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Asclepion

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[HEADING=1]THE CULTURE[/HEADING]​

[HEADING=2]A Utopia Primer-[/HEADING]A universe where ships are people, someone's clothing might be smarter than the one wearing it, and living on a planet is the most backwards thing you can do.

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From the Iain M. Banks Novels. The Culture is a star-spanning socialist/libertarian/anarchist "empire", achieved through technology and the guidance of the AI Minds that control the starships and space habitats the entire civilization lives on.

There is no hierarchy as such in the Culture's society every individual (machine or organic) is equal. There is no scarcity in the Culture as it can manipulate things at an atomic level. Technologies provide practically limitless material wealth and comforts to all at no cost, having all but abolished the concept of possessions(in fact, the Culture considers money to be a sign of poverty). It has overcome almost all physical constraints on life (including disease and death) and is an almost totally egalitarian, stable society without the use of any form of force or compulsion, except where necessary to protect others.

It's More Fun in the Culture.

But for some, even utopia can wear thin without a sense of purpose. Therefore, there exists people at the fringes of the Culture: diplomats, spies, or mercenaries; those who interact with other civilizations, and who do the dirty work in moving those societies closer to whatever ideal, by whatever means necessary.

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Society
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Although the Culture is a type of utopian anarchy, Minds most closely approach the status of leaders, and would likely be considered gods in less rational societies. As independent, sentient beings, each has its own character, and each is a Culture citizen. Minds have become an indispensable part of the Culture, enabling much of its post-scarcity amenities by controlling and driving society (using bare fractions of their enormous mental capabilities).

Culture Minds are tremendously powerful. They're millions of times more intelligent than a human, capable of running all the functions of their ship or habitat while holding potentially billions of simultaneous conversations with the citizens that live aboard them. Every Mind writes its own OS, thus continually improving itself and eliminating a potential threat of outside intrusion by ensuring every Mind's processing functions work differently. The memory storage capability of a typical GSV Mind is described in Consider Phlebas as 1030 bytes (1 million yottabytes). Research at the UC Berkeley School of Information suggests that 5 exabytes of storage space were created in 2002, 92% of it on magnetic media, mostly on hard disks. Hence, a GSV Mind has 200 billion times more storage than the total storage created by humans in 2002. The mental capabilities of Minds are described in Excession to be vast enough to run entire universe-simulations inside their own imaginations.

Using the sensory equipment available to the Culture, Minds can see inside solid objects; in principle they can also read minds by examining the cellular processes inside a living brain, but most Culture Minds regard such nonconsensual mindreading as deviant and shun those that do so. Other equipment available to them spans the whole range of the Culture's technological capabilities and its practically limitless resources. However, this equipment would more correctly be considered emplaced in the ship or orbital that acts as the AI's 'body', rather than being part of the Mind itself.

A typical Mind is described as an ellipsoid of several dozen cubic meters, but weighing many thousands of tons, due to the fact that it is made up of hyper-dense matter. Most of its 'body' only exists in the real world at the outer shell, the inner workings operating within hyperspace (thus circumventing the finite speed of light in computation).

With their almost godlike powers of reasoning and action comes a temptation to bend (or break) Cultural norms of ethical behavior, if deemed necessary for some greater good. More than any other beings in the Culture, Minds are the ones faced with ethical dilemmas. And as individual personalities they and may develop fascinations or eccentricities like other sentient beings do.



Drones are roughly comparable in intelligence and social status to that of the Culture's biological members. Their AI would be considered the mental equal of a biological citizen, whereas lesser drones such as the menial service units are merely proto-sentient (capable of reaction to unprogrammed events, but possessing no consciousness, and thus not considered citizens; these take care of much of the menial work in the Culture). The sentience of advanced drones has various levels of redundancy, from systems similar to that of Minds (though much reduced in capability) down to electronic, to mechanical and finally biochemical back-up brains.

Although drones are artificial, the parameters that prescribe their minds are not rigidly constrained, and sentient drones are full individuals, with their own personalities, opinions and quirks. Like biological citizens, Culture drones generally have lengthy names. They also have a form of wireless interfacing with other sympathetic drones for pleasure, called being "in thrall".

Drones built especially as Contact or Special Circumstances agents are often dozens or hundreds of times more intelligent than humans, and imbued with extremely powerful senses, powers and armaments. Despite being purpose built, these drones are still allowed individual personalities and given a choice in lifestyle. Indeed, some are eventually deemed psychologically unsuitable as agents and must choose either mental reprofiling or demilitarisation and discharge from Special Circumstances.

Physically, drones are floating units of various sizes and shapes, usually with no visible moving parts. Drones get around the limitations of this inanimation with the ability to project "fields": both those capable of physical force, which allow them to manipulate objects, as well as visible, coloured fields called "auras", which are used to enable the drone to express emotion. There is a complex code of drone body language based on aura colours and patterns.

In size drones vary substantially: the oldest still alive (eight or nine thousand years old) tend to be around the size of humans, whereas later technology allows drones to be small enough to lie in a human's cupped palm; modern drones may be any size between these extremes according to fashion and personal preference.





Subsequent interactions with other civilizations have introduced many extraterrestrial species into the Culture (including some former enemy civilizations), though the majority of the biological Culture remains pan-human. Little uniformity exists in the Culture, and its citizens are such by choice, free to change physical form and even species. All members are also free to join, leave, and rejoin, or indeed declare themselves to be, say, 80% Culture.

Techniques in genetics have advanced in the Culture to the point where bodies can be freed from biological limitation. Citizens of the Culture refer to a normal human as "human-basic" and the vast majority opt for significant augmentation; severed limbs grow back, sexual physiology can be voluntarily changed from male to female and back (though the process itself takes time), sexual stimulation and endurance are strongly heightened in both sexes, pain can be switched off, toxins can be bypassed away from the digestive system, automatic functions such as breathing or heart rate can be switched to conscious control, and bones and muscles adapt quickly to changes in gravity. Almost all Culture citizens are very sociable, through a combination of biological make-up and social conditioning. A Culture citizen who becomes dysfunctional enough to pose a serious nuisance or threat to others would be offered (voluntary) psychological adjustment therapy and might potentially find himself under constant (non-voluntary) oversight by representatives of the local Mind. In extreme cases, dangerous individuals have been known to be assigned a "slap-drone", a robotic follower who ensures that the person in question doesn't continue to endanger the safety of others.

Most Culture individuals opt to have drug glands that allow for hormonal levels and other chemical secretions to be consciously monitored, released and controlled. These allow owners to secrete on command any of a wide selection of synthetic drugs, from the merely relaxing to the mind-altering: 'Snap' is described in Use of Weapons and The Player of Games as "The Culture's favourite breakfast drug". "Sharp Blue" is described as a utility drug, as opposed to a sensory enhancer or a sexual stimulant, that helps in problem solving. "Quicken", mentioned in Excession, speeds up the user's neural processes so that time seems to slow down. "Sperk", as described in Matter, is a mood and energy enhancing drug, while other such self-produced drugs include "Calm", "Gain", "Charge", "Recall", "Diffuse", "Somnabsolute", "Softnow", "Focal", "Edge", "Drill", "Gung", and "Crystal Fugue State". The glanded substances have no permanent side-effects and are non-habit-forming.

For all their genetic improvements, the Culture is by no means eugenically uniform. Human members in the Culture setting vary in phenotype, and there is natural difference in details such as the number of fingers or whether they prefer to walk as a biped or quadruped. It is mentioned that:

"the tenor of the time had generally turned against ... outlandishness and people had mostly returned to looking more like people over the last millennium", previously "as the fashions of the intervening times had ordained - people ... had resembled birds, fish, dirigible balloons, snakes, small clouds of cohesive smoke and animated bushes".
- Excession

Some Culture citizens opt to leave the constraints of a human or humanoid body altogether, opting to take on the appearance of one of the myriad of other galactic sentients (perhaps in order to live with them) or even non-sentient objects (though this process can be irreversible if the desired form is too removed from the chemical structure of the human brain). Certain eccentrics have chosen to become drones or even Minds themselves, though this is considered rude and possibly even insulting by most humans and AIs alike.

Because Culture ships are always commanded by a Mind, the ships are beings in their own right. The Mind and the ship or habitat are perceived as one entity; the Mind is the ship, and a ship without a Mind would be seen as damaged or incomplete. In many novels ships are the major characters, and their relationships are central to the plot. Ships or groups of ships may belong to differing factions within or without the Culture, which compete for influence.

Almost fully space-borne, the Culture considers planets as too fragile to live on (and actually find the idea of living on a planet somewhat bizarre). Much of the population lives on orbitals- like a ringworld, an orbital is a vast ring-shaped structure with landmasses on its inner surface that rotates to provide an analog of gravity. Ships are living spaces, vehicles and ambassadors of the Culture. A proper Culture ship (as defined by FTL capability and the presence of a Mind ) may range from several hundreds of meters to several hundreds of kilometers. The latter may be inhabited by billions of beings and are artificial worlds in their own right, including whole ecosystems.

Every ship is equipped with a Grid Tap, powering the ship by drawing energy from the Grid, a region of infinite energy that separates universes, effectively submerging areas of space in a sea of energy that has been compared to the energy density of the Big Bang. A system of theoretical physics describes the ships' acceleration and travel, using such concepts as 'Infraspace' and 'Ultraspace'. An induced singularity is used to access infra or ultra space from real space; once there, 'engine fields' reach down to the Grid (which they "push off" to achieve momentum) and gain power and traction from it as they travel at high speeds. These engines do not use reaction mass and hence do not need to be mounted on the surface of the ship. They are described as being very dense exotic matter, which only reveals its complexity under a powerful microscope. Acceleration and maximum speed depend on the ratio of the mass of the ship to its engine mass. In Excession one of the largest ships of the Culture drops off its population and redesigns its multi billion ton mass to be mostly engine and reaches a speed of 233,000 times lightspeed. Within the range of the Culture's influence in the galaxy, most ships would still take years of traveling to reach the more remote spots.

Culture ships have picosecond reaction times (entire battles take place on millisecond scales, with the individual actions taking nanoseconds) and weapon ranges in the trillions of kilometers. They can wreck planets by braking too hard. Ships are able to attack from FTL hyperspace where it is impervious to enemy counterattack. Force fields can be used to reflect, trap or weaken incoming attacks, and GSVs have a system known as "Trapdoor" for dealing with internal explosions. The Trapdoor system transports any unwanted energy straight into hyperspace where it can dissipate harmlessly. Thus it is impossible to use any conventional energy weapons to kill a GSV. GCUs in the Culture-Idiran war used the tactic of hiding inside stars to escape detection. Effectors- electromagnetic manipulation technology- are able to overload or suck energy from a target, read information from, and rewire it (whether reprogramming a computer or altering the electric impulses of an organic brain) from 2,500 lightyears and cannot be blocked by anything except another effector. Displacers teleport miniature black holes and collapsed antimatter bombs into targets (and can perform tens of thousands of operations per second). Sensors are capable of detecting any energy or mass in a radius of 2,000 lightyears by their hyperspace echo.

When outside civilizations are quizzed on the topic of The Culture and warfare, the standard response is just: "Don't fuck with the Culture." In Surface Detail, it is stated that a large GSV would be able to combat a fleet of 230,000,000 simple warships - representative of the combined force of an entire lesser civilization - alone.

Systems Vehicles
A Systems Vehicle represents the full spectrum of the Culture's capabilities. Systems Vehicles are enormously magnified von Neumann probes, as their essential components are engines, multi-purpose factories and Minds (advanced artificial intelligences). Every -SV contains the sum total of the Culture's knowledge and technological base. The entire Culture could, with time, be rebuilt from a single GSV. With these capabilities a Systems Vehicle can function as anything its Mind(s) and the Culture choose.

General Systems Vehicles (GSVs) are the Culture's largest type of ship, ranging between 25 km and 200 km in each dimension (including the fields protecting them and forming the exterior of their life-support system). GSVs which provide accommodation for biological members of the Culture generally have populations in the millions or billions, and can be considered worlds in their own right.



GSVs generally have little resemblance to traditional 'ship' design expectations, as they are enveloped in multitudes of fields which allow them to dispense with anything resembling an outer protective hull or shell, instead often being covered with clouds, parks and outside buildings. Their layers serve different purposes - from atmosphere containment, foreign object barriers and sensory input/signaling to traction fields for interstellar movement.

Medium Systems Vehicles (MSVs) are similar to GSVs but smaller. Limited Systems Vehicles (LSVs) are smaller still.

Contact Units
General Contact Vehicles (GCVs) are ambassador/scout ships, presumed to be a Contact-only Systems Vehicle, or a larger version of a General Contact Unit if one follows the usual naming conventions in the Culture.

General Contact Units (GCUs) are fast, independent, general-purpose vessels which the Culture's Contact group uses for diplomacy, espionage, subversion and sabotage. The GCUs typically have a population of Contact members, numbering several hundred. GCUs' Minds are commonly somewhat eccentric. GCUs are much smaller than GSVs (though small only by comparison), and are routinely carried within GSVs on long journeys.



Limited Contact Units (LCUs) are mentioned in Excession, and are presumed to be smaller or earlier versions of GCUs.

One of the best known GCUs in Banks' stories is GCU Grey Area, known widely by the other Minds as Meatfucker because it breaches the taboo against looking inside the minds of living creatures.

Offensive Units
Offensive Units' Minds are usually aggressive and macho (particularly by the Culture's normal standards), and most non-combat ships regard Offensive Units with a mixture of respect and unease verging on mild contempt.

OUs frequently store a copy of their Mind state with another ship before going into action, and these backups are installed in new ships if the -OU does not survive. This is in part a reward for the self sacrifice of the ships, and a motivation for bravery in combat. It is also a tacit admission by the Culture that it prefers peace over war?the number of warships required is small, and the creation of new warship Minds is also undesirable over the birth of peace-loving Minds.

General Offensive Units (GOUs) are the main warships of the culture, the epitome of the Culture's technology as applied (reluctantly) to warfare. A GOU is essentially a war-equipped GCU.

Rapid Offensive Units (ROUs) are basically a can full of weaponry on top of a big engine, with a Mind controlling it. While some ROUs are crewed, the crew complement on such vessels is much smaller than those of the more general purpose ships of the Culture, such as General Contact Units and General Systems Vehicles. ROUs and their demilitarised versions, Very Fast Pickets, are the Culture's fastest ships.



Limited Offensive Units (LOUs) are a smaller type of warship along the line of GOUs. During peaceful times some ROUs have most or all of their weapons systems removed, and are known as demilitarized Rapid Offensive Units / (d)ROUs, or by their euphemism Very Fast Picket.

There are no laws in the Culture. As it is non-hierarchical and individualistic, there is no way to sum up the "direction" of the Culture civilization- there is no government or king to control the society, or to create any kind of general Culture policy. If there is a disagreement amongst the Minds, they simply gather support from Minds who agree until one opinion outnumbers the other to make an "agreed upon course of action."

Social norms are enforced by convention (personal reputation, 'good manners' and possible ostracism and involuntary supervision for more serious crimes). The only serious prohibitions that seem to exist are against harming sentient beings, or forcing them into undertaking any act (another concept that seems unnatural to and is, in fact, almost unheard of by Culture citizens). As described in Player of Games The Culture does have the occasional "crime of passion" and the punishment is to be 'slap-droned', which is having a drone follow them around forever so that they are unable to harm anyone again. Worse though would be the social reaction; no one would want to talk to you.

While the enforcement could lead to a surveillance society, social convention among the Minds prohibits them from watching, or interfering in, citizens' lives unless requested, or unless they perceive severe risk. The practice of reading a sentient's mind without permission (something the Culture is technologically easily capable of) is also strictly taboo, and Minds that do so are considered deviant and shunned by other Minds (see GCU Grey Area). At one point it is said that if the Culture actually had written laws, the sanctity of one's own thoughts against the intrusion of others would be the first on the books. This gives some measure of privacy and protection; though the very nature of Culture society would, strictly speaking, make keeping secrets irrelevant.




The Culture refused to place trust in symbols. It maintained that it had no need for such outward representation. The Culture was every single individual human and machine in it, not one thing. Just as it could not imprison itself with laws, impoverish itself with money or misguide itself with leaders, so it would not misrepresent itself with signs.

All the same, the Culture did have one set of symbols it was very proud of. Marain is the Culture's shared language. Designed to be represented either in binary or symbol-written form, the symbols of the Marain alphabet can be displayed in three-by-three grids of binary (yes/no, black/white) dots and thus correspond to nine-bit wide binary numbers. Created by early Minds, the Culture believes (or perhaps has proved, or else actively made true) the Sapir-Whorf hypothesis that language influences thought, and Marain was designed to exploit this effect, while also "appealing to poets, pedants, engineers and programmers".

The language is intentionally engineered so that it lacks concepts like possession and ownership, dominance and submission, and aggression. Many of these would in fact be difficult to explain to the average Culture citizen. Indeed, the presence of these concepts in other civilizations signify the brutality and hierarchy that the Culture strives to avoid.

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Contact
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The Culture has no policy of non-interference (such as the Prime Directive in Star Trek) and, to the contrary, often tries to change the course of civilizations of whose behavior it disapproves or which it considers in need of advancement. Therefore, the Culture gleefully throws its weight behind Contact - an agency/program/conspiracy that exists to "help" other species and governments in the galaxy reach the Culture's standard of living without being too disruptive of their societies. And for the cases where standard diplomacy, or even open warfare, would not help, there exist Special Circumstances, the Special Ops wing of Contact that intervenes as discreetly as possible (but as messily as needed) to make the universe a better place, at least by the Culture's standards.

Contact's role within the Culture is to coordinate interactions with other civilizations: equivalent to a Foreign Office and Ministry of Defense combined. In the case of less-developed civilizations, Contact normally acts to minimize the potential culture shock resulting from the revelation of intelligent life elsewhere in the universe.

"... in Special Circumstances we deal in the moral equivalent of black holes, where the normal laws - the rules of right and wrong that people imagine apply everywhere else in the universe - break down; beyond those metaphysical event-horizons... That's us. That's our territory; our domain."
- Use of Weapons

Where these interventions require actions that exceed the moral and knowledge capacity of Contact, a branch of it, known as Special Circumstances, is involved. Special Circumstances is to Contact what a Secret Service is to a Foreign Office. This organization comprises some of the very best Contact members, and frequently makes use of third-party agents to accomplish its aims (Use of Weapons). These agents operate "in the field" to support or suppress elements of other civilizations that the Culture deems important (normally to the citizens of the civilization concerned, but potentially to the Culture itself).

In the context of interactions with comparably advanced civilizations, Contact ordinarily has more of a diplomatic function. However, during the Idiran-Culture War (Consider Phlebas), it played the role of the Culture's military arm, and Special Circumstances took the position of military intelligence.

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Asclepion

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Life in the Milky Way
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The galaxy (our galaxy) is a place long lived-in, and scattered with a variety of intelligence. In its vast and complicated history it has seen waves of empires, federations, colonizations, extinctions, wars, species-specific dark ages, renaissances, periods of mega-structure building and destruction, and whole ages of benign indifference and malign neglect. At the time of the Culture, there are perhaps a few dozen major spacefaring civilizations, hundreds of minor ones, tens of thousands of species who might develop space travel, and an uncountable number who have been there, done that, and have either gone into locatable but insular retreats to contemplate who-knows-what, or sublimed from the normal universe altogether to cultivate lives even less comprehensible.

The Earth has been found to not be the source of all humankind. In this universe, the Culture exists not in the future, but concurrently with human society on Earth. The time frame for the published Culture stories is from roughly AD 1300 to AD 2970, with Earth being contacted around AD 2100, though the Culture had covertly visited the planet in the 1970s in The State of the Art.

Space is vast, and mostly empty. There is far more unknown than known. What is known is that there are simple life bringing proteins in interstellar space, and planets are easier to start life on than what was believed.




Affront
The Affront are a species described in Excession. An adult Affronter's body consists of a floating, bulbous mass about two metres in diameter, which hangs from a frilled gas sac one to five metres in diameter depending on their desired buoyancy and which can be deflated and covered by protective plates. Six to eleven tentacles of varying length and thickness grow from the central mass, of which at least four end in leaf shaped paddles. Many affronters have lost one or more tentacles in combat or duels. Beaks on the front and rear of the central mass cover the creature's mouth and genitals, respectively. The eyes and ears are held on stalks above the fore beak (they also have a sensor bump atop the gas sac). An anus/gas vent is located in the bottom center of the main body. The latter is one of their sources of propulsion, though they usually 'walk' on their limbs or 'paddle' through the air unless in a hurry. Their homeworld is described as a 'fog-bound moon-planet', probably similar to a larger version of Saturn's moon Titan. Affronters require a high pressure, low temperature environment, and breathe an atmosphere composed mostly of nitrogen and methane, plus other trace hydrocarbons.

The Culture has been aware of the Affront for many centuries. The civilization was not only aggressively expansionist, but has a culturally and socially ingrained traits for exploitation, sadism and brutality, where the strong prey upon weaker species and individuals. Originally named for their homeworld Issorile, the race species was named the Affront by another civilization- the Padressahl, who eventually sublimed and freed the Affront to harass neighboring civilizations, including those being shepherded by the Culture and others they had not seen fit to contact yet.

Among their own technological accomplishments is a strong aptitude for genetic engineering, which they developed long before spaceflight. They use this skill almost exclusively on 'prey species', which tend to be changed so as to provide greater sport and suffering during the communal hunts forming a major part of the Affront culture. One of the few changes to their own species was the redesign of their females to make sex painful for them, a choice exemplary of the reasons they are considered abhorrent by the Culture.



Idirans
The Idirans are a major galactic race, most known for their war against the Culture. By the time of Consider Phlebas, they are an aggressive but calculating warrior species which considers it their holy duty to bring order to the universe and its lesser races. Full-grown Idirans stand about three meters tall on a tripod of legs and have two arms. There is some hint of fully trilateral symmetry in their ancestry, as a third, vestigial, arm has evolved into a chest-flap which the Idirans use to create loud, booming warning signals. They have a saddle-shaped head with two eyes.

Idirans are biologically immortal (or, more correctly, ageless) and are very resilient to physical damage as they are protected by a natural keratinous body-armor and can withstand catastrophic damage and even remain conscious, though they do not naturally regenerate. They are dual hermaphrodites, each half of a couple impregnating the other. After one or two pregnancies Idirans lose their fertility and develop into the warrior stage, reaching greater size and weight, the armor hardening fully. Idiran warriors are capable of taking enormous amounts of damage and can survive massive trauma that would kill a human being instantly- for example, losing a large fraction of their head.

The biological immortality was a result of their evolution as the "top monster on a planet full of monsters", where strong natural selection pressure and a strong background radiation (causing mutations) prevented biological immortality from stifling the evolution of the species. Once the Idirans had tamed their environment they lived in peace and solitude for forty-five thousand years until they were almost made extinct by alien invaders. In response (and in reflection of their physical change from breeder to warrior), they turned into a warrior race and attempted to conquer and convert all other races in the galaxy to bring about the order their God desires (see 'Society' below). This successful and brutal expansion eventually resulted in the Idiran-Culture War. Their religious need to defend and hold once-conquered territory at all costs is described as having been part of their downfall, competing with the Culture's spaceborne flexibility.

Idir, the homeworld of the species, was never conquered during the war, though the Culture succeeded in removing the artificial restraints holding back the development of the planet-wide information network, which then upgraded itself to sentience. This and the loss of the war itself precipitated major changes in Idiran society.

The Idirans are a deeply religious people and believe in a single, rational God who wants a better existence for his creation. Everything in life has its place and it is desirable to bring about order by putting things into their right places. This belief developed while they were struggling for survival in the harsh and chaotic conditions of their home world. Idirans also believe that they are the only beings with immortal souls - as other species do not even possess biological immortality, they see no reason to assume they would possess the spiritual kind. In this way, they treat all other sentient races as similar to very intelligent pets.

By the time of the later novels, the Idirans have become 'Culturized' to some degree, with some having joined Culture ship crews.



Azad
The Azadians are a species described in The Player of Games. The Azadians are a humanoid race of 3 genders, with the 'apex' sex being the clearly - and harshly - dominant sex. Stemming from the Planet Ea in the Lesser Magellanic Cloud, the Empire of Azad is, by the time it is contacted by the Culture, a major stellar empire, with a single ruler and an imperial bureaucracy - something described as very rare in the universe of the Culture, as such systems are considered too inflexible to produce the technological advances required for a stellar society. Their success is at least partially attributed to the eponymous Game, which plays a central role in their society and has existed since before the Azadians started colonizing other worlds.

The Game is not only a testing mechanism for entry (at all levels) into the various branches of bureaucracy, military and other careers of the Empire - up to the very post of the Emperor belonging to the best player of the game. It also serves to influence or directly determine the current governing strategies, political faction fights and multiple other elements of Azad's society. It is, in short, a philosophy and a governing system, all played on multiple extremely complex zones shaped like layered pyramidal landscapes, and using various holographic pieces as well as playing cards and other elements. While the Game is not the only way of resolving conflicts in the Empire (assassinations, for example, are also a possibility), even conflicts on the board can take on a deadly edge, with participants sometimes wagering submission to violence (sexual and otherwise), the amputation of body parts, or their lives outright.

The technological level of the empire is described as being much lower than the Culture's, though it seems to be in contact with enemies of the Culture who sometimes furnish it with Culture- equivalent technology. At the end of The Player of Games, the Empire is in massive internal turmoil based on the results of Culture intervention. It is implied that this was the result sought by Special Circumstances, who see the upheaval as an opening for change to a more advanced, more Culture-like society. Azadian society has an extremely strong undercurrent of physical and emotional cruelty. While only the lower classes celebrate this sadism in the open, the perversions of the upper classes are all the more imaginative, with whole television networks available only to the elite being devoted to death and torture. As a result, Azadian society is highly stratified, and while outwardly pompous and grand, also marked by deep moral corruption, which galvanizes the Culture's representatives into direct action.

Changers
A species that is effectively extinct. Changers, described in Consider Phlebas, were genetically engineered as a weapon in the distant past by an unknown species. They are capable of impersonating any humanoid being of similar size by restructuring their body to resemble the individual. Changers have the ability to grow, shrink and mold their body as willed, changing everything from looks to actual muscles and bones, though most major changes - induced by a trance-like state - take several days. The impersonation is nearly perfect outwardly, making visual identification as an imposter almost impossible. They are even capable of modifying the genotype of the bulk of their cells to match that of another person through biological process, presumably maintaining their native genetic structure in protected stem cells for later renormalization. Changers also have conscious control of most of their bodily functions - these include the ability to produce copious amounts of sweat or small quantities of acid on their skin (useful for close combat or escaping from bonds, respectively), while the ability to shape their bone structure also allows them to slip through bonds if they have enough time. Changers have various natural weapons, with their bite, spittle and nails containing poisons or acidic substances, and have perfected evasion, impersonation (psychological tactics as well as subconscious behavior) and combat (assassination and self-defense).

Because of the threat they pose to humanoid societies that depend on appearance as a means of identity, the Changers are an almost universally reviled species, and are usually killed where found. Free changers were isolated to a single large asteroid, known as Heibohre, where they lived in paramilitary clans. Some left the habitat to serve on Idiran ships against the Culture, and when the Changers were destroyed as a species in the later stages of the war, these became the few survivors.

Homomda
The Homomda are a major species, somewhat further advanced than the Culture, but not yet as removed from the material universe as the sublimed civilizations. They see themselves as acting as a balancing factor in the interstellar community. The Homomda have a tripedal, pyramid-formed structure. Among the history revealed about the Homomda is that they gave shelter to the 'Holy Remnants' of the Idiran species when they were driven from their world. They used the Idirans (who share similarities to their tripedal form) as elite mercenary troops and later helped them reconquer their homeworld and expand their own sphere of influence. In the Idiran-Culture War, they supported the Idirans against the Culture, due to a policy of trying to prevent one species (or group) from attaining too much influence in the galaxy, similar to real-world Great Britain before World War I.

Even with their ships being described as more powerful than most Culture ships, they eventually struck a truce with the Culture and withdrew from the conflict. This was a major factor in the eventual Idiran defeat. In Look To Windward it is noted that the Homomda consider the Culture to be immature, impulsive - childish, in a word. However, the Homomda character central to the novel feels warmth for his Culture friends, and finds himself increasingly changing from an 'Ambassador' to a Culture citizen.



Morthanveld
The Morthanveld, described in Matter, are a spiniform aquatic species, who are a high-level involved society, meaning that they are part of the highest tier of civilizations in power and sophistication to which the Culture itself is counted.

The Morthanveld are described as milky-colored spheres of approximately a meter in diameter, with hundreds of spines, which are quite flexible and some serve manipulatory functions. They can also be adorned with rings and other decorations and their color-change is a form of body-language, and squirts of water molecules (assumed to be coded via chemicals) also serve as a form of communication.

There is so far relatively little description of the society of the Morthanveld in the Banks novels. They are technologically and otherwise on a similar level as the Culture, and also control vast spheres of the galaxy, including being the mentors of various lesser galactic races such as the Nariscene. They have a rudimentary remaining money system, but are approaching a stage in their development when they will turn into a similar post-scarcity society. The Morthanveld have vast numerical superiority over The Culture, as a single Morthanveld "Nestworld" - consisting of a complex, recursive arrangement of transparent water-filled tubes, all revolving around a small central star - is said to be home to upwards of 30 trillion Morthanveld citizens.




Chelgrians
The Chelgrians, described in Look to Windward, are a recently contacted race, which subsequently suffered a major civil war with billions of dead when a failed Culture intervention caused a collapse of its millennia-old caste system.

The Chelgrians are a mammalian species. They somewhat resemble an upright tiger with six legs. However, in the course of evolving from animal to sentient being the mid legs have fused, making them tripedal (walking on the rear legs and the mid leg). They are between three and four metres in length and one and a half to two metres in height, and have two arms ending in six digit paws. They are furred with various markings and have large carnivore teeth.

The Culture had decided to change Chelgrian society via covert intervention to diminish the caste system that was considered an impediment to their planet, Chel's, development. Unfortunately Chel erupted into civil war as an indirect result of the Culture's actions. Shocked by this disastrous turn of events, the Culture announced that they had been manipulating Chel all along. The admission succeeded in stopping the war, but also created a hatred towards the Culture. The incident ranks as one of the Culture's biggest failures, and shows the dangers of contact and intervention.

They are notable that in their history, 6% of the Chelgrian population sublimed when they had been Involved for only a few hundred years. For this to happen to a young race is unusual, for it to happen to only part of a race more so, and the sublimed part of the population maintained links with the majority part of the population which has not moved on. The sublimed consider themselves (and are accepted as) the gatekeepers of the Chelgrian heaven.


Nauptre
The Nauptre are a species described in Surface Detail. Physically, the Nauptrians are human-sized gliding marsupials, resembling Flying Foxes. They have long faces with large bright yellow eyes. Their bodies and the membranes of their wings, are covered with folds of soft golden grey fur. Nauptrians seldom interact directly with alien societies, confining themselves to their home environments, and instead communicating through their ships, drones, and AI, which are referred to as the Reliqaria. In contrast to the Culture, the Nauptrians advocate punishment for wrongdoing in the afterlife, and have created their own virtual post-death 'Hell', where the uploaded consciousness of those who have violated Nauptre law suffer in retribution.



Oct
The Oct, described in Matter, are an arthropod species, described as a lower-level involved society, meaning that they are mentored by higher societies, though they in their specific case also mentor a non-involved society on the Shellworld of Sursamen. The Oct are described as having ovoid bodies the size of a human child's torso, colored deep blue and covered with thick bristly green hairs. They have eight limbs (four of them serving as arms, four as legs), which are triple-jointed and described as 'broken-looking'. They are joined to the main body at black joint-stubs, which are set in rows along the side of the Oct's body in not-quite symmetrical order. They are often seen with support backpacks which house anti-gravity and support equipment which the Oct seem to need for survival or comfort, as the system is connected to 'face masks' and circulates fluids. They are also described as preferring to live underwater and often leaking or leaving behind fluids from their equipment or a thin fluid membrane which covers their bodies.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
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Wow, just wow. Now that's a lot of work... and a lot of text. Sounds good, colour me interested.
 

Spineyguy

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Excellent idea, Ian Banks is tied with Dan Abnett as my favourite living author, and The Culture would really make a fantastic RPG series.
 

Tsurugi

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It sounds interesting, but I admit to knowing nothing of this(these?) book(s?). Therefore I don't know if I would be a valuable contribution to this RP. It seems like a lot of work was put in to this though, and that suggests both that this RP has some awesome potential and that your GMing should be fantastic. Hope this works out, and some people start showing interest.
 

Asclepion

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Tsurugi said:
It sounds interesting, but I admit to knowing nothing of this(these?) book(s?). Therefore I don't know if I would be a valuable contribution to this RP. It seems like a lot of work was put in to this though, and that suggests both that this RP has some awesome potential and that your GMing should be fantastic. Hope this works out, and some people start showing interest.
Thanks. Sorry I couldn't reply immediately, I've been traveling all day.
Think something like Mission Impossible, but with an extremely high tech level (i.e. The characters are agents from a spaceborne society of anarchist nymphomaniacs, led by massively superhuman AIs, with an anti-prime directive, "We should interfere to save you from yourselves".)

I'm a bit of a science fiction buff (Orson Scott Card, Larry Niven, etc.) What I liked about Banks (besides that on some level I long to live in the Culture the way other people want to live on Pandora) is that it actually feels like an advanced society, in a way I haven't really seen much elsewhere. "Pop" science fiction has spaceships and robots and everything, but the thinking behind it doesn't seem to have changed. People still act the way they do on 21st century Earth. Often the writers don't put thought into the implications of the setting.

I mean, Halo is in the 26th Century, yet humans are still using ammo types from 500 years ago. In the 16th Century, the most powerful weapon was the cannon, which could put a good size hole in a castle wall. In the 21st Century the most powerful weapon is the hydrogen bomb, which can put a good size hole in the planet.

Compare Iain Banks, where everything has been altered; the way they think, their language, the lack of laws, the absence of money, the way they interact with other species- it all just gives the sense of a civilization far removed from anything on Earth, and not just the same human social conventions, except in space.

I like it, anyway. If you ever find the inclination, I would suggest starting with "The Player of Games".
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
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Well, this has definitely piqued my interest greatly. :D

Quick question(s): What kind of RP will this be, as in will it be free-form or will there be some kind of story arc in this? o_O
 

Kodlak

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Feb 5, 2009
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Sounds interesting, if I wasn't using my mobile I'd create one, maybe tomorrow.
 

Asclepion

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Mortis Nuncius said:
Well, this has definitely piqued my interest greatly. :D

Quick question(s): What kind of RP will this be, as in will it be free-form or will there be some kind of story arc in this? o_O
I've considered an Excession-style game where the PCs are ships, but these things make human beings look as dumb as fucking insects, and I would want someone to have read at least one of the books before attempting to play a Mind. Otherwise it would be like Matter or Player of Games, involving several major characters all getting together and being involved in what are, on the surface, adventures. The PCs go from world to world, dealing with weirdass aliens and moral dilemmas and meddling as Culture agents are wont to do :3
 

Asclepion

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Needles and pins,
Needles and pins,
Sew me a sail
To catch me the wind.

Sew me a sail
Strong as the gale,
Carpenter, bring out your
Hammers and nails.

Hammers and nails,
Hammers and nails,
Build me a boat
To go chasing the whales.

Chasing the whales,
Sailing the blue
Find me a captain
And sign me a crew.

Captain and crew,
Captain and crew,
Take me, oh take me
To anywhere new.
 

The Clown

Don't bother running
Jun 29, 2009
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I am very interested, I have been meaning to dive back into the books and I love this kind of rp, it is late so I will read though all you've posted in detail tomorrow and work on ideas for a sheet, you night also want to think about starting a skype OOC group or just a forum group which might be slower.
 

ThreeWords

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Feb 27, 2009
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Reserve now please!

I will follow this up with a genuine, considered application after I get over the awesomeness.

[sup]delayed only slightly by the death of my mouse[/sup]

EDIT: All I have so far is a name, and now I have to go...

Masaq'-sa Sharrow Liet-Kynes Mathra dam Giert

I reckon he'll be an SC operative who's convinced of the utter trustworthiness of the Minds who instruct him, regardless of how savage his missions can require him to be.

Scratch that, sounds awfully boring after all. I'll keep the name, but try to find something less clichéd...
 

ThreeWords

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Asclepion said:
Mortis Nuncius said:
Well, this has definitely piqued my interest greatly. :D

Quick question(s): What kind of RP will this be, as in will it be free-form or will there be some kind of story arc in this? o_O
I've considered an Excession-style game where the PCs are ships, but these things make human beings look as dumb as fucking insects, and I would want someone to have read at least one of the books before attempting to play a Mind. Otherwise it would be like Matter or Player of Games, involving several major characters all getting together and being involved in what are, on the surface, adventures. The PCs go from world to world, dealing with weirdass aliens and moral dilemmas and meddling as Culture agents are wont to do :3
I would so love to be a Mind, but I reckon the only way to achieve the godlike powers of computation, prediction and knowledge would be GM-cooperation.

If it helps, I've read every Culture book, and almost all the non-fiction.
[sup]Even Garbadale...[/sup]

However, I will settle for being an SC operative....
 

Asclepion

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ThreeWords said:
Asclepion said:
Mortis Nuncius said:
Well, this has definitely piqued my interest greatly. :D

Quick question(s): What kind of RP will this be, as in will it be free-form or will there be some kind of story arc in this? o_O
I've considered an Excession-style game where the PCs are ships, but these things make human beings look as dumb as fucking insects, and I would want someone to have read at least one of the books before attempting to play a Mind. Otherwise it would be like Matter or Player of Games, involving several major characters all getting together and being involved in what are, on the surface, adventures. The PCs go from world to world, dealing with weirdass aliens and moral dilemmas and meddling as Culture agents are wont to do :3
I would so love to be a Mind, but I reckon the only way to achieve the godlike powers of computation, prediction and knowledge would be GM-cooperation.

If it helps, I've read every Culture book, and almost all the non-fiction.
[sup]Even Garbadale...[/sup]

However, I will settle for being an SC operative....
Playing a Mind would work if it and the population were somehow tied to each others' fates. It would be a setup like this: the PC Mind is a Contact/SC asset. But the other Minds notice that it spends an increasing amount of time alone, performing advanced metamathematics and generally being eccentric. This is a pattern the Minds recognize, and it tends to end with the Mind in question becoming a Sabbaticaler from its duties, or even subliming. So the Minds decide to try and subtly convince it to come back into the fold.

In order to do this, they give the ship and it's population a swath of the galaxy to frolic in. Anything goes down there, the ship needs to sort it out. The rest of the Minds make a private agreement not to send in any kind of back-up except in cases of extreme necessity. They also brief the ship's crew and drones (including the PCs) about their cunning plan, and encourage them to try and bring it around.

I will allow ship PCs if you are aware of what is being asked, and I'd still suggest making a conventional character as well. The ship character sheet is as follows.

Name:
Classification:
Length:
Mind(s):
Capabilities:
Weapons:
Maximum speed:

Name:
I Thought You Had The Gravitas
Classification:
GOU ; Ridge Class
Length:
740 metres
Mind(s):
1
Capabilities:
Fields (Maniple, atmosphere containment, foreign object barriers and sensory input/signaling, traction fields for interstellar movement, etc.)
Electromagnetic Effector
Hologram/Tactigram/Soligram Avatars
Displacer
Grid Tap
Matter Manipulation
FTL Drives
Weapons:
1 Gridfire Impulser
1 CREWS Projector
12 CAM Spreaders
5,000 Fusion bombs
4,000 Nanohole missiles
10,000 Displacer-dispatched explosive warheads
Slave drones (Energy to mass conversion, potentially 1,000,000+)
Maximum speed:
196 kilolights

Name:
You've Come A Long Way, Baby
Classification:
GCU ; River Class
Length:
580 metres
Mind(s):
1
Capabilities:
Fields (Maniple, atmosphere containment, foreign object barriers and sensory input/signaling, traction fields for interstellar movement, etc.)
Electromagnetic Effector
Hologram/Tactigram/Soligram Avatars
Displacer
Grid Tap
Matter Manipulation
FTL Drives
Weapons:
1 CREWS Projector
750 Displacer-dispatched explosive warheads
Slave drones (Energy to mass conversion, potentially 1,000,000+)
Maximum speed:
132 kilolights
:D
 

ThreeWords

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Asclepion said:
Sounds pretty good to me. I'll see if I can cook up a suitable ship, and do some more work on Sharrow.

Name:
Preemptive Retrospect
Classification:
GCU ; Mountain Class
Length:
650 metres
Mind(s):
1
Capabilities:
Fields (Maniple, atmosphere containment, foreign object barriers and sensory input/signaling, traction fields for interstellar movement, etc.)
Electromagnetic Effector
Hologram/Tactigram/Soligram Avatars
Displacer
Grid Tap
Matter Manipulation
FTL Drives
Weapons:
2 CREWS Projectors
500 Displacer-dispatched explosive warheads
Slave drones (Energy to mass conversion, potentially 1,000,000+)
Maximum speed:
120 kilolights

Howzat?
 

Asclepion

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Aug 16, 2011
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ThreeWords said:
Name:
Preemptive Retrospect
Classification:
GCU ; Mountain Class
Length:
650 metres
Mind(s):
1
Capabilities:
Fields (Maniple, atmosphere containment, foreign object barriers and sensory input/signaling, traction fields for interstellar movement, etc.)
Electromagnetic Effector
Hologram/Tactigram/Soligram Avatars
Displacer
Grid Tap
Matter Manipulation
FTL Drives
Weapons:
2 CREWS Projectors
500 Displacer-dispatched explosive warheads
Slave drones (Energy to mass conversion, potentially 1,000,000+)
Maximum speed:
120 kilolights

Howzat?
That name is beautiful.
The capabilities and options of a ship would be pretty intense. It certainly wouldn't resemble an RPG character in any normal sense.

We'll see if other people join.
 

The Clown

Don't bother running
Jun 29, 2009
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I am glad to see this progressing, and.... is there a max class on our ships?