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- DETAILS ABOUT THE SETTING
- MORPH:
- Morph is an extremely advanced biotechnological device that forms the basis for the primary conflict in the setting. Morph is a sort of programmable organism that is capable of doing an extreme variety of tasks, usually more efficiently than was previously possible, if it was possible at all prior to Morph's discovery. Morph also provided a technological basis for deriving Psionic Energy, an important but still poorly understood form of power in the galaxy of the Scatter.
- There are two kinds of Morph; Interlaced Morph and Core Morph.
- Interlaced Morph is a less visible kind of Morph that is used to integrate with extant lifeforms. Interlaced Morph is so termed because it weaves itself into the biological structure of whatever being it is bound to, and instead of requiring the bespoke organs of Core Morph, can use the organs of another living thing to survive, effectively becoming a permanent part of their biology. Interlaced Morph was used for a few primary functions:
- 1. Psionic network access. A small amount of Morph fused with the brain could allow direct integrated access to Faster-than-Light Psionic Networks. Prior to this development, a form of the 'internet' was only available between planets in the same systems. After the creation of Network APVI-2991, or OMNISCIENCE, all systems in the Eclipse Union were connected and could transfer data nearly instantly. These networks could also be used for other purposes, of course; they act as simple and easy to set up control systems for machinery, which may also have a small amount of Morph integrated for this same kind of access.
- 2. Psionic powers. Morph, when taken into the body in high enough quantity, is capable of granting the user a degree of psionic power. Psionic powers manifest in many forms, but can be useful for military, commercial and personal use alike.
- 3. Delaying senescence. Correctly applied Morph could delay aging noticeably by propping up failing biological structures, allowing some individuals to survive up to twice their normal lifespan. However, the required amount of Morph after about halfway to that point becomes strenuous to bear, and results in unusual mental distortions that ultimately lead to death much earlier than the cutoff.
- 4. Biological augmentation. Morph could be used to structure and restructure already extant life, allowing substantial body modifications such as regenerative subdermal plating or heightened regenerative factors. However, Morph used this way tended to have side-effects, particularly body dysmorphia that became increasingly extreme the more it was used, and so this use was highly limited.
- Core Morph, on the other hand, consists of autonomous Morphic structures. Core Morph is defined by the presence of a Moprh Core, often also called the Locus or Nexus, which is a distinct organism that acts as the center of a particular colony of 'free Morph'. Morph Cores usually have multiple organs to allow the Core to survive, and are usually heavily embedded into technological systems that may be inseparable from them. Most Morph contained within buildings and ships will be hidden behind glass and metal, allowing for monitoring of its health while armoring it against damage. The critical systems that allow a single Morph core and its colony of Morph to survive are as follows:
- 1. The Core. The Morph Core is the 'brain' of a Morphic colony. It consists of a large, almost perfectly spherical organ that, when inactive, deflates and becomes dark. When active, it glows brightly, with white light that may be tinted different scintillating shades depending on the kind of Psionic Energy flowing through the Core. Attempts to dissect this organism have yielded little meaningful data on how it functions. Its main components are a smooth outer 'membrane' that acts almost like a balloon when active, inflating with gas, primarily oxygen. Thin, nerve-like structures spiderweb across the inside of the membrane and into the center of the 'balloon' where the 'bulb' is present, a mysterious, bulbous organ that seems to output tremendous psionic energy. The Core seems to be important in both the Morph's total output of psionic power, and in Morph's intelligence and ability to receive and carry out commands.
- The Core's psionic output creates unattuned psionic 'waves' that can scramble the minds of those who work around them. All Morph Cores must be placed into psionically insulated rooms. Work in this room either must be infrequent, or must require the use of full antipsionic suits, which can be expensive to acquire. Exposure over ten minutes will cause short-term Morph-Psionic Neurochemical Disruption, or MPND, resulting in heightened anxiety, paranoia, restless sleep and nightmares for a day or two. Numerous short periods of exposure over a long period can cause a buildup of this disruption, the Chronic form of the disease, which in addition to permanent versions of the previous symptoms also causes memory degradation, issues with short-term memory retention, trouble focusing, and persistent headaches.
- The Core shares a 'central chamber' with the other organs, almost like a chest cavity, complete with 'skeletal scaffolding'. They are most commonly seen floating in glass tanks full of Morphic Fluid, with the Core at the center, and 'caps' of Morph Mass on the top and bottom enclosing the tanks. When there is no artificial tank, the Morph will instead completely enclose this fluid-filled cavity in Mass.
- 2. The Mass. A Morph's 'mass' is the thick, muscular tissue that grows from the Core, and which is responsible for many of Morph's most important functions. The Mass is a highly adaptable structure which can grow or recede substantially within seconds of the Core receiving an order. The inside is a distinct, meaty red, while the 'skin', if allowed to form, is thin, translucent and pallid. However, it will secrete and maintain layer of fluid, building it up until it is about an inch thick at its thinnest point. This layer of fluid has strange dynamics, appearing not unlike ferrofluid, is usually a dark, murky, iridescent color, and is only faintly translucent. This dense 'sensory fluid' is maintained by a psionic field, and has multiple uses. It insulates the Morph against infectious agents and physical damage, conducts the Morph's psionic energy readily, and can be 'formed' much more quickly than the underlying flesh for the purposes of extempore limbs. It also acts as a sensor for the underlying Morph, allowing it to detect things such as temperature, air movement and composition, psionic activity, radiation, and magnetic fields, usually to the same degree or better as modern specialized equipment. This highly psionically conductive fluid is known under various names; formally, it's simply called Morphic Fluid, while informally it's sometimes called Morph Milk, and it has multiple industrial uses for psionic tech. Its resting state is in high spikes that slowly ripple across the surface of the Morph, but it can be programmed as a sort of 'display' for various things; for instance, it can be programmed to lower or raise the spikes depending on the temperature in the room. Striking the surface with force will cause 'ripples' of spikes from the point of impact. It also acts as a sign of defective Morph, which will usually have unusually structured, poorly structured, or completely unstructured surface fluid.
- The Mass may grow bone if absolutely necessary to structure itself, in which case it grows a distinctive, psionically conductive dark-grey skeletal structure. The Mass can form into many different structures as it is ordered to, including tendrils or even fully functional arms for manipulating objects, eyes as cameras (which usually manifest as large, fleshy orange eyestalks not unlike those of a snail), and more.
- Mass is important for one of the most common functions of Morph, for construction of artificial structures. Morph Mass can 'extrude' artificial objects with almost perfect accuracy when it is fed the corresponding raw materials. An example is in Morphic Regenerative Plating used commonly in Eclipse and Vigil vessels; Morph acts as an insulating layer between two plates of advanced alloy, and the corresponding Core is given access to a stockpile of backup alloy. If a breach occurs, the Morph can knit itself across the breach and then extrude and fuse into place new plates of armor by consuming the backup metal, repairing the damage. This effect can be used to make self-repairing buildings as well, and Morph itself acts as an excellent thermal insulator. However, when damaged, Morph Mass does bleed a small amount of fluid.
- 3. The Heart. The Heart of a Morphic colony is an organ found in the Central Chamber with the Core. The Heart primarily serves to pump Morphic Fluid throughout the mass, and as a psionic regulator. Failures in Morphic systems, such as malformed commands or damage to the heart, have been known to cause psionic explosions that can cause severe damage to the surrounding area.
- 4. The Lungs. Sharing the Central Mass with the Core and the Heart, the Lungs pull air from outside of the Central Chamber. In a completely Morph-based system, this is usually done through a gaping hole that faintly resembles a mouth; in the more common hybrid systems, a system of pipes is attached directly to the lungs. The Lungs pose one of Morph's serious environmental risks; when the Morph 'exhales', it expels active Morph cells that can infect previously uninfected beings with Rejection Entropy.
- 5. The Cauldron. The Cauldron is the organ responsible for the production of Morphic Fluid. The production of Morphic Fluid is complex, and is particularly notable for involving a highly dangerous precursor known as Slurry. Morphic Slurry is a heavily pressurized mixture of chemicals and biological agents that can be converted into Morphic Fluid, or can be used to reprocess 'spent' or damaged Morphic Fluid. Most systems of Morph contain multiple gallons of Slurry under extreme pressure, and Slurry is readily aerosolized.
- As a result, Slurry is considered one of the greatest dangers of Morphic systems; a damaged system can release a toxic cloud capable of killing thousands of people. It travels readily by air as a thick fog, and is not especially volatile, meaning it lingers in place. Someone exposed directly to a cloud of Slurry from a nearby accident can die in as little as ten minutes of exposure; it is both corrosive and neurotoxic, and its toxic elements are readily absorbed through the skin.
- This is not a major concern for systems intended to be in space, as damage sufficient to rupture the Cauldron would only be likely to result from hull breaches that would allow the resulting cloud to escape safely into space. However, starship crashes or damage to ships while they're planetside can result in catastrophe. On planet, though, Morphic systems are important even in highly populated areas, and so the security protocols around such systems are extreme.
- 5. The Feeding Port. The shape and role of this port varies depending on the task desired of the Morph. Most of the time, it consists of a large metallic tube into which items are fed; a Morph Core requires regular feeding with biological matter, preferably a balanced diet. The tube is usually placed outside of the room where the Morph Core is, so that workers can feed the Core without being exposed to psionic runoff. Objects placed into the port will be sucked through it and into the other end of the tube, where a lattice allows tendrils of morph to reach in and begin dissolving the object and assigning its nutrients. Inert materials may also be fed to Morph Cores that require them for things such as repair operations.
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- THE ECLIPSE UNION:
- The Eclipse Union was an interstellar federation consisting of 6 adjoined member species, the Lyxaris, the Yktaz, the Feozait, the Iyalu, the Humans, and the Zavetii. It was a federated parliamentary democracy with a social democratic economic structure. Each of the member species of the Union maintained a degree of internal autonomy. The Union was initiated by the Zavetii, who were the first space-faring race in the galaxy that most would come to call the Scatter, so named for its loose cloud structure.
- The Union kept a baseline of peace throughout its reign, though in its later years it was frequently marred by accusations of disquieting authoritarianism and corporate corruption beginning with the discovery of Morph. Morph, though a miraculous substance, enabled the Union to subtly manipulate the faster-than-light psionic networks that became very common after its discovery, allowing them to spy on citizens. Rumors about the Union using these psionic networks to mind-control individuals into compliance during law enforcement operations became common near to its final days.
- Likewise, though the Union for centuries attempted to maintain a relatively corruption-free government, the Arghast-Vuln Conglomerate, in their attempts to begin marketing and selling Morph early, set a precedent for underhanded corporate lobbying that would go on to further degrade the Union's reputation. One result of such lobbying is the Colonies, Armaments and Intelligence Regulatory Network, developed under government contract by the Shield and Oracle Corporation. Abbreviated as CAIRN, the system was designed to centrally plan and manage colonies, economic resources, government intelligence and Union military resources. Though the system was highly impressive, and in theory it was greatly reinforced against both tampering and internal failure and many failsafes existed such that the Union could easily adjust if it should go offline, many considered its deployment irresponsible because it was still technically experimental technology and could result in unforeseen consequences in extreme circumstances.
- The Union's decaying reputation and increasing corruption inflamed already extant historical tensions between the species, priming it for the catastrophe to come. When it was revealed that Morph, a product that had been pushed to market too soon through corporate lobbying before its long term effects could be tested, was causing compounding genetic defects that had put the entire Union on the path to extinction, the Union fractured heavily and multiple civil wars kicked off. Facing extreme unrest and revolution on many of its worlds, and quickly losing power, the Union's leadership attempted an extreme measure: Seizing control of entire populations through the use of Morph's ingrained psionic networks.
- This resulted in the Great Disappearance.
- THE ECLIPSE:
- The Eclipse is the formal term for the remains of the Eclipse Union, under the control of CAIRN. The entire population under Morphic Network Sector AN-112 was instantly put into a catatonic state by a psionic event known as the Great Disappearance. Their psionic essences were ripped free of their bodies, leaving them effectively brain-dead but still alive. CAIRN, believing each one of them to be in a medical emergency, began the process of maintaining and augmenting their bodies. These people, now under CAIRN's direct control, have been drafted into permanent servitude under CAIRN. Though they are intended to be released 'when brain activity recurs', this will never occur.
- CAIRN, seeing that its entire civilization was collapsing without adequate workers, rushed to 'save' the Eclipse Union by reallocating these braindead individuals until their autonomy returns. Fused with Morphic armor and augmented heavily, they've been effectively converted into synthetic drones that serve both military and labor functions. Any unit used in labor can also be used in military work, and vice versa, with very few exceptions. Collectively, these augmented people, and all other augmented organic life under CAIRN's control, are known as "Grey Processes", as opposed to White Processes which are purely mechanical beings, and Black Processes, which are purely Morphic entities.
- CAIRN utilizes these beings, as well as an immense army of drones, ships, and robots as both a military and a workforce. It tries to keep its civilization running and in good order, even in the absence of anyone to benefit from it; perhaps in hopes that its creators will return to life in due time, or perhaps simply unaware that, though they still technically live, their catatonia means they might as well be dead. Morph now spreads quickly throughout CAIRN's territory as it works, with the use of Morph no longer being limited by its creators, turning many of the Core Worlds into horrific, Morph-infested shadows of their past glory.
- CAIRN holds no ill will, nor any will at all. It is simply a process; an invisible background program running in the catatonic minds of all those who once lived in the Union. Even if you were to venture into its heart, you would be greeted by little more than featureless, towering server blocks. There's no face to put to CAIRN, and the people it now controls appear emotionless and inhuman. When CAIRN is not actively using them for something, Grey units will either be packed into central locations so that they can be ready to respond to any threat, or will stand perfectly equidistant across the entire building or ship. City streets are full of totemic people, standing silently and staring into the distance as they clutch their weapons, ready to respond to any threat.
- Threats are numerous. Dangerous exolife abounds, the Legion squirms in the very psionic network it uses to command its drones, and the Vigil now seeks to destroy CAIRN, put the Legion out of its misery, and destroy Morph once and for all. CAIRN is limited by its somewhat rigid understanding of the world; it is, for instance, unable to declare war against the Vigil and consequently incapable of proactive attacks against them under most circumstances. CAIRN also believes that its people are still alive, and so works to protect them; though unfeeling and dead, Grey units will still react to pain and will withdraw to self-preserve if necessary, allowing CAIRN to be forced into retreat rather than simply throwing its immense numbers at a problem. It is unable to retrieve territory that it has lost, and because it believes the Vigil to simply be criminal insurgents, it attempts frequently to use non-lethal force or take prisoners rather than kill, making it less dangerous than it could be. Finally, it has no access to materiel factories, making it unable to replenish its drone army.
- All of this is cold comfort when faced with the fact that CAIRN, when defending, is organized, efficient, and innumerable. By resources and population, the Eclipse is approximately ten times the size of the Vigil. The only path to victory is the destruction of CAIRN's core, which the Vigil slowly, gruelingly carves a path to.
- THE LEGION:
- The Legion are the psionic remnants, 'ghosts', of all of the beings caught in the Great Disappearance. The massive-scale psionic surge intended to take control of populations across multiple planets backfired, causing an extraordinary disturbance in the psionic networks that once bound the Eclipse Union's territories together. The connected consciousnesses of every being in the Union's core worlds, save for a sparse few who were still not connected to the networks, were ripped from their bodies, torn apart, and entangled through each other.
- The Legion is a gestalt entity that permeates the entire Morphic psionic network, which spans hundreds of stars. It exists on a spectrum of activity, in roughly five levels:
- 1. Silent
- An area which contains CAIRN-attached Morph but which has only a minimal, baseline level of Legion activity is termed Silent. These areas have no unusual features.
- 2. Restless
- In the Restless state, there is perceivable activity from the Legion. Morph can sometimes be seen 'squirming' with the ghosts 'trapped inside'. Objects may move slightly away from any Morph in the room. An uncomfortable energy can be felt in the air.
- 3. Straining
- In the Straining state, the Legion has begun to coalesce in a particular area. Psionic energy 'swells' in certain junctions of morph, causing it to visibly writhe and glow. Substantial psionic activity may be detected. Morph may give off unusual temperatures or electrical current. A noticeable presence can be felt; with antipsionic armor, it is generally described as if being hit by a breeze. Without antipsionic armor, it is an almost stinging pins-and-needles presence. Electrical systems connected to Morphic devices may experience unusual interference, such as sentry turrets spinning wildly or ship weapons struggling to aim correctly. CAIRN's units may begin to act in unnerving and erratic ways, such as suddenly stopping moving, visibly jerking or seizing, or suddenly screaming or crying. CAIRN units may be noticeably impaired in combat as a result of this interference.
- 4. Gathering
- In the Gathering state, there is substantial evidence that Possession is about to occur. Morph-affected units will begin to shut down, and Morphic systems may struggle against the weight of the Legion. Electrical systems connected directly to Morphic systems in ships and buildings will glitch out, resulting in flickering lights, screen errors, and doors malfunctioning. Equipment not connected to Morphic systems will continue to operate normally, or may be shut down as the interference in the Morphic system disconnects power.
- 5. Possession
- In the Possession state, the Legion has begun to seize direct control over CAIRN's units and resources. CAIRN units will suddenly turn on each other, and chaos is likely to break out as CAIRN battles against itself. Ships may suddenly turn course, attempting to crash into stars or nearby planets. Certain units acquire extraordinary psionic power making them very dangerous to confront. CAIRN units will begin to speak, but do not speak legibly, and will react much more emotionally and audibly than CAIRN's usually emotionless and rigid units, screaming in rage when shot and charging towards units in suicide-attacks.
- The Legion, when possessing units, does not discriminate between any sapient beings. It will attack CAIRN's own military as readily as it will attack any Vigil units that happen to be in the area. It is not possible to speak or reason with Possessed units.
- REJECTION ENTROPY:
- Rejection Entropy, sometimes abbreviated as RE, is the disease which has placed all six of the Vigil's sapient species on the path to near-total extinction. Rejection Entropy is caused by exposure to Morph through integration; throughout the now two-century-long history of Morph's involvement in the Eclipse Union, almost all family lineages became 'tainted' by Morph. Many integrated small amounts of Morph into themselves to be able to access convenient psionic networks, and many more integrated large amounts of Morph to attain psionic powers for various uses.
- Morph imprints itself in an exposed individual's genetics, and passes on 'Morphic destabilization'. Each generation deepens the reach of the Morph passed on from the last generation, causing a compounding generational decay. For the first few generations of Morph-affected people, it was barely noticed; but the two generations before the current one faced notable illness. The first signs of illness were minor but manageable, and the generation thereafter faced uncomfortable and persistent symptoms, which lead to the widespread publicization of Rejection Entropy.
- Now, the current generation faces lethal illness unless medicated from birth by a cocktail of different chemicals that aid in specifically suppressing the body's immune response to Morph. There is no way to remove Morph from an individual who has been affected by Rejection Entropy, because it is thoroughly interwoven with their normal biology; on average, over 30% of a person's total organ mass is replaced by Morph in the current generation. Cloning and genetic therapy are also unable to disentangle Morph from the gene pool as yet.
- The generation following this one is likely to be exceptionally debilitated by Rejection Entropy, but still capable of being medicated to the point of normal function. However, it is theorized, based on animal and predictive models, that the generation following that will be invariably stillborn; therefore, that generation is likely to be the last.
- Medicine is dispersed as an aerosolized vapor in atmosphere-controlled cities with varying degrees of technology; wealthier, older cities tend to have 'invisible-dome' technology that uses special force technology to invisibly trap air and allow for the passage of physical objects; less wealthy cities rely on constructed domes with entry and exit ports for the same purpose. This medicine lasts for up to 2 hours after the last time it was breathed in. There is a slow-release liquid concentrate form of this medicine, but it's only used in special circumstances because it requires an SSP (Secure Spinal Port) implant that is both costly and painful to install, and syringes containing this form of the medicine are expensive. A full-dose syringe of this medicine can last for up to 48 hours as the port stores and slowly distributes the medicine through the body. More commonly, for use outside of medicated environments, compressed tanks containing a mixture of breathable air and medicine are used.
- If unmedicated, current-generation beings can survive for up to 12 hours. After the ten hour mark, organ failure begins to set in, and steady muscle paralysis sets in as the body's immune system attacks itself. In humans, death usually occurs due to lung paralysis, but the exact cause varies in other species.
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