Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits. Anti-spam check. Do not fill this in!==<span style="font-weight: bold;">Social Structure</span>== Id-Thum social structure is, like Par-San, very complicated. It is rare for any Id-Thun to be able to describe their social rank and political leanings without a minimum of seven categorical sub-words. Outlined below are the main political houses, races, communities, and titles of Id-Thun social structure. ===Political Houses=== Id-Thun society has five prime political houses: Kiaga-Mokagé, Razza-Molina, Fro-Mozantha, Jun-Morathu, and Gru-Molyani. Each prime house is allotted five leaders to serve on a law making tribunal ([[Mosolkap]]), regardless of the number of Id-Thum who actually belong to the houses. Those five leaders are voted for from within the political houses, which most Id-Thun (with the exception of soldiers) must group themselves into. Unlike most democratic governments, however, the house leaders do not serve for a predetermined amount of time. They merely do their job until the houses are no longer satisfied with them. Each house of the five pillars is further divided into countless political groups, but each has the core idea of their pillar at the heart of their arguments. This ensures diversity within one goal, allowing law to constantly expand and change based on the development of culture and circumstance. When the Mosolkap was established at the conclusion of the End Wars it was decided that each prime house was responsible for the laws upholding one major pillar of Id-Thun society, and without those five pillars society would fall. Should too many Id-Thun stray from the beliefs of one pillar, the five officials of the house responsible would still exist to ensure those values were upheld. The five pillars are, roughly translated, Protection of Life (upheld by Kiaga-Mokagé), Protection of Mind (upheld by Razza-Molina), Protection of Assets (upheld by Fro-Mozantha), Protection of Speech (upheld by Jun-Morathu), and Protection of Joy (upheld by Gru-Molyani). One Id-Thun, titled the [[Id-Moltara]], is chosen by the twenty-five members of the five houses to give direction to the Mosolkap, and serves a similar role to that of the president of a democracy. Like the twenty-five house leaders, the Id-Moltara does not serve for a pre-determined period of time. When the majority of the population believes the Id-Moltara is no longer fit for leadership (s)he is immediately relieved of duty by the Id-Thane, protectors of the Id-Thumlidin. No vote for this is necessary, as the Id-Thane are constantly in touch with and monitoring the feelings of the populace through the Sky Mind. ===Races=== Ka-Mar is approximately twice the size of Cradle, giving it a wide variety of enironmental zones. While the capitol state of [[Idle-Kagé]] is by far the most populated land mass on the planet (near 800,000,000 or 40%), the remaining Id-Thum are spread across the planet. With such a small population for a planet the size of Ka-Mar, it is most common for pockets of communities to exist in sizable city-states. This provides a strong network of protection against the powerful native beasts and the wretched life-forms resulting from the End Wars. This also means those communities have evolved in different ways over thousands of years, causing minor differences in appearance and behavior. The world-wide link to the Sky Mind, however, has kept the root of Id-Thum culture at the heart of each race. They are divided into the following: Id-Thumkiba ''(Heat Dwellers)'', Id-Thumkihazo ''(Void Dwellers)'', and Id-Thumkiyori ''(Sun Dwellers)''. The names of each race are based on their location in relation to Ka-Mar's rotation. Ka-Mar rotates with one pole facing their sun at all times, making the standard definitions of "day" and "night" obsolete. Heat Dwellers, should they never move, will spend their entire lives with the sun in the sky circling just above their heads. The closer a Heat Dweller moved towards Idle-Kagé, the sun would circle lower around the horizon and the more Sun Dwellers would be evident. If the Heat Dweller continued past Idle-Kagé (s)he would eventually lose sight of the sun completely as its circling path disappeared beyond the horizon. There live the Void Dwellers, where Id-Thum spend their entire lives without any sun at all (though they do have one of two moons to light the surface at all times). Almost all physical differences between the three races could be mapped on a gradation. For example, the Heat Dwellers have the smallest pupil slits of the Id-Thum and slightly larger brows to protect their eyes from the glaring sun. If a traveller were to travel along a single line of latitude the pupils of the Id-Thun encountered would get bigger, and their brows smaller, until the traveller reached the far side of Ka-Mar and the Void Dwellers living on the darkest part of the planet (where Id-Thun pupils are biggest and their brows smallest). Similiar to many lifeforms with exposed skin, the skin of the Id-Thum is affected by the ultraviolet rays of their sun. As a result their skin color varies depending on its need for protection. The gradient for this trait is quite literal, with the Heat Dwellers having near black skin, Sun Dwellers having neutral grey skin, and the Void Dwellers having pure white skin. Regardless of an Id-Thun's skin, the blue glow emanating from their veins can be seen just as well in a Heat Dweller as a Void Dweller. Heat Dwellers are, in general, very relaxed and sociable. The intense amount of heat those at the least habitable portions of Ka-Mar must endure causes them to seek shade often and move little to reduce the chances of heat stroke. This is not to say they are inactive or lazy, but the lifestyle of a Heat Dweller tends to be much slower paced than that of a Sun Dweller, and certainly more slow paced than a Void Dweller. It is difficult to find a Heat Dweller who is not quick to laugh or smile, and the majority of Id-Thun entertainers held in high esteem are among them. On the opposite end of the spectrum, Void Dwellers are typically high strung and anti-social. While living in near complete darkness for thousands of years has increased their sensitivity to light allowing better night vision than other Id-Thum, it has also bred a small but noticable amount of paranoia in the culture. A Void Dweller would, no doubt, disagree and say it was heightened observational skills. To some degree this is true, there is very little that goes unobserved in the vacinity of an Id-Thunkihazo. Void Dwellers tend to be the most gifted in combat, and they have a much stronger showing in the Id-Thun military than the Sun or Heat Dwellers. The attitude of a Sun Dweller can fall anywhere inbetween their Heat and Void brothers and sisters. Having to deal with neither intense heat nor darkness, there are no environmental factors that noticeably affect their culture. It is easy to see, however, that the majority of Id-Thun culture generates from the Sun Dwellers. Because 40% of the population resides in Idle-Kagé, located on the generally accepted latitude of a true Sun Dweller, this is no surprise. The majority of Id-Thun political leaders, critical thinkers, and embassadors are Sun Dwellers, most likely due to residing at the mid-point of Heat and Void Dweller travels. ===Groups and Communities=== Id-Thun society has many major groups and communities, so it's easiest to first divide the groups by the main states in which they reside. ====Idle-Kagé==== Idle-Kagé is home to the largest Id-Thun communities, which is understandable given its population. The largest and most well known group calls themselves the Lethar-Litara, though outsiders call them the Academics Guild. Each Id-Thun nuclear family is expected to have one member to represent the whole family. It is considered a high honor to be a part of the Academics Guild and typically passes from parent to child once the child has mastered their subject of choice. The Academics Guild is responsible for forming and guiding the curriculum and education of Id-Thum across Ka-Mar. While the largest sect calls Idle-Kagé home, they have headquarters in every major city on the planet. The second most important community in Idle-Kagé is the Din-Litara, or Guild of the Sky Mind. The Guild of the Sky Mind's main purpose is translation of the Sky Mind's records into the languages of other species. It is rare for any Id-Thun who has not decided to dedicate his or her life to linguistics to be a part of the Din-Litara, as it is a source of pride for Id-Thum across Ka-Mar to share their stories with other species. To have translation error is absolutely unacceptable, and to be responsible for the release of a memory with incorrect translation means immediate expulsion from the guild. Every memory released is very carefully proofed, however, so such explusions are rare. When they do occur, it is common for more than one Id-Thun to be expelled as it is difficult to place blame on one when so many are involved in the proofing process. <span style="font-style: italic;">Article is a work in progress.</span> [[Category:Race]] [[Category:Featured]] Summary: Please note that all contributions to the The Future Universe Wiki are considered to be released under the CC-BY-SA Cancel Editing help (opens in new window) Retrieved from "https://thefutureuniverse.fandom.com/wiki/Id-Thun"