"Tears From the Compound Eye, Grow a Garden of Our Might"
"Tears From the Compound Eye, Grow a Garden of Our Might"
The history of the Thresher culture is shrouded in mystery, as most attempts to reason with the polity have been in vain. What is known is that the Thresher race originated on Xe'cury II as a hybrid of local species and colonizing Roaches, adapted to comfortably live on the planet. Threshers formed a number of polities on their homeworld, colonizing and partitioning the rest of the system as well as a number of nearby systems in a way similar to the cultures of Old Terra. However, they remained united in their sense of racial superiority to most non-Threshers, with the exceptions of marrites and roaches. The Threshers subjugated many of the Divideans, utilizing their ways of life to further traverse the Divide and beyond.
Upon discovering Gergitorians, the Threshers saw them as a weak strain of humans, and sought to subjugate them as well. By 4200 however, Gergitorians namely among Neopolis, Kyrnomacek, and the Blossoms put up sufficient resistance to Thresher expansion, prompting the unification of all Thresher polities into a self-proclaimed empire, with a capital based in a city unoriginally referred to as "Capital". Today, the Threshers remain a constant threat, with heavy fighting between them and the Neopolian-Kyrnomacek alliance continuing along the southern regions of the Gergosphere, with occasional incursions as far as Seimoria in favorable Divide weather.
Thresher society is largely centered around their inherent perceived superiority over the "tetrapodal menace," and their reverence for the "strong hand" there to guide the nation to prosperity. As soon as young Threshers emerge from their ootheca, they are taught the virtues of their enhanced mobility and the natural way of life to favor what has many legs. The number six is a common motif in Thresher culture, as it is the number of limbs Threshers have. When a Thresher wants to enter a building, they knock on the door six times in rapid succession. When a Thresher is impressed, they may clap six times. Threshers dwell in bunk-like "nests" of up to six individuals, seeking mutual companionship and solidarity in what they have many of. It should not be a surprise that Threshers hold other six-limbed sophonts in almost equal respect, such as roaches and marrites. Other sophonts are socially ostracized in Thresher society and often face extreme prejudice as they squalor in miserable conditions.
Due to their high fecundity, Thresher cities are often extremely crowded and suffer from major overpopulation issues. A male and a female Thresher can produce on average up to 80 offspring over the course of six oothecas. Though a large portion of young typically die from disease or neglect, the sheer volume is enough to cause the Thresher population to increase beyond exponentially with every mating cycle, traditionally referred to as the "boom". This requires an enormous agricultural output for Thresher society to avoid starvation, with entire planets set aside purely to cultivate food for booming urban zones. Despite their best efforts, famine is unfortunately unavoidable in Thresher society, often resulting in civil unrest in many crowded slums.
The central authority that governs the Thresher nation is one that must constantly quell instability from food insecurity, a task that is accomplished by the Thresher Civil Corps (TCC). The TCC is an interstellar civilian and military police force that upholds the law and defuses any tensions that arise, whether through bread and circuses or with brute force. The Chief of the TCC is also the head of state for the entire Thresher nation, who exerts near-absolute control of politics and society through unchecked political power and the TCC's elaborate network of agents across thousands of planets. The Chief traditionally spends exorbitant amounts of wealth on impressive public works and suppression of political opposition to maintain loyalty among the population and the TCC at large. The Chief's succession upon death or retirement falls onto a chosen successor, usually a favored offspring or other blood relative. A Chief who is deemed unsuitable by the TCC's upper echelons may risk being couped by their officers, an anxiety that typically manifests in the Chief replacing critical lieutenants with loyal ones and providing them with a flow of appeasement money.
A matter of grave importance to Thresher society lies in the constant war it has waged with its neighbors. The Threshers favor massed assaults on their enemy with swarms of light vessels packing powerful weaponry. Their doctrine relies on hit and run, or the quality of retreating immediately after striking the enemy. Thresher raiding parties take advantage of the influence cosmic storms from the Divide have on Hyperspace, allowing them to appear unexpectedly and suddenly pull out before the enemy can react. The hazardous conditions of the Divide favor Thresher defenders, greatly hampering any retaliatory incursion into Thresher territory. Outside of the Divide, Threshers often struggle to hold taken territory unless they have successfully decimated any enemy capability to launch a counter-attack. Their tactics favor offense over defense, and while Thresher ground armies tend to greatly outnumber that of their counterparts, the generally unreliable logistics associated with the Divide can quickly turn numbers into a burden. Nations such as Neopolis that border the Threshers do not fear occupation as much as they do sudden attacks that may be difficult to respond to.