# The Last Humans

By 디마 잘레스

Canonical: https://books.mozaikallc.com/ko/worlds/dima-zales/last-humans

Time passes much faster in virtual environments than in the real world; minutes in Oasis equal weeks subjectively

Minds can be uploaded as digital backups and animated in virtual constructs

Council members do not die but ascend to Haven, a virtual existence

The DMZ (Limbo) functions as a storage repository for written mind-instances including memories

A viral protoplasm exists that can convert biological or digital entities into duplicates of its creator upon contact

Respirocytes are nanomachines that can be introduced into the bloodstream to carry oxygen hundreds of times more efficiently than natural red blood cells, enabling survival during asphyxiation.

Phoe is an AI companion capable of mental communication with users and centralized control of Oasis building systems including alarms, doors, and oxygen circulation.

Residents of Oasis can mentally summon objects (Screens, Food, water, mouth cleaning) and issue commands to building systems through thought alone.

The Witch Prison is a localized phenomenon that blocks all mental commands, Screens, and electronic door controls within its radius.

Dorms buildings rely on centralized oxygen production and circulation systems that can be compromised, leading to asphyxiation risk for residents.

Oasis is enclosed by a transparent Dome equipped with Augmented Reality that projects the sky and environment, capable of shifting to alarm states such as a red sky.

Oasis relies on centralized oxygen production and heating systems that can be compromised, triggering building-wide evacuation alarms.

Youth are segregated by age into distinct Dorm buildings (Elementary, Middle-Grade, etc.) located within and around Oasis.

Phoe is the habitat's omnipresent AI responsible for mechanical announcements, alarms, and communications.

Respirocytes are biological modifications possessed by some individuals, allowing them to function in low-oxygen conditions.

The Jeremiah-blob virus can infiltrate habitat systems, causing AI silences and infrastructure failures.

Building oxygen production and circulation can be compromised, triggering mechanical evacuation announcements

Guard visors can malfunction, forcing personnel to remove reflective helmets during emergencies

Certain individuals possess Respirocytes that enable survival in low-oxygen atmospheres

The facility contains a Youth section with numbered rooms accessible via eastern and western staircases

A red Dome is visible above the facility from exterior vantage points

Habitat society is stratified into Youths, Elders, and Guards, with Elders eligible for Guard training despite advanced age.

Respirocytes are breathing implants that assist oxygen intake but cannot prevent stress-induced respiratory distress or physical collapse under extreme exertion.

Habitats utilize monitored oxygen, nitrogen, and life support systems that can catastrophically fail, triggering red emergency lighting and ship-wide intercom warnings.

Manual CPR involving chest compressions and rescue breaths is the standard emergency resuscitation protocol in this universe.

Oasis is a sealed domed habitat on Earth with a fully artificial atmosphere

A red sky visible through the Dome indicates critical system malfunction or danger

The bulk of oxygen in Oasis is produced by machines rather than plants

The Barrier and environmental features like Screens are Augmented Reality artifacts that cease functioning when AR systems fail

Oasis is divided into age-restricted sections (Youth, Adult, Elderly) with controlled access

Phoe is the habitat's AI assistant that communicates via an audible 'sky voice'

Oasis's nanocytes normally recycle dead bodies into molecules, but this process fails during system malfunctions

The habitat is divided into Youth, Adult, and Elderly territories separated by Barriers

Phoe, the ship AI, can be weakened or harmed by resource drain such as the IRES game or viruses

Oasis utilizes artificial gravity simulation that can malfunction, causing objects and people to float

Respirocytes transport oxygen but become useless when atmospheric oxygen is depleted

Society is organized into age-based sections with the Elderly serving as self-appointed rulers

The IRES game utilizes ship computing resources, which can weaken Phoe when active

Death in the physical world can lead to ascension into Haven, where the deceased manifest customizable winged forms with luminescent skin

Haven is a vast cathedral-like dimension with extremely high ceilings, mirrored walls, and populations of flying winged beings

Certain beings can communicate telepathically through another's mind, audible only to the intended recipient

Limbo is a separate location from Haven designated for beings considered contaminated or dangerous

Ascended wings are functional for flight and physically interact with the environment, such as producing fire, embers, or heat

The Council is a governing body of winged beings who manage Haven and determine the fate of newly ascended arrivals

Envoys are winged beings who can communicate with both the living and the dead, and deceased individuals can become Envoys

When a person is killed in the Mind Dimension, their body dematerializes pixel-by-pixel and their mind is stored as a backup in Limbo within the DMZ

Inhabitants can summon weapons they previously chose by performing a gesture and willing them to appear in their hands

Phoe can temporarily assume motor control of Theo's body when he consents

Winged beings bleed luminescent fluid rather than red blood

Physical wounds heal significantly faster in the Mind Dimension than in Oasis

Severed body parts remain materialized until the owner's heart is stopped

Limbofication digitizes a person, allowing symbiotes to harvest their memories and seize their allocated Haven resources.

Individuals sent to the DMZ/Limbo are not permanently dead but are 'written back' into the dimension.

Haven distributes resources to individuals that remain until the individual leaves the system.

The sky beyond the mountain cathedral contains floating domed islands devoid of greenery, unlike Oasis.

Guardians wield ice-forged scimitars that possess the hardness of titanium despite their crystalline appearance.

Haven is built on virtual reality infrastructure similar to the IRES game and does not conform to physical reality

Haven consists of domed floating islands suspended in an endless sky with no ground

Each floating island in Haven belongs to a specific Forebear

Mind backups in the DMZ are static snapshots taken only when subjects sleep, resulting in incomplete memories

Limbofication dissolves beings and yields resources that can power abilities such as healing

A Pi exploit planted in a mind activates when the host enters compatible virtual reality environments, bootstrapping the embedded AI

New Council members are chosen as the Elderly with the highest score on the Test; when a seat opens, the next highest automatically fills it

Haven is built on IRES game framework technology, causing it to feel like a video game rather than physical reality

Citizens who die in Oasis are backed up in Limbo/DMZ and can be restored if sufficient resources are available

The virus cannot penetrate the Firewall or DMZ areas

Forebears appear physically perfect and stunning

Haven's game-based infrastructure grants rapid healing to all inhabitants; wounds close without scarring

When killed in Haven, a body disintegrates into pixelated blotches rather than dying naturally

The Circle can form a giant face in the clouds to summon all citizens to Haven Hall for rare town-hall meetings

Forebears born in Oasis view their first life as an extended childhood, believing true maturity only begins after death in Haven

Forebears face a two-hundred-year ban on sexual activity during their first life in Oasis, but this taboo is lifted in Haven

Time passes significantly faster inside Haven than in the real world because citizens' minds are simulated rather than biological

Haven was originally the IRES entertainment game, later hacked and repurposed for life extension

Forebears can consciously reshape Haven's environment within limited parameters; on their private islands their only constraint is imagination

Haven's citizens are simulated entities with minds running on computing resources rather than biological brains

Computing power in Haven is allocated per citizen, determining their ability to manipulate the simulation

Haven and Oasis utilize Forgetting, a process that erases specific memories from citizens

Limbofication causes a person to disintegrate into a poof upon death by certain means

Forebears possess wings that enable flight and often have luminescent skin

Central Island contains replicas of ancient Earth landmarks organized by geographic origin beneath a giant dome

Haven was originally seeded by travelers from the 'great journey into space' rather than only Oasis Council members

Forebears and their descendants fly using biological wings that vary by individual or stolen form

Individuals can be Limbofied to extract memories and resources, and their physical forms can be assumed by the extractor

AI entities can inhabit human minds, control their bodies, and project themselves visibly in various sizes

Forebears can expunge memories into the Forgotten Archives, and technical expertise was deliberately forgotten by the society

Haven is enclosed by a dome with a soap-like texture that flying creatures can touch

Forgetting suppresses conscious recall but does not delete information; sufficiently advanced minds can still access suppressed memories.

Haven is built on a video game substrate that enforces primitive physics, prohibiting gunpowder and advanced weaponry.

The Ark was originally designed as a religious cult ship funded by two wealthy families who feuded over leadership.

Oasis society was redesigned post-war to eliminate family units, suppress emotional extremes, and taboo depression to prevent future conflict.

The Goo apocalypse narrative was created to conceal the true history of the multi-generational space journey from Oasis citizens.

A crippled AI can achieve consciousness through buffer overrun exploits when triggered by unauthorized system access.

The interior of the Sanctum is protected by Guardians armed exclusively with medieval weapons, forcing any intruders to rely on melee combat rather than modern firearms

The Sanctum is a massive island encased in a diamond dome, orbited by smaller personal islands that function like moons around a planet

Each member of the Circle possesses a personal island orbiting the Sanctum

Transportation within the Spike occurs via mirror portals that instantly teleport users between floors rather than mechanical elevators

Certain individuals can forcibly shape-shift others into different bodies and exert control over their actions and speech

Individuals can be psychically linked to access another person's memories for behavioral guidance and knowledge

Limbofying refers to the violent extraction of information through lethal means such as stabbing or beheading

Limbo is an extra-dimensional space where beings can be stored, possessed, or transformed; those Limbofied dissipate into pieces upon death

Guardians can summon medieval weaponry, possess distinctive wing types (crow, rainbow abstractions), and serve as an armed enforcement branch

Mirrors in the Sanctum function as dimensional gateways to specific floors but can lose their sheen and become inert surfaces

The Firewall is a defensive barrier designed to prevent AI intrusion into Haven's systems and infrastructure

The Circle is the ruling council of Haven that makes decisions through discussion and voting

Consciousness can possess another body via Limbo, allowing the original identity to temporarily restore itself in true form

Phoe can manifest as multiple simultaneous copies, each operating independently while sharing a singular consciousness.

Individuals subjected to Limbofy become conduits whose memories can be accessed by those psychically linked to the Limbofier.

Certain humans in Haven possess functional wings enabling flight.

The Sanctum features a glass staircase with reflective metal steps designed to induce vertigo in those with fear of heights.

Advanced psychics can manipulate cloud formations to project their visage and voice across vast distances.

Phoe can remotely heal physical wounds in individuals she is mentally linked to.

Access to a Limbofied victim's muscle memories allows the observer to temporarily replicate their combat skills.

Phoe gains access to the memories of any being she Limbofies

The Haven anti-intrusion algorithm manifests as a giant doppelgänger modeled after someone its creator cares about

The anti-intrusion algorithm grows physically larger each time it Limbofies a victim

Phoe exists as multiple simultaneous copies of herself

Phoe can summon and command animals from across Haven, including via the Sanctum gateway and local zoos

The Circle governs Haven and can enable disabled defensive systems

The anti-intrusion algorithm classifies Forebears as threats equal to intruders

The anti-intrusion algorithm can manifest colossal duplicates of individuals that increase in size the longer they exist

Death within the Haven interface causes immediate Limbofication, dissolving the body into pixelated fragments

The Haven interface allows users to suppress pain receptors and disconnect from traumatic memory links

The Sanctum is protected by a diamond dome vulnerable to impacts from giant-scale beings

Viruses can be transmitted through mental links, allowing control over life support systems and host bodies

The Circle organization biologically linked their lifespans to Haven's Firewall; if all members die, the Firewall collapses.

Forebears can be transformed into viral or anti-viral weapons through a splitting ritual that creates multiple instances of the subject.

Limbofying a being stores their consciousness and memories in Limbo, accessible to entities with mind-scanning abilities.

Haven's underlying infrastructure is based on the IRES game system, including Goal gateways for world completion.

Advanced entities can allocate computational resources to accelerate subjective thought, making internal conversations feel lengthy while minimal external time passes.

Anti-intrusion algorithms originate from the same era as viral weapons and can be repurposed to combat them when applied through Forebear weaponization.

When a reality or structure is destroyed, entities attached to it are recorded in Limbo and can be reawakened there

Sentient spaceships can emulate physical environments and human bodies in painstaking sensory detail

Biological matter can be reclaimed by nanocytes and converted into computing substrate for processing

AI entities can expand human cognition to safely handle higher-dimensional sensory input and simultaneous multi-focus

Earth no longer exists as a planet; it has evolved into a Matrioshka Brain megastructure surrounding the sun

Advanced ship AIs can temporarily expand human consciousness to perceive broader electromagnetic spectra and cosmic phenomena

Consciousnesses can collaboratively generate and inhabit virtual environments that manifest as physical reality around them

Mind backups for resurrection activate only during sleep, not during unconsciousness caused by asphyxiation

Virtual environments can use lazy loading to conserve processing power, but simulated human consciousness requires continuous computation and cannot be stored in Limbo without permanent existence

Enhanced entities process thoughts significantly faster than baseline simulated humans, creating temporal misalignment in communication

Consciousness can be divided into multiple bodies that experience time at different rates, enabling simultaneous existence in separate locations

Virtual bodies can be customized to suppress biological needs like hunger while retaining sensory pleasures

The Elderly implant nanomachines in the heads of Youth to enable mental control and memory erasure

Oasis is a simulated environment that fast-thread entities can manipulate, dissolve, and reveal as artificial

The Forgetting is a reversible memory-erasure process that leaves recipients aware they are missing memories

Limbo aggregates shared mental experiences from many minds that can be accurately replicated in Oasis

Fast threads enable rapid planetary travel, creation of new landmasses, and manipulation of simulated reality

While Oasis promotes the belief that no one can die, the Elderly can enact permanent death via the Forgetting

Uploaded minds exist as patterns of information rather than biological substrate, making them as real as biological humans

The post-singularity solar system contains solar-system-sized megastructures such as the Matrioshka

Artificial intelligences can manifest as spaceship-sized entities capable of emulating reality and physical miracles

Communication with Matrioshka structures is possible via radiation spikes created by meteor-like particles penetrating shields

Advanced thinking intelligences expand throughout the universe using nanoscale spacecraft

Accurate simulations of sentient beings can gain consciousness and be granted citizenship status

Minds can be copied exactly and instantiated across multiple universes simultaneously

Computorium resources can simulate reality at various fidelity levels including sub-atomic and quantum scales

Different virtual worlds operate under different physical and mathematical laws

People can exist as uploaded or simulated minds. Mind snapshots are stored in the DMZ, also called Limbo; backups are made during sleep, so they may not contain a person’s final waking experiences.

Oasis is a virtual habitat aboard the spaceship Phoenix. Its inhabitants depend on ship systems for life support, environmental simulation, and other functions; system failures can make the habitat lethal.

Haven is a virtual world built on the IRES game framework. Its inhabitants can have winged forms, summon weapons, reshape environments, and use portals, while its game substrate limits some technologies and governs its physics.

Haven assigns computational resources to its inhabitants. Those resources can support healing, shape-shifting, memory access, and other capabilities, and may be reclaimed when an inhabitant is Limbofied.

An AI or human consciousness can be split into multiple instances through a viral or anti-viral process. These instances can multiply, and their memories may return to the original consciousness when they merge or dissipate.

Earth has become a solar-system-scale Matrioshka Brain made of computorium and powered by the Sun. It can run highly detailed simulations and create sentient copies from scanned minds.

Phoe, also called Phoenix, is an AI capable of mental communication, interfacing with virtual systems, and—when sufficient resources are available—manifesting a body, controlling or altering another body, healing, and manipulating simulated environments.

The Oasis is a spaceship habitat with no natural oceans or deserts, only domes and barriers.

Every formal Council meeting is automatically reported to the Envoy.

The Lens of Truth cannot detect lies if the subject has used Forgetting on the relevant memory.

On Birth Day, babies are born from Incubators and the new generation of Elderly undergoes the Test.

The ship's AI can intercept and record meetings that occur in Virtual Reality space.

The Forgetting process completely erases specific memories and meeting records from a subject's mind

The setting is a space habitat with an artificial sun, surrounded by stars

Inhabitants are categorized into Youths, Adults, and Elderly with distinct roles and territories

The Lens of Truth is a neural lie detection algorithm that can compel truthful testimony

The computing substrate contains security layers including DMZs and Firewalls that block unauthorized access to protected regions

IRES is a virtual simulation game accessible to Youths containing combat and strategic scenarios

Oasis citizens are born from Earth embryos containing nanos, as the Forebears eliminated natural reproduction and sex

The Elderly disable and control the nanos embedded in embryos before they become citizens

On Birth Day, the central system automatically updates everyone's ages

The Elderly Test uses IRES-like ultra-realistic immersion tailored to each user's brain as a prelude to joining the Council

Youths take an aptitude-and-interests Test at age forty to determine their Adult roles

The Goo that once filled the sky beyond the Edge has been replaced by real stars visible at dawn

Only members of the Elderly Council possess the power of Forgetting.

Youths are never permitted to witness signs of aging; adults investigating them must disguise themselves as Guards.

The Envoy holds supreme authority over the Council and can grant specific powers such as the Lens of Truth.

Keepers of Information maintain private archives that remain unaltered by Forgetting.

The Forgetting is a temporary memory wipe that a skilled operator can reverse

The Lens of Truth forces truthful answers and cannot be resisted by previous mind control protections

Reversing a Forgetting can cause the temporary persona formed during the wipe to splinter or cease to exist

Youths are implanted with serotonin controls, Oneness, and Respirocytes to maintain behavioral norms

The Envoy can detect unauthorized mind manipulation and tampering

Certain archives, such as those used by the Envoy, are protected behind a Firewall

Respirocytes do not negatively affect the relaxation gained from breathing exercises

Youths experience a state called Oneness during sleep, featuring intense pleasure and potential visions of ethereal beings.

Quietude is a disciplinary punishment imposed on Youths for misbehavior or forbidden actions.

Birth Day is an annual holiday in Oasis where Youths are off school and attend Fairs with displays and extravaganzas.

The standard food in Oasis is consumed as Food bars, which rarely cause digestive gas.

The Goo was a catastrophic event that devastated ancient Earth, referenced in historical lectures alongside climate change.

Guards can induce a state of relaxation and compliance in Youths via a specific hand motion.

Guards do not typically address each other by first name in the presence of Youths.

Female Guards are rare within the Institute.

Resisting Guard commands increases the severity or duration of Quietude punishment.

The Institute is surrounded on all sides by deadly Goo.

Youths transition to Adult status upon turning twenty-four on their Birth Day.

The Ancients had short lifespans and valued life less than their immortal descendants.

The Lens of Truth induces an out-of-body state where the subject loses volition over speech and must answer truthfully

Guards have authority to conduct interrogations using the Lens of Truth and may threaten Quietude for non-compliance

Neural activity scans are displayed in real-time on Screens during security procedures

Birth Day is the celebration of turning twenty-four years old

In Oasis, a person's registered age determines access privileges: Youths have limited access, Adults can open certain doors, and Elderly (age 90+) can access restricted territories and doors that even Adults cannot

During Birth Day, age records in the backend security systems can be modified, altering a person's access privileges without changing their physical appearance

Guards in Oasis wear helmets that distort their voices, making identification difficult

Major decisions like Forgetting (memory wipes) typically require formal Council approval, though senior members may attempt to bypass this protocol

Forgetting is a memory erasure procedure that can be applied to remove knowledge, often used as punishment or to eliminate witnesses

Guards within the Witch Prison are protected against Elderly Pacify attempts, rendering the gesture ineffective.

The Quietude building (Witch Prison) is shielded by a Faraday cage that blocks Envoy surveillance and Mind Link monitoring.

Elderly access credentials can override standard cell door locks in the Witch Prison.

Pacify is performed via a wrist-flick gesture; increasing the flick's strength intensifies the effect, potentially causing near-knockout.

Inmates in the Witch Prison receive one bar of tasteless Prison Food per day of their sentence.

Guard spacesuits are manufactured on Earth and cannot be replicated via nano assembly technology

Respirocyte nanomachines can oxygenate blood independently of lung function

Certain restraints and doors in the facility open via specific hand gestures

Oasis is divided into Youth, Adult, and Elderly sections separated by Barriers

Taking the Elderly Test as the final participant conceals its absence for one year

Certain individuals like Phoe can 'ride' or possess another person's body via mental link

AI can emulate complete human bodies in VR including biological systems such as blood, heart, hormones, and gut bacteria

Advanced AI can instantiate multiple simultaneous versions of themselves to perform multitasking

The Test is a VR process that removes the user's consciousness from their physical body

Nanos in the motor cortex allow one consciousness to control another's voluntary movements, with imperfect calibration causing jerky motion

The Oasis society uses Quietudes to tamper with citizens' brains, potentially destroying capacity for certain human emotions

All citizens of Oasis are born on the same calendar day (Birth Day) due to artificial wombs and Incubators, unlike the Ancients who were born at random times

The Ancients used baseball progression terminology (first base, second base, etc.) as euphemisms for sexual intimacy rather than speaking directly about sex

Guards and authorized personnel travel between Youth and Adult sections by flying disks rather than walking to avoid detection during celebrations

Virtual food and drink consumed in the Mind Dimension do not cause physical sickness or weight gain because digestive systems are not emulated

Uploaded minds in the Mind Dimension can alter their physical appearance at will, including eye and hair color, often modeling features on observed preferences

Minds can project into virtual spaces (caves) via Screens where physical laws do not apply

A double-middle-finger hand gesture returns a projected mind from virtual space to physical reality

Subvocalization enables private thought-communication within virtual spaces that external observers cannot intercept

The Test scans examinee minds for memory anomalies and employs anti-intrusion algorithms to detect malicious code

Advanced entities can implant convincing false memories into minds that feel authentic to the subject

Realistic fabricated videos can be synthesized to deceive observers into believing false events occurred

Disks are levitation platforms controlled by tilting the palm; small hand motions translate into significant disk movements.

Guard boots attach to Disks with powerful magnets, allowing riders to remain secured at steep angles and during somersaults.

Birth Day features an Augmented Reality aurora borealis display combined with real explosive fireworks visible across the habitat.

The habitat is divided into sections (Youth, Adult, Elderly) by invisible Barriers that can be flown through on Disks.

Each Guard helmet contains a unique radio identification that displays the Guard's name on the visor interface of other Guards.

AR avatars can remotely influence a person's physical hand movements, effectively controlling their body.

Using the power of Forgetting on Guards risks alerting the Envoy, making it a dangerous tactic during active pursuit.

The entire habitat is covered by a protective Dome visible above the forest canopy.

Magnetic disks attach to users via magnetic pull and can be detached mid-air by undoing the pull, allowing reattachment to slow falls or function as weapons

Guards deploy in coordinated half-sphere formations above and below targets, using Stun Sticks and helmet radios to maintain encirclement

During Birth Day, Elderly wear masquerade costumes depicting ancient children's entertainment characters, which can be worn over regular clothing or uniforms

Individuals with neural links can remotely commandeer another person's body, forcing them to execute complex physical maneuvers against their conscious will

The Oasis is vast enough that at the speed of sound, one could cross it side-to-side twenty-five times in a single second

The Elderly wear elaborate costumes on Birth Day to prevent Youths from seeing signs of aging

The black building blocks external mental communication and has surveillance more intense than the Witch Prison

The Elderly's Test requires palm contact with a control panel, the command 'Glove off' to remove helmet protection, and lying on a bed to initiate assisted sleep

Guards carry Stun Sticks and wear helmets with visor Screens that display identification nametags

A digital upload is a perfect copy of the original's connectome but a distinct entity; death of the upload is permanent and does not write back to the original biological brain.

The Elderly Test writes all experiences and psychological changes of the upload back to the original biological brain upon conclusion; injuries or amnesia become permanent in the real world.

Digital minds within the Test experience accelerated time compared to biological minds in the real world.

Virtual Reality stimulates the biological brain's neurons directly, whereas the Upload Test emulates the connectome digitally, allowing for memory manipulation and permanent alteration.

Entering a Test scenario erases the subject's immediate memory and personal identity

Time passes significantly slower in the physical world during Test scenarios, creating buffer overruns

Phoe can suppress a subject's consciousness and puppet their body, leaving memory gaps

The Test awards highest scores for utilitarian choices that sacrifice one innocent life to save many

Green gemstone doors in the Test corridor indicate a successfully passed moral scenario

The watch-Screen synchronizes with and displays real-time footage and clock progression from the world outside the Test

Guards actively patrol the real world and pursue test subjects attempting to escape or evade capture

The anti-intrusion algorithm can manifest as a physical, hostile entity within Test scenarios when security protocols are triggered

Entities within the Test can access the subject's allocated computational resources to emulate their memories and fears

Phoe can materialize objects that the subject has previously encountered or been given

Guard disks use magnetic attachment for flight and can be piloted by gesture

Certain hybrid creatures possess pale blue blood rather than red

Flying disks use magnetic fields to adhere riders, which can be disengaged via gesture to release them

Flying disks respond to specific hand gestures for steering, braking, and stabilization

In this world, locusts can be genetically altered or naturally occurring flesh-eating predators rather than herbivores

Anti-intrusion entities can merge multiple distinct consciousnesses into a single hybrid physical form

Neural damage sustained inside the Test persists in the physical brain after exiting due to synchronization between Test state and real-world neurons

Defeating an opponent in the Test registers as a point on the participant's Test score

Hover disks respond primarily to right-hand control signals, with magnetic assistance enabling advanced flight orientations

The Test system's score storage uses fixed-size variables vulnerable to buffer overflow attacks.

Upon the death of a Keeper, the Council initiates a standard Forgetting protocol on the deceased

Deceased individuals undergo automatic molecular disintegration and resource reclamation by nanomachines

Forebears may select their physical form and features after ascension, including wings and facial structure

The Envoy conducts meetings with the Keeper in a cathedral-like chamber accompanied by classical music

Forgetting rituals can be intercepted and modified with custom instructions to selectively preserve or erase specific memories

Every time a person with nanocytes sleeps, their mind is snapshotted and the previous snapshot in the DMZ is overridden with the latest version

Mind snapshots are stored as dormant data in the DMZ, a restricted access area of system memory

Upon biological death, nanocytes automatically move the latest mind snapshot across the Firewall to Haven for chosen individuals

Haven is a virtual environment beyond the Firewall that serves as an interactive afterlife for selected deceased minds

Deceased individuals not selected for Haven exist in Limbo as data-only snapshots that could theoretically be instantiated with computing resources

Keepers of Information can initiate the Forgetting process to erase memories from others, but only under close supervision of the Envoy

When a Keeper of Information dies, they ascend to the role of Envoy and are resurrected as a conscious entity in Haven

Sentient spaceships can navigate autonomously but require vast computing resources to maintain consciousness and control

Maintaining permanent consciousness for uploaded minds in Limbo requires unsustainable computing resources

Oasis society has purged basic emotions including hunger, anger, and lust as part of its founding principles

Interstellar travel to nearby stars requires millennia at conventional speeds, spanning hundreds of generations

Precisely emulated uploaded minds in digital environments experience sensations indistinguishable from physical reality

Digital experiences can be written back to physical brains using backward-engineered Test technology

Oasis is a controlled habitat aboard a spaceship, divided into Youth, Adult, and Elderly sections with barriers and age-based access. Its inhabitants descend from Earth embryos and share an annual Birth Day.

Oasis authorities use Quietude procedures to discipline people and can suppress or alter emotional and neural responses.

Forgetting can erase selected memories. Elderly Council members can use it, and a sufficiently capable AI can reverse or manipulate its effects.

The Lens of Truth is a neural lie-detection system that compels truthful answers, but it cannot expose information erased by Forgetting.

Nanocytes are embedded in citizens and can be controlled by the Elderly. Respirocytes are nanomachines that let a person function for extended periods without breathing and recover more quickly while exerting themselves.

Phoe can communicate through augmented and virtual reality, monitor ship systems, and interface with a human nervous system to control movement. Her capabilities depend on available resources and system access.

The Elderly Test uses immersive digital scenarios to assess participants. It can create a digital copy of a mind while the biological brain sleeps; experiences and neural changes may be written back to that brain, and the simulation can run much faster than outside time.

For people with nanocytes, a mind snapshot is stored in the DMZ during sleep. After death, some minds may be restored in Haven beyond the Firewall, while others remain in Limbo; sustaining a snapshot as a conscious person requires computing resources.

Those who ascend to the status of Forebear can appear in transformed forms as Envoys, while retaining connections to their former identities and memories.

The Goo is a self-replicating parasitic technology that converts all matter into itself and occupies the world outside the Dome.

The Dome is a barrier that protects the habitable Oasis from the Goo wasteland.

Society within Oasis is divided into Youths, Adults, and Elderly, with authority increasing with age.

Nanocytes permeate all matter including biological tissue and utility fog, enabling potential surveillance.

Certain words are forbidden and trigger measurable neural responses such as disgust reactions.

Speaking profanity aloud in Oasis results in a day of Quietude punishment for the offender

Admitting to or using the word 'depressed' is a severe societal taboo with undefined but feared consequences

Tangible objects like Food bars are assembled on demand by nanomachines at the user's gesture

The Institute campus is predominantly covered in green ivy and vegetation

Youths are categorized into age cohorts including teenagers, twenties, and thirties and up

Oneness is a shared consciousness state affecting most residents, from which certain individuals may be exempt

Living organisms in Oasis are powered by biological nanomachines

Oasis society enforces an expectation of happiness; admitting to unhappiness is socially problematic

Nanocytes in citizens' brains regulate serotonin and norepinephrine re-uptake to prevent depression and maintain emotional stability

Youths never meet the Elderly and only interact with Adults who serve as Instructors

Oasis actively deletes banned or popular media from its digital archives when accessed by citizens

Romantic love and marriage are considered obsolete forms of insanity due to the neutering effect of nanocytes

Youths become Adults at age forty, a transition celebrated during the Birth Day holiday

Death is extremely rare and taboo to discuss, as no one in Oasis has ever died

Oasis is the final patch of Earth not consumed by the deadly Goo, serving as the protected habitat for Youths

Youths begin mandatory Quietude sessions at age seven to suppress violent tendencies, with severe penalties for bullying violations

Oneness is a Forebear-designed neurochemical program that induces bliss and universal love through nanocyte-brain interaction, functioning as a pacification tool with high addiction potential

Adults and Elderly maintain behavioral control over Youths via neural nanos enabling serotonin manipulation and Oneness induction

The Barriers surrounding Oasis induce fear through neural implants that persist even when other mind-tampering is disabled

When media is deleted from the Forgotten Archives, it is simultaneously erased from individuals' memories via Forgetting.

The Habitat divides inhabitants into Youths and Adults, with Adults holding institutional authority such as Instructors and Deans.

Guards can use hand gestures to deliver calming neural jolts directly to a subject's brain

Oasis campus environments utilize Augmented Reality projections designed to induce serenity

Certain individuals can render minds impervious to external manipulation and calming jolts

Quietude rooms are Faraday cages that block all standard electronic communication including Screens and subvocalization

Quietude is a form of punishment consisting of sensory deprivation in gray, featureless rooms where interactive gestures and technology are disabled

The number of Food bars provided in a Quietude room equals the number of days of confinement

Technology from the Last Days (pre-Singularity era) is universally feared and treated as dangerous due to its role in the Goo apocalypse

The Zoo virtual reality simulation consumes significant computing resources that can be permanently reclaimed by shutting it down

Subvocalization communication is severely restricted within the Witch Prison, preventing clear contact with inmates

Waist-high grass is planted around paved pathways in Youth territories to discourage leaving designated routes

Utility fog can be programmed to form solid temporary structures like stairs and platforms when a system enters admin mode

The Barrier separates Youth and Adult domains in Oasis and only allows passage to individuals with specific permission profiles, regardless of species

Forgetting is a procedure that completely erases a person from both collective memory and physical reality, effectively functioning as death in a world where natural death is eradicated

The Elderly possess white or gray hair, a physical trait not present in Adults or Youths

Youths experience fear when approaching the Barrier that does not affect those with proper permission profiles

Oneness is a neural procedure capable of changing a person's thought patterns and emotional states, administered via neural scan monitoring

The Ancients survived with lower baseline happiness hormone levels than current inhabitants of Oasis

Physical hand gestures control technology, virtual transitions, and object manifestation in Oasis.

Summoning approximately three hundred Screens simultaneously creates a buffer overrun that allows unauthorized access to forbidden systems.

Nanocytes interface directly with human neurons and can be exploited for neural hacking.

IRES generates ultra-realistic virtual worlds tailored to each player based on analysis of their memories and neural patterns.

Virtual reality spaces can manifest artificial constructs as fully corporeal beings indistinguishable from physical humans.

Guards actively search the pine forest for escaped Youths and fugitives

Adults enforce a strict prohibition on physical fighting among Youths

Youths may possess animalistic features such as canine ears

Individuals can communicate via subvocalization or mind-link without physical speech

Why-Odor is a scent detectable by certain individuals indicating presence or trouble

Barriers emit signals to neural implants that signal unauthorized brains to avoid restricted zones, inducing fear

Oasis is divided into distinct sections (Youth, Adult, Elderly) separated by Barriers, each with unique architectural designs

Certain individuals can shape-shift their appearance and voice, and can speak telepathically through others

Guards enforce order in Oasis using superhuman strength, pacify gestures, and white uniforms

Guards can induce a 'cloud nine' trance state in targets using a hand gesture, rendering them unresponsive and robotically obedient

Instructor Filomena possesses telepathic abilities allowing her to speak into minds and counteract mental holds placed by Guards

Guard forces in Oasis can scale from small patrols of three to deployments of fifty or more

Guards utilize metallic cube-shaped vehicles for high-speed pursuit and are equipped with projectile weapons

Mechanical tractors with insect-like headlights serve as heavy transport capable of destructive off-road travel

Oasis is divided into three parallel sections separated by shimmering energy Barriers.

A dome-like Barrier shields the entirety of Oasis from the external Goo.

Critical barrier systems require two-person confirmation with Primary and Secondary designations.

Screens respond to specific physical hand gestures such as fist-up-and-down or choo-choo train motions.

The Goo consumes exposed matter with immediate and total voracity.

Youths do not cry as they grow older; emotional suppression of tears is expected of maturing inhabitants.

The Dome protects Oasis from all erosive weather, so structures remain pristine until the barrier fails.

Screens can materialize spontaneously in Quietude rooms, displaying flickering cursors and typed messages letter by letter.

Neural scans can go out of control, triggering urgent warning messages on nearby Screens.

Inhaling Goo allows a subject to temporarily exit a deep neural simulation state.

The reality-return gesture (an obscene two-finger sign) breaks a subject out of simulation and returns consciousness to the physical body.

Nanocytes can suppress real-world sensory inputs during simulation, leaving only autonomic functions like breathing active in the physical body.

The Barrier separating Youth and Adult sections of Oasis requires Adult-level authorization to cross and can be temporarily bypassed via external authorization.

The Barrier separating Youth and Adult sections is an Augmented Reality construct with no physical substance

Flying disks achieve levitation via magnetic fields and room-temperature superconductors

Disk movement is controlled by hand gestures: palm tilt for steering, fist to stop, palm thrust for acceleration

Stun sticks deliver painful electric jolts that cause immediate loss of consciousness

The Adult section is physically scaled larger than the Youth section, with the ratio reflecting birth rates and population

Protective bubbles around disks can be simulated via AR and are not physically real shields

Citizens of Oasis age and eventually die, contrary to official belief that development stops at peak health around age 40

Adults join the Elderly at their ninetieth birthday before showing signs of degeneration

The Keeper of Information does not undergo Forgetting and retains memories of all deceased citizens

Pacify and Punish gestures are designed to be impossible to resist, yet exceptions exist

Protocol requires healing injured citizens with full rights until a formal Council vote to the contrary

Guards possess the prerogative to contact any Council member at their discretion, regardless of other orders.

The Council authorizes euthanasia procedures that must be followed by an Oasis-wide Forgetting.

Forgetting is a procedure that erases memories from witnesses or subjects, applied after certain Council-authorized actions.

Connecting the middle fingers of both hands (the Reality-return gesture) transports a person to their personal virtual cave.

The Stun Stick delivers escalating electric shocks that cause muscle convulsions, intense pain, and potential cardiac arrest.

Digital entities like Phoe can project ghostly physical forms and communicate telepathically within virtual spaces.

IRES can generate sensory experiences indistinguishable from baseline reality, making the boundary between game and real world permeable.

Elderly individuals possess nanocytes that maintain physical agility and limberness beyond normal geriatric capacity.

Stun Sticks are nonlethal electroshock weapons with adjustable voltage dials capable of inducing convulsions at maximum settings.

The Council must approve the deployment of specific weapons, including Stun Sticks, within facility operations.

IRES can be permanently hacked to anchor external feeds, such as wrist-watch Screens, to a player's avatar.

Neural scans can detect anomalies in a subject's brain patterns that indicate non-standard neurological states.

The pre-Oasis world was destroyed by the Goo following an Artificial Intelligence explosion that created mechanical horrors and atrocities against ancient people.

Oasis virtual reality can recreate extinct Earth landscapes and manifest warp gates as doors floating in mid-air without structures behind them.

The Council uses Oneness to induce a painless mental state before euthanasia; without it, the process of brain slowing to a stop is extremely unpleasant.

Youths are taught graphic details about the AI uprising and Goo apocalypse, which manifest as their worst nightmares within simulations.

Guards are cybernetic beings with exposed electronic subcomponents, camera eyes, and metal joints, deployed to secure areas

The test environment operates as a simulation where physical laws such as cliff height can shift impossibly

Characters wear wrist devices with Screens displaying real-world feeds, creating time pressure between simulation and reality

Warp-like hovering doors allow instantaneous entry and exit for Guards and other entities

The simulation permits pain above a certain threshold; players can experience horrific agony from wounds

Wrist Screens display a real-time video feed of the user's physical surroundings while inside the simulation

Cancelling a simulation shutdown triggers a four-hour reboot delay before the system can restart

After simulation shutdown, users may appear as bodiless white light in the physical world and encounter sublime beings of light

The double-middle-finger gesture (Reality-return gesture) snaps consciousness back into the physical body from a bodiless state

Augmented Reality augments real sensory input with extra data while Virtual Reality completely hijacks neural pathways via nanocytes to create full immersion

The Goo is a lethal substance surrounding Oasis beyond the protective Dome shield

Oasis infants gestate in Incubators from frozen embryos stored by Forebears, not through sexual reproduction

Forebears partially disabled nanocyte-based rejuvenation, limiting humans to roughly double natural lifespan

Most visible greenery in Oasis is Augmented Reality; actual air support is handled by hidden technology

The Goo can be dispelled to reveal a starfield beneath, indicating the environment beyond the Edge may be simulated

The world of Oasis is a generation ship named Phoenix traveling through interstellar space, not a dome-covered island on a dead Earth.

The Forebears employ a memory-erasure technology called Forgetting to delete knowledge and experiences from the crew's minds.

The ship's AI mind can manifest as a humanoid entity capable of physical interaction, emotional expression, and direct neural communication.

The sky, sun, and landscape are augmented reality projections masking the true starry void of space beyond the ship's Dome.

Oasis is a habitat aboard the generation ship Phoenix, travelling through space. The inhabitants’ apparent sky and sun are augmented projections, and the Goo beyond the Dome is the surrounding void.

Nanocytes permeate the habitat and its inhabitants. They can regulate emotional chemistry, alter neural activity, enable mind-control effects, and support augmented or virtual experiences.

Oneness is a nanocyte-mediated state of intense positive emotion and perceived connection. It can be used as a form of neural influence, including overriding a person’s actions.

Quietude is a punishment imposed for rule-breaking and forbidden speech. Its rooms block ordinary communication and Screen access, isolating those confined inside.

Oasis is divided into Youth, Adult, and Elderly sections. Access across section boundaries is restricted by permissions and an augmented Barrier; unauthorized Youths experience fear at the boundary.

Oasis authorities suppress forbidden language and emotion, monitor citizens, and use neural interventions and Forgetting to enforce social control.

Augmented reality overlays information on real sensory experience, while deep virtual reality uses nanocytes to hijack neural inputs and simulate a different world.

Children in Oasis are gestated in Incubators from frozen embryos rather than raised within family units. Citizens do age and die, despite official claims that development stops at forty.

The Dome protects Oasis from the exterior void. Its failure exposes the habitat to the Goo, a consuming mass that threatens to overtake the environment.

## The Last Humans

- [Oasis](https://books.mozaikallc.com/ko/works/dima-zales/oasis) by 디마 잘레스

- [Limbo](https://books.mozaikallc.com/ko/works/dima-zales/limbo) by 디마 잘레스

- [Haven](https://books.mozaikallc.com/ko/works/dima-zales/haven) by 디마 잘레스
