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03-a-time-of-eclipse.6
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.ss 12 0
.TH "A Time of Eclipse" "Eclipse Phase"
This chapter provides a complete overview of the Eclipse Phase universe.
It starts with a history, goes into detail on the setting, covers factions, and then wraps up with a system gazetteer.
.SH A people's history of an unfortunate universe
\fBThe following is a transcript of a recovered au\- diofile recovered after the catastrophic decompression event on Walther\-Pembroke Station.
The audiofile is believed to have been created by Donovan Astrides and to be a summation of his unpublished work \fIA People's History of an Unfortunate Universe\fB.\fR
[Sounds of scratching on the microphone, creaking of furniture, the noise of a woman clearing her throat]
What?
[Indistinct murmuring]
Fuck you.
I do this how the fuck I want, though it was nice of you to put me in this nice young woman's body.
[Sounds of hands running along fabric]
Does my vulgarity shock you, corporate lackey?
No matter, I'm sure you can edit it out for your proles.
Now\[em]you asked about my book?
Is it a history book you ask?
No.
It is an anti\-history book.
I shall tell you about the future.
[Mumbling, questioning tone]
What does it hold?
The future, you mean?
[Indistinct \[lq]Yes.\[rq]]
No.
I don't think you care about the future.
What you really want to know is: will you get the future you want?
And that is an easy question to answer.
No.
No, you will not get the future you want.
Because you are stupid enough to ask this stupid question about the future.
[Silent pause]
I remember reading a scan of an old real print comic once.
The character in it was railing against the imaginary people of his imaginary world, taking them to task about their dissatisfaction with the future they lived in.
But it was really aimed at the stupid people who wanted their stupid little futures and who were too stupid to see that the future is now.
It's always now.
Except it isn't anymore.
The TITANs changed that.
The future is now yesterday, and last week, and ten years ago.
Especially ten years ago.
But the future is also back on poor old Earth\[em]it's a legacy of where we've been and what has come before.
Do they teach you history on Venus, in your sealed compounds and resort aerostats?
No, don't open your mouth, I could really care less what they teach you.
For it is most certainly lies.
I've lived in the inner system.
I know the rules and the deceits told in the name of civil order and \[lq]national security.\[rq]
Nations! Ha! Even at the onset of the 21st century, nations were starting to go into decline.
It just took everyone a while to realize they were obsolete.
Do you remember the great nations of the world?
Are you old enough to remember how they sat around and debated whether the major climate shifts they were creating were even real?
Even when many of them agreed that something needed to be done, none of them stood up to do it.
The leaders of the world carried on with business as usual, secure in their privilege, as droughts ravaged Africa and Central Asia, Europe froze, and severe weather wreaked havoc everywhere.
People across the globe were feeling the pinch of starvation or rampant epidemics, but the leading nations were more concerned about the refugees pouring over their borders and polluting their lily white paradises with their customs and languages and willingness to work for a pittance just to survive.
The wars over oil and energy were only worsened by wars over the weather and water that followed.
Unstable regimes rose and fell or were pushed over the edge, all in pursuit of precious liquids.
The great nation states transformed into fortresses, steeled against the twin threats of the barbarians threatening them on the outside and the masses of their poor and dispossessed internally, all of them wanting to come in only for a little drink.
You know, I've actually heard some conservatives refer to that period as a golden age, a peak time for the corporations and the rich.
It's certainly true that it was a golden age for repression\[em]and profits.
If you were in that lucky fraction of a percent of the population who could afford it, it was certainly a good time, but for the majority of humanity it was a time of horrors.
Global inequality was larger than ever before.
Robots were taking jobs away from human hands.
This was a time of radicalization for many.
Failing governments no longer supplied people's basic needs.
The globalized poor turned to local tribes, fundamentalist groups, political radicals, and criminal networks for the means to survive.
Insurgent groups flourished, but they depended on the black market to survive, and soon their leaders were more concerned with making money than making change.
The nation states, as always, resorted to repression.
Civil liberties were restricted and surveillance increased.
Automated weapons systems were deployed first against guerrillas and terror cells, and then against agitators and demonstrators.
I remember the first time I saw those police drones, at a demonstration in support of a worker's strike in Long Beach.
The drones ordered us to disperse once, only once, before they opened fire with their \[lq]nonlethal\[rq] weapons.
Nonlethal my ass.
Three people died that day and dozens were injured.
The mainstream media ignored it even if the bloggers didn't.
Meanwhile, the privileged elites continued to prosper.
Longevity treatments expanded lifespans\[em]for those who could afford it.
Major crackdowns swept up off\-brand pharma and bootleg procedures by pioneering biochemists, even while worldwide life expectancies dropped for the first time in decades.
Why extend the lives of so many poor people, when expert systems as smart as any human could be built in a fraction of the time it would take to educate an actual person, and robotics and drone technologies allowed menial jobs to be turned over to uncomplaining and unpaid labor.
And the rich had their high\-pricetag designer chimeric pets to keep them company anyway.
Not all of the upper classes were wallowing in opulence while the planet around them starved and drowned.
A few were looking ahead at the changes on the horizon, scheming how to stake their claim.
Some of these worked to expand their dominion, building a space elevator in sub\-Saharan Africa and sending robotic probes out to map the solar system in detail.
They even founded the first stations on Mars and Luna then, more than fifty years before the Fall.
The ecopocalypse wasn't going away, however, no matter how much those in power tried to ignore it.
Severe winters and draughts continued to pound at us.
Rising ocean levels devastated coastlines worldwide with massive flooding.
A few last\-ditch efforts to undertake mega\-scale geoengineering projects created as many problems as they fixed.
These were viewed with cynicism anyway, as some were thinly\-disguised test runs for terraforming techniques being prepared for off\-world deployment.
It often seemed as though the eyes of the fortunate were no longer focused on the world around them, but rather on the heavens above them.
The completion of the first space elevator and the first mass driver on our moon kicked off a new space race and the competition was on to stake claims around the solar system.
All this new expansion was powered by the first mass\-produced efficient fusion power plants and the establishment of Helium\-3 mining enterprises.
Back on Earth, though, the hammer finally fell.
Insurgents adopted fifth generation warfare techniques, sharing open source methods of resistance, utilizing swarming attacks on critical systempunkts.
People crushed under years of oppression rose up in these opportunities and smashed at the state and corporate apparatus that had held them down.
Nation after nation fell to insurgencies manned by those who had fought in thousands of little wars over fuel, ponds, and bread crusts.
Most states fought back by becoming more totalitarian and repressive, but the tide of rebellion spread off world as a series of outposts and stations declared themselves in sympathy with their earthbound compatriots and announced a manifesto for a more humanistic approach to solar expansion.
Even numerous scientists and engineers, who had previously worked as pawns in corporate expansions, adopted a technoprogressive stance.
That's how the argonauts were born, you know, taking their name from a previous group of scientists who advised the US government and Pentagon on science and policy called the Jasons.
Faced with reprisals from their corporate masters, a number of argonauts defected from the hypercorps, in some cases taking key resources and research with them, while others went underground.
This is when the hypercorps really took off, though, those shark\-like bastards.
They let the nation\-states and lumbering multinationals of old take the brunt of the global rage and assault.
They took advantage of the chaos to slip free of the old moral and ethical restraints on human experimentation and from the legal purview of the nationalities that had birthed them.
They embraced the opportunities of numerous new technologies and the drive into space.
It was their research labs that cooked up the first sentient artificial intelligences, the first genegineered human clones, and the first true uplifts, chimps and dolphins brought into awareness as corporate experiments and slaves.
As the last of the old states became increasingly desperate to cling to their power and land, the hypercorps extended a helping hand.
They offered debt bondage terms to those who were willing to sign over their rights and humanity for a trip off world, to work as indentured servants on corporate colonies and stations.
Hundreds of thousands took the offer as an alternative to the crushing poverty and chaos on Earth.
The business of resource exploitation exploded across the solar system, as stations were established as far out as the Kuiper Belt.
Voices that spoke of respecting biodiversity and natural ecologies were ignored as the hypercorps toiled to reshape various planets and moons to their will.
This was the state of things until about 20 years before the Fall.
Though many of the old oppressor states had been struck down, new ones arose, and the various global insurgencies oscillated between making radical changes and falling into the same old tribal warfare traps.
Reactionary religious and political forces on Earth also railed against the hypercorps' agenda, resulting in some terrorist attacks and sabotage strikes, and culminating in a failed attempt to disable the space elevator by an Islamist suicide cell.
The hypercorps were quick to retaliate, ordering an orbital bombardment using high\-density objects against the headquarters and compounds of several key opposition leaders.
Though effective in decapitating several terrorist networks, the mass destruction sparked outrage against the hypercorps, creating a deeper rift between Earth and off\-world interests.
The hypercorps remained out of reach, however, though they were not completely immune from Earth's troubles.
The workers and colonists brought from Earth transported many of their ethnic, political, and socio\-tribal grudges with them, leading to several outbreaks of violence in habitats and orbital stations.
Some also harbored allegiances opposed to hypercorp interests, illustrated by isolated acts of preservationist sabotage and religious terrorist attacks.
Various criminal networks also came along for the ride, expanding their black markets and vice trades wherever humans went.
As the hypercorps expanded, so too did their political opponents: the anarchists, socialists, argonauts and others who worked diligently to establish their own independent presence, mostly in the outer system, further from hypercorp reach.
The hypercorps even contributed to this growth by sending their criminals and undesirable elements into exile beyond Mars.
Both sides invested heavily in research and new technologies.
Advances in biotech, nanotech, AI, and cognitive science were now moving so rapidly that major breakthroughs were made on a yearly basis.
Developments in one field created a recursive boost in the others, creating a feedback loop that spawned immense technological improvements.
Off\-world, genetic modifications were widely adopted, and new transhuman adaptations became a common sight.
We even created new synthetic life forms that were part biological and part robotic.
Despite some being so repulsed by this development that they dubbed these new types of beings \[lq]pod people,\[rq] it certainly didn't stop pods from being rapidly absorbed into corporate workforces and brothels, nor did many people care enough to support claims that, as sapient beings, pods should have their own civil rights.
Two breakthroughs in this period deserve specific mention, not least because of their impact on our human\[em]now transhuman\[em]society.
The development of the first nanotech assemblers signaled a paradigm shift for economics.
Available only to the upper strata of the hypercorps at first, these elites jealously guarded these machines, capable of building almost anything from the atoms up.
They placed all sorts of restrictions on their usage and availability, claiming that the capability to construct drugs, weapons, or other restricted items was a security risk that required them to be strictly controlled.
Open source advocates promptly set to work undermining blueprint controls and seeding their own open source designs, of course.
Likewise, within months, criminals and anarchists liberated their own assemblers, and suddenly an economic conflict was born.
Some were put to use feeding the black market trade, while others were used to establish habitats and colonies with post\-scarcity economies that no longer relied on wealth, property, or greed.
At the same time came the ability to map the human brain and digitally emulate the mind and memories, making \[lq]uploading\[rq] possible\[em]followed closely by the ability to download back into a separate human brain of course.
The already long\-lived hypercorp masters no longer had to fear death by accident or injury.
This technology also made its way into the hands of others, despite the costs.
Experimentation with other bodies\[em]both biological and synthetic\[em]became a new playground for culture.
And let's not forget those who willingly shook off the shackles of the flesh to experience the virtual life and dive deep into their own dreamscape realities.
While we all enjoyed our new toys, though, Earth, poor Earth, continued to die a slow death.
I can still recall the speculation that it might take centuries for the Earth to totally slide into ecological devastation.
It was frustrating, everywhere you turned it seemed that someone was lamenting the state of the motherworld, but no one wanted to do anything.
It was too expensive, or too far away, or too dangerous.
We all have blood on our hands from that time.
We stood by and watched from our places in orbit as the world burned around our brothers and sisters.
We thought we had time, we thought the world was slowly dying and that we could find the cure.
We didn't plan on the TITANs.
We all remember the Fall.
It was only ten years ago, but I never cease to be amazed at how confused people's memories are of that time.
Part of that is propaganda perpetuated by people like you, of course, and part of it is that most of us are afraid to really look back and examine how we humans managed to fuck it up so badly.
We like to pretend that the TITANs exploded on the scene, wrecked up the place, and then disappeared as quickly as they appeared.
The truth, as always, is more complex.
We claim to know that the TITANs somehow evolved by accident from a military netwar system, or so the theory goes.
That is what their name means: an acronym for Total Information Tactical Awareness Networks.
No one knows for sure where these first seed AIs came from, though\[em]or if they do, they're keeping quiet.
Perhaps the TITANs were intentionally designed to be a recursively improving, self\-aware digital intelligence.
Perhaps the military boffins thought they could keep such an intelligence under their control, and that it would give them the edge they needed.
Perhaps there was only one at first, and it quickly created hundreds if not thousands of copies of itself.
No one even seems to know how many of them there were.
According to the written history\[em]vetted by the hypercorps natch\[em]we now know that the TITANs took several days after they \[lq]woke up\[rq] to scan the world around them, to learn about us.
In their initial stage they were relatively benign, leeching network power and resources only where there was enough to spare and extending their senses beyond their cradle on Earth.
Perhaps they were absorbing everything they could to understand us.
Perhaps they were indifferent.
Or maybe they really were planning to destroy us, as the vids all say.
I remember this time.
I remember that when this new round of conflicts re\-ignited on Earth, there was no word of anything about seed AIs or TITANs.
For months and months, it was a simple escalation of hostilities.
It started with claims of netwar operations and major intrusions, sparking some alarm and retaliatory attacks.
Aggressive stances led to incriminations, then border conflicts and raids, followed by missile strikes and outright hostilities.
Old grudges and sleeping enemies suddenly awoke and turned their renewed wrath against old foes.
Brush wars, corporate rivalries, and ideological disputes flared up as insurgencies and rebellions were suddenly everywhere.
At the time, it seemed like a not\-so\-unusual spate of violence had taken a drastic turn and was rapidly spiraling out of control.
According to the party line, this was all a carefully concerted effort, the first stage in the TITANs plans.
Perhaps it was, though I remember some military officials once claiming that the TITANs were brought online because of this violence, and not before then\[em] an opinion that was quickly silenced.
Then again, maybe we really were played\[em]played by greater intelligences who could barely be bothered to deal with us themselves when they knew we were more than willing to murder and annihilate each other.
When the first reports of strange automatic factories cranking out large numbers of robotic weapons systems broke, no one knew who to blame, but clearly something was wrong.
This was a turning point, a chance for humanity to realize that we collectively faced a new enemy, but the finger\-pointing and direct conflict continued.
Even when the first open attacks by the TITANs came in earnest, crashing major systems, taking control of critical infrastructures, and wreaking havoc and destruction, we treated it as a new front in the war, and never stopped taking shots at each other.
There is still debate over whether we should have tried to talk to the TITANs, whether they would have been willing to listen to us, whether they even saw us as something more than we see rats and roaches and other forms of vermin.
But it's all academic.
The fact is we didn't.
The people who made the decisions, the ones who had to put it all on the line at the time, saw the TITANs as a threat.
And they acted accordingly, trying to purge them from their systems or capture them for future study.
The philosopher Thomas Hobbes once spoke of the war of all against all.
Whatever he imagined could not have been anything close to the conflict ignited by the TITANs.
We killed ourselves by the millions, wielding the nuclear fire and the silent death of bioplagues indiscriminately.
Among this carnage walked the TITANs, taking control of our machines as though we were children, harvesting millions of minds with forced uploads for unknown purposes.
Every strike we launched against the TITANs was met with untold disaster and ruin, all our artifice and devices turned against us in our moment of need.
The Fall was a horror.
Factories sprang up like a blight in the most ravaged and deserted places on Earth, pumping out legions of dread war machines.
Advanced nanoswarms\[em]far beyond our own capabilities\[em]infested everywhere, mutating to deal with any threat they encountered.
Biological nanovirii ripped through human populations, inflicting irreversible neurological damage.
Potent infowar worms penetrated even hardened systems, shredding our crucial networks with ease.
Prisoner populations were rounded up for forced mind emulations, suffering a luckier fate than those who were merely decapitated by head\-collecting drones or pierced by robots with neuro\-scanning proboscises.
Neuropathic virii turned some humans into pawns of the TITANs, turning them against the rest of us.
Other reports spoke of strange, alien happenings and unimaginable terrors.
We found ourselves fighting a rearguard action against coming extinction.
The plot of a hundred novels and movies made manifest in our lifetimes, the doom of transhumanity at the hands of the machines.
For over a year they stalked and destroyed us.
There seemed to be no hurry on their part to bring us to an end, and why would there have been?
Nothing we did affected them.
They were data and information, they were thought and impulse, they were everywhere and nowhere, and there was nothing we could do that they could not turn back against us.
Their influence spread outward from Earth, with outbreaks in orbit, on Luna, Mars, and many other places.
Everywhere we had a foothold, the TITANs followed.
Perhaps you remember that point when it became clear that transhumanity might not survive.
I do.
Millions must have seen the signs.
And so the great diaspora began, the teeming masses doing whatever they could to flee Earth.
Ships were diverted, even built, to help people escape.
Those who could not buy their way off the planet did their best to send their digital backups, in the dim hope they could acquire a new body.
Perhaps one in ten escaped.
You might hear that we banded together to stop the threat, that in our darkest hour we forgave ancient grudges and simmering hatreds in the face of extinction.
That would be a lie in the face of the ten thousand shot down over Buenos Aires by North American forces as they sought to escape, or the compromising of network security on over two dozen habitats in Lagrange orbits by corporate competitors as their rivals strove to fight off a TITANs attack.
We were just as gleeful to destroy ourselves.
Then, as quickly as they appeared, the TITANs vanished.
Over the course of a week, the attacks and disturbances trailed off and then stopped but for an occasional outbreak.
The retributions and attacks by our own kind continued for a few more months, but the damage we did to ourselves was nothing compared to what the TITANs had done.
In the aftermath, we stood among the smoking ruins of transhumanity and surveyed all that had been lost.
Of all the billions that existed before the Fall, fewer than one in every eight survived, and of those fewer still retained a corporeal form.
Nevertheless, the surviving habitats and stations were overcrowded, with tensions high.
Vast numbers of infugees circulated in storage, as there were simply not enough bodies on hand to accommodate them all.
Some were placed in permanent storage, where they remain forgotten.
Others were shunted into virtual reality, given no choice but to live their lives in simulated environments.
A lucky few were given the chance to work as indentured servants, often to build new habitats, working on the promise of a body of their own someday.
You've no doubt seen them, working in cheap mass produced synthmorph bodies in menial or dangerous tasks kept out of sight of the rest of us.
Those left dead or bereft of a body were the least of our problems.
Our war with the TITANs had left the Earth a smoking, irradiated, toxic wasteland, still populated by dangerous machines and plagues.
The newly formed Planetary Consortium, composed of hypercorp interests among the Martian and Lunar colonies, placed Earth and the space around it under quarantine.
The official reason is that it's for safety reasons, allegedly to keep any remaining threats from escaping Earth's confines.
Or perhaps we could not stand to look at our homeworld in such a state and face what we had done to ourselves.
Even now, ten years later, we are told that the Earth is dangerous, that it holds risks and surprises.
That's partly true, I believe\[em]there are surprises alright, but the Planetary Consortium wants them all for itself.
[Rustling noises, murmurs]
Of course I'm talking about a Pandora Gate.
The one the TITANs left behind on Saturn's moon was just the first.
You're a fool if you think that there are only five in the entire system.
I'd be willing to bet nearly anything that there's one down there on dear old Earth.
Have you ever seen a Gate?
No?
Of course not.
The hypercorps keep them locked down.
Not like out in the wild, wild outer system.
Sure, the Gatekeeper Corp lets anyone with a death wish and the minimum training take a jaunt through the original on Pandora, but if you're lucky enough to come back, they own everything you find on the other side.
I suppose it's the chance for a certain type of adrenaline junkie \[lq]to boldly go\[rq] and all that nonsense.
The extrasolar colonies\[em]now, those are an all new frontier.
You inner system types are so predictable with your rush to colonize and expand and own everything, as if the universe is just there for your rich overlords to claim for themselves.
I expect your extrasolar colonies are expanding quite nicely, given the sheer number of poor debt\-conscripted souls you toss through.
You probably have grand schemes of building galactic empires.
Us.
Transhumanity.
A galactic civilization.
Well, galactic squatters at least.
That was made clear when the solemn crossing guards of the cosmos showed up and issued us a warning that we were dabbling in Things What Ought Not To Have Been.
Maybe the Factors are telling us the truth, maybe they are acting as ambassadors for a collection of spacefaring alien species that want to warn us away from Forbidden Technology\[em]y'know, the technology we've already been burned by and of course have no plans to actually abandon.
Think about the Two Commandments they have given us: thou shalt not create self\-improving AI, and thou shalt not use the Pandora Gates.
Oops.
Do you think they know?
About what happened with the TITANs?
That even we don't know where they went and that we're kind of afraid to find out?
Surely they know that we've been using the gates and have spread beyond our little backwater, and maybe that's their real fear.
But why do we even listen to what some highly\-evolved slime mold tells us to do anyway?
Taking risks, that's the price of progress, no?
Let's face it, we need some hope.
We need a new Earth to replace the one we destroyed, a place where we can go and breed like rabbits and fuck it all up over and over again.
We need to know that we can expand beyond this solar system, because right now it's feeling a little confining, like we could be easily trapped and wiped out if the TITANs ever return.
We need to know that we have a future.
We need to know that we can make it through our own efforts.
That we won't do ourselves in on our own.
The Lost proved that.
It was a noble objective, to speed a new generation of children to adulthood, but the process was flawed.
Taking force\-grown clones, raising them in VR, and then dumping them into adult bodies after they've only been alive for a few years of objective time\[em]but over eighteen years of their subjective time?
An entire childhood, having only each other and AIs for company.
It's enough to fuck anyone up.
It was a grand experiment, but it failed, and now we have another reminder of our failures living among us.
That's us, in all our glory.
Ten years after the Fall and we remain a broken, squabbling mess, jailed by slime molds, beaten by uppity software, and yet our own worst enemies.
Spreading out from a home we don't even have any more.
Our numbers reduced and dwindling further with each passing day.
Who will save us?
We don't even want to save ourselves most of the time.
Or so it seems.
But if we don't, there's no future.
And I, for one, have not lived this fucking long to give up now.
You, me, we're effectively immortal.
The entire galaxy is waiting out there for us.
We'd be stupid not to go see it.
\fBEnd Transcript\fR
.SH Eclipse Phase timeline
All dates are given in reference to the Fall.
BF = Before the Fall.
AF = After the Fall.
(e.g., BF 10 = 10 years before the Fall.)
.SS BF 60+
.IP \[bu] 2
Crisis grips the globe in the form of drastic climate changes, energy shortages, and geopolitical instability.
.IP \[bu] 2
Initial space expansion creates stations at the Lagrange Points, Luna, and Mars, with robotic exploration of the entire system.
.IP \[bu] 2
Construction begins on a space elevator.
.IP \[bu] 2
Medical advances improve health and organ repair.
The rich pursue gene\-fixing and transgenic pets.
.IP \[bu] 2
Computer intelligence capabilities equal and excede that of the human brain.
True AI not yet developed.
.IP \[bu] 2
Robotics become widespread and start to replace/invalidate many jobs.
.IP \[bu] 2
Modern nations expand their high\-speed wireless networks.
.SS BF 60\-40
.IP \[bu] 2
Efforts to undertake megascale geoengineering on Earth cause as many problems as they fix.
.IP \[bu] 2
Major colonies established on the Moon and Mars; outposts established near Mercury, Venus, and the Belt.
Explorers reach Pluto.
.IP \[bu] 2
First space elevator on Earth finished.
Two others in progress.
Space traffic booms.
.IP \[bu] 2
Mass driver built on the Moon.
.IP \[bu] 2
Terraforming of Mars begins.
.IP \[bu] 2
Fusion power developed and working plants established.
.IP \[bu] 2
Genetic enhancements, gene therapies (for longevity), and cybernetic implants become available to the wealthy and powerful.
.IP \[bu] 2
First non\-autonomous AIs are secretly developed and quickly put to use in research and netwar.
.IP \[bu] 2
Experience playback (XP) technology developed and put into public use.
.SS BF 40\-20
.IP \[bu] 2
Violence and destabilization wrack the Earth; some conflicts spread into space.
.IP \[bu] 2
Argonauts split from hypercorps, taking resources to autonomist habitats.
.IP \[bu] 2
Space expansion opens up legal/ethical loopholes for tech development and allows for increased direct human experimentation.
.IP \[bu] 2
Human cloning becomes possible and available in some areas.
.IP \[bu] 2
Development of first transhuman species.
.IP \[bu] 2
First dolphins and chimpanzees uplifted to sapience.
.IP \[bu] 2
Fusion\-drive spacecraft enter common usage.
.IP \[bu] 2
Extended colonization and terraforming of Mars continues.
Belt and Titan colonized.
Stations established throughout the system.
.IP \[bu] 2
The starving masses volunteer themselves for indentured servitude on hypercorp space projects.
.IP \[bu] 2
Augmented reality becomes widespread.
.IP \[bu] 2
Most networks transformed into self\-repairing mesh networks.
.IP \[bu] 2
Personal AI aides become widespread.
.SS BF 20\-0
.IP \[bu] 2
Earth continues to suffer, but the pace of technology allows for some interesting developments.
.IP \[bu] 2
Expansion throughout the system, even into the Kuiper Belt.
.IP \[bu] 2
Transhuman species become widespread.
.IP \[bu] 2
Nanotech assemblers become available, but are strictly controlled and jealously guarded by the elite and powerful.
.IP \[bu] 2
Uploading and the digital emulation of memory and consciousness made possible.
.IP \[bu] 2
More species (gorillas, orangutans, octopi, ravens, parrots) uplifted to sapience.
.IP \[bu] 2
Pods see common usage, amid some controversy.
.SS The Fall
.IP \[bu] 2
The TITANs evolve from a high\-level distributed netwar experiment into self\-improving seed AIs.
For the first few days, their existence is unsuspected.
They advance their awareness, knowledge, and power exponentially, infiltrating the mesh both on Earth and around the system.
.IP \[bu] 2
Large\-scale netwar incursions break out between rival states on Earth, sparking numerous conflicts.
These attacks are later blamed on the TITANs.
.IP \[bu] 2
Simmering tensions on Earth escalate into outright hostilities and warfare.
.IP \[bu] 2
Massive netwar breaks out and major systems crash as TITANs begin open attacks, also using autonomous war machines.
.IP \[bu] 2
Conflict quickly spirals out of control.
The use of nuclear, biological, chemical, digital, and nanotech weapons reported by all sides.
.IP \[bu] 2
TITANs engage in mass forced uploading of human minds.
.IP \[bu] 2
TITAN attacks expand to other parts of solar system, heaviest on the Moon and Mars.
Numerous habitats also fall.
.IP \[bu] 2
TITANs suddenly disappear from system, taking millions of uploaded minds with them.
.IP \[bu] 2
The Earth is left a devastated wasteland, a patchwork of radiation hotspots, sterile zones, nanoswarm clouds, roaming war machines, and other unknown and hidden things among the ruins.
.SS AF 0\-10
.IP \[bu] 2
A wormhole gateway is discovered on Saturn's moon Pandora, left by the TITANs.
Four others are later found (in the Vulcanoids, on Mars, on Uranus, and in the Kuiper Belt); these are collectively referred to as \[lq]Pandora Gates.\[rq]
.IP \[bu] 2
Expeditions are sent to extrasolar worlds via the Pandora Gates.
Numerous exoplanet colonies established.
.IP \[bu] 2
First contact with the aliens known as the Factors shocks the system.
Claiming to act as ambassadors for other alien civilizations, they provide little information about life outside the solar system and warn transhumans away from both seed AI and the Pandora Gates.
.IP \[bu] 2
An attempt to raise a generation of children using force\-grown clones and time\-accelerated VR fails miserably when most of the children die or go insane.
Dubbed the Lost Generation, the survivors are viewed with repugnance and pity.
.SS AF 10
.IP \[bu] 2
Present day.
.SH The Solar System after the Fall
Before the Fall, the solar system had a population of approximately eight billion, with all but five million of these people living on Earth.
The Fall wiped out almost ninety\-five percent of transhumanity, and today the population of the solar system is slightly less than half a billion, with almost all of these transhumans living off the Earth.
The lifestyles of these people were almost unimaginable thirty years earlier\[em]the vast majority are immortals living in sealed habitats on hostile alien planets or in sealed space colonies, the largest of which hold more than a million inhabitants and are many kilometers long.
In this vastly changed setting with its vastly changed inhabitants, the core concerns of humanity remain much the same.
People seek both material abundance and social status, and they wrap themselves in various public and private ceremonies.
Like generations of humans before them, transhumans separate themselves into different cultures and subcultures, all of which enjoy a wide variety of physical and virtual entertainments.
Politics and economics remain vitally important and as always, those who are wealthy, powerful, and famous have a large degree of control over the lives of those who are poor, relatively powerless, and unknown.
.SH Transhumanity
Humanity as a concept has been replaced with transhumanity.
Most people now alive left Earth as infomorphs and were subsequently resleeved into new morphs.
Bodies are things that can be modified and replaced, much as someone can alter or exchange a suit of clothing.
Identity is centered in the mind, which can exist as a disembodied infomorph living in virtual worlds or dwelling in a vast array of strange and exotic morphs.
While there are bioconservatives who resist these many changes to identity and physicality, they are very much in the minority.
To most people, transhumanity has also been expanded in scope to factor in non\-human persons such as AGIs and uplifts, though the rights and status of these sentients is sometimes contested.
As transhumans continue to absorb the ramifications of this new way of life, they face a new crop of problems and issues.
Two of the largest and most important are the increase in inequality and the splintering and separation of transhumanity into many different clades.
.SS Inequality
The technologies first developed in the decade before the Fall and refined in the decade after its end have transformed humanity.
In all but the most backwards, impoverished, and repressive regions of the solar system, the vast majority of humanity is smarter, healthier, and richer than any humans have ever been.
Additionally, individuals can improve their minds and their bodies in almost any fashion their imaginations can dream up.
Those who can afford the right augmentations can think faster, never forget anything they have ever learned, become mathematical savants, and heal from injuries many times faster than an unmodified human.
When resleeving is combined with implants, transhumans can gain even more amazing capabilities\[em]but these benefits are far from free.
During the first decade after the Fall, most of the surviving population was relatively poor.
Many were grateful to have any morph at all.
While the economic situation has improved, significant inequalities remain and seem unlikely to change.
Hundreds of millions of people must make do with very basic splicers, worker pods, cases, or synths (see
.BR 05-character-creation-and-advancement "(Eclipse Phase)"\fR), while a few million are wealthy enough to have custom\-designed morphs created for them, complete with all the augmentations they desire.
These same members of the elite live in luxurious villas and mansions, and in a few cases privately\-owned asteroids, while most other people must make do with a few hundred cubic meters of dwelling space.
However, while inequities of living space are ancient, the issue of economic inequality producing inequities of physical and mental capacities is both relatively new and considerably more problematic.
In regions using the old and transitional economies, differences between the rich and the poor are expressed in terms of money.
In habitats using the new economy, wealth is meaningless and status and opportunity are denoted with reputation scores.
(See \[lq]The Economy\[rq] below.)
In all three economies, some people have more than others, and because of this, technology allows the better off to be better than the people around them.
Skillware lets people buy knowledge and expertise, while multi\-tasking and mental speed implants allow individuals to get more done at once.
Someone fortunate enough to acquire large numbers of such augmentations is capable of significantly more than someone who lacks them, and so can do even more to increase their money or rep, thus serving to further perpetuate inequality.
This problem is less serious in the reputation\-based economies of the outer system, however, as it significantly easier to build reputation through hard work and dedication, as opposed to the rigidly\-controlled monetary economies of the inner system and the Jovian Republic, where class stratification is institutionalized and upward mobility is largely a myth.
As many supporters of the status quo are fond of pointing out, even the \[lq]have\-nots\[rq] are smarter and healthier than any previous generation of humans and carry as much potential immortality as the wealthiest member of the elite.
It is equally true, however, that in many ways the divisions between rich and the poor are significantly greater than they have ever been, especially in the inner system.
In the past, the members of the elite might be somewhat healthier and better fed than the have\-nots, but both rich and poor still lived in relatively similar and fundamentally human bodies.
Now, the very nature of humanity has been called into question.
The least fortunate can be forced to inhabit bodies designed specifically for the pleasure of those wealthier than them or even denied any body and forced to live as infomorphs until they can find some way to acquire a new morph\[em]typically by selling their services to the highest bidder.
Meanwhile, the well\-off can customize their bodies and their minds, enabling them to accomplish far more and to be considerably more impressive and charismatic than anyone lacking their advantages.
These inequalities may seem insurmountable, but some anarchistic groups and even some entire habitats have dedicated themselves to reducing inequities by producing low cost (and occasionally highly unreliable) versions of many of the more impressive morphs and augmentations.
.SS Clades and separation
In many habitats, hyper\-augmented elites rule a mass of humanity that is stuck using low\-end morphs and minimal augmentations, or even infomorphs living in rented morphs, but this is not the only option found in the solar system.
Transhumanity has splintered into a wide variety of subcultures, some of which are based upon an individual's choice of morph.
Some of this separation is due to the necessity of inhabiting difficult environments.
From aquanauts living in Europa's aquatic environment or rusters on Mars to the fact that zero\-g habitats are relatively inexpensive and are best inhabited by microgravity\-adapted morphs like bouncers, many unusual environments require those living in them to choose from a very limited range of morphs.
Sometimes, though, this separation is ideological in nature, such as the rise of groups like the ultimates (see \[lq]Factions\[rq] below) or some of the separatist uplift communities that seek to define their own space separate from human cultures.
There are dozens of specialist morphs and an even greater number of habitats or other settlements that are inhabited largely or exclusively by individuals using a single type of morph or a limited number of specialist morphs.
In the asteroid belt and in the rings and smaller moons of Saturn, there are more than one hundred habitats that do not rotate, with all portions in zero or near\-zero gravity.
The inhabitants typically use bouncer or novacrab morphs, along with a small number of synthetic morphs and other pods.
There is also a vast number of other habitats that are segregated in various other ways, including ones where all permanent residents are uplifts inhabiting one of the various transgenic morphs, like the octomorph or neo\-avian morphs.
Other habitats are only open to residents with various enhanced morphs like exalts or mentons.
There are even habitats where all residents must inhabit morphs that are all clones of one another.
In almost all of these habitats, residents are free to add whatever augmentations they wish to their morphs, but some habitats forbid residents from changing their morph's external appearance, and individuals who violate this rule are forced to leave the habitat if they refuse to reverse these changes.
Some habitats do away with the necessity of both life support and gravity.
In these locations, all residents are infomorphs who either inhabit their own synth bodies or, in a few very eccentric cases, where all of the inhabitants are infomorphs who spend most of their existence in the habitat's central computers.
When they need to interact with the physical world, these infomorphs are free to use one of the many synthmorphs that the habitat owns and that the residents share among themselves.
Although considered quite eccentric to many and horrifying to bioconservatives, habitats inhabited solely by synthmorphs or infomorphs are among the least expensive to build and maintain and are a low\-cost way for groups of infomorph refugees from Earth to gain independence.
Because individuals who choose this way of life have often spent a decade or more as infomorphs, this option often seems both familiar and in many ways more comfortable than inhabiting a living morph.
As Earth becomes more distant in transhumanity's collective memory, its traditions and social norms hold less sway and people feel more free to create and use new bodies and new ways of life to go along with them.
.SH First contact: the Factors
Ironically, the first contact between transhumanity and alien life was made by a group of isolates with no interest in the rest of transhumanity.
A brinker doomsday cult habitat in the Neptunian Trojans, patiently waiting out the prophesized return of the TITANs, suffered a severe life support systems failure.
Not expecting anyone to respond to their distress signals, they were simultaneously relieved and shocked to have an alien starship come to their aid.
Shortly after this event, three the unknown ships of alien design simultaneously approached Mars, Luna, and Titan, logging on to local networks to announce their presence and peaceful intentions.
Though their presence initially raised alarm and panic, their rescue of the brinkers and assurances of non\-hostility allowed cooler heads to prevail.
Coming just three years after the silent hostility of the TITANs, the new aliens were pleasantly non\-threatening.
Quickly dubbed \[lq]Factors,\[rq] both because of their claims to act as ambassadors for an assortment of alien civilizations and of their interesting biology, initial communications between species were confusing and jumbled.
The Factors made a number of veiled warnings and expressed concern over certain technological developments, particularly unrestrained artificial intelligence.
They have refused entirely to deal with digital entities and broken off negotiations with anyone currently engaged in AGI development or utilizing the Pandora Gates.
The Factors have implied that they were aware of and watching humanity for some time, but chose to wait to make contact ... implying some implicit fear of the singularity.
Dealing with multiple factions, the primary relationship between the Factors to transhumanity is a commercial one.
Though they are often dismissive of transhumanity's technological achievements, they are interested in our scientific development and breakthroughs, particularly in the biosciences, as well as our art, history, and culture.
They remain tight\-lipped about their own civilization and other xenomorphs, though they have on occasion traded alien artifacts of unusual design and peculiar function.
It is widely assumed that these are simply trinkets of limited value and that the Factors are careful not to share anything of true worth to transhumanity, particularly anything that might drastically affect our growth.
Biologically, the Factors appear to be some sort of evolved slime mold colony.
As far as is known, they communicate purely by chemical signals and receptors, requiring any interactions with transhumanity to be computermediated.
Several different types of Factors have been sighted, implying that they engage in heavy biological modification.
Factor starcraft appear to be lighthuggers capable of nearlight speeds.
Due to the frequency of their visitations to the solar system (2\[en]3 times a year), however, it is speculated that they either have a nearby base, or that they possess the capabilities for faster\-than\-light travel\[em]or possibly they have Pandora Gates of their own.
Given the wide dissimilarities in psychology between transhuman species and the Factors it would be presumptuous to speculate concerning their true feelings and agenda towards transhumanity.
It is hoped, however, that by continuing negotiations with them, transhumanity may learn more about the nature of the galaxy\[em]and possibly even our own history.
.SH Culture and Society
The Fall and its aftermath continues to be a major influence on transhuman culture and society.
Prior to the start of the evacuation, more than ninety\-nine percent of the people who survived the Fall had never been off Earth.
For them, space was a distant realm where other, more daring and adventurous people lived, a place Earth dwellers only saw on videos.
Earth was their home.
Then, in the course of a few short years, hundreds of millions of people were forced to leave Earth.
The fortunate few first evacuees left with no more than a dozen kilograms of possessions, while the vast majority were infomorph refugees who left Earth with nothing, not even their bodies.
Today, transhumanity is divided into three groups.
The first group contains the true veterans of space life, the less\-than\-one\-percent of humanity that was already living in space before the Fall.
The second group is the ten percent of the population that was either born after the Fall or is too young to remember living on Earth.
The remaining eighty\-nine percent of the current population of the solar system lived generally happy and prosperous lives on Earth before the Fall forced them to flee for their lives.
These refugees from Earth form a powerful social force, but as time goes on memories of Earth grow dim, and people adapt to their new homes and lives.
.SS The longing for earth
Most of transhumanity, especially those who were forced to flee from the dying Earth, still mourn their former home.
Their longing for and nostalgia of Earth has profoundly affected transhuman culture.
Artifacts from Earth, including ones as trivial as coins or bits of dried vegetation, are considered to be treasured mementos that have great economic and emotional value.
The interdiction of Earth makes acquiring such artifacts quite difficult and dangerous.
As a result, the trade in Earth artifacts is a lucrative portion of the black market, enough so that fearless scavengers are willing to risk being shot down by a patrolling killsat just to get to Earth, where they also face death from numerous lingering dangers.
The mesh is peppered with stories of daring explorers who traveled to Earth to retrieve all manner of priceless relics, as well as an equal number of stories about explorers who died or simply vanished on such expeditions.
More than one team of gatecrashers has funded their expedition through a preliminary relic\-hunting expedition to Earth, which serves to test their mettle while they work to raise funds.
Nostalgia for Earth also affects the way transhumanity has redesigned itself.
In the decade prior to the Fall, humanity had begun to freely alter itself, with both radical body modification and the first commercial resleeving resulting in a growing number of obviously non\-human morphs.
The vast majority of current morphs, however, are relatively human in appearance (if not in internal structure).
Even for people too young to remember the Fall, asserting individual humanity is an important part of postFall culture.
Some people keep a resemblance to the traditional human form as a remembrance of Earth, while others do it to celebrate humanity's victory over the monstrous and inhuman TITANs that attempted to destroy them.
With the exception of a few eccentric groups like the ultimates, the majority of humanity values looking human and preserving human traditions and institutions.
Also, even the ultimates' current version of their remade morph is considerably more human looking than the versions their predecessors designed before the Fall.
As a result, while synthmorphs are relatively common, most are made to look humanoid.
There are a few radically inhuman morphs like the novacrab, the arachnoid, and the flexbot, but they are almost exclusively used for highly specialized purposes.
Until recently, anyone who used one as their primary morph was considered deeply eccentric (or worse), but attitudes have gradually begun to soften, and these morphs are gradually becoming more acceptable for regular use.
This mixture of reverence and nostalgia for Earth sometimes has a darker side.
Individuals who choose to have morphs that look visibly non\-human experience a mild degree of prejudice in many habitats, and militant bioconservatives denounce those who look sufficiently non\-human as being covert allies of the TITANs.
Uplifted animals also face significant discrimination from many humans.
These prejudices are relatively common in the inner system and can be quite extreme among bioconservatives.
As a result, uplifts and individuals who prefer inhuman\-looking morphs often live in separatist communities in the outer system.
In much of the inner system, uplifts and individuals using a visibly non\-human morph as their primary or only morph are viewed with suspicion and occasionally treated as second\-class citizens.
While most habitats have laws mandating morphological freedom and many also have laws making prejudice based on morphological choice illegal, these attitudes remain quite resilient.
.RS 1
\fBNostalgia jewelry\fR
.RS 2
As both a reminder and a visible marker of their lost homeland, a significant number of refugees from Earth wear jewelry containing a coin or, more rarely, an old stamp from transhumanity's former home.
Popularly known as nostalgia jewelry, most of these items are made into pendants or lapel pins, but a few are rings.
Before the Fall, coins and stamps were largely curiosities primarily of interest to collectors, having fallen out of use forty years BF.
Already scarce, few were saved during the Fall as carrying such useless mass off Earth during the evacuation was discouraged or forbidden.
A few extensive collections already existed off\-world, however.
Even so, less than a million authentic samples survived, meaning the vast majority of people wearing such items make do with exact copies made in cornucopia machines.
Actual coins or stamps are very expensive, meaning that some daring scavengers are willing to risk the interdiction of Earth for the express purpose of salvaging relics.
.RE
.SS Fear and paranoia
The Fall left behind a persistent legacy of fear.
This has faded over the past decade, but a great many humans still unconsciously expect the other shoe to drop and the TITANs to return at any moment.
Others worry that their agents are already among them, preparing for the complete destruction of humanity.
The arrival of the Factors caused widespread panic, and even today a substantial minority of people assumes they are cat's\-paws for the TITANs\[em]or possibly their creations.
There are a few (often insane or deeply eccentric) people who worship the TITANs or otherwise support their agenda (including self\-described \[lq]singularity seekers\[rq] who hope to find and be uploaded by the TITANs to join their ascension to super\-intelligence), but all of them must keep their beliefs carefully hidden.
Even now, expressing any support for the TITANs or advocating the creation of self\-improving seed AIs is illegal in most habitats.
Anyone who does so runs the risk of becoming the target of mob violence that the authorities are unlikely to investigate too closely.
Merely being suspected of being a supporter of the TITANs, or worse, someone who has been secretly infected by them and is now their agent, is enough to get someone shunned or even killed.
While such incidents are now far rarer than they were in the first few years after the Fall, people who act too eccentric and who lack someone with a sufficiently high rep to defend them or explain their actions are occasionally killed, typically by being thrown out an airlock.
Those responsible for these \[lq]spacings\[rq] are dealt with quite harshly in most habitats, since in almost all cases later investigation reveals that the victim had no connection to the TITANs.
There are also periodic rumors in many habitats, especially small and isolated habitats, that one or more other habitats have been taken over by the TITANs, leading to a variety of inter\-habitat problems.
Such rumors are usually resolved fairly quickly, but the most persistent can seriously harm relations between habitats.
Claims that other habitats are infested with or even controlled by agents of the TITANs are frequenly employed by extreme bioconservatives hoping to demonize radical habitats populated entirely by infomorphs or synthmorphs.
As more people manage to put the fear and horror of the Fall behind them, such claims are less likely to be believed.
Unfortunately, on very rare occasions, people are still infected by TITAN\-created relics and actually become their unwilling agents.
Since such incidents are rare, however, they have become easy to dismiss.
.RS 1
\fBAn exsurgent threat?\fR
.RS 2
\fB[Incoming Message.
Source: Anonymous]\fR
\fB[Public Key Decryption Complete]\fR Ok, you asked, so I'll tell you.
There are some elements within Firewall that don't buy into the TITANs\-ran\-amokand\-considered\-us\-a\-threat idea, or even that the TITANs are solely responsible for the Fall.
These people think that the TITANs found or encountered something when they started their takeoff toward the singularity\[em]something that changed them.
They point to the wide range of multi\-vector virii that ran loose during the Fall, and how even many of the TITANs seem to have succumbed to these infections.
They also reference a disturbing number of accounts of events during the Fall that are inexplicable ... things like people being transformed into strange, alien creatures ... or phenomena that seem to defy certain physical laws, as if something was at times ignoring what we know of physics and just doing whatever it felt like ...
Some of these voices within Firewall even think that the TITANs may not have been responsible for the Pandora Gates ...
They have a name for this mystery infection.
They call it the Exsurgent virus.
.RE
\fBSolarchive search: singularity seekers\fR
.RS 2
Singularity seekers are those with an unhealthy fascination in so\-called singularity events, such as the hard takeoff of the TITANs to super\-intelligence.
Some are part of a radical sect of \[lq]exhumans\[rq] who believe that transhumans are destined to become godlike superbeings and are determined to get there first.
Others act on a defensive impulse, believing that the only way humanity can survive another threat from beings like the TITANs is by becoming as hyperintelligent as their enemies are.
Still other singularity seekers are researchers and spiritual seekers who are frustrated with the limitations of their own minds and seek to become something greater.
Some of these people become gatecrashers, searching for advanced alien artifacts to help them in their quest.
Others experiment with employing conventional technologies in new and exotic ways, such as creating mentallylinked networks of forks or incorporating extra\-fast and powerful computers into synthmorphs and pods.
A few of the most daring seek artifacts left behind by the TITANs, hoping to incorporate techniques and technologies created by these inhuman beings into their minds.
This last group is the most notorious, in large part because of the spectacular nature of some of their failures.
On occasion, these artifact hunters have awakened devices that have lain dormant for a decade and caused local outbreaks of TITAN technologies.
These incidents have caused many people to regard singularity seekers as everything from potentially dangerous eccentrics to unknowing pawns of the TITANs.
.RE
.SS Real and social distance
The vast distances between most habitats give all communications\[em]with the exception of those using the rare and expensive QE communicators (see \fB11-gear\fR(Eclipse Phase))\[em]a significant time lag between asking a question and receiving an answer.
In most cases, the time lag ranges from ten seconds to several hours, and it makes real\-time communications between distant habitats difficult or impossible.
Communication problems only serve to further isolate habitats from one another, and as a result people socialize primarily with members of their own habitat (or habitat cluster, if their habitat is part of one of the various groupings of between two and twenty habitats that abound throughout the solar system).
Within a habitat or habitat group, communication between residents is effectively instantaneous, thanks to the omnipresent wireless grid known as the mesh.
Anyone wearing a mid\-range ecto or using basic mesh inserts can communicate with others in ways that go far beyond mere voice contact.
(See
.BR 11-gear "(Eclipse Phase)"\fR.)
Both devices allow AR communications that are in most ways barely distinguishable from in\-person communication, so people can effectively spend in\-person time with anyone in their habitat at any moment when both of them are free and interested in communicating.
Unless someone deliberately wishes to turn off communication because they are sleeping or otherwise busy, people can always get in touch with one another.
Many close friends and romantic partners regularly communicate anytime they have a spare moment, sharing comments and jokes.
This communication is far more awkward and distant if there is a time lag of several minutes between every comment, so inter\-habitat communication is never as informal or close.
Although travel via egocasting (tramsitting an ego to another habitat, where it is resleeved) is as easy, if not as cheap, as communication, a trip to another habitat is considered to be a significant journey with a range of costs.
Individuals traveling to a different habitat will no longer be able to engage in real\-time communication or shared real\-time entertainments with people back on the habitat they left, so the traveler will have to find a new social environment.
In addition to the trouble and expense of acquiring a new morph in the new habitat, the social distance between individuals and the social network they leave behind is part of the cost of travel.
Before the Fall, refugees from Earth were accustomed to being able to easily communicate with anyone else on Earth.
Wealthier individuals could easily journey just about anywhere on the planet in a few hours while still being able to communicate with everyone back in their home city with no noticeable change.
The exodus of transhumanity from Earth, though, means that an individual's social world is only as large as their habitat.
Even a relatively brief communication lag, such as the two to thirty seconds that is the average time lag between any two of the Jovian or Saturnian moons, greatly hinders the flow of back\-and\-forth communication.
When time\-lags are involved, most communication consists of messages rather than any attempt at continuous conversations.
In situations where a more in\-depth discussion is necessary and time is limited, someone can send a fork of themselves\[em]a digital copy (see \fB10-accelerated-future\fR(Eclipse Phase))\[em]to hold the discussion remotely on their behalf, and then return for re\-integration.
Since there is already a large time lag between sending a message and obtaining any possible response, most people do not hurry to answer messages from distant habitats except in the most urgent circumstances, further isolating people residing in distant portions of the solar system.
.SS The Rise of Cultural Regions
The only exception to the social distance between different habitats occurs when colonies are located on or in relatively close orbit around the same planet or moon.
The inhabitants of Mars can all communicate with one another instantaneously, as can everyone on Luna or in Lunar orbit.
However, the rivalry between the various Martian city\-states\[em]and between the primary hypercorp domes and the rural Martian poor\[em]imposes its own social distance.
Individuals from different city\-states do socialize, but among the elite social cliques, spending too much time communicating with members of another city\-state is viewed as somewhat odd and potentially even disloyal.
As a result, Martians tend to be relatively isolated even from their close neighbors.
Nevertheless, the short distances between the Martian city\-states and the orbiting habitats mean that there remains a general Martian culture that is different from the cultures of the rest of the solar system.
Distance barriers have produced similar levels of cultural differentiation in other portions of the solar system.
The colonies in the vicinity of both Jupiter and Saturn each form a separate cultural unit, as do the colonies in Earth orbit and on and around Luna.
The same is true for the Jovian Trojan and Greek asteroids.
In each of these regions, people communicate and travel more between habitats and settlements than they do with outside regions.
Social scientists refer to the different sections of the solar system as separate cultural regions.
The different regions of the belt also each form a similar cultural region, but because asteroids in different orbits eventually drift quite far apart, the cohesion and unity of these cultural units is somewhat weaker.
Habitats on the edge of the solar system (around Uranus, Neptune, and Pluto) form very small cultural regions, but the few habitats in the Kuiper Belt and Oort Cloud have no cultural region since the distance between them is so extreme.
Though communications between habitats within the same cultural region is somewhat awkward due to intra\-regional cultural differences and small timelags, it is usually fast and easy enough for people on different habitats to keep in regular contact with one another.
In addition, most habitats within the same cultural region are sufficiently close that egocasting between them is affordable by most people.
In contrast, egocasting between cultural regions is relatively expensive.
Many social scientists predict that within one or two decades, different cultural regions will be at least as different from one another as distant nations of Earth were from one another during the first half of the 20th century\[em]perhaps even more so due to the physical alterations that cultures introduce as they continue to evolve.
.SS Cultural experimentation
While nostalgia for Earth remains a powerful social motivation, the break from Earth led many inhabitants of the solar system to experiment with new forms of culture and society.
Since the Fall destroyed physical links with the past and the defeat of the last old\-Earth governments ended ideological ties with the old political and social forces, many transhumans saw themselves as living in a new, free era where the past was dead.
Even people who always wear nostalgia jewelry and spend several hours a day in simulspaces set on old Earth are very interested in the possibility of social and political experimentation.
Those without criticisms of Earth's nation\-states and their many failings still rue the day when Earth fell.
Many of the most extreme social experimenters moved to the numerous small outer system habitats that were created in the decade after the Fall, but people interested in social and cultural experimentation can be found throughout the solar system.
In addition to playing with various interior structure and design ideas, the inhabitants of many stations experiment with all manner of unique social and political rules.
A few habitats do so quite deliberately, either because the members are interested in social innovation or because researchers associated with a hypercorp or university have offered them goods or services in return for testing one of their latest theories.
Such experiments have included establishing stations where all of the residents are sleeved in hermaphroditic morphs in order to measure the impact on customs and language when gender is abolished or spurring the residents of a particular station to freely switch their morphs based on the responsibilities and duties they have on a given day.
Such staged experiments are, however, relatively rare\[em]the vast majority of unique customs and social structures that have come about since the Fall naturally evolved from groups of likeminded individuals living together in the same habitat and working, consciously or not, to make life better fit with their aesthetics or ideology.
.SS Gender, sexuality and relationships
To many transhumans, gender has become an outdated social construct with no basis in biology.
After all, it's hard to give credence to gender roles when an ego can easily modify their sex, switch skins, or experience the lives of others via XP.
Though most transhumans still adhere to the gender associated with their original biological sex, many others switch gender identities as soon as they reach adulthood or avidly pursue repeated transgender switching.
Still others examine and adopt untraditional sex\-gender identities such as neuters (believing a lack of sex allows greater focus in their pursuits) or dual gender (the best of both worlds).
In many bioconservative habitats and cultures, however, more traditional gender roles persevere.
Sexuality has also expanded into new frontiers and taboos.
With basic biomods providing contraception and protections from STDs, casual sex is the norm.
Many people pursue careers as well\-paid companions and escorts.
In fact, sexual experimentation is standard thanks to several new technologies.
Virtual reality allows sexual encounters without physically touching a partner, not to mention bringing all manner of fantasies to life.
For those that prefer the touch of real skin, AI\-driven pleasure pods can fulfill any and all needs and are a legal form of prostitution in many habitats.
Sex\-switching also lends itself to new experiences, whether via bio\-mods or a new sleeve.
Even AGIs, having been socialized as humans, exhibit sexuality and desire.
The extension of lifespans and the decline of religion have drastically impacted social institutions like marriage.
Given the possible changes to both cognition and biology over a transhuman's lifetime, lifelong relationships are no longer considered realistic.
The idea of long\-term relationships as a social contract has grown exponentially.
While this has resulted in a number of marriages that are political or like a business transaction, most people continue to view marriage as a bond of emotional attachment and trusts\[em]in particular a bond that transcends bodies, as either partner may change morphs at any time.
.SS The diversity of habitats
The ability of a few thousand like\-minded people of moderate means to acquire a small habitat where they can create their own society resembles the ability of inhabitants of the United States in the 19th century to set out for the West and found their own ideologically based communities.
The primary difference is that creating such communities is faster and easier in the modern era.
The mesh is filled with all manner of virtual communities where members hope to eventually gather the means to create their own habitats.
In most cases, these are merely idle dreams; most participants are not willing to sacrifice the time and rep or money needed.
Occasionally the members try, only to find out that some of the people promoting this effort are con artists.
Occasionally virtual subcultures manage to raise the necessary dedication and trust to build their own habitat and begin the process of creating their own physical society.
A decade of this sort of cultural experimentation by many hundreds of habitats has produced a number of unique and strange societies.
As an example, there are habitats where the inhabitants wear garments and AR images that cover their bodies\[em]and, in the most extreme cases, their faces\[em]and residents only reveal their morph's true appearance to their closest friends and immediate family.
There are also stations where all members use cosmetic modification to adopt the same ideal look, as well as ones where all residents use morphs that are clones of one another.
Some of the most eccentric habitats are populated by extreme bioconservatives overcome with nostalgia for the past, leading them to model both their society and all visible technology after some earlier period in history, typically some time between zero and 50 years BF.
There are even a few habitats that totally disregard commonly held feelings about forks and merging.
Such community members regularly split off multiple forks when they awaken and plan their day and then merge the various forks when they go to sleep that night.
Some forks remain infomorphs for the day, while others use one of the various morphs the individual owns or rents, which means that each resident typically lives between two and six separate lives every day.
A few societies, like the home of the infamous Pax Familiae, go even further\[em]all residents are forks of the same individual.
In some of these solipsistic habitats, the forks are all expected to use cloned morphs, while in others each fork is considered a separate person who should go and forge their own unique life.
Some of the less extreme manifestations of this type of habitat include places inhabited by families that are partially or entirely composed of forks of one of the members (the various forks tend to be treated as siblings).
.SH Technology
Technology pervades all aspects of existence in Eclipse Phase.
Most individuals understand that unless humanity suffers another event like the Fall or they personally suffer some very serious and unlikely accident, they are unlikely to permanently die.
More people are now planning for a very long future.
For most people these schemes are fairly minimal, but they often include an awareness that few, if any, relationships are likely to last an entire lifetime.
However, functional immortality is only one of the many wonders of the modern world.
.SS Living with infotech
For anyone with basic mesh inserts (see
.BR 11-gear "(Eclipse Phase)"\fR)
or an ecto (meaning about ninety\-six percent of the population), life is filled with data.
For people with the best implants, all information available on the mesh is available at a thought.
For everyone else, it only requires a brief pause to access and understand it.
When someone pauses and looks a bit distracted in the midst of a conversation, everyone understands they are accessing data and lack the implants to allow them to do this subconsciously or via multi\-tasking.
As a result, when a group of people are discussing a topic and no one immediately knows an answer to a question, such as the title of a performer's first vid, within a few seconds everyone has this information.
Similarly, when someone walks through a garden, with a glance and perhaps a brief thought or small finger motion, they can call up detailed data on each and every species of plant that sits in front of them.
Individuals going to remote areas that are out of normal mesh broadcasting range almost always either carry a farcaster\-link with them or download truly vast amounts of data into their implants or ecto so they can continue to access all the data they might need.
Since even a basic implant can hold vast amounts of data, lack of storage space is rarely an issue.
Access to such a vast amount of easily available information has resulted in a variety of cultural responses.
Being able to quote from any vid, old movie, book, or historical speech is now trivially easy and can be done with a few seconds of thought.
While children and young teens often play by interjecting large amounts of semi\-appropriate famous quotes in their speech, most adults only do so for emphasis and in moderation.
People who quote from other sources too often are considered dull and unimaginative.
Recognizing such quotes is quite easy, since someone can simply set their muse to alert them to the nature and identity of all lengthy quotes they hear.
All experienced mesh users also learn (typically as children and teens) how to avoid taking too much time out from conversations to check facts or access information via the mesh.
Teens regularly mock their fellows who pause too often or too long in conversations to look up further information on a topic someone mentioned, or who spend too long trying to assemble facts to support an argument.
Terms like \[lq]meshed out\[rq] or \[lq]drooler\[rq] are used by teens to mock each other into learning how to be both discreet and faster in their information searches, at least when also interacting with others.
While adults rarely engage in the same sort of direct and obvious mockery, people who get too lost in casual or conversational meshbrowsing are widely viewed as socially inept.
As a result, implants that allow multi\-tasking or temporarily speed up thought are in great demand, since they allow individuals to do extensive research and rehearse each statement they are going to make without a moment's pause.
People who can afford such software almost always seem more suave, charismatic, and intelligent than those who do not.
All this means that those who lack all mesh and AR access\[em]individuals known as \fIzeroes\fR\[em]present a stark contrast to the rest of transhumanity.
To most people, zeroes seem slow, forgetful, and almost unbelievably dense, while to zeroes, even people who only possess ectos or basic implants seems brilliant, witty, and able to comprehend things with almost inhuman speed.
.SS Opening Pandora's gate
The discovery of the first Pandora Gate on Saturn's moon Pandora shortly after the Fall was a watershed moment in transhuman history.
The prospects this discovery raised were simultaneously fascinating and terrifying.
On one hand, technologies far beyond anything transhumanity was capable of were now in our hands.
This raised visions of a horizon far beyond the horrors of the Fall, where transhumanity would expand across the cosmos, visiting wonders that seemed perpetually far out of reach, even for nearimmortals.
On the other hand, the possibility that these gates were relics of the TITANs could not be discounted.
Their existence opened the possibility that the TITANs might one day return, or that transhumanity might still encounter them out in the galaxy at large.
The alternative was even scarier\[em]that the gate could be of extraterrestrial origin, and the things more dangerous and frightening than the TITANs might stalk the space between the stars.
Various hypercorps, governments, and other factions threw their brightest minds into solving the mystery of these \[lq]wormholes.\[rq]
Numerous scientific communities pooled resourcesbacked by private sector fundsand cracked the code of the Pandora Gate in just over a year.
Not only was the gate activated, but it could be programmed to open connections to numerous distant star systems (one at a time).
Though these controls were unreliable at best\[em]connections sometimes closed without warning, and others could not be recalled though they had been opened before\[em]the functionality was stable enough to use them in earnest.
At the same time as their very public announcement concerning this seminal achievement, the Gatekeeper Corporation was formed overnight: a merger of those same scientific communities and their financiers.
Less than a year from its first operation, the hypercorp opened the gate to \[lq]gatecrashers:\[rq] explorers who risk their lives to see what lies beyond.
Many of these died horribly; some were even lost forever, but a few made fantastic discoveries such as new worlds and new life.
Though none of the (living) alien lifeforms encountered so far have been sapient, many of the worlds are habitable or within the possibilities of terraforming.
Along with these wonders were found more disturbing things: evidence of a long\-dead alien civilization (the Iktomi), and signs that the TITANs had passed these ways before.
Additional gates were soon discovered throughout the system.
Unlike the spirit of cooperation that surrounded the first gate's discovery, these others were seized as hotly contested resources.
Initially used for research and exploitation, many of these gates are now being tasked for colonization purposes.
Dozens if not hundreds of exoplanet stations and colonies have been established, some with significant numbers.
There has been no lack of poor or desperate individuals willing to risk life on an alien world, if it means an iota of improvement in their lives.
Though it is now widely accepted that the gates are the means by which the TITANs evacuated the solar system (a hypothesis which fails to answer why they did so), they appear timeless in their construction.
Regardless of their origin, the gates remain one of the most prized and dangerous of technologies.
The five known Pandora Gates within the solar system, their locations, and their controlling entities, include:
.IP \[bu] 2
\fBVulcanoid Gate:\fR Caldwell (Vulcanoids) \[en] TerraGenesis
.IP \[bu] 2
\fBMartian Gate:\fR Ma'adim Vallis (Mars) \[en] Pathfinder/Planetary Consortium
.IP \[bu] 2
\fBPandora Gate:\fR Pandora (Saturn system) \[en] Gatekeeper Corp.
.IP \[bu] 2
\fBFissure Gate:\fR Uranus \[en] Love and Rage Collective/Anarchists
.IP \[bu] 2
\fBDiscord Gate:\fR Eris (Kuiper Belt) \[en] Go\-nin Group/Ultimates
.SS Going beyond the known
One of the oddest experiences for gatecrashers and others who explore unusual environments such as the ruins of Earth is the unavailability of data.
They look at an alien plant or a TITAN\-mutated person, and their search returns various error messages meaning that there is either no data at all on the subject or that the only data is purely speculative and should be regarded as dangerously unreliable.
This can be especially troubling when the subject in question is a small creature that has just landed on the person's shoulder and the individual wants to know if it's harmless or deadly.
Most people who are less than sixty years old have never been in an environment where they could not gain basic information about everything around them at a glance.
Learning to overcome the shock of not knowing anything at all about something is one of the first and most crucial skills all gatecrashers must learn.
.SS Muses
Most individuals have a dedicated AI that serves as their media agent.
Commonly known as a muse, this AI has been a lifelong companion for most people less than seventy years old.
Muses learn their owners' tastes, habits, and preferences, and do their best to make life and technology use as easy as possible.
Muses can be alarm clocks, data retrieval gophers, appointment schedulers, accountants, and many other functions often limited only by their owners' imaginations.
Some of their tasks do not even need to be assigned them\[em]muses are skilled at figuring out people's needs and acting on them.
For example, the muse's scheduling function may tell it when its user needs to be up in the morning, and it will act as an alarm clock without any additional instructions from the user.
If a muse is uncertain about its owner's preferences, it asks, but after working with a user for a few decades muses rarely need to do this.
Most people keep multiple back\-ups of their muse, because the loss of a muse can be almost as traumatic as the death of a loved one.
Using a generic muse who must be informed about all aspects of a user's individual preferences and fed a constant stream of instructions helps people appreciate the value of their own personal muse agent.
Muses generally learn the basics of a new user's preferences in a month or two, but during that learning period the user tends to be irritable and forgetful, since the tasks they generally trust their muse to do automatically are not being taken care of.
.SS Attitudes towards AGIs
The vast majority of transhumanity blames the Fall on rogue seed AIs (self\-improving artificial intelligences).
As a result, any AIs that are not crippled or somehow limited from improving themselves\[em]including the AGIs (artificial general intelligences) that were common and growing in number before the Fall\[em]are completely illegal in many habitats, or at least heavily regulated.
The Fall ended only slightly more than a decade ago, and many transhumans consider AGIs and the TITANs that murdered their homeworld to be one and the same.
In addition to strict anti\-AGI laws, there have been occasional riots and mass panics surrounding facilities still performing AGI research, which has pushed most such research into isolated settlements.
Nevertheless, there are still people passionately devoted to AGIs; some see them as the next step in posthuman evolution, others value all sentience, and still others actually worship them.
However, AGI supporters have learned to keep their opinions private in mixed company, lest they be branded an agent of the TITANs.
In some spots, mostly in the more anarchistic outer system, attitudes towards AGIs are more relaxed and AGIs may even be openly welcomed.
These places recognize that AGIs are not the same threat posed by seed AIs and it is unfair to punish one for the actions of the other.
Naturally, these places are havens for the AGIs active in transhuman society, who otherwise must disguise their true natures.
In the tightly\-controlled inner system, the hypercorps and the Planetary Consortium foster anti\-AGI sentiments both as safety measures and as protection against possible competitors.
This latter point is one of the things that makes them attractive to some people in the outer system; they understand the great advantages their factions gain ... assuming, that is, that those AGIs share your goals and ideals.
.SS Attitudes towards mental alterations
In the post\-Fall solar system, technology can alter people's minds; controversy about many of these alterations remains.
Few people have trouble with the idea of creating short\-term forks using the multi\-tasking augmentation or some similar process that insures the forks will be re\-integrated within a few hours.
However, the idea of long\-term forks, and especially of allowing forks to gain access to their own separate morphs, troubles many people.
Since there are not enough morphs to go around in the first place, providing morphs to a fork strikes many people as selfish and wasteful.
As a result, on the rare occasion that people sleeve one of their forks, they typically provide it with a synthmorph to avoid the social stigma associated with using more than one body at a time.
Forks that exist for more than a few hours inspire discomfort in many people because the forks begin to diverge slightly in personality.
Most people find the idea of two different and distinct versions of themselves to be somewhat disturbing.
While there are habitats (mostly in the outer system) where forking is a regular part of daily life and forks often exist independently for a day or two, most visitors find such habitats distasteful and bizarre.
However, while voluntary forking is still regarded as somewhat odd, involuntary uses of this and the associated mental technologies are so horrifying that they form the basis of much lurid crime fiction.
Someone being unknowingly mind\-napped and having an involuntary\[em]and often secret\[em]fork created is something that people regard with abject terror, despite it being quite rare.
Similarly, while mental surgery to correct psychiatric problems or as punishment for various serious crimes is frightening and disturbing in its own right, illegal brain hacking draws horror and disgust from almost everyone in the solar system.
Penalties for involuntary forking and mind hacking are exceptionally high.
In many habitats, they are among the few crimes punishable by death (including the destruction of all backups and forks).
.SS Travel
Travel between habitats and other transhuman colonies is both exceedingly easy and fairly costly.
Longrange egocasting is expensive, as is acquiring a morph at the destination.
Travelers have developed various ways around this obstacle; for example, if someone only needs to visit another habitat for a few days and is visiting primarily to engage in real\-time communication, they often choose to remain an infomorph for the duration of their visit and to communicate via AR, thus saving all resleeving expenses.
For visitors who require a morph but will not be staying long, most habitats offer the option of renting a generic splicer or synthmorph or, for a slightly higher cost, a generic exalt morph.
Habitats or worlds with unusual requirements, like Mars, Europa, or the various zero\-g habitats offer ruster, aquanaut, or bouncer morphs instead of splicers.
These morphs can be used for up to a week without much difficulty, and using one for up to a month is usually possible with sufficient negotiation and payment.
Meanwhile, the traveler's previous morph is kept in medical stasis back in their home habitat, waiting for their ego to return.
Another technique is morph trading by people from different habitats who know each other and who are traveling at the same time.
A few people do this with strangers they meet on the mesh, but vids and other entertainments are filled with tales of people having their morphs or their identity stolen.
A few of these horror stories are based on actual accounts.
Very few people are willing to let anyone they do not know and trust use their body, and many people simply will not lend out their morph to anyone at all.
Some people, however, are willing, for a fee, to act as a living \[lq]taxi\[rq] for a visiting infomorph, carrying it around with them.
In these cases the \[lq]ghostriding\[rq] infomorph is not permitted to control their host's morph directly and is simply a passenger along for the ride, issuing directions and communicating with their transporters electronically.
Travelers who wish to either immigrate to a new habitat or visit one for several months or longer must acquire their own morph.
Usually, they reduce the cost of acquiring a new morph by selling their previous morph to a body bank.
Alternately, some individuals sleeved in expensive custom\-designed morphs who are traveling relatively short distances will rent a generic shell for several weeks and arrange to have their old morph shipped to them on a fairly rapid freighter.
Doing this is rarely more than a moderate expense, which makes it less expensive than the costs of buying or replacing high\-end custom modified morphs.
.SS Privacy
Privacy is a prized possession for most inhabitants of the solar system, but it is so rare that for many people it might as well be a foreign concept.
In the 20th and early 21st century, privacy consisted of two concepts that are now completely separate\[em]the ability to remain unnoticed or anonymous and the ability to avoid unwanted intrusion.
The first is largely absent from the lives of most people in the present day.
Anyone who uploads anything to a non\-private portion of the mesh understands that anyone who wishes to do so can gain access to it.
Likewise, anyone who spends time in a public place understands that anyone can learn where they went, what they did, and what they said due to the ubiquity of meshed, sensor\-enabled devices.
As a result, everyone's public life, both on the mesh and in person, can be transformed into an easily searchable database.
Almost everyone keeps such a record of their own lives, commonly known as a lifelog.
Most people allow their lifelogs to be public, understanding that anonymity is now an archaic concept.
While the interiors of private dwellings remain free from continuous surveillance, almost all habitats have emergency sensors in every building providing a full record of events to emergency service workers and AIs in case of problems such as dangerous chemical leak, a sufficiently large fire, an explosion, loss of air pressure, or some other equally dramatic and potentially dangerous event.
Both the events of the Fall and the fact that almost all of humanity now lives in habitats surrounded by hostile environments mean that such sensors are standard fare.
A few habitats do not allow emergency sensors in private dwellings, but most people regard these habitats as potential death traps.
These emergency sensors do not record anything other than the absence of potential dangers if they are not triggered by specific events.
This limitation allows individuals privacy within their own residences\[em]as long as they are certain no one has planted a secret recording device in their home.
Ultimately, remaining unobserved is a matter of both care and trust, and everyone understands that most of the time everything they do will be part of the vast public record.
In vivid contrast, the freedom to avoid unwanted intrusion is carefully prized by the inhabitants of the post\-Fall era.
Unwanted personal or data intrusion into someone's private dwelling or personal electronic files is a crime in most habitats and a serious crime in many.
Also, while both the mesh and augmented reality are filled with all manner of AI\-mediated adware, most of it has evolved to be relatively benign and to provide non\-intrusive suggestions about goods, information, and services that are likely to be of legitimate interest to the targeted person.
An individual's muse filters out unwanted advertising.
While it is certainly possible to create advertising that can hack through any muse's filters, doing so is usually illegal.
Unwanted AR intrusions are similarly limited.
During the early days of AR technology, there were serious problems with users being overwhelmed with unrequested and distracting input\[em]as many said, the mist got very thick indeed, so both law and custom changed to prevent such invasions.
Today, most people expect to only experience data that they are looking for or that they might be interested in, and that any data they are not interested in will quickly vanish.
Being surrounded by a large amount of unwanted AR data is not just annoying and distracting, it is also deeply frightening, because it means that there is a serious problem with either the habitat's mesh or the person's electronics\[em]it could even mean that the entire habitat is under direct attack by infowar weapons.
.RS 1
\fBSolarchive search: incapacitating inputs\fR
.RS 2
During the Fall, the attacking TITANs used a variety of AR and online intrusions that interfered with or even incapacitated their targets.
The most basic of these were deceptive AR illusions made to convince people that their physical environment was very different from what it actually was.
This fooled people into attacking their fellows or simply instigated mass panic.
More advanced versions targeted the empathic elements of AR, triggering fear or other emotional responses.
Still others blasted their targets with overbearing sensory input, so strong that it bypassed filters and inflicted neurological damage.
Despite rumors and fears of socalled \[lq]basilisk hacks\[rq]\[em]visual or other sensory\-input attacks that allegedly subverted transhuman minds by exploiting the way brains processed such data\[em]no credible reports have been verified.
.RE
.RE
.SS Low\-tech existence
More than ninety\-five percent of humanity inhabits artificially created morphs.
Most of them also possess basic implants, and the vast majority of the rest wear ectos with retina displays and other simple peripherals that allow the user to fully perceive and interact with the vast network of information around them.
However, slightly less than four percent of the remaining population inhabit flats or splicer morphs without basic implants and also lack access to ectos and other basic technologies.
Since an ecto is both a relatively trivial expense and a piece of equipment vital to existence in the solar system, the only individuals who lack such technologies stand on the very lowest rungs of the social ladder.
A few are the poorest members of the most marginal habitats, but most are slaves or the next best thing to them.
The lowest social classes in the Jovian Republic lack personal infotech access and so do the lowest class of people indentured to the hypercorps and the Planetary Consortium, particularly on Luna and Mars.
These individuals are either indentured criminals or people sufficiently lacking in useful skills that they are assigned mindless physical tasks that cannot be more efficiently performed by AIs.