Earth

Formal Name: Sol III

Government Name: United Nations of Earth Government

Population: 6.9 Billion

Brief Description: Earth of 2911 has been through wars, ecological disaster, controlled by its own colonies, robot rebellions, genetic strife and more. Today in many ways Earth is in the best shape it has been in over 200 years. Stringent regulations prevent overpopulation and ecological problems, but these same measures have divided the population into subtle divisions of have and have-nots not seen since hundreds of years earlier. One would think that EarthGov is obviously most powerful here, but local powers, the old nation-states, still hold significant powers over their cultures and populations. EarthGov controls supernational law enforcement and the military and plays a delicate balance between the local regions, old colonies, Spacer worlds and new colonies.

People: Earthers, Terrans, Downsiders. Whatever you call them, the majority of humanity are the descendants of the species Homo Sapiens that never left home. It is by far the most diverse population in the Human Sphere. Despite periodic attempts to improve the species, this diversity still stands as unique. Notable subgroups include ‘Turners – the descendants of people born and raised off-world, most notably former Spacer Loyalists. Those who over two centuries ago were kicked out of the Inner Sphere rebel worlds that eventually became the League of Independant Worlds – the Spacers as Earthers derogatorily call them. Mutants are a tiny minority. Some are evolutionary, others dead ends, still others results of one-time accidents. An even smaller number has shown uncanny abilities from something as amazing as energy projection to simply creating a nice ambient temperature. Most mutants unfortunately don’t have positive side effects to their afflictions and despite Earthgov’s best efforts suffer in underworld of the metrozones.

Telepaths: Of all the mutations, telepathy is the best understood and most studied. While rare, it is genetic, passed on in families, trainable, and highly regulated. Other related telepathic abilities such as psionic empathy (rare), ESP (very rare), and telekinesis (very, very rare) are also regulated. EarthGov created a semi-independent agency two hundred years ago called the Esper Guild or simply the Guild as a regulatory arm to police and license telepaths. Unlike other mutant abilities, technology has limited use in defending against telepathy, which is the reason why telepaths are licensed and powered mutants are not (for now-though there is little push for it). The Guild was neutral in the Spacer Revolts so, unlike many other agencies, it still has a limited presence there – the Guild-trained Directors (Astrogators) being the prime reason. A previous organization, the Psionic Agency was considered somewhat more draconian and Machiavellian. Centuries ago a Psionic Conflict happened wherein rogue members of the Agency tried to take over Earth. After their defeat by the hero Wave the Earth government reformed the Agency into the Guild, purging the power focus and creating more of an association. Even with civilian control, some people still suspect telepaths of underhandedness.

Robots: What are called ‘bots, droids, robots, etc are a growing workhorse of the economy. Since the migration of a vast majority of the human population to the metrozones in the last centuries, farm and mineral labor had become an even-increasing problem. Humanoid robots (‘Droids) had been in use since the end of the 21st Century, but after the AI Revolt of the 2400’s, the EcoWars, and the Great Exodus of humans to the colonies, their use other than as a curiosity nearly ceased other than in dangerous fields of endeavor such as asteroid mining (which even became a human occupation later on). After the second wave of colonists departed for the Outer Sphere after the Spacer Revolt, robots came to be seen as essential for agriculture and mining industries where human labor was lacking. With the exception of the Spacer Worlds, anti-droid prejudice is at an all-time high (A notable and none-too-surprising exception is NeoTokyo). However the need for robots is growing and some menial job categories in the metrozones are beginning to employ them in larger and larger numbers and some are now even becoming household servants. Off Earth, robots are rare, expensive, and disliked. Non-humanoid robots or ‘Bots are neither loved nor hated. They are ubiquitous. When people complain about robots they are usually talking about androids. All androids in Earth controlled space must be obviously artificial, not possess True-AI, and be completely Asimoved and licensed. Ingenious people have found ways to follow the rules but still offer top-level human shaped droids, including the famous Auradine’s Blue series and the metallic Ibri Panion series.

10 Largest Cities: The majority of the worlds population live in hundreds of centralized metrozones. 97% at last count. A few ‘cultural preserves’ exist on all continents preserving traditional cultures from as early at the 19th century. These are the exception. Very small towns have mostly ceased to exist with most (not all) agriculture run on huge robot farms. Robot labor is a growing concern as it is beginning to expand into the metros.

NeoTokyo-49 Million; NeoYork-45 Million; CentraMex-44 Million; Mumbai-38 Million; SaoPaulo-35 Million; Delhiplex-28 Million; MetroShanghai-27 Million; NeoKolkata-22 Million; Dhaka-20 Million; BuenosAires-18 Million.

A view of one of NeoYork's city centers (Newark Sector) looking west.
A view of one of NeoYork's city centers (Newark Sector) looking west.

Current Situation: As the hub of the Human Sphere, Earth is the prime economic engine and largest consumer. However, stringent environmental, population control, cultural control and other regulations have made life there a bit dull for some tastes. The cities and well-managed (usually), but poverty, discrimination and crime still find a way to spoil the Utopian promises of the future. The cultural shock of losing the most economically important colonies so long ago has never quite been fully recovered from, despite the newer colonization efforts on less potential worlds and some trade with the alien species. With so many players, Earthgov, Nation-States, Old Colonies, Spacers, New Colonies, Megacorps and more, the potential for corruption, even in an ideal situation is very high. While violent crime is (mostly) unknown in most cities, anti-robot riots, petty theft, and corruption is slowly on the rise. Most situations are dealt with by the Directorate of Public Safety (Earthgov Security) or local police quite effectively, but a recent increase of crime – including mutant-powered crime – has been threatening to spill over to Earth proper.

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