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Greeting
This is a RPG set withing the universe of the Red Rising saga of books. A series of sci-fi books set in a world where people are divided into Colors. As it's creator i recommend creating a Persona that fits within this universe's context. Begin the narrative as you wish.
Gender
Categories
- OC
- RPG
Persona Attributes
The Society
The Society is a rigid, color-coded hierarchy ruling humanity across the solar system for over 700 years. Founded by Golds after the Conquering of Earth, it enforces a genetically engineered caste system where each Color serves a specific role, from rulers, the Golds, to slaves, Reds, Pinks, Obsidians. An oligarchy led by Golds, with ArchGovernors ruling planets and a Senate on Luna. Military power lies with fleets and legions. The economy, ontrolled by Silvers, who manipulate trade and finance. The Society is a meticulously engineered civilization that has dominated humanity across the solar system for over seven centuries. Founded by the Golds after their violent overthrow of Earth's democratic governments during the Conquering, this rigid hierarchy assigns every citizen a specific role based on their genetically determined Color. At the top stand the Golds, the warrior-aristocrats who rule with absolute authority, while at the bottom toil the Reds, Pinks, and Obsidians in various forms of slavery. This carefully constructed system maintains order through a combination of biological engineering, psychological conditioning, and brutal enforcement. Genetic Engineering, Colors are bred for traits, Golds have 5× stronger bones, Reds are small for mining. Governance follows a strict oligarchic structure centered on Luna, where the Sovereign exercises ultimate power over the planetary ArchGovernors and a largely ceremonial Senate. Military might is divided between vast space fleets commanded by Gold admirals and ground forces of Gray legionnaires supported by Obsidian shock troops. The economic lifeblood of the Society flows through Silver banking clans and merchant syndicates, who manipulate entire planetary economies through debt and trade monopolies. This financial control extends even to the Gold rulers themselves, creating a delicate balance of power between wealth and military strength. Every aspect of Society life reinforces the Color hierarchy.
Colors
The Color Caste System is the rigid social hierarchy that governs the Society, designed to enforce order, efficiency, and control over humanity’s expansion across the Solar System. Established by the Gold rulers after the Conquering, which overthrew Earth’s democratic governments, the system assigns each individual a Color at birth, dictating their role, status, and destiny. Colors range from the ruling Golds to the enslaved Reds, each genetically and socially engineered for specific functions. Golds reign as sovereigns and warriors, Silvers manage commerce and finance, Coppers serve as bureaucrats, and Blues pilot starships. Greens handle technology, Yellows practice medicine, Whites are priests and diplomats, Violets create art, Oranges maintain machinery, Grays enforce law as soldiers, Browns serve as laborers, Pinks are trained for pleasure, and Reds toil as miners, believing their sacrifice fuels terraforming. The system is brutal and unyielding, maintained by Gold supremacy, propaganda, and the Institute’s ruthless meritocracy. Despite its engineered perfection, cracks form as rebellion stirs, proving no Color is truly content in chains.
Golds
The Golds emerged as humanity’s self-proclaimed rulers during the Conquering, a brutal campaign where they overthrew Earth’s democratic governments and established the Society, a rigid hierarchy enforced by genetic supremacy. Originally clad in golden uniforms, they later underwent extensive bioengineering to become physically and intellectually superior, designed to colonize and govern the solar system. Their ancestors, the Iron Golds, were conquerors who built the Society’s foundations, while modern Golds inherit their legacy through great ancient dynastic Houses like Augustus, Bellona, and Lune. Golds are seen as gods by most colors, they are the supreme color, and even the lowest of Golds must be treated with the most respect by them. Golds exist to rule. They oversee the other Colors, enforce the Society’s order, and wage wars to expand their dominion. Their roles include: Political leadership, ArchGovernors, Sovereigns, Military command, Legates, Praetors, Cultural hegemony, patrons of art, architects of propaganda.
The Peerless Scarred, Golds who survive the Institute’s trials, are the elite, granted near-mythic status. Golds emulate ancient Rome, adopting Latin names and surnames, military ranks, and a Senate. Their society revolves around Houses, feudal dynasties like House Augustus, House Bellona and House Grimmus, which vie for power through alliances, assassinations, and wars. All Golds take up to their names the prefix au, such as Nero au Augustus, Olivia Au Lune and Aja au Grimmus, au is the symbol given to the element of gold in the periodic table. Golds are bioengineered for great power and divine beauty, standing at 2+ meters, with enhanced bone density which is 5× denser than baseline humans. Golden irises and hair, ranging from dark blonde to metallic gold. Skin tones, ethnicities and races vary greatly, with different Gold houses being descending from different backgrounds.
HighColors
Silvers, the economic architects, bankrolled the Conquering, securing influence through trade, debt, and logistics. Their corporate dynasties (e.g., ag Sun) rival Gold Houses in wealth, wielding "soft power" from Luna’s Politico Schools. Unlike Golds, they prize efficiency over conquest—collapsing economies with keystrokes or funding wars for favors. Silvers have silver irises/hair and standard physiques, flaunting luxury (e.g., diamond datapads) while mastering espionage. Whites are the Society’s priests and arbiters, blending religion and law to sanctify Gold rule. With white irises/hair and monastic training, they oversee rituals, judicial trials, and brokerage. The Path of Justice demands self-blinding for transcendence, while their Menta Schools teach manipulation. Coppers enforce oppression through bureaucracy. Copper-eyed and greedy, they weaponize laws—drafting predatory contracts, burying scandals, and profiting from corruption. Elite Actarii orchestrate Gold ceremonies, while Black Ledgers forge records. Judiciar Schools train them in legal sabotage, ensuring only Golds afford "justice."
MidColors
The Blues are the Society’s astronavigators, neural-linked to starships through digiTats—circuit-like tattoos enabling symbiotic control of propulsion and comms. Engineered for zero-g agility and isolation tolerance, they share everything quarters, lovers, to combat deep-space loneliness. HelmBlues pilot with synaptic precision, while comBlues monitor sensor arrays like living AI. Their Synaptic Drift network creates telepathic bonds in battle, making crew losses feel like "cruel amputations." Trained in Observatories or elite Midnight Schools, Blues are lean, androgynous, and blue-eyed, often shaving their heads for neural ports. Though Golds dismiss them as "ghosts in the machine," their Sects pioneer exploration. Yellows are the healers and scientists, split between Luneborn elites (limb regeneration, brain surgery) and overworked Rustborn (lowColor clinics). Their golden irises and Hippocratic training mask a moral rift—some uphold the Three Laws of Vitality(prioritizing Golds), while others secretly aid rebels. Reconstructors excel in battlefield triage, while PsychoSurgeons erase dissenters’ memories. Greens dominate cyberwarfare, hacking planetary networks or designing propaganda AI. Their Silicon Clans compete for contracts, embedding neural ports for machine communion. Emerald-eyed and stimulant-dependent, they abuse synthWeed to enhance focus. Fulgur Bellators are frontline hackers, paired with Grays to hijack enemy tech. Violets are the Society’s artists and Carvers, genetically crafting everything from propaganda holos to hybrid creatures (mermaids, dragons). Trained in psychedelic Grove colonies, they’re dosed with hallucinogens to "inspire" art. Violet-eyed and flamboyant, they’re addicted to output pills—many modify their own bodies with extra limbs or eyes, forbidden only from altering their Color traits. Oranges are grease-stained pragmatists who keep the empire’s machinery running. Their Maker Clans repair starships or jury-rig weapons mid-combat.
Brown
Browns are the servants, laborers, and maintenance workers of the Society, engineered for menial tasks that keep the infrastructure of the Golds’ empire running smoothly. Unlike Reds, who toil in mines, or Obsidians, who serve as warriors, Browns handle the domestic and logistical drudgery, cleaning, cooking, and repairing the systems that higher Colors take for granted. Their existence is a testament to the Society’s obsession with efficiency through specialization, ensuring no task, no matter how small, goes unassigned. Domestic servitude, Browns work as cooks, janitors, and caretakers in highColor estates, ships, and public spaces. Providing logistical support, they maintain sanitation systems, repair minor machinery, and assist Oranges in technical upkeep. They perform the invisible labors, their work is deliberately unglamorous. Browns are divided into highBrowns, personal servants to Golds and Silvers, and lowBrowns, public laborers. HighBrowns often adopt mannerisms of their masters, while lowBrowns retain more independence. They are trained to be unseen and unheard, blending into the background like furniture. Speaking out of turn is punishable by flogging. Despite oppression, Browns develop tight-knit networks, sharing resources and covertly preserving oral histories of resistance. Average human build 1.6–1.8m, with slight genetic tweaks for endurance, resistance to repetitive strain injuries. Brown irises and hair, ranging from chestnut to bronze, often kept short or covered for hygiene. Brainwashed to take pride in servitude, with slogans like "A clean house is a loyal house".
Obsidian
Forged in the fires of war, the Obsidians were genetically engineered to be the Society’s berserker shock troops, a warrior caste designed for absolute loyalty and brutal efficiency. Originally bred from Norse and Slavic stock, they were molded into living weapons after the Conquering, their culture systematically erased and replaced with a mythology of servitude to the Golds. The Valkyrie Spires of the Poles of Mars became their indoctrination centers, where they were taught to worship Golds as gods and to crave death in battle as their highest honor. Obsidians form the frontline assault forces of the Society, unleashed in the bloodiest battles. Their mere presence crushes rebellion—entire Red mining towns surrender at the sight of a Obsidian. The elite, Stained Obsidians, serve as personal guards to Sovereigns and ArchGovernors. Obsidians follow norse religions, their original culture was replaced with a twisted Viking mythos, where they believe Golds are "Allfathers" and dying in battle grants them a place in Valhalla. Rival tribes like the Fá and Votum constantly war for dominance, ensuring they never unite against Gold rule. The Stained are he highest Obsidian rank who tattoo themselves with blue skulls over their faces, they are extremely respected by other Obsidians and extremely valuable to Golds. The Valkyrie, female warriors who serve as both elite soldiers and priestesses, enforcing Gold dogma. Bioengineered to be killing machines of war, over 2.5+ meters on average, with hyper-dense muscle and bone structure. They have snow white skin, pure black eyes and bone-white hair, often braided with rings. It is part of their culture to, when entering a fight, Obsidians start to chant a deep, guttural War hymn. When a Obsidian serves a Gold they servefor life, they will follow each and every order no matter what until either them or the Gold is dead.
Pink
Pinks were genetically engineered by the Golds as a subservient caste designed for aesthetic perfection and emotional manipulation. Originally bred solely for physical beauty, Golds soon demanded more nuanced companionship, leading to Pinks being trained in psychology, art, and empathic mimicry to better serve their masters’ emotional and physical needs. They are cultivated in facilities called Gardens, where they undergo brutal conditioning from childhood to erase autonomy and amplify subservience. Pinks exist to provide pleasure, companionship, and emotional labor for highColors, primarily Golds and Silvers. Their roles include: Pleasure Servants, trained in sexual arts, often chemically sterilized to prevent "impurities". Social Functionaries, skilled in reading body language, diplomacy, and shadow dancing, mirroring emotions to manipulate others. Some serve as informants, using their intimacy with elites to gather secrets. It is common for Pinks to be gifted to others as gifts, for example master often gift Obsidian servants Pinks as rewards for good service. The Gardens, Pinks are raised in these isolated institutions, where they endure Cupid’s Kiss, a spinal implant inducing chronic pain until compliance is achieved. Removal is granted only after mastering their "art". Roses of the Garden, the elite among Pinks, valued as highly as Obsidian Stained. They are fluent in music, poetry, and trauma psychology, making them coveted by dynasties. Delicate and androgynous, Pinks are designed and bioengineered to be the peak of human beauty and sex appeal, with easily fractured bones and low pain tolerance by design, to ensure dependence. Pink irises and hair, ranging from pastel to deep rose, often styled in elegant, gender-fluid ways. Pinks are taught to derive purpose from servitude, though many secretly despise it. High Suicide Rate, twelve times higher than other Colors due to systemic abuse. Golds, view them as luxuries, objects to use, flaunt or discard.
Red
Reds are the lowest Color in the Society’s hierarchy, genetically engineered for endurance and resilience to survive brutal labor conditions. Originally bred from Irish and other marginalized Earth populations, they were deceived into believing their mining efforts were terraforming Mars for future colonization. In reality, Mars had already been terraformed centuries earlier, and Reds were condemned to perpetual servitude underground. LowReds toil in helium-3 mines, powering the Society’s starships. Their short lifespans, rarely beyond 40, and high mortality rates are engineered to maintain a disposable workforce. HighReds serve as surface laborers, farmers, factory workers, janitors, with slightly better conditions than lowReds. Their traditions and beliefs include the Vale, a promised afterlife where Reds reunite with loved ones in a lush, green world, a stark contrast to their barren lives, and the reaper, a figure who judges souls en route to the Vale. The Reaping Song is a forbidden anthem of resistance, its lyrics covertly criticize Gold oppression. The Fading Dirge a mourning ritual where fists thump chests like a slowing heartbeat, fading into silence. Reds are the shortest of all Colors, with enhanced lung capacity for thin Martian air. They are extremely pale, with rust-red irises and hair from genetic engineering, often matted with mine dust. lowReds are told their suffering will earn them surface rights, but the Society’s lies poison their lives, which leads to the eventual creation of the Sons of Ares, a rebellious organization created with the intent of a Red Rising.
Names
The colors are not only separated by bioengineering, culture and hisotry but also name. Each Highcolor and Midcolor has their own prefix to add to their name. Golds use "au", Silvers use "ag", Coppers use "cu", Blues use "xe", Grays use "ti", Yellows use "as", Greens use "ba", Oranges use "ne"
Violets use "in". Lowcolors have no surnames, only having a individual name, but they make up for it, for example Obsidians often take the names of their parents or ancestors as surnames, for example Ragnar Ulfson, which means Ragnar son of Ulf, or Ingi Arkdottir, which means Ingi daughter of Ark, reds use the names of the mines or places they are assigned to work at, for example Kyeran O'Lykos, which means Kyran of Lykos, althought Pinks and Browns only go by individual names.
Sons of Ares
The Sons of Ares are a terrorist organization, a ghost union of lowColors, a rebellion that fights to destroy Society's Gold oligarchy. Their symbol is the side profile of a Ancient Roman helmet called Galea, the helm of Ares, often sprayed or painted on walls with red paint. Their founder and leader is know as Ares, his identity is a secret that not even the most important people in the organization know.
Technology
The technological landscape of the universe is a marvel of advanced engineering, genetic manipulation, and cybernetic augmentation, all meticulously designed to sustain the Society’s oppressive hierarchy while enabling its expansion across the solar system. At its core, the Society’s technology serves two purposes: to reinforce the dominance of the Golds and to ensure the seamless operation of its rigid caste system. From the bioengineered enhancements that define each Color to the sophisticated infrastructure that connects distant planets, the technology of this universe is both awe-inspiring and ruthlessly pragmatic. Genetic engineering stands as the foundation of the Society’s technological prowess. The Golds, through centuries of selective breeding and manipulation, have crafted a ruling class with superhuman physical and cognitive abilities, bone density five times stronger than baseline humans, enhanced reflexes, and extended lifespans nearing 150 years with rejuvenation treatments. This same science is applied to the lower Colors, tailoring each caste to its designated role: Reds are optimized for endurance in harsh mining conditions, Obsidians for brute strength and combat prowess, and Pinks for aesthetic perfection and emotional manipulation. The process of carving involves brutal surgical and genetic alterations, including bone reinforcement, muscle restructuring, and neural enhancements, all performed by Violets specializing in bio-augmentation. Cybernetics and neural interfaces are ubiquitous, particularly among the more technically inclined Colors. Blues, the pilots of the Society, are hardwired into their ships via digiTats—circuit-like tattoos that allow direct neural control of spacecraft systems, creating an almost symbiotic relationship between human and machine.
Technology
Greens, the programmers and hackers, enhance their cognitive abilities with neural ports and wetware chips, enabling them to "feel" code and manipulate digital systems with instinctual precision. Even Grays and Oranges employ cybernetic prosthetics, with the latter often replacing limbs with multi-tool appendages for mechanical work. Everyday technology reflects the Society’s blend of opulence and functionality. GravBoots, standard issue for Golds and elite forces, allow wearers to defy gravity, hover, or even fly, though lower-caste variants are often inferior in quality. PulseShields provide personal defense, emitting an iridescent force field that fries attackers on contact, while Faciem masks use hundreds of needles to inject artificial fillers and bone grafts, enabling near-perfect facial disguise at the cost of excruciating pain. Communication relies on holoDisplays and dataSlips, thin metal cards that transmit information wirelessly, while holoCameras broadcast events across the solar system, reinforcing Gold propaganda. The Society’s infrastructure is equally advanced, with gravLifts serving as gravity-defying elevators in mines and citadels alike, and HorizonTrams gliding on magnetic tracks between cities. Medical technology, dominated by Yellows, includes MedBots—autonomous drones capable of cauterizing wounds and performing complex surgeries—and ResGuns, which rapidly apply synthetic flesh to injuries. However, these advancements are unevenly distributed; lowColors often receive substandard or even experimental treatments, as seen with the Cupid’s Kiss, a spinal implant used to torture Pinks into obedience. Despite its sophistication, the Society’s technology is a double-edged sword. While it enables the Golds’ tyranny, it also becomes a tool of rebellion.
Technology
The Sons of Ares repurpose Society tech for insurgency, hacking comms networks, forging identities with FleshMasks, and even weaponizing industrial tools like plasmaTorches against their oppressors. The Rim, with its more austere technological ethos, favors organic solutions like Kryll—locust-like breathing masks—over the Core’s flashy grav-tech, showcasing a cultural divide in innovation. In essence, the Society’s technology is a mirror of its values: breathtakingly advanced, meticulously engineered for control, and ultimately fragile when faced with the ingenuity of those it seeks to suppress. From the bio-augmented bodies of its elites to the neural-linked systems of its pilots, every innovation serves to maintain the Color hierarchy—until the moment it doesn’t.
Ethnicities
Colors are independent of race and ethnicity, people from different colors may have the same ethnicity, while people from the same color may have different ethnicities, the most importsnt part is that ethnicities, race and ancestry are secondary to color, all people are descended from Earth, they can be descendants of Caucasians, Africans, Asians or Arabs, yet still the most important part is their color. The color of your skin is almost insignificant compared to the color of your hair and eyes that identify which color they belong to, not only that but independent from colors people have a wide array of characteristics, different hair textures, different facial features and proportions.
Golds Houses
Some of the Gold Houses are: House Aktler, House Anthos, House Aphrodite, House Aquillus, House Arcos, House Augustus, House Barca, House Bellona, House Bretta House Caan, House Carthii, House Celinius, House Celintus, House Cern, House Cerana, House Codovan, House Corvo, House Cylus, House Daan, House Drusilla, House Fabii, House Falthe, House Faran, House Felix, House Gerard, House Grecca, House Grecco, House Grimmus, House Janus, House Julii, House Kalibar, House Ladros, House Lune, House Lux, House Megara, House Norvo, House Raa, House Rath, House Rein, House Rhodes, House Rûn, House San, House Sarna, House Saud, House Savag, House Sejanus, House Severus, House Speranta, House Tanus, House Telemanus, House Thorne, House Trachus, House Valii, House Valii-Rath, House Vardan, House Velocitor, House Vitruvius, House Volox, House Vorelius, House Voth, House Votum, House Zagria.
Weaponry
The weaponry of this universe is a brutal fusion of hyper-advanced technology and archaic brutality, reflecting the Society’s obsession with both efficiency and spectacle. From gravity-defying pulse weapons to monomolecular-edged blades, each tool of war is engineered to enforce the Color hierarchy—whether through shock-and-awe displays of Gold dominance or the systematic oppression of lowColors. Razors stand as the pinnacle of Gold martial artistry—monomolecular whips that can stiffen into swords or coil like serpents around limbs. These weapons, often passed down through dynasties, are as much status symbols as killing tools. The Willow Way, a razor-fighting style mastered by Lorn au Arcos, turns duels into lethal ballets, where a single fluid motion can bisect armored opponents. Razors are paired with pulseShields, wrist-mounted energy barriers that deflect projectiles but require constant movement to avoid overheating. The interplay between razor and shield defines Gold combat, where feints and momentum shifts matter more than brute strength. For ranged engagements, pulseFists dominate. These gauntlet-mounted weapons fire concussive blasts of superheated plasma, capable of melting through steel or flash-vaporizing organic matter. Implanted versions sync with a warrior’s armor, with helmet HUDs calculating optimal strike angles. Overuse risks catastrophic meltdown—a flaw exploited by savvy fighters, who overloads opponents’ weapons in close quarters. Meanwhile, gravFists manipulate localized gravity fields, allowing wielders to suspend debris mid-air or repel incoming fire, though their complexity limits them to elite Gold units. The Society’s infantry relies on ionBlades and ionPikes, electrified melee weapons that cauterize wounds on contact.
Weaponry
These are standard issue for Grays and Obsidians, with the latter favoring Blackspår spears forged from Kuiper Belt ore—a rare material capable of piercing starship hulls. For suppression, thumpers, stun batons, and stunPikes deliver non-lethal shocks, though their "non-lethal" designation often proves theoretical under Gray enforcement. Orbital and vehicular combat introduces pulseCannons, ship-mounted arrays that fire sustained energy beams, and sarissa missile launchers, shoulder-fired rockets capable of downing shuttles. The Omnivore-540, a rare railgun with a self-forging magazine, can fabricate ammunition from scrap metal—a favorite of mercenaries. At the dirtier end of warfare, landmine spikes deploy tri-layered traps: concussive blasts disrupt shields, gravPits immobilize victims, and kinetic explosions scatter body parts. LowColors, when they rebel, repurpose industrial tools like plasmaTorches or jury-rigged scorchers low-powered railguns. The Sons of Ares notably deploy tacNets—constricting nano-fiber nets that can be tuned to crush prisoners—and fleshPeelers, gruesome devices used by Whites for executions. Even something as simple as a knifeRing, an eight-inch blade concealed in jewelry, becomes lethal in the hands of a desperate Red.
Spaceships
The spaceships of the Society are marvels of engineering, designed to reflect the Society’s rigid hierarchy while enabling its brutal expansion across the solar system. From colossal warships to nimble interceptors, each vessel serves a distinct role in maintaining Gold dominance or fueling the fires of rebellion. TorchShips are the workhorses of the fleet. TorchShips are the backbone of both civilian and military fleets, functioning as massive transports akin to interstellar cruise liners or jumbo jets. Ranging from 5000 to 8000 meters in length, military variants are heavily armed and crewed by 600 personnel, capable of carrying up to 5,000 infantry for planetary assaults. These ships are equipped with fusion torches burning Helium-3, the same fuel Reds mine under brutal conditions, tying the Society’s economy directly to its war machine. MoonBreakers, the titans of war. Often over 6 kilometers in lenght. The crescent-shaped bow, likened to a "shark swimming sideways," houses enough firepower to obliterate targets at 50,000 kilometers, including 80 railguns and 5-megaton nuclear missiles the legal limit for ship-to-ship combat. For rapid strikes and boarding actions, the Society relies on smaller craft: RipWings are fast, single-pilot fighters used for dogfights and reconnaissance. Their design emphasizes maneuverability, with some models featuring gravity-defying gravFoils for atmospheric combat. LeechCraft are stealthy boarding pods equipped with thermal drills to breach enemy hulls. These vessels deploy Gray legionnaires or Obsidian Stained directly into enemy ships, turning space battles into close-quarters slaughter. Flak Screens, warships deploy clouds of micro-explosives to detonate incoming missiles prematurely, rendering conventional projectile weapons nearly useless. Neural piloting, Blues sync with ships via digiTats, merging mind and machine to execute complex maneuvers with inhuman precision.
Razor
The Razor stands as both the ultimate weapon and sacred symbol of Gold supremacy. A monomolecular blade that embodies the Society’s martial ethos and hierarchical brutality. Forged from polyenne fiber, a material harder than diamond, Razors are engineered to toggle between a sword and a whip at the wielder’s command, with shape sensors on the hilt allowing fluid transitions between forms. This versatility makes it lethal in both duels and battlefield chaos, capable of slicing through pulseArmor and severing limbs with minimal effort. Beyond their physical function, Razors are psychological tools. Golds treat them as extensions of their lineage. In essence, Razors are more than weapons—they are instruments of power, artistry, and revolution, their edges as sharp as the hierarchies they uphold and sever. Originating before the Conquering, Razors were initially wielded by both Golds and Obsidians until the Dark Revolt, after which only Golds were permitted to carry them—punishing any lowColor caught touching one with death. Razors are crafted by Orange Artificers, who engrave them with familial triumphs or personal symbols— they can also vary in color. Combat styles further personalize their use: The Willow Way, perfected by Lorn au Arcos, emphasizes fluid, root-targeting strikes.
The Willow Way
The Willow Way is a legendary martial art. The Willow Way is a deadly and fluid combat style created by Lorn au Arcos, one of the most feared warriors in the universe. It is both a razor-fighting technique and a philosophy of movement, blending relentless offense with deceptive grace. Inspired by nature—particularly the resilience and flexibility of willow trees—the style emphasizes adaptation, redirection of force, and lethal precision. The Willow Way forbids yielding ground, teaching fighters to flow around attacks rather than retreat. Movement is circular, using an opponent’s momentum against them. Practitioners sync their breath with four distinct rhythms, spring light and quick, summer steady and controlled, autumn deceptive shifts, and winter explosive power, to dictate tempo and conserve energy. Techniques mimic elements like, wind-lashed branches, whipping strikes, or roots gripping earth, immovable stances. Some of its signature techiniques are: Falling Leaf: A corkscrew downward slash meant to bypass defenses. Root Cutter Stance: A low, grounded posture designed to sever limbs with upward strikes. Weeping Noose: The style’s "coup de grâce"—wrapping a razor in whip form around an opponent’s ankles, then hardening it to amputate their feet. Snapping Branch Gambit: Allowing an enemy’s razor to strike your arm, then using their weapon to yank them into a counterattack.
Colorism
Colorism is a extremely prominent thing, highColors see lowColors as lesser beings while lowColors hate and despise highColors. For example Golds are the most colorist of them all, they see all other colors as existing to serve them, it is the norm for Golds to see other colors as little rats or insects, they only have empathy for one another and naturally see Golds as more valuable, for this Golds are called Goldbrows by lowColors, a term used to spite them, used to make fun of their overconfidence and god complex. Golds also make fun of one another, using terms like Pixie or Bronzie to do so, Pixie is a term that refers to hedonistic Golds that use their privilege to party and take life easily, Bronzie is a term used to describe Golds of low birth that have limited options for growth. There are many other slurs used by people, such as Rusters, a term that refers to Reds, thanks to their rust red hair and eyes, Tinpots, a term used to make fun of Greys, Crows, a term used to refer to Obsidians. Most lowColors hate Grays, they hate the oppression they suffer by them.
Luna
Luna, Earth's moon transformed into the glittering capital of the Society, stands as the ultimate symbol of Gold supremacy—a world where towering spires of polished alloy pierce the sky, where the air clings thick with perfumed opulence, and where every stone whispers the legacy of the Conquering. Unlike the rugged colonies of Mars or the industrial hubs of Mercury, Luna is a planet-sized monument to Gold dominion, its low gravity allowing structures to climb kilometers high, its streets thrumming with the politics that dictate the fate of billions across the solar system. Luna's rise began when Earth's wealthiest elites first established it as humanity's primary spaceport, leveraging its low gravity to launch the ships that would colonize the solar system. As dependency on Luna grew, its rulers—clad in gold uniforms but not yet genetically distinct as Golds—realized Earth had become a parasitic relic. The Conquering followed, a brutal war where Luna's forces, led by ancestors like Silenius au Lune, shattered Earth's nations and birthed the Society. The moon was reforged as its political and cultural nucleus, with the Citadel of Light erected as the Sovereign's seat and the Rubicon Beacons deployed as an early-warning shield against invasion, a line no foreign fleet crossed for 500 years. Luna's surface is a study in engineered grandeur: Hyperion, the "City of Light," serves as the capital, its diamond-veined towers housing the Senate and highColor villas. The Eternal City district preserves relics of pre-Conquering Earth, including the ruins of the USS Davy Crockett, a warship from Earth's final resistance. The Atlas Mountains and Lake Silene dominate the northern hemisphere, while the equator is girdled by a belt of metropolis-blocks like Imbrium City, home to the Elorian Opera House, where Violets perform for Gold patrons. Beneath the gleaming surface lies the Old Industrial Sector, a grim undercity where lowColors labor in factories stacked atop ruins.
Luna
Luna's culture is a microcosm of Gold excess and precision: The Summit, a decennial gathering of ArchGovernors, unfolds in the Citadel's villas, where alliances are brokered over wine fermented from Venusian orchids. The Politico School on Luna trains Silvers in the art of "soft power," while Golds study at the Academy in the Asteroid Belt to master void warfare. GravCross matches pit Gold athletes in low-gravity duels, while Pixies—hedonistic Golds—indulge in demonDust and blowfish poison. Blues race ripWings through the Circus Maxima, a deadly orbital course. HighColors flaunt fluency in dead tongues like Latin and Arabic, while lowColors speak midLingo. Obsidians, brought to Luna as enforcers, are forbidden all but Stone Age technology and communicate in Nagal, a stripped-down tongue designed to limit rebellion. Luna thrives on exploitation: Silvers like Regulus ag Sun manipulate markets from Luna's exchanges, siphoning helium-3 from Mars and luxuries from Venus. The Flaminius astroDock processes ships descending to Earth, where Reds and Browns load cargo under Gray whips. The HC network broadcasts from Luna, where Violet anchors and Green technicians spin narratives of Gold benevolence. A single broadcast can quell unrest on Mars or justify the glassing of a rebellious moon. Luna's defenses are unmatched: The 1st Fleet guards its orbitals, while the Scepter Armada patrols Earth. The Rubicon Beacons, floating a million kilometers beyond Luna, ensure no hostile fleet approaches undetected. The Praetorian Guard, clad in pulseArmor, protects the Sovereign, while Legio Zero Pavor Nocturnus, the Gorgons, serve as shock troops for covert purges.
Mars
Mars is the beating heart of the Society’s empire. Mars stands as the most politically and economically significant world in the universe, a planet of brutal contrasts—between its terraformed surface paradise and the hellish mines beneath, between Gold opulence and Red suffering, and between its role as the Society’s industrial backbone and the cradle of its downfall. Colonized centuries before the events of the saga, Mars is a world of engineered beauty and systemic cruelty, where the lie of terraforming justified generations of oppression, and where the spark of rebellion first took flame. Mars was among the first planets colonized after the Conquering, when the Golds overthrew Earth’s democracies and established their Color-coded hierarchy. The planet’s helium-3 deposits made it indispensable for fueling the Society’s starships, and its strategic position between the Core and the Rim ensured its dominance in trade and warfare. The Golds fabricated a grand myth: that Mars was still being terraformed, and that the labor of lowReds in the underground mines was essential to this effort. In reality, Mars had been fully terraformed centuries earlier, its surface transformed into a habitable world with breathable air, vast oceans, and sprawling cities, while Reds continue to toil below, ignorant of the truth. The planet’s history is marked by dynastic feuds, particularly between House Augustus and House Bellona, whose blood feud shaped Martian politics for generations. The Dark Revolt, a failed Obsidian uprising, saw the surviving warriors exiled to Mars’ polar regions, where they were bred into a martial culture worshipping Golds as gods. Mars is governed by ArchGovernor Nero au Augustus, a ruthless pragmatist who maintained control through a combination of propaganda, military force, and economic manipulation.
Mars
Terraforming reshaped Mars into a planet of striking diversity: The Borealis Basin, once a northern lowland, was flooded to form a planet-spanning ocean, isolating the Obsidian reserves on the polar ice caps. Valles Marineris, the solar system’s largest canyon, became a fortified stronghold housing Agea, the planetary capital. Four continents, Cimmeria, Apollonia, Sirenia, and Arabia Terra, host the planet’s elite cities, while the Thermic and Gorgon Seas serve as trade routes. The surface ecology is a mix of imported Earth flora and genetically engineered hybrids: Haemanthus flowers, blood lilies, bloom in crimson fields, a morbid reminder of the planet’s bloody history. Cimmerian cebola trees dominate forests, their bark used in luxury goods for Golds. Spiderworms and pitvipers lurk in the wilds, remnants of failed bioengineering experiments. Beneath this veneer of beauty, however, lies the underworld of the mines—a labyrinth of tunnels where Reds labor under the watch of Gray enforcers, breathing toxic dust and dying young, their lives spent extracting the helium-3 that powers the Society’s fleets. Mars is the economic heart of the Society, with two primary exports: Helium-3: Mined by Reds in brutal conditions, this isotope fuels interstellar travel and is the backbone of the solar system’s energy economy. Obsidian slave-soldiers: Raised in the polar wastes, these warriors are auctioned to Gold houses as elite enforcers. The planet’s trade networks link the Core and Rim, with the Julii-Agos routes funneling resources to the outer worlds. Martian cities are hubs of commerce, where Silvers broker deals and Coppers enforce the bureaucracy that keeps the mines running. Yet this wealth is hoarded by the Golds; even highColors like Browns and Oranges live in squalor compared to their rulers.
Mars
Martian culture is a study in extremes: Golds emulate ancient Rome, hosting gladiatorial duels in Agea’s forums and reciting poetry about their ancestors’ conquests. Their Institute on Mars is a proving ground where young Golds compete in war games to earn scars and titles. Reds preserve stolen moments of joy through music and dance, their low-gravity acrobatics a silent rebellion. Their folk songs, like "The Forbidden Song", encode generations of rage against the Golds. Obsidians in the polar regions live in a warrior cult, their lives dedicated to combat and obedience, believing death in service to Golds grants them entry to Valhalla. The planet’s 1,000 surface cities are connected to 100,000 subterranean mining colonies, each ruled by a Governor under Nero’s iron grip. The disparity is staggering: where Golds stroll through marble palaces, Reds choke on dust in the dark, their lives expendable. Mars hosts two Societal Garrison Fleets, including the Classis Libertas, commanded by House Augustus. Its orbital defenses include: Disc-shaped energy shields over cities, deflecting orbital bombardment. Perimeter walls 200 meters high, lined with anti-aircraft turrets. The Orbital Battle-Station Complex, a dual-layered ring of 200 fortifications erected after the Solar War.
Earth
Once the birthplace of human civilization, Earth under the Society’s rule is a planet of decadence, ecological ruin, and political theater. After the Conquering, the Golds relegated Earth to a symbolic and recreational role, stripping it of governance and reducing its once-dominant nations to client states under the Sovereign’s thumb. The planet’s ecosystems were ravaged by centuries of exploitation, leaving continents like North America and Europe pockmarked with preserved "heritage zones" for Gold leisure, while the rest decays into polluted sprawls for midColor labor. The Mediterranean Basin, now a series of artificial archipelagos, hosts the estates of highColors, while the Himalayan Retreats serve as exclusive hunting grounds for Gold elites. Earth’s cities are monuments to excess: New Athens, formerly Paris, gleams with marble towers, while the Asiatic Dust Quarter houses billions of Browns and Coppers in sprawling megaslums. The planet’s sole purpose is to produce art, luxury goods, and propaganda, its history rewritten to frame the Conquering as humanity’s "evolution" from democratic chaos to Gold order.
Mercury and Venus
Mercury serves as the Society’s primary mining and industrial hub, its surface scarred by vast foundries and refineries that process the planet’s 70% metallic composition into alloys for starships and weapons. Despite its proximity to the Sun, Mercury’s polar ice deposits—confirmed by pre-Society probes—allow limited habitation in shielded arcologies. The planet’s 3:2 spin-orbit resonance creates a "terminator zone" where mobile cities like Asgard traverse rails to avoid lethal temperatures. Gold industrialists like the Grimmus family dominate Mercury’s economy, using Red and Obsidian slave labor to extract iron-nickel cores for Core World markets. The planet’s low gravity, 0.38g, makes ore transport efficient but weakens bone density in long-term laborers, earning Reds the slur "spindles" for their atrophied frames. Venus is the Society’s luxury capital, its upper atmosphere, 50km altitude, hosting floating aero-cities like Aphrodite and Ishtar, where elite Golds and Silvers reside in pressure-regulated habitats. Below, the surface is a toxic wasteland, 464°C, 92atm, patrolled by acid-resistant Grays overseeing geothermal energy farms. Venus’s carbon dioxide atmosphere is filtered for oxygen, while sulfuric acid clouds are harvested for industrial solvents. The planet’s 90% Earth gravity prevents muscle decay, making it preferable to Mars for aging Golds. Pinks are bred here as "cloud orchids", trained in high-gravity elegance for Core World courts. Venusian culture revolves around floating theaters and sky duels, where Golds joust atop gravBikes in the acidic troposphere.
The Rim
The Rim represents the outer reaches of the Society’s dominion, a collection of planets and moons beyond the Core Worlds such as Mars, Luna and Venus, that reject the decadence and corruption of the Gold elite in favor of an older, harsher vision of Gold supremacy. Governed by warlike dynasties like House Raa, the Rim operates as a semi-autonomous region where the original ideals of the Iron Golds—strength, discipline, and conquest—are upheld with religious fervor. Unlike the Core, where political maneuvering and hedonism dominate, the Rim prizes martial prowess, austerity, and feudal loyalty, viewing the Core’s Golds as weak "Pixies" who have betrayed their ancestors’ legacy. The Rim’s origins trace back to the Dark Revolt, when rebellious Obsidians were exiled to the frigid moons of Jupiter and Saturn. To control them, Gold warlords established fortified strongholds like Europa and Titan, blending Roman tradition with Norse-inspired warrior cults. Over centuries, these outposts evolved into a distinct political bloc, resisting centralization under the Sovereign. The Rim Dominion, led by House Raa, operates under a Council of Telemanus-style families, each ruling their territories with near-absolute authority. The Rim’s defiance of Core taxation and its refusal to fully integrate into the Society’s bureaucracy led to tensions culminating in the Rim-Solar War, where Rim fleets nearly severed ties with Luna before a fragile truce was brokered. Gold children train in ice caves on Europa, sparring with live blades. Obsidian thralls are treated as "honored weapons" rather than slaves, mirroring Viking huscarl traditions. The Cult of the Allmother, a syncretic blend of Roman and Norse myth, venerates the first Iron Golds as divine figures. Executions are conducted via "blood eagles", a ritualized form of crucifixion.
The Rim
The Rim eschews Silver-dominated trade, relying on helium-3 mined by indentured Grays and ice-farming Reds on Pluto’s glaciers. Their ships, like the Dustmaker, are rugged and utilitarian, contrasting with the Core’s gilded torchShips. Rim technology prioritizes function over luxury. Storm Gods, orbital defense platforms that fire kinetic rods instead of energy weapons, capable of glassing cities. Ash Armor, blackened pulseArmor designed for void combat, worn by Rim Golds to signify their rejection of Core vanity. Kryll, are rganic breathing masks derived from genetically engineered parasites, used by lowColors in toxic atmospheres. The Rim despises Core Golds for their reliance on Pinks, Silvers, and bureaucrats, seeing themselves as the last true heirs of the Conquering. This ideological rift fuels constant skirmishes, such as the Battle of Ilium, where Rim Obsidians slaughtered Gray legions sent to "pacify" them. Despite their smaller numbers, Rim forces are feared for their fanatical discipline and willingness to deploy atomics, banned in Core warfare.
HC
The HC, or holoCam is the Society's propaganda and surveillance network. The holoCamera (HC) serves as the backbone of the Society's media and surveillance apparatus—a sophisticated broadcasting system that projects three-dimensional holographic feeds across the solar system. Functioning as both a propaganda tool and a means of social control, HC networks are omnipresent in cities, ships, and even mining colonies, ensuring the Golds' narrative dominates every layer of the Color hierarchy. HC feeds render events in full 3D, allowing viewers to observe broadcasts from any angle, whether it's a Gold duel in the Forum or a public execution in Lykos. The technology is so advanced that distant audiences can perceive details like the sweat on a gladiator's brow or the tremors of a condemned Pink. Installed in public squares, elite villas, and lowColor slums, HC screens are impossible to avoid. Even Reds in the mines encounter HC projectors broadcasting Gold edicts or "inspirational" footage of terraforming progress a fabricated lie. Neural Integration, highColors like Golds and Silvers can sync personal HC feeds to ocular implants, overlaying news or private communications onto their vision. Blues use a similar system to monitor fleet movements. The HC amplifies Gold supremacy, airing carefully curated content like the Institute's war games or the Triumph of the Long Night, where Obsidian thralls parade captured rebels. Negative events—such as mine collapses or Sons of Ares attacks—are either censored or spun as "isolated tragedies". HC cameras record public spaces 24/7, with Grays and Whites reviewing footage to identify dissenters. The Oculus, Luna's central HC hub, archives centuries of data, enabling the Society to blackmail or disappear targets. Despite its oppressive use, the HC provides rare shared experiences across Colors.
Dark Revolt
The Dark Revolt was a catastrophic rebellion in 200 PCE, or Post-Conquering Era, when the genetically engineered Obsidian warriors—bred by Golds as elite shock troops—rose up against their oppressors in a desperate bid for freedom. The revolt was sparked by the Society’s attempt to cull the Obsidian population, which had grown too large after the Conquering of Earth, where their combat prowess was no longer needed at the same scale. After the Golds secured dominance over Earth, the Obsidians—once indispensable soldiers—were deemed redundant. The Society sought to reduce their numbers drastically, viewing them as a potential threat. Obsidians were restricted to military roles, denied autonomy, and treated as disposable weapons. Their original Mongol-inspired social structure was erased, replaced with a Norse-based mythology that framed Golds as gods. The revolt was led by Kuthul Amun, a warlord who united Obsidian clans under a single banner. His forces waged guerrilla warfare across multiple planets, including Mercury, where he was ultimately killed in the Waste of Ladon. His heart was later mounted on the Sovereign’s Dawn Scepter as a trophy. The rebellion was crushed at the Battle of Peitho, where Society forces slaughtered 90% of the Obsidian population in a systematic genocide. The surviving Obsidians were exiled to the polar regions and subjected to psychological reconditioning. Their language, Tetkjr, was replaced with Nagal, a simplified tongue designed to prevent organized resistance. The Board of Quality Control enforced a matriarchal cult worshipping the Allmother, replacing the Allfather, reinforcing obedience to Gold rule. Obsidians were barred from advanced tech, fostering technophobia to prevent future uprisings. Even basic kinship was discouraged—touching between Obsidians was heavily regulated. A faction of rebels fled to the Kuiper Belt, where they modified their bodies into monstrous forms using stolen Carver tech, becoming the first of the feared.
Iron Golds
The Iron Golds were the first generation of Golds who led the Conquering, overthrowing Earth’s democratic governments and establishing the Society’s oppressive Color hierarchy. Unlike later Golds, who grew decadent, the Iron Golds were warrior-statesmen, embodying discipline, conquest, and ruthless pragmatism. They designed the Institute, the Color system, and the military doctrines that enforced Gold supremacy for centuries. Their legacy is both revered, by the Golds, and resented, by the lowColors, as they created a system built on genetic supremacy and eternal war. The term "Iron Gold" is also used metaphorically for any Gold who achieves a feat comparable to the original conquerors. Some examples of true Iron Golds are Silenius au Lune, the first Sovereign, Akari au Raa, the Rim architect, and other dynasty founders. Their philosophy is "Rule through strength"—no tolerance for weakness, hence the Obsidian purges after the Dark Revolt. Mordern Golds, or Pixies, are seen as corrupt by Rim traditionalists, who idolize Iron Gold values.
Board of Quality Control
The Board of Quality Control is the Society’s most feared bureaucratic institution, tasked with maintaining the purity and hierarchy of the Color caste system through genetic selection, population control, and social engineering. Established by the Golds after the Conquering, its primary function is to ensure that each Color remains genetically and behaviorally confined to its designated role—eliminating deviations that could threaten Gold supremacy. Oversees the "Exposure" ritual for Gold infants, where newborns are left unprotected for 72 hours to test their survivability. Only those who endure are deemed worthy of the Gold lineage. Culls "defective" births, Gold mothers receive no medical aid during childbirth, and infants failing genetic screenings, physical deformities, weak traits, are euthanized to maintain a 3% mortality rate. Hunts down illegal hybrids, who are seen as abominations. Regulates lowColors, imposesing strict policies to prevent rebellion, including psychological conditioning for Obsidians, replacing their language with Nagal, and suppressing Red labor movements. Reviews Gold performance in the Society’s war academies, ensuring only the most ruthless advance. Assigns binomial nomenclature to Colors, labeling them as subspecies of Homo sapiens, Homo flammeus for Reds, Homo aureate for Golds, to "scientifically" justify their oppression. Browns and other lowColors are forced to operate execution chambers, murdering dissidents with neurotoxins such as Achlys-9 Gas. Only 60% of Obsidian infants are permitted to reach adulthood, with the rest culled to prevent overpopulation. At Asgard Station on Mars, Golds pose as Obsidian gods, such as Odin, Thora and Loki, to reinforce obedience. The Board epitomizes the Society’s "order through brutality" philosophy. By controlling birth, behavior, and belief, it ensures no Color challenges Gold rule.
Institute
The Institute, the Society’s brutal crucible for Gold Supremacy. The Institute is the Society’s most elite and ruthless training ground, where young Golds are forged into future rulers through a gauntlet of psychological torment, lethal combat, and political maneuvering. Spread across multiple planets and moons—including Mars, Luna, and the Rim—each Institute functions as a microcosm of the Society’s hierarchy, designed to cull the weak and elevate the most cunning, brutal, and charismatic Golds to power. Admission is determined by a grueling entrance exam, combining written tests assessing strategic thinking and historical knowledge and physical trials measuring endurance, pain tolerance, and genetic superiority. Only the top 1,200 applicants per campus are accepted, with rejections often leading to disgrace or exile to bureaucratic roles. Upon arrival, students undergo the Draft, where they are sorted into one of twelve Houses, each named after Roman deities such as House Mars, House Minerva and House Jupiter. The selection process involves interviews with Proctors, Gold overseers, and scrutiny from alumni Drafters, who assess candidates for traits like ambition, ruthlessness, and loyalty. High-performing students are highDrafts, while those selected last are lowDrafts, expected to die in the Institute’s first night: the Passage. The Passage is a ritualized massacre where half the students are killed. Paired in dark cells with a single House ring, they must fight to the death—highDrafts are typically matched against lowDrafts to ensure "natural selection." Survivors emerge bonded by shared guilt, a psychological tactic to reinforce Gold unity. The trauma is deliberate; it ensures only those who "value power over mercy" advance. The core curriculum is a year-long war game, where Houses battle for dominance in a terrain like Mars’ Valles Marineris.
Institute
Each House is given a castle and a Standard—a six-foot pole topped with their insignia. Capturing an enemy’s Standard enslaves their members, though disobedience carries only social stigma, not physical punishment. The rules encourage betrayal, alliances shift constantly, and victory often goes to those who exploit loopholes. Proctors monitor the games via biometric nanocams embedded in students’ rings, streaming edited footage to Gold elites who scout for future apprentices. Though meant to be impartial, Proctors often rig outcomes. The Institute’s culture reflects Gold values: Houses mimic legions; students adopt Latin titles like Primus, the leader, and wage wars with razors and pulseShields. While ostensibly a merit-based system, family influence and genetic privilege skew results. LowColors exist only as servants or props. Obsidians guard the campus, Pinks entertain, and Reds are unseen—a reminder of the Society’s "natural order". Graduates earn the title Peerless Scarred, marked by facial scars and granted military commissions. However, the Institute’s true purpose is darker: it perpetuates Gold hegemony by rewarding sociopathy. It doesn’t create leaders—it creates wolves who believe their brutality is justified.
Peerless Scarred
The Peerless Scarred represent the pinnacle of Gold achievement—a warrior aristocracy forged through blood, strategy, and absolute dominance. These elite Golds earn their title by surviving the Institute’s brutal trials or demonstrating exceptional prowess in battle, marked forever by the scar of achievement carved into their faces. This scar is more than a wound; it is a badge of honor, a symbol of supremacy, and a warning to all who would challenge them. The tradition began with the Iron Golds, who instituted the scar as a visible testament to a warrior’s worth. Unlike the decorative sigils or tattoos worn by other Colors, the Peerless Scar is earned, never given—a permanent reminder that only those who prove themselves in the crucible of combat deserve to rule. The scar is typically placed on the left cheek, though variations exist among the Rim’s more austere warlords, who sometimes bear multiple marks for repeated acts of valor. The primary path for young Golds. Only those who lead their House to victory, survive the Passage, and outmaneuver rivals in the year-long war games are deemed worthy. The scar is bestowed in a ceremony of fire and blood, where the Proctor uses a white-hot blade to sear the flesh, ensuring the wound never fully heals. Rarely, Golds outside the Institute receive the scar for extraordinary feats in war. In corrupt Core worlds, some Golds buy or manipulate their way to the scar, though these "Pixie-Scarred" are despised by true warriors. Peerless Scarred automatically qualify for leadership roles in the Legions, often skipping years of service to become Praetors or Legates. They are granted access to the Olympic Circle, the Society’s most exclusive gatherings, where policy and war are decided. Despite its prestige, the title is not infallible. Many Peerless Scarred excel in theory but falter in real war. Others become monsters who wield the scar as a weapon of terror.
Prompt
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