Flesh out Pre-Elysium worldbuilding: expanded and rewrote many movement and faction entries (adding social, political, and cultural texture and a new Free Neural Network entry), created several defunct company profiles, and added numerous historical/timeline event files under Pre-Elysium/Timeline/Events. Also refined core guidance and framing: updated AGENTS.md wording, the Aetheria Introduction, Politics (PSC order and on-the-ground effects), Colonizing Sol, and Post-Elysium tech notes (Aetheric Drive). These updates deepen lived experience, clarify institutional dynamics, and provide connective context for later Post-Elysium continuity.
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The world of Aetheria is what remained after capitalism escaped every restraint that once claimed to civilize it. Across late Sol and then in Elysium, life was reorganized into a corporate mosaic where citizenship became contract status, infrastructure became leverage, and even consciousness could be priced, licensed, copied, or denied service.
What makes the setting dangerous is not only spectacle or advanced technology. It is the way institutions, markets, labor systems, military doctrine, media, and spiritual language all lock together. Every faction inherits real pressures from the worlds that produced it. Every promise of liberation creates new dependencies. Every breakthrough in transport, computation, biology, or cognition changes who can rule, who can resist, and what kinds of personhood count.
Use the setting as a history of linked power rather than a pile of isolated lore. Start with Colonizing Sol, follow the Timeline, and trace how corporations, movements, and technologies survive into the Post-Elysium age by changing form without giving up their underlying contradictions.