamas aiding the Valk whilst twirling their moustaches of villainy). Eventually the colonists won and declare themselves the nation of
Firzonat, and essentially set up a a social model that combined the BIR and the Irinate; a republic with a softer caste system, and a blending of peoples. Over time they have drifted away from the BIR due to economic competition, and now openly dislike all three of the Cathedral powers.
Lipsid Iota
Around the red dwarf lipsid Iota spins the citadel of possible the most anti-social of the spinward groups, the
Heph. Like the Quasi they arrived at the segment displaced is time and distance, and settled down to build a new life without the support of anyone else. Turning a small hot minor planet into a single glorious city of metal may take some time, but they have a strong goal in mind. Though possessing considerable mineral wealth and reserves, they release it onto the market only intermittently, whenever their own stocks of other materials run low. The nation is ruled by an elected autocrat who serves for life and daily life is quite regimented though a high quality of life is provided. The Heph are much darker than the cosmopolitan standard and are noted for being nearly hairless and having red tinted sclera and prominent brows. Migrants appear in small numbers at the Cathedral and Yan. They maintain cordial contact with the Quasi out of a sense of shared fate and gratitude (the Quasi gifting them the location of their metal rich world on their first arrival).