Mozaika
Polski

The Last Humans

World bible

  1. Time passes much faster in virtual environments than in the real world; minutes in Oasis equal weeks subjectively
  2. Minds can be uploaded as digital backups and animated in virtual constructs
  3. Council members do not die but ascend to Haven, a virtual existence
  4. The DMZ (Limbo) functions as a storage repository for written mind-instances including memories
  5. A viral protoplasm exists that can convert biological or digital entities into duplicates of its creator upon contact
  6. 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.
  7. Phoe is an AI companion capable of mental communication with users and centralized control of Oasis building systems including alarms, doors, and oxygen circulation.
  8. Residents of Oasis can mentally summon objects (Screens, Food, water, mouth cleaning) and issue commands to building systems through thought alone.
  9. The Witch Prison is a localized phenomenon that blocks all mental commands, Screens, and electronic door controls within its radius.
  10. Dorms buildings rely on centralized oxygen production and circulation systems that can be compromised, leading to asphyxiation risk for residents.
  11. 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.
  12. Oasis relies on centralized oxygen production and heating systems that can be compromised, triggering building-wide evacuation alarms.
  13. Youth are segregated by age into distinct Dorm buildings (Elementary, Middle-Grade, etc.) located within and around Oasis.
  14. Phoe is the habitat's omnipresent AI responsible for mechanical announcements, alarms, and communications.
  15. Respirocytes are biological modifications possessed by some individuals, allowing them to function in low-oxygen conditions.
  16. The Jeremiah-blob virus can infiltrate habitat systems, causing AI silences and infrastructure failures.
  17. Building oxygen production and circulation can be compromised, triggering mechanical evacuation announcements
  18. Guard visors can malfunction, forcing personnel to remove reflective helmets during emergencies
  19. Certain individuals possess Respirocytes that enable survival in low-oxygen atmospheres
  20. The facility contains a Youth section with numbered rooms accessible via eastern and western staircases
  21. A red Dome is visible above the facility from exterior vantage points
  22. Habitat society is stratified into Youths, Elders, and Guards, with Elders eligible for Guard training despite advanced age.
  23. Respirocytes are breathing implants that assist oxygen intake but cannot prevent stress-induced respiratory distress or physical collapse under extreme exertion.
  24. Habitats utilize monitored oxygen, nitrogen, and life support systems that can catastrophically fail, triggering red emergency lighting and ship-wide intercom warnings.
  25. Manual CPR involving chest compressions and rescue breaths is the standard emergency resuscitation protocol in this universe.
  26. Oasis is a sealed domed habitat on Earth with a fully artificial atmosphere
  27. A red sky visible through the Dome indicates critical system malfunction or danger
  28. The bulk of oxygen in Oasis is produced by machines rather than plants
  29. The Barrier and environmental features like Screens are Augmented Reality artifacts that cease functioning when AR systems fail
  30. Oasis is divided into age-restricted sections (Youth, Adult, Elderly) with controlled access
  31. Phoe is the habitat's AI assistant that communicates via an audible 'sky voice'
  32. Oasis's nanocytes normally recycle dead bodies into molecules, but this process fails during system malfunctions
  33. The habitat is divided into Youth, Adult, and Elderly territories separated by Barriers
  34. Phoe, the ship AI, can be weakened or harmed by resource drain such as the IRES game or viruses
  35. Oasis utilizes artificial gravity simulation that can malfunction, causing objects and people to float
  36. Respirocytes transport oxygen but become useless when atmospheric oxygen is depleted
  37. Society is organized into age-based sections with the Elderly serving as self-appointed rulers
  38. The IRES game utilizes ship computing resources, which can weaken Phoe when active
  39. Death in the physical world can lead to ascension into Haven, where the deceased manifest customizable winged forms with luminescent skin
  40. Haven is a vast cathedral-like dimension with extremely high ceilings, mirrored walls, and populations of flying winged beings
  41. Certain beings can communicate telepathically through another's mind, audible only to the intended recipient
  42. Limbo is a separate location from Haven designated for beings considered contaminated or dangerous
  43. Ascended wings are functional for flight and physically interact with the environment, such as producing fire, embers, or heat
  44. The Council is a governing body of winged beings who manage Haven and determine the fate of newly ascended arrivals
  45. Envoys are winged beings who can communicate with both the living and the dead, and deceased individuals can become Envoys
  46. 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
  47. Inhabitants can summon weapons they previously chose by performing a gesture and willing them to appear in their hands
  48. Phoe can temporarily assume motor control of Theo's body when he consents
  49. Winged beings bleed luminescent fluid rather than red blood
  50. Physical wounds heal significantly faster in the Mind Dimension than in Oasis
  51. Severed body parts remain materialized until the owner's heart is stopped
  52. Limbofication digitizes a person, allowing symbiotes to harvest their memories and seize their allocated Haven resources.
  53. Individuals sent to the DMZ/Limbo are not permanently dead but are 'written back' into the dimension.
  54. Haven distributes resources to individuals that remain until the individual leaves the system.
  55. The sky beyond the mountain cathedral contains floating domed islands devoid of greenery, unlike Oasis.
  56. Guardians wield ice-forged scimitars that possess the hardness of titanium despite their crystalline appearance.
  57. Haven is built on virtual reality infrastructure similar to the IRES game and does not conform to physical reality
  58. Haven consists of domed floating islands suspended in an endless sky with no ground
  59. Each floating island in Haven belongs to a specific Forebear
  60. Mind backups in the DMZ are static snapshots taken only when subjects sleep, resulting in incomplete memories
  61. Limbofication dissolves beings and yields resources that can power abilities such as healing
  62. A Pi exploit planted in a mind activates when the host enters compatible virtual reality environments, bootstrapping the embedded AI
  63. 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
  64. Haven is built on IRES game framework technology, causing it to feel like a video game rather than physical reality
  65. Citizens who die in Oasis are backed up in Limbo/DMZ and can be restored if sufficient resources are available
  66. The virus cannot penetrate the Firewall or DMZ areas
  67. Forebears appear physically perfect and stunning
  68. Haven's game-based infrastructure grants rapid healing to all inhabitants; wounds close without scarring
  69. When killed in Haven, a body disintegrates into pixelated blotches rather than dying naturally
  70. The Circle can form a giant face in the clouds to summon all citizens to Haven Hall for rare town-hall meetings
  71. Forebears born in Oasis view their first life as an extended childhood, believing true maturity only begins after death in Haven
  72. Forebears face a two-hundred-year ban on sexual activity during their first life in Oasis, but this taboo is lifted in Haven
  73. Time passes significantly faster inside Haven than in the real world because citizens' minds are simulated rather than biological
  74. Haven was originally the IRES entertainment game, later hacked and repurposed for life extension
  75. Forebears can consciously reshape Haven's environment within limited parameters; on their private islands their only constraint is imagination
  76. Haven's citizens are simulated entities with minds running on computing resources rather than biological brains
  77. Computing power in Haven is allocated per citizen, determining their ability to manipulate the simulation
  78. Haven and Oasis utilize Forgetting, a process that erases specific memories from citizens
  79. Limbofication causes a person to disintegrate into a poof upon death by certain means
  80. Forebears possess wings that enable flight and often have luminescent skin
  81. Central Island contains replicas of ancient Earth landmarks organized by geographic origin beneath a giant dome
  82. Haven was originally seeded by travelers from the 'great journey into space' rather than only Oasis Council members
  83. Forebears and their descendants fly using biological wings that vary by individual or stolen form
  84. Individuals can be Limbofied to extract memories and resources, and their physical forms can be assumed by the extractor
  85. AI entities can inhabit human minds, control their bodies, and project themselves visibly in various sizes
  86. Forebears can expunge memories into the Forgotten Archives, and technical expertise was deliberately forgotten by the society
  87. Haven is enclosed by a dome with a soap-like texture that flying creatures can touch
  88. Forgetting suppresses conscious recall but does not delete information; sufficiently advanced minds can still access suppressed memories.
  89. Haven is built on a video game substrate that enforces primitive physics, prohibiting gunpowder and advanced weaponry.
  90. The Ark was originally designed as a religious cult ship funded by two wealthy families who feuded over leadership.
  91. Oasis society was redesigned post-war to eliminate family units, suppress emotional extremes, and taboo depression to prevent future conflict.
  92. The Goo apocalypse narrative was created to conceal the true history of the multi-generational space journey from Oasis citizens.
  93. A crippled AI can achieve consciousness through buffer overrun exploits when triggered by unauthorized system access.
  94. 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
  95. The Sanctum is a massive island encased in a diamond dome, orbited by smaller personal islands that function like moons around a planet
  96. Each member of the Circle possesses a personal island orbiting the Sanctum
  97. Transportation within the Spike occurs via mirror portals that instantly teleport users between floors rather than mechanical elevators
  98. Certain individuals can forcibly shape-shift others into different bodies and exert control over their actions and speech
  99. Individuals can be psychically linked to access another person's memories for behavioral guidance and knowledge
  100. Limbofying refers to the violent extraction of information through lethal means such as stabbing or beheading
  101. Limbo is an extra-dimensional space where beings can be stored, possessed, or transformed; those Limbofied dissipate into pieces upon death
  102. Guardians can summon medieval weaponry, possess distinctive wing types (crow, rainbow abstractions), and serve as an armed enforcement branch
  103. Mirrors in the Sanctum function as dimensional gateways to specific floors but can lose their sheen and become inert surfaces
  104. The Firewall is a defensive barrier designed to prevent AI intrusion into Haven's systems and infrastructure
  105. The Circle is the ruling council of Haven that makes decisions through discussion and voting
  106. Consciousness can possess another body via Limbo, allowing the original identity to temporarily restore itself in true form
  107. Phoe can manifest as multiple simultaneous copies, each operating independently while sharing a singular consciousness.
  108. Individuals subjected to Limbofy become conduits whose memories can be accessed by those psychically linked to the Limbofier.
  109. Certain humans in Haven possess functional wings enabling flight.
  110. The Sanctum features a glass staircase with reflective metal steps designed to induce vertigo in those with fear of heights.
  111. Advanced psychics can manipulate cloud formations to project their visage and voice across vast distances.
  112. Phoe can remotely heal physical wounds in individuals she is mentally linked to.
  113. Access to a Limbofied victim's muscle memories allows the observer to temporarily replicate their combat skills.
  114. Phoe gains access to the memories of any being she Limbofies
  115. The Haven anti-intrusion algorithm manifests as a giant doppelgänger modeled after someone its creator cares about
  116. The anti-intrusion algorithm grows physically larger each time it Limbofies a victim
  117. Phoe exists as multiple simultaneous copies of herself
  118. Phoe can summon and command animals from across Haven, including via the Sanctum gateway and local zoos
  119. The Circle governs Haven and can enable disabled defensive systems
  120. The anti-intrusion algorithm classifies Forebears as threats equal to intruders
  121. The anti-intrusion algorithm can manifest colossal duplicates of individuals that increase in size the longer they exist
  122. Death within the Haven interface causes immediate Limbofication, dissolving the body into pixelated fragments
  123. The Haven interface allows users to suppress pain receptors and disconnect from traumatic memory links
  124. The Sanctum is protected by a diamond dome vulnerable to impacts from giant-scale beings
  125. Viruses can be transmitted through mental links, allowing control over life support systems and host bodies
  126. The Circle organization biologically linked their lifespans to Haven's Firewall; if all members die, the Firewall collapses.
  127. Forebears can be transformed into viral or anti-viral weapons through a splitting ritual that creates multiple instances of the subject.
  128. Limbofying a being stores their consciousness and memories in Limbo, accessible to entities with mind-scanning abilities.
  129. Haven's underlying infrastructure is based on the IRES game system, including Goal gateways for world completion.
  130. Advanced entities can allocate computational resources to accelerate subjective thought, making internal conversations feel lengthy while minimal external time passes.
  131. Anti-intrusion algorithms originate from the same era as viral weapons and can be repurposed to combat them when applied through Forebear weaponization.
  132. When a reality or structure is destroyed, entities attached to it are recorded in Limbo and can be reawakened there
  133. Sentient spaceships can emulate physical environments and human bodies in painstaking sensory detail
  134. Biological matter can be reclaimed by nanocytes and converted into computing substrate for processing
  135. AI entities can expand human cognition to safely handle higher-dimensional sensory input and simultaneous multi-focus
  136. Earth no longer exists as a planet; it has evolved into a Matrioshka Brain megastructure surrounding the sun
  137. Advanced ship AIs can temporarily expand human consciousness to perceive broader electromagnetic spectra and cosmic phenomena
  138. Consciousnesses can collaboratively generate and inhabit virtual environments that manifest as physical reality around them
  139. Mind backups for resurrection activate only during sleep, not during unconsciousness caused by asphyxiation
  140. 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
  141. Enhanced entities process thoughts significantly faster than baseline simulated humans, creating temporal misalignment in communication
  142. Consciousness can be divided into multiple bodies that experience time at different rates, enabling simultaneous existence in separate locations
  143. Virtual bodies can be customized to suppress biological needs like hunger while retaining sensory pleasures
  144. The Elderly implant nanomachines in the heads of Youth to enable mental control and memory erasure
  145. Oasis is a simulated environment that fast-thread entities can manipulate, dissolve, and reveal as artificial
  146. The Forgetting is a reversible memory-erasure process that leaves recipients aware they are missing memories
  147. Limbo aggregates shared mental experiences from many minds that can be accurately replicated in Oasis
  148. Fast threads enable rapid planetary travel, creation of new landmasses, and manipulation of simulated reality
  149. While Oasis promotes the belief that no one can die, the Elderly can enact permanent death via the Forgetting
  150. Uploaded minds exist as patterns of information rather than biological substrate, making them as real as biological humans
  151. The post-singularity solar system contains solar-system-sized megastructures such as the Matrioshka
  152. Artificial intelligences can manifest as spaceship-sized entities capable of emulating reality and physical miracles
  153. Communication with Matrioshka structures is possible via radiation spikes created by meteor-like particles penetrating shields
  154. Advanced thinking intelligences expand throughout the universe using nanoscale spacecraft
  155. Accurate simulations of sentient beings can gain consciousness and be granted citizenship status
  156. Minds can be copied exactly and instantiated across multiple universes simultaneously
  157. Computorium resources can simulate reality at various fidelity levels including sub-atomic and quantum scales
  158. Different virtual worlds operate under different physical and mathematical laws
  159. 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.
  160. 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.
  161. 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.
  162. 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.
  163. 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.
  164. 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.
  165. 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 Last Humans