ADDENDUM

APPENDIX I. SPACETIME & FTL

Excerpt from the Entropic Principia (Revised)

… necessary to outline a brief overview of the fundamentals. Let this serve as a primer and quick reference guide for later, more serious studies.


FTL travel is the defining technology of our modern era. Without it, expansion beyond the Solar System would be impossible, barring centuries-long trips on generational ships or automated seed ships that would grow colonists in situ upon arrival. Even the most powerful fusion drives lack the delta-v to jet between the stars as we do now.

Although long theorized, superluminal travel did not become a practical reality until Ilya Markov codified the unified field theory (UFT) in 2107. Empirical confirmation followed soon afterward, and the first working prototype of an FTL drive was constructed in 2114.

Markov’s brilliance was in recognizing the fluidic nature of spacetime and demonstrating the existence of the different luminal realms, as outlined in the earlier, purely theoretical work of Froning, Meholic, and Gauthier around the turn of the twenty-first century. Prior to that, thinking was constrained by the limitations of general relativity.

Per Einstein’s formulations for special relativity (coupled with Lorentz transformations), no particle with real mass can accelerate to the speed of light. Not only would that require an infinite amount of energy, doing so would break causality, and as later, practical demonstrations have shown, the universe does not break causality on a non-quantum scale.

However, nothing in special relativity prevents a massless particle from always traveling the speed of light (i.e., a photon), nor from always traveling faster than light (i.e., a tachyon). And that is exactly what the math shows. By combining several of the equations of special relativity, the underlying relativistic symmetry between subluminal, luminal, and superluminal particles becomes clear. With regard to the superluminal, substituting relativistic mass for proper mass allows superluminal mass and energy to become definable, non-imaginary properties.

This provides us with our current model of physical space (fig. 1):

Figure 1: Positive energy vs. velocity

Here the v=c asymptote vertical represents the fluidic spacetime membrane (which has a negligible but non-zero thickness).

By examining this graph, a number of things will become immediately and intuitively clear. First, that just as a subluminal particle can never reach the speed of light c, neither can a superluminal particle. In normal, STL space, expending energy (e.g., shooting propellent out the back of your spaceship) can move you closer to the speed of light. So too in FTL space. However, in FTL space, the speed of light is the slowest possible speed, not the fastest, and you can never quite slow down to it, not as long as you possess mass.

Since increasing speed moves you away from c in FTL, there is no upper limit to tachyonic speeds, although there are practical limits, given the minimal level of energy needed to maintain particle integrity (remember, less energy = more speed in superluminal space). And while rest mass in subluminal space is real, positive, and increases due to special relativity as v approaches c; in luminal space, rest mass is zero and v always = c; and in superluminal space, rest mass is imaginary at v=c, but becomes real, positive, and decreases when moving faster than c.

An implication of this is the reversal of time dilation effects with regard to acceleration. In both STL and FTL, as one approaches c, one ages slower with regard to the larger universe. That is, the universe will age far faster than a spaceship barreling along at 99% of c. However, in FTL, approaching c means slowing down. If, instead, one speeds up, traveling at ever higher multiples of c, you would age faster and faster compared to the rest of the universe. This, of course, would be a major disadvantage of FTL travel if ships weren’t encased in a Markov Bubble when superluminal (more on this later).

As one can see in the graph, it is possible to have a velocity of 0 in subluminal space. What does this mean when motion is relative? That you are at rest with regard to whatever reference point you choose, whether that be an outside observer or the destination you wish to travel to. A velocity of 0 in subluminal space translates to around 1.7c in superluminal space. Fast, but still slower than the velocities of many FTL particles. Indeed, even low-end Markov Drives are capable of 51.1c. Nevertheless, if you need to reach a destination as quickly as possible, it can be worth the delta-v to bring your spaceship to a complete stop with regard to your destination before transitioning to FTL in order to get that extra 1.7c of velocity.

Were it possible to directly convert subluminal mass into superluminal mass, without a Markov Bubble, 1.7c would be the highest possible speed achievable, as there is no practical way to further accelerate the mass (i.e. further reduce the energy state of said mass) aside from chilling it. One can’t suck propellent into your tanks, for example. This would be the second major disadvantage of FTL travel, again, if not for the use of a Markov Bubble.

The third disadvantage would be the fact that matter in superluminal space behaves radically differently than in subluminal space, to the point where life as we know it would be impossible to sustain. This, again, is circumvented via a Markov Bubble.

The three different continua—the subluminal, the luminal, and superluminal—coexist within the same time and space, overlapping at every point in the universe. The luminal exists in a fluidic membrane that separates the subluminal from the superluminal, acting as an interference medium between them. The membrane is semi-permeable, and has a definite surface on both sides, upon which all EM forces exist.

The membrane itself, and thus the entirety of three-dimensional space, is made up of Transluminal Energy Quanta (TEQs), which are, quite simply, the most fundamental building block of reality. A quantized entity, TEQs possess Planck length of 1, Planck energy of 1, and a mass of 0. Their movements and interactions give rise to every other particle and field.

Figure 2: Simplified diagram of spacetime

Taken as a whole, TEQs—and spacetime itself—behave in a quasi-fluidic way. Like a fluid, the luminal membrane exhibits:

Pressure

Density and compressibility

Viscoelasticity

Surface and surface tension

We will examine each of these in detail later, but for now, it’s worth noting that viscoelasticity is the property that gives rise to gravity and inertia and is what allows for all relative motion. As mass accumulates, it begins to displace the spacetime membrane, which thins beneath the object. This is gravity. Likewise, the membrane resists change, which means it takes time to displace when force is applied. (The viscousness of spacetime results in friction between boundary layers, which is the reason for the Lense–Thirring effect, aka: frame-dragging).

Since subluminal and superluminal space are physically separated by the spacetime membrane, STL mass and FTL mass can occupy the same coordinate points simultaneously, although this arrangement would be short-lived as (a) all matter in superluminal space moves at some speed faster than c, and (b) the shared membrane means that the spacetime displacement from mass, which is to say gravity, has an equal and opposite effect on the opposing realm.

An example to illustrate: in STL space, a planet will press down upon the fabric of spacetime to create the sort of gravity well we are all familiar with. At the same time, that depression will manifest in FTL space as a gravity “hill”—an equal and opposite prominence in the spacetime fabric. And the reverse is also true.

This has a number of consequences. First of which is that mass in one realm of space has a repulsive effect in the other. Stars, planets, and other STL gravitational bodies no longer act as attractors when one transitions to FTL. Quite the opposite.

The same is true of mass in superluminal space. However, since FTL contains a lower net energy density (a natural side effect of tachyons possessing a base speed of >c), and given the radically different laws and particles that exist in FTL, what happens is that the gravity hills produced by the denser, subluminal matter scatter the tachyonic mass, forcing it out and away. As confirmed by Oelert (2122), the majority of our local superluminal matter exists in a vast halo surrounding the Milky Way. This halo provides positive pressure on the Milky Way, which helps keep the galaxy from flying apart.

The gravitational effects of superluminal mass on our own subluminal realm were long a mystery. Early attempts to explain them resulted in the now-obsolete theories of “dark matter” and “dark energy.” These days, we know that the concentrations of superluminal mass between the galaxies are responsible for the ongoing expansion of the universe, and that they also affect the shape and movement of the galaxies themselves.

Whether or not tachyonic matter coalesces into the superluminal equivalent of stars and planets remains an open question. The math says yes, but so far, observational confirmation has proven elusive. The rim of the galaxy is too far away for even the fastest drones to reach, and our current generation of FTL sensors aren’t sensitive enough to pick out individual gravitational bodies at that distance. No doubt that will change in time and we will eventually be able to learn far more about the nature of superluminal matter.

Another consequence of the well/hill caused by mass-induced spacetime displacement is the effect commonly known as the Markov Limit. Before that can be explained, it will be helpful to conduct a quick review of how FTL travel and communication actually work.

In order to have unlabored transition from subluminal to superluminal space, it is necessary to directly manipulate the underlying spacetime membrane. This is done via a specially conditioned EM field that couples with the membrane (or rather, with the constituent TEQs).

In gauge theory, ordinary EM fields can be described as abelian. That is, the nature of the field differs from whatever generates it. This is true not only of EM radiation but also electron/proton attraction, and also repulsion within atoms and molecules. Nonabelian fields would be those such as the strong and weak nuclear forces. They are structurally more complicated and, as a result, display higher levels of internal symmetry.

The other, more relevant, nonabelian fields are those associated with the surface tension, viscoelasticity, and internal coherence of the spacetime membrane. These arise from the internal motions and interactions of the TEQs, the details of which far exceed the scope of this section.

In any case, it has proven possible to convert ordinary EM radiation from abelian to nonabelian by modulating the polarization of the wave energy emitted from antennas or apertures, or by tuning the frequencies of alternating current to the toroidal geometries through which the currents are driven (this is the method used by a Markov Drive). Doing so results in EM radiation with an underlying field of SU(2) symmetry and nonabelian form, as described in Maxwell’s expanded equations. This couples in an orthogonal direction with the spacetime fields via a shared quantity: the “A vector potential.” (Orthogonal, as tardyons and tachyons exhibit opposite motion directions along their packet lengths, and the conditioned EM field is interacting with both the subluminal and superluminal surfaces of spacetime.) This has often been described as traveling in a straight line along a right angle.

Once the EM field is coupled with the spacetime fabric, it becomes possible to manipulate the density of the medium. By injecting an appropriate amount of energy, spacetime itself can be made increasingly thin and permeable. So much so that at a certain point the energy density of subluminal space causes the affected area to pop into superluminal space, like a high-pressure bubble expanding/rising into an area of lower pressure.

As long as the conditioned EM field is maintained, the encompassed subluminal space can be kept suspended within superluminal space.

From the point of view of an STL observer, everything within the bubble has vanished and can only be detected by its gravitational “hill” from the other side of the spacetime membrane.

From inside the bubble, an observer will see themselves surrounded by a perfect, spherical mirror where the surface of the bubble interfaces with the outer FTL space.

From the point of view of an FTL observer, a perfectly spherical, perfectly reflective bubble will have just popped into existence in superluminal space.

Mass and momentum remain conserved throughout. Your original heading will be the same in FTL as in STL, and your original speed will be converted to the superluminal energy-equivalent.

Once the EM field is discontinued, the bubble will vanish, and everything inside will drop back into subluminal space (a process no doubt familiar to many of you). Often this is accompanied by a bright flash and a burst of thermal energy as the light and heat that built up inside the bubble during the trip are released.

A few points on the specific features of Markov Bubbles are worth mentioning:

Since the surface of the bubble acts as a perfect mirror, it is nearly impossible to shed waste heat from a spaceship during an FTL flight. This is why it becomes necessary to put crews and passengers into cryo prior to the trip.

Given that, it is impractical to run a fusion drive while in FTL. Thus, Markov Drives—which require a not-inconsiderable amount of power to generate and maintain a conditioned EM field of sufficient strength—rely upon stored antimatter to produce said power. This is more efficient and results in the least amount of waste heat.

Although a Markov Drive and the spaceship around it contain a large amount of compressed energy by FTL standards, the only energy that superluminal space sees is that which appears via the surface of the bubble. Thus, the more efficient a Markov Drive (i.e., the less energy it uses to generate the conditioned EM field) the faster you can travel.

Were one unfortunate enough to collide with a chunk of FTL mass, this would result in immediate disruption of the Markov Bubble and immediate return to STL space, with possible catastrophic consequences, depending on one’s location.

The less energy you use to generate a Markov Bubble, the increasingly delicate the bubble becomes. Large gravitational hills, such as those around stars and planets, are more than strong enough to disrupt the bubble and dump you back into normal, subluminal space. This is what is known as the Markov Limit. With adequate computational powers, the limit can be lowered, but it cannot be removed entirely. Currently, Markov Drives cannot be activated in a gravitational field stronger than 1/100,000 g. This is why, in Sol, spaceships have to fly out to a distance equivalent to the radius of Jupiter’s orbit before they are able to go FTL (although if you’re actually near Jupiter, you’ll have to fly out even farther still).

As annoying as the Markov Limit is—no one likes having to sit through several more days of travel after weeks or months in cryo—it has actually proven to be a good thing. Because of it, no one can drop an FTL asteroid directly onto a city, or worse. Were there no Markov Limit, every spaceship would be far more of a potential threat than they already are and defense against surprise attacks would be basically impossible.

We are also fortunate that the viscoelasticity of spacetime precludes superpositional bombs. If a ship in FTL space flies over a mass in STL space that produces less than 1/100,000 g, and the ship returns to subluminal space at that precise moment, the ship and the mass will push each other apart with equal force, preventing either object from intersecting. If they did intersect, the resulting explosion would be on par with an antimatter detonation.

Once a spaceship has entered superluminal space, straight-line flight is usually the most practical choice. However, a limited amount of maneuverability is possible by carefully increasing the energy density on one side or another of the bubble. This will cause that side of the spaceship to slow, and thus the vessel as a whole to turn. But it is a gradual process and only suitable for small course corrections over long distances. Otherwise you risk destabilizing the bubble. For more substantial changes, it is better to drop back into subluminal space, reorient, and try again.

Any changes in heading that occur in FTL will be reflected upon returning to STL. Likewise any changes to total momentum/speed, with the degree of change being inversely proportional.

Technically it is possible for two ships in FTL to dock, but the practical difficulties of matching exact velocities, as well as the mathematics of merging Markov Bubbles, means that while it has been done with drones, no one—to our knowledge—has been crazy enough to try it with crewed ships.

Although a ship within a Markov Bubble can never directly observe its FTL surroundings, some level of sensory information is possible. By pulsing the bubble at the appropriate frequencies, FTL particles can be created on the outer surface of the membrane, and these can be used both as a form of radar as well as a signaling mechanism. With careful measurement, we can detect the return of the particles when they impinge upon the bubble, and this allows us to interact with superluminal space, albeit in a crude manner.

This is the same method by which FTL comms and sensors work. Both may be used far closer to a star or planet than one can maintain a Markov Bubble, but as with the bubble, there is a point at which the associated gravity hills become too steep for all but the slowest, most energetic FTL signals to climb.

Due to the protection of the bubble, a ship retains the inertial frame of reference it had prior to FTL, which means it does not experience the extreme time dilation that an exposed superluminal particle would. Nor does it experience any relativistic effects at all (the twins of the famous twin paradox will age at the same rate if one of them takes an FTL flight from Sol to Alpha Centauri and back).

This, of course, leads us to the question of causality.

Why, one might ask, doesn’t FTL travel allow for time travel, as all the equations for special relativity seem to indicate? The answer is that it doesn’t, and we know this because … it doesn’t.

Although that may seem facetious, the truth is that the debate remained unsettled until Robinson and the crew of the Daedalus made the first FTL flights. It took empirical experimentation to answer the question of time travel for certain, and it was only after the fact that the supporting math and physics were fully developed.

What was found was this: no matter how fast a superluminal voyage—no matter how many multiples of c your spaceship travels—you will never be able to return to your origin point before you left. Nor for that matter can you use FTL signals to send information into the past. Some amount of time will always elapse between departure and return.

How is this possible? If one is at all familiar with light cones and Lorentz transformations, it should be blindingly obvious that exceeding the speed of light results in being able to visit the past and kill your own grandfather (or something equally absurd).

Yet we cannot.

The key to understanding this lies in the fact that all three luminal realms belong to the same universe. Despite their seeming separation (as it appears from our normal, subluminal point of view), the three are part of a larger, cohesive whole. And while local violations of physical laws may appear to occur in certain circumstances, on a global scale, those laws are upheld. Conservation of energy and momentum, for example, are always maintained across the three luminal realms.

Adding to that, there is a certain amount of crossover. Gravitational distortions on one side of the luminal barrier will have a mirrored effect on the other. Thus, an object moving in subluminal space will leave an STL gravitational distortion in the equivalent FTL space. Waves from the distortion will propagate outward at c no matter what, but the movement of the gravitational center will be less than c. And the reverse is true for a superluminal gravitational mass, which would leave an FTL track of spacetime ripples through normal, subluminal space. (Of course, no such FTL tracks were detected prior to the invention of the Markov Drive, but that was a result of—in most cases—their extreme weakness and the distance of most superluminal matter from the main body of the Milky Way.)

Note: it’s important to remember that just as anything moving faster than c in subluminal space could theoretically be used to arrange a causality violation, so too could anything moving slower than c in superluminal space. In FTL, c is the minimum speed of information. Above that, relativity and non-simultaneity are maintained, no matter how fast you might be going.

Even without the existence of a Markov Drive, we now have a situation where natural phenomena seem to be violating the light-speed barrier on both sides of the spacetime membrane, but again, without inducing any causality violations.

The question returns: Why is that?

The answer is twofold.

One: no particle of real mass ever breaks the light-speed barrier in either the sub- or superluminal realm. If one did, we would see all of the paradoxes and causality violations predicted by traditional physics.

Two: just as TEQs form the basis for every subluminal particle, they also form the basis for every superluminal particle. As their name implies, TEQs are capable of existing in all three realms at once, and they are capable of moving as slow as the slowest STL particle and as fast as the fastest FTL particle—which is very fast indeed, limited only by the lower boundary of energy needed to maintain particle coherence, and even then, TEQs can move faster still given their Planck energy of 1.

Thus, with the discovery of TEQs, we have an object that is capable of conveying information far faster than the speed of light. Normally this only occurs in the superluminal realm, but any TEQ is capable of such speeds, and they often transfer from sub- to superluminal velocities as their position within the spacetime membrane changes. These changes are responsible for much of the quantum weirdness seen at small scales.

The light cone, as it were, of an observer using TEQs for informational gathering would be far, far wider than if they were only using photons (wider, but not complete; TEQs have a finite velocity). The wider light cone—or TEQ cone—expands the total set of events that can be regarded as simultaneous. Although non-simultaneity and relativity are maintained throughout all three luminal realms (when considered as a whole), the immense velocity of TEQs reduces the events that can be considered non-simultaneous to a far smaller number, and those that are lie outside the fastest speed of an FTL particle. And while, in theory, the universe remains fundamentally relative, in practice, the vast majority of events may be regarded as ordered and causal.

This means that when a ship goes FTL, it cannot induce any causality violations within superluminal space, as the Markov Bubble is a superluminal particle/object and behaves as such. And when a ship drops back to STL, no causality violations occur because travel times are always slower than the top speed of the TEQs (i.e., the speed of information).

Where a paradox would have occurred in subluminal space, events are found to have proceeded in a causal relationship, one after another, without any contradiction. From a distance, it may appear that one can send a piece of information back to its origin point before it was transmitted, but appears is the word to keep in mind. In actuality, no such thing is possible. If one tries, the return transmission will never arrive any sooner than one unit of TEQ Planck time (where TEQ Planck time is defined as the length of time for a TEQ at maximal speed to traverse one unit of Planck length).

As a result, whenever one sees the possibility for a causality violation in subluminal space, one is, in essence, seeing a mirage. And whenever one tries to exploit said possibility, one will fail.

This renders a large number of observations in our subluminal universe illusionary. Prior to the invention of the Markov Drive (or failing that, detection of FTL gravitational signals), none of this mattered. Relativity was maintained throughout because FTL travel and communications weren’t possible. Nor could we accelerate a spaceship to high enough relativistic speeds to really begin to investigate the issue. Only now, with access to both the sub- and superluminal realms, has the truth become clear.

As the light signatures of our modern-day FTL trips begin to reach the nearby stars, an observer positioned there with a powerful enough telescope would see a confusing series of images as ships and signals pop out of nowhere, seemingly out of order. However, by observing TEQs instead of photons, the true order of events may be established (or by physically traveling to the sources of the images).

The exact mechanism that prevents causality violations in STL space is the top velocity of the TEQs. As long as that isn’t broken (and no known mechanism would allow for this), FTL will never allow for time travel into the past. And for that we should be grateful. A non-causal universe would be sheer chaos.


With our overview finished, we will now examine the theoretical possibility of using conditioned EM fields to reduce inertial effects and to lessen or increase perceived gravity. Although as yet impractical with our current levels of antimatter production, in the future, this could be a means of—

APPENDIX II. SHIP-BASED COMBAT IN SPACE

Transcribed from Professor Chung’s Lecture at the UMC Naval Academy, Earth (2242)

Good afternoon, cadets. Be seated.

Over the next six weeks, you’ll receive the finest education the UMC can muster on the means and methods of ship-based combat. Fighting in space isn’t twice as hard as fighting in air or water. It isn’t three or four times as hard. It’s an entire order of magnitude more difficult.

Zero-g is a non-intuitive environment for the human brain. Even if you grew up on a ship or station, as some of you have, there are aspects of inertial maneuvering you will not understand without proper instruction. And no matter how sharp you might be when it comes to good old slower than light, FTL throws those rules out the airlock and stomps on them until they’re a bloody mess.

The maneuvering capabilities of your vessel and those you fight alongside will determine where you can fight, who you can fight, and—if needed—the requirements of retreat. Space, as has often been stated, is not only large, it’s larger than you can imagine. If you can’t close the distance between you and your target, they are invulnerable to your fire. This is why it is often advantageous to drop out of FTL with a high degree of relative motion. But not always. Circumstances vary, and as officers, you will be called upon to make those sorts of judgment calls.

You will learn the capabilities and the limitations of our fusion drives. You will learn why—despite what you may have seen in games or movies—the concept of personal combat space vessels is not only outdated, it never was a thing. A drone or missile is not only cheaper, it is far more effective. Machines can withstand far more g’s than any human. Yes, on occasion you get a radicalized miner or a local cartel member who uses a smaller spaceship for piracy or the like, but when confronted with a proper warship such as our new cruisers or battleships, they always lose.

When you do engage the enemy, combat will be a strategic interplay between the different systems of your ships. A chess game, where the goal is to inflict enough damage on the hostiles to disable or destroy them before they do the same to you.

Every weapon system we use has different advantages and disadvantages. Missiles are best for short- to medium-range attacks, but they’re too slow and carry too little fuel for longer-range engagements. And once you fire them, they’re gone. Point-defense lasers can stop incoming missiles, but only a certain number and only until the laser overheats. Casaba-Howitzers are also short- to medium-range weapons, but unlike missiles, lasers can’t stop them once they’re fired. In fact, nothing short of a solid wall of lead and tungsten ten or twenty meters thick is going to stop the radiation beam from a Casaba-Howitzer. The downside is their mass; you can only carry so many Casaba-Howitzers in your ship magazine. Also, at long range, the beam from a howitzer will widen, leaving it about as powerful as a wet fart in a blizzard. Medium to long range, you rely on your keel laser. But again, you have to worry about overheating, and your enemy can counter with chalk and chaff to disperse the incoming pulse. Mass drivers and nuke-powered penetrators can be used at any distance, as kinetic weapons have effectively infinite range in space, but they’re really only practical in close-range engagements where the enemy doesn’t have time to evade or long, long-range attacks where the enemy doesn’t know you’re shooting at them.

No matter which weapon or weapons you choose to employ, you will have to balance their use with your ship’s maximum thermal load. Do you fire your keel laser one more time or do you execute another evasion burn? Do you risk extending your radiators during a firefight in order to shed a few extra BTUs? How long can you risk cooling down before jumping to FTL if the enemy is chasing you?

Ship-to-surface combat has different requirements than ship-to-ship. Stationary installations such as orbital defense platforms, hab-rings, and converted asteroids all require unique strategies. If you choose to board an enemy vessel, how best to protect your troops as well as your own ship?

Along with physical combat, you will have to contend with electronic warfare. The hostiles will be trying to subvert your computer systems and turn them against you. Jamming may not protect you, as the hostiles could use a line-of-sight beam to initiate a system handshake.

All these things and more must be taken into account when engaging in space combat. The environment wants to kill you. The hostiles want to kill you. And your own instincts and lack of knowledge will kill you—and everyone around you—if you don’t master these fundamentals.

Now, some of you are thinking, “Won’t the ship mind or our pseudo-intelligences handle most of these things?” The answer is yes, they will. But not all the time. A ship mind doesn’t have hands. What they can move or fix is limited, and that goes double for pseudo-intelligences. In an emergency, some things can only be done by a human. And there have been numerous cases where the ship mind or the ship’s computer system has been disabled by enemy action. When that happens, these decisions will fall to you, the next generation of UMCN officers.

The next six weeks will be some of the hardest six weeks of your lives. That’s by design. The UMC doesn’t want anyone who is unqualified to step onto a spaceship where they can endanger not only their own lives but the lives of their fellow crew. Better that you wash out now and go back to being swabbies who only have to worry about keeping their boots polished and their jaws off the deck. If you don’t think you can handle this sort of responsibility, get up and leave. The door’s right there, and no one, not me, not your superiors, and not the UMC will think any less of you for walking out now.… No? Alright then. Over the next month and a half, my staff and I are going to put you through the wringer. You will wish you gave up. But if you do the hours, work hard, and learn from the mistakes of those who paid for their knowledge with blood and lives, then you have a good chance of wearing your officers’ pips—wearing them and doing justice to them.

So study hard, and at the end of this program, I expect each and every one of you to impress me with your knowledge of space-based combat.

That will be all. Dismissed.

APPENDIX III. TERMINOLOGY

“May your path always lead to knowledge.”

“Knowledge to freedom.”

—ENTROPIC LITANY

“Eat the path.”

—INARË

A

ABYSSAL CONCLAVE: sycophantic congress of Wranaui co-forms that resides upon the Plaintive Verge within the oceans of Pelagius.

ACUWAKE: see StimWare.

ADRASTEIA: moon in orbit around the gas giant Zeus in the Sigma Draconis system. In mythology, a nymph who cared for the infant Zeus in secret. Meaning inescapable in Greek.

AIGOO: Korean exclamation used to express many emotions including pity, disgust, frustration, mild discomfort, or surprise. Akin to a verbal sigh.

AISH: Korean interjection expressing frustration or discontent.

AJUMMA: Korean term for any middle-aged or older woman, or a married woman, even if young. Ajummas are often stereotyped as intense and overbearing.

ANTIMATTER FARM: large numbers of satellites placed in close orbit around a star. Solar panels convert sunlight into electricity, which is used to generate antimatter. The process is hideously inefficient but necessary, as antimatter is the preferred fuel for Markov Drives.

ARCH ARITHMETIST: see Pontifex Digitalis.

ARMS: semi-autonomous political and sociogenetic organizations in Wranaui society. Each Arm acts as it sees fit, but impulses may be overridden by governing form. (See also Tfeir.)

ARROSITO AHUMADO: dessert common to San Amaro. Rice pudding flavored with caramel made by boiling dark sugar and filtering the syrup through the ashes of herbs.

ASPECT OF THE VOID: Wranaui viewscreen; traditionally an image generated within an orb of suspended water.

B

BATTLESHIP: largest standard ship class in the UMC Navy. Heavily armed, able to carry significant numbers of troops, slow to turn given its length. Never operates without support ships. (See also Cruiser.)

BEANSTALK: see Space Elevator.

BERYL NUTS: edible nuts with gem-like shells used in certain brands of meal packs. Gene-hacked species native to Eidolon.

BITS: cryptocurrency dated to Galactic Standard Time (GTS). Most widely accepted form of legal tender across interstellar space. Official currency of the League of Allied Worlds.

BLACK NOVA: cultivar of Capsicum chinense, gene-hacked to deposit pure capsaicin in a waxy outer layer. Developed by Ines Tolentira of Stewart’s World prior to winning the Tri-Solar Hot Pepper Bash.

BLASTER: laser that fires a pulse instead of a continuous beam.

B. LOOMISII: orange, lichen-like bacteria native to Adrasteia.

BOSS: generic Hutterite term for a person in charge of any sort of project or organization. Adopted into general usage with numerous variations following the Hutterite Expansion.

BUGHUNT: UMC name for system formerly settled by the Old Ones. Location of the planet humans call Nidus and final resting place of the Staff of Blue.

C

CARETAKERS: highly intelligent biomechanical creatures that live on Unity. Responsible for general maintenance and minor construction. Speculated to have some form of integrated hive mind.

CASABA-HOWITZER: nuclear shaped charge. Often mounted on a missile to increase its range. Term can refer to either pure Casaba-Howitzers (which focus a nuclear explosion into a narrow beam of plasma) or Casaba-Howitzers that use said explosion to propel explosively formed projectiles (slugs of molten tungsten with extreme destructive potential).

CHELL: tea derived from the leaves of the Sheva palm on Eidolon. A mild stimulant used throughout the League, second in popularity only to coffee. More common among colonists than Terrans.

“CHIARA’S FOLLY”: Weyland folk song about the misadventures of a cat.

CLOUD CITIES: lightweight, neutral density hab-domes that float in the clouds of Venus. Some of the largest and most prosperous settlements outside of Earth. Majority of structural elements come from trees and other plants grown in the domes.

CO-FORM: term for Wranaui that share the same physical shape.

COLLEGE OF ENUMERATORS: governing body of the Numenists at their headquarters on Mars.

COMPULSION: see Tsuro.

CONSERVATION PARTY: one of several major political parties in the League. Ecologically minded with a focus on preserving the flora and fauna of various xenospheres. (See also Expansionist Party and Stellarists.)

CONSTRUCT: an artificial (though biological) body grown to house the brain of a person who has lost their original flesh. Often an intermediate step along the way toward full conversion to ship mind.

CORDOVA: (Gliese 785) orange-red dwarf star used by the Wranaui as a forward operating base and long-term surveillance post for observing humanity.

CORPORATE CITIZENSHIP: territory-independent citizenship granted to certain employees of interstellar corporations. This allows for individuals to work, travel, and live among different nations/planets/systems with relative ease. Concept developed prior to formation of League, and is slowly being superseded by League citizenship, which grants an equivalent passport.

CORRUPTED: see Nightmares.

CRUISER: UMC ship designed to operate solo on long-distance surveys and patrols. Smaller and more maneuverable than battleships, but still formidable. Standard gear includes two Markov-equipped shuttles capable of traveling orbit-to-surface and surface-to-orbit.

CRYO: cryogenic sleep; suspended animation induced via a cocktail of drugs prior to FTL travel.

CRYO SICKNESS: generalized digestive, metabolic, and hormonal distress caused by spending too long in cryo (or too many back-to-back trips). Unpleasant to deadly with side effects scaling to length of time in cryo and/or number of trips. Some individuals are more prone than others.

CYCLE: Wranaui year. Roughly a quarter longer than an Earth-standard year.

D

DELTA-V: measure of the thrust per unit of mass in a spacecraft needed to perform a certain maneuver. In other words, the change in velocity that can be accomplished by expending the ship’s propellent. Maneuvers are measured in the delta-v required, and the costs add linearly. The mass of propellant required for any one maneuver is determined via the Tsiolkovsky rocket equation.

DEPARTMENT OF DEFENSE: civilian department of the League responsible for overseeing the UMC.

DERPs: dehydrated excretory recycling pellets. Sterile, polymer-coated feces as processed by appropriately equipped skinsuits.

DIRECTOR OF INTERSTELLAR SECURITY: highest civilian intelligence officer in the League. Primary responsibility is the existential protection of humanity.

DQAR: Wranaui battle formation, typified by an inverted delta shape.

E

EARTH CENTRAL: main League and UMC headquarters. Built around the base of the Honolulu beanstalk.

EIDOLON: planet in orbit around Epsilon Eridani. An Earth-like garden planet teeming with native life, none sentient and most either poisonous or hostile. The colony there has the highest mortality rate of any settled planet.

ENTROPIC PRINCIPIA: central text of Entropism. Originated as a statement of intent, later expanded to a philosophical treatise containing a summary of all known scientific knowledge, with primary emphasis on astronomy, physics, and mathematics. (See also Entropism.)

ENTROPISM: stateless, pseudo-religion driven by a belief in the heat death of the universe and a desire to escape or postpone said death. Founded by mathematician Jalal Sunyaev-Zel’dovich in the mid-twenty-first century. Entropists devote considerable resources to scientific research and have contributed—directly or indirectly—to numerous important discoveries. Open adherents are noted for their gradient robes. As an organization, Entropists have proven difficult to control, as they pledge loyalty to no one government, only to the rigors of their pursuit. Their technology consistently runs several decades ahead of the main of human society, if not more. “By our actions we increase the entropy of the Universe. By our entropy, we seek salvation from the coming dark.” (See also Nova Energium.)

ENUMERATION: broadcast of ascending numbers that Numenists are required to listen to as part of the observance of their faith. Some numbers, such as primes, are considered more auspicious than others. (See also Numenism.)

EUROPA COMMAND: League of Allied Worlds Europa Command (LAWEUCOM, shortened EUCOM) is one of seven unified combatant commands of the League military stationed within Sol. Headquartered on Lawrence Station with ongoing material support provided by the manufacturing facilities of Orsted Station by Ganymede.

EXOSKELETON: (EXO in common parlance) a powered frame used for combat, freight, mining, and mobility. Exos vary widely in design and function, with some being open to the elements and others hardened for vacuum or the depths of oceans. Armored exos are standard equipment for UMC combat troops.

EXPANSIONIST PARTY: one of several major political parties in the League. Founded to help foster the spread of humans outside of Sol, now mainly focused on preserving the interests of the established extra-solar colonies, often to the point of blocking the establishment of new ones. (See also Conservation Party and Stellarists.)

EXPEDITION BOSS: see Boss.

F

FARSCENT: class of durable chemicals secreted by Wranaui for long-distance communication in water. Metaphorical bandwidth is narrow and fidelity is low, making this of limited utility for large exchanges of data. (See also Nearscent and Lowsound.)

THE FARTHEST SHORE: spacer poem by Harrow Glantzer (Hutterite).

FINK-NOTTLE’S PIOUS NEWT EMPORIUM: famed amphibian retailer on Earth. Established by C. J. Weenus circa 2104.

FLASH TRACE: to travel by FTL far enough that one can stop and see the real-time light from an event. E.g., spaceship A wants to see when and where spaceship B left the Solar System sometime in the past day. Spaceship A flies the required number of light-hours (twenty-four in this case) from Sol, then sits and watches via telescope until it sees B leaving Sol.

FLEET INTELLIGENCE: branch of UMCN devoted to gathering information.

FOXGLOVE POPE: see Pontifex Digitalis.

FREEHOLDINGS: settlements, conclaves, stations, and outholdings unaffiliated with any major government.

FTL: faster than light. The primary mode of transportation between stars. (See also Markov Drive.)

FTL TAPE: slang for vacuum tape, a type of incredibly tough, pressure-sensitive tape. Strong enough to patch breaches in outer hull. Despite popular belief, not suitable for repairs intended to last the duration of FTL trips.

FULL SWEEP: highest hand in Scratch Seven, consisting of four sevens, two kings, and a nine, for a count of ninety-one and a score of thirteen.

G

GECKO PADS: adhesive pads on the bottom of skinsuits and boots intended for climbing or maneuvering in zero-g. As name implies, pads (which are covered with bristles around 5 μm in diameter) depend on van der Waals force for adhesion. Shear force is limiting factor for maximal load, but also provides mechanism for release.

GLITTER BUG: small, insect-like animal native to Eidolon. Noted for their brilliant, metallic exoskeletons.

GLOWLIGHTS: bioluminescent lights grown by the Seed.

GRADIENT ROBES: traditional garb of observing Entropists. Adorned with the rising phoenix that is their sigil. Metamaterial laced with advanced technology that allows the robes to act as a skinsuit, armor, and, when needed, a weapon.

GREAT BEACON: first alien artifact found by humans. Located at Talos VII (Theta Persei 2). The Beacon is a hole fifty kilometers wide and thirty deep. It emits an EMP at 304 MHz every 10.6 seconds, along with a burst of structured sound that is a representation of the Mandelbrot set in trinary code. Surrounded by a net of vanadium-laced gallium that may have once acted as a superconductor. Giant turtle-like creatures (without heads or legs) roam the plain surrounding the hole. As of yet, no one has discovered their relationship with the artifact. Six more Beacons are known to exist. They are assumed to have been constructed by the Old Ones, but definitive proof is lacking. Intended purpose remains a mystery.

GROUND-POUNDER: derogatory term for one who lives on or was born on a planet.

GST: Galactic Standard Time. Universal chronology as determined by emissions of TEQs from the galactic core. Causality may appear to be broken but only appear; a must always cause b.

H

HANZO TENSEGRITY: insurance company based out of Sol. Not known for their customer satisfaction.

HATCHING POOLS: shallow tidal pools where Wranaui would hatch their eggs. Now replicated in artificial pools for travel and convenience. Upon hatching, young Wranaui are combative and cannibalistic; only the strongest few survive.

HDAWARI: large, saltwater carnivore native to Pelagius. One of only a few predators known to prey upon adult Wranaui. Closely related to Wranaui but less intelligent.

HEPTARCHY: ruling council of the Old Ones. (See also Highmost.)

HERESY OF THE FLESH: see Tfeir.

HIBERNACULUM: Entropist term for a cryo tube.

HIGH LFARR: a famed prominence on Pelagius. Temperate weather made it a favorite location for Wranaui hatching pools. Later, acquired enormous socio-political and religious significance with the discovery of several artifacts of the Old Ones built upon it. Original site of the Wranaui Conclave (later the Abyssal Conclave) prior to the joining of the Arms and the ascendency of the regnant form.

HIGHMOST: wielder of the Staff of Blue. Leader of the Heptarchy.

HIVE MIND: psycho-mechanical joining of two or more brains. Usually accomplished by continual-beam synchronization of subject implants, ensuring agreement between intero-, extero-, and proprioceptive stimuli. Total exchange of prior sense memory is a common (though not required) part of establishing a hive mind. Effective range depends on signaling bandwidth and tolerance for lag. Breakdown tends to occur when physical proximity exceeds tolerance. Largest recorded hive mind was forty-nine, but experiment was short-lived as participants experienced debilitating sensory overload.

HUNTER-SEEKER: small drones used for surveillance and assassination.

HUTTERITE EXPANSION: series of intensive colonization efforts by Reform Hutterites, starting in the Solar System and expanding outward following the discovery of FTL. The period is said to begin shortly after the construction of Earth’s first space elevator and end with the settlement of Eidolon. (See also Reform Hutterites.)

HYDROTEK CORP.: company specializing in hydrogen extraction and refinement around gas giants. Hydrotek stations are the main refueling and remassing facilities in most systems.

I

IDEALIS: as the Seed is able to change shape/form at will, the Wranaui consider it the Platonic “ideal” of physical embodiment.

INARË: [[Invalid Input: Entry Not Found]]

IPD: interplanetary diploma. Only educational degree accepted throughout all of settled space. Accreditation is overseen by Bao University on Stewart’s World in cooperation with several schools in Sol. IPDs cover most relevant subjects, including law, medicine, and all the major sciences.

ITC: Interstellar Trade Commission. A department of the League tasked with overseeing interstellar commerce. Its remit includes enforcing standards, collecting tariffs, and fraud prevention, as well as providing loans and resources to spur economic growth throughout settled space.

J

JELLIES: see Wranaui.

K

KNOT OF MINDS: in general, any group of Wranaui bound and dedicated to a singular purpose. A solemn and sacred joining. Traditionally sealed by winding one’s tentacles/limbs around those of the other bondees. As such, a Knot often only has seven members (that being the number of primary tentacles the main Wranaui form has), but the concept is often expanded to include more. In the modern era, a Knot can be formed over lowsound nearscent, but there is a bias against those Knots as being less binding than those formed in person.

Specifically: the Knot founded by Shoal Leader Nmarhl and its compatriots with the purpose of opposing Ctein’s leadership and safeguarding the Idealis later bonded with Kira Navárez.

L

LAMP LINES: seaweed-like growths that provide illumination in the depths of the Plaintive Verge.

LAPSANG TRADING CORPORATION: interstellar conglomerate that began as a mercantile venture before shifting into founding, funding, and running colonies such as Highstone on Weyland. Headquartered on Stewart’s World. Slogan: “Forging the future together.”

LEAGUE OF ALLIED WORLDS: (LAW) interstellar government formed after the discovery of the Great Beacon on Talos VII. Consists of the settlements in and around Sol, Alpha Centauri, Epsilon Indi, Epsilon Eridani, and 61 Cygni.

LION CLAM: animal native to Eidolon. Noted for its amber shell. Used in the manufacture of a sepia-colored ink.

LOADER BOT: semi-autonomous robots used for manual labor.

LOWSOUND: vocal emanations used by Wranaui for communication over long distances in their oceans. Similar to whale song.

LOWSOUND FARSCENT: traditionally a combination of the two methods Wranaui use for long-distance communication in water. More commonly, a term for STL or FTL transmissions, such as radio.

LUTSENKO DEFENSE INDUSTRIES: a Ruslan-based munitions company.

M

MACHINE BOSS: see Boss.

MAG-SHIELD: either the magnetospheric dipolar torus of ionized plasma used to protect spaceships from solar radiation during interplanetary trips or the magneto-hydrodynamic system used for braking and thermal protection during reentry.

MANYFORM: see Seed.

MARKOV BUBBLE: sphere of subluminal space permeated with a conditioned EM field that allows for tardyonic matter to transition through the membrane of fluidic spacetime into superluminal space.

MARKOV DRIVE: antimatter-fueled machine that allows for FTL travel. (See also unified field theory.)

MARKOV, ILYA: engineer and physicist who outlined the unified field theory in 2107, thus allowing for modern FTL travel.

MARKOV LIMIT: distance from a gravitational mass at which it becomes possible to sustain a Markov Bubble and thus transition to FTL travel.

MEDIBOT: robotic assistant capable of diagnosis and treatment for all but the most difficult cases. Doctors rely on medibots for the majority of surgeries. Many ships forego a doctor entirely, prioritizing cost savings over the relatively small risk of needing a human physician.

MEDIFOAM: sterile, antibiotic-laced foam that hardens into a semi-flexible cast. Used to stop bleeding, immobilize fractures and, when injected into bodily cavities, prevent infection.

MILCOM: official UMC communication network.

N

NANOASSEMBLER: 3-D printer that utilizes nanobots to produce complex shapes, machines, and—given the appropriate stock—biological structures such as muscles, organs, and seeds.

NARU-CLASS: medium-mass Wranaui ships that carry a limited number of troops. Usually no more than three squids, two or three crawlers, and the same number of snappers.

NEARSCENT: chemicals secreted by Wranaui for communication. Their primary method of conveying linguistic and non-linguistic information.

NEST OF TRANSFERENCE: Wranaui device for copying memories and basic brain structures from one body to another. Also used to imprint stored personalities/memories onto a new body after the original individual dies. (See also Tfeir.)

NIGHTMARES: malignant, self-sustaining growths caused by an unsuccessful joining between Seed and host (usually when either Seed or host—or both—are damaged beyond proper repair).

NNAR: coral-like organism native to Pelagius, commonly used as a decorative element by the Wranaui. Some varieties secrete a clear coating that has mild psychotropic effects on the immature forms of the Wranaui.

NOMATI: polyp-like animals native to the Arctic regions of Eidolon. Every solar eclipse, they detach from their anchor point (usually a rock) and hop fourteen times. Reason as yet unknown.

NORODON: fast-acting liquid analgesic suitable for mid-level to severe pain.

NOVA ENERGIUM: the headquarters and prime research lab of the Entropists. Located near Shin-Zar.

NSARRO: Wranaui measurement of length. Defined as the distance one can swim in seven pulses. (See also Cycle and Pulse.)

NUMBER SUPREME: largest number imaginable. As defined by the Numenists, the sum of all knowledge, containing the known and the unknown. The greater part of two equal halves. God.

NUMENISM: religion centered around the supposed holy nature of numbers. Founded on Mars by Sal Horker II circa 2165–2179 (est.), Numenism quickly gained traction among colonists and workers dependent upon the technology of their new world for survival. Defining feature of Numenism is the ongoing broadcast of numbers—the Enumeration—from their headquarters on Mars. The Enumeration is working its way in ascending order through the list of real numbers.

NUMINOUS FLANGE: enormous geological structure on Ruslan. Uplifted granite slab laced with gold veins. Prominent tourist feature on Ruslan. Known to inspire religious fervor and existential crises among viewers. Setting of Adelin, an influential drama whose lead actor, Sasha Petrovich, was involved in a corruption scandal near the end of 2249, which led to the resignation of Ruslan’s governor, Maxim Novikov, and the appointment of Inquisitor Orloff to resolve the situation. Subsequent unrest continued on and off for several years.

NWOR: many-legged saltwater animal native to Pelagius. Has crustacean-like shell and omnivorous diet. Noted for its solitary habits.

O

OLD ONES: sentient race responsible for making the Seed, the Great Beacons, and numerous other technological artifacts found throughout the Orion Arm of the Milky Way. Humanoid, with two sets of arms, they stood about two meters tall. Seemingly extinct. Evidence shows their species was extraordinarily advanced and predates every other known self-aware species. (See also Highmost and Staff of Blue.)

ORBITAL RING: large, artificial ring placed around a planet. Can be built at nearly any distance, but first ring is usually built in low orbit. Basic concept is simple: rotating cable orbits equator. A non-orbiting, superconducting shell encases said cable. The shell is used to accelerate/decelerate cable as needed. Solar panels and structures can be constructed on outer shell, including stationary space elevators. Gravity on outer surface of shell/ring is near planetary levels. A cheap and practical way to move large amounts of mass in and out of orbit. Used by both humans and Wranaui.

ORB OF CONVERSION: Wranaui FTL drive. It “converts” a ship from STL space to FTL space.

OROS FERN: plant native to Eidolon. Green-black, with leaves that grow from a coiled shape similar to fiddleheads (thus the name).

P

PACKET: small, unmanned, FTL-capable messenger drone.

PATTERN: embedded directive that guides and sets the long-term goals of the Seed.

PDF: Planetary Defense Force. Local military, often civilian, attached to a certain planet.

PELAGIUS: human name for the Wranaui homeworld. F-type star. 340 light-years from Sol.

PFENNIC: fish-like animal native to Pelagius. Noted for copper taste of its meat. Common delicacy among the Wranaui.

PLAINTIVE VERGE: underwater volcanic vent in the oceans of Pelagius. Home of the Abyssal Conclave.

PONDER UNION: workers’ union based out of the Ceres shipyards.

PONTIFEX DIGITALIS: nominal religious head of the Numenists. Commands and answers to the College of Enumerators. Responsible for overseeing the Enumeration of real numbers.

PREMIER: head of the League of Allied Worlds. Elected by the constituent governments.

PRISONER: anyone not an Entropist. One imprisoned within the dying universe by their lack of knowledge.

PSEUDO-INTELLIGENCE: convincing simulacrum of sentience. True artificial intelligence has thus far proven more difficult (and dangerous) to create than anticipated. Pseudo-intelligences are programs capable of limited executive function but lack self-awareness, creativity, and introspection. Despite their limitations, they’ve proven immensely helpful in nearly every realm of human endeavor, from piloting ships to managing cities. (See also Ship Mind.)

PULSE: standard unit of Wranaui timekeeping. Equivalent to forty-two seconds. (See also Cycle.)

Q

Q-DRIVE: a quantum-level memory stick.

QUESTANT: an Entropist. One who quests for a way to save humanity from the heat death of the universe.

R

RD 52s: hydrogen-cooled Casaba-Howitzers chilled to within a fraction of a degree of absolute zero. Used as mines. An early attempt at stealth weaponry in space.

REFORM HUTTERITES: heretical offshoot of traditional ethnoreligious Hutteritism, now far outnumbering their forebears. Reform Hutterites (RHs) accept the use of modern technology where it allows them to further pursue the spread of humanity and establish their claim over God’s creation, but they frown on any use of tech, such as STEM shots, for what they deem selfish, individual needs. Where possible, they hew to communal-based life. They have proven highly successful everywhere they’ve settled. Unlike traditional Hutterites, RHs are known to serve in the military, although this is still frowned upon by the majority of their society.

REGINALD THE PIG-HEADED GOD: local cult leader in the city of Khoiso. Gene-hacked human with a head in the shape of a pig’s. Believed by his followers to be a deity in flesh and possessed of supernatural powers.

REMASS: propellant expelled out the back of a spaceship. Usually hydrogen. Not to be confused with fuel, which in the case of nuclear rockets is the material fused or split to heat the remass/propellant.

RETICULUM: intra-ship network used by Wranaui.

RIPPLE: [[Invalid Input: Entry Not Found]]

RM: reserve mark. Indicates legal protection over a term, phrase, or symbol.

RODS: see SJAMs.

RSW7-MOLOTÓK: Casaba-Howitzers manufactured by Lutsenko Defense Industries.

RTC NEWS: Ruslan Transmission Company. Newsfeed out of 61 Cygni.

RUSLAN: rocky planet in orbit around 61 Cygni A. Second newest colony in the League, behind Weyland. Primarily settled by Russian interests. Extensive mining takes place in the asteroid belts around A’s binary partner, Cygni B.

S

SAMAN-SAHARI”: low, slow song originating from Farson’s Combine (a collectivist freehold established on a planetoid around Alpha Centauri during the early years of the system’s colonization).

SAN AMARO: small Latin American country. Location of Earth’s first space elevator.

SAYA: “to be sure.” Direct translation is closer to “my surety.” Common usage on Ruslan. Derived from Malay.

SCOURGE: microbe that killed twenty-seven of thirty-four humans sent to survey the rocky planetoid Blackstone.

SCRAMROCK: post-fusion hyper vibes, typified by samples of radio and plasma waves taken from the rings of various gas giants. Popularized by Honeysuckle Heaps in 2232.

SCRATCH SEVEN: traditional spacer card game. Goal is to accumulate as many sevens or multiples of seven as possible by adding values of cards (face cards go by their numerical value).

SECRETARY OF DEFENSE: civilian official who oversees the League military.

SEED: self-organizing genetic potential. A spark of life in the endless void.

SEEKER: servitor life-form created by the Old Ones with the intent of enforcement and containment. Able to assume direct control over a living creature’s actions following physical contact and injections into braincase. Highly intelligent, highly dangerous, and known to amass large armies of enslaved sentients.

SEVEN MINUTES TO SATURN: war movie made at Alpha Centauri in 2242 about Venus’s failed attempt to win independence from Earth during the Zahn Offensive.

SEVENTH FLEET: numbered fleet of the League of Allied Worlds. Headquartered at Deimos Station by Mars. Part of the UMC Solar Fleet. Largest of the forward-deployed UMC fleets.

SFAR: Wranaui clearance level. Higher than sfenn, lower than sfeir.

SHADOW SHIELD: a plug of radiation shielding that sits between a reactor and the main body of a spaceship. Comprising two layers: neutron shielding (usually lithium hydroxide) and gamma-ray shielding (either tungsten or mercury). In order to keep stations and crew within the “shadow” cast by the shield, spaceships usually dock nose-first.

SHELL: Wranaui word for “spaceship.” Derived from their own protective carapaces.

SHI-BAL: Korean profanity, equivalent to English “fuck.” Exclusively used with anger and/or negative connotation.

SHIN-ZAR: high-g planet in orbit around Tau Ceti. Only major colony to refuse membership to the League, which resulted in armed conflict between Zarian forces and the League, and the loss of some thousands of lives on both sides. Notable for the high number of colonists of Korean descent. Also notable for population-wide gene-hacking in order to help the colonists adapt to the stronger-than-Earth gravity. Main alterations being: significantly thicker skeletal structure, increased lung capacity (to compensate for low oxygen levels), increased hemoglobin, increased muscular mass via myostatin inhibition, doubled tendons, and generally larger organs. Divergent genetic population. (See also Entropism.)

SHIP CAT: traditional pet aboard spaceships. Superstitious belief attaches great importance to the presence and well-being of a ship cat. Plenty of spacers will refuse to sign on to a vessel without one. More than one instance has been recorded of someone being killed after harming (intentionally or otherwise) a ship cat.

SHIP MIND: the somatic transcendence of humanity. Brains removed from bodies, placed in a growth matrix, and bathed with nutrients to induce tissue expansion and synaptic formation. Ship minds are the result of a confluence of factors: human desire to push their intellect to the limit, the failure to develop true A.I., the increasing size of spaceships, and the destructive potential of any space-faring vessel. Having a single person, a single mind, to oversee the many operations of a ship was appealing. However, no unaugmented brain was capable of handling the amount of sensory information a full-sized spaceship produced. The larger the vessel, the larger the brain needed.

Ship minds are some of the most brilliant individuals humanity has produced. Also, in cases, some of the most disturbed. The growth process is difficult, and severe psychiatric side effects have been noted.

It is theorized that ship minds—both on and off ships—are responsible for directing far more of the daily affairs of humans than any but the most paranoid suspect. But while their means and methods may sometimes be opaque, their desires are no different than those of any other living creature: to live long and prosper.

SHOAL LEADER: any Wranaui captain or commander in charge of more than three units, but usually reserved for leaders of equivalent rank to brigadier or admiral.

SJAMs: aka “rods from god.” Inert projectiles made of tungsten rods that are dropped from orbit. Concept invented by Dr. Pournelle in the twentieth century. A form of kinetic weapon. Used by militaries when conventional explosives are impractical (as when wanting to avoid radiation) or when anti-projectile countermeasures are a concern.

SKINSUIT: general-purpose, skin-tight protective clothing that—with a helmet—can act as a spacesuit, diving equipment, and cold-weather gear. Standard equipment for anyone in a hostile environment.

SKUT: grimy, useless, as in, “Go do that skut-work.” Derived from scut. Pejorative.

SLAVER MONK: see Seeker.

SLV: superluminal vehicle. League designation for a civilian vessel capable of FTL.

SMART FABRIC: metamaterial embedded with electronics, nanomachines, and other augments. Able to assume different shapes, given the proper stimuli.

S-PAC: robotic manipulator used for handling material in quarantine.

SPACE ELEVATOR: carbon-fiber ribbon that extends from the surface of a planet all the way to an anchor point (usually an asteroid) out past geostationary orbit. Crawlers transport mass up and down the ribbon.

SPACER’S TAN: inevitable result of spending days and months under the full-spectrum lights used in spaceships to avoid seasonal affective disorder, vitamin D deficiency, and a host of other ailments. Especially notable in native station dwellers and lifelong ship inhabitants.

STAFF OF BLUE: command module constructed by the Old Ones. Of great sociotechnological significance.

STAFF OF GREEN: fragment of the Seed, given life unto itself.

STELLARISTS: one of several major political parties in the League. Currently the governing party. Isolationist movement composed of the main governmental powers on Mars, Venus, and Earth. Gained traction following the troubles with Shin-Zar and the discovery of the Great Beacon. (See also Conservation Party and Expansionist Party.)

STELLAR SECURITY ACT: legislation passed upon the formation of the League of Worlds that resulted in the formation of the UMC and that grants sweeping powers to the military, intelligence services, and civilian leadership in the event of an exogenic incident (such as the discovery of the Soft Blade).

STEM SHOTS: series of anti-senescent injections that revitalize cellular processes, suppress mutagenic factors, restore telomere length, and generally return the body to a state equivalent to mid-twenties biological age. Usually repeated every twenty years thereafter. Doesn’t stop age-induced cartilage growth in ears, nose, etc.

STEWART’S WORLD: rocky planet in orbit around Alpha Centauri. First settled world outside of Sol. Discovered and named by Ort Stewart. Not a hospitable place, and as a result, the settlers produce a higher than normal proportion of scientists, their expertise being needed to survive the harsh environment. Also why so many spacers come from Stewart’s World; they’re eager to find somewhere more temperate.

STIMWARE: one of several brands of a popular sleep-replacement medication. The drug contains two different compounds: one to reset the body’s circadian rhythm, and one to clear the brain of metabolites such as β-amyloid. When sleep-deprived, dosage prevents neurodegeneration and maintains high-level mental/physical functioning. Anabolic state of sleep is not replicated, so normal rest is still needed for secretion of growth hormone and proper recovery from daily stresses.

STRAIGHT SWEEP: highest natural hand in Scratch Seven, consisting of four kings, two queens, and an ace, for a count of seventy-seven and a score of eleven.

STRIKE SHOAL HFARR: named fleet within the Wranaui military (there being one for each Arm).

SUNDERING: cataclysmic Wranaui civil war sparked by the discovery of numerous technological artifacts made by the Old Ones, including the Seed and several other forms like it. This led to the Tfeir’s heresy of the flesh. While Arm fought Arm for supremacy, the Wranaui also engaged in an ambitious expansionist campaign, colonizing numerous systems. Their internal conflict nearly destroyed their species, partly through conventional warfare, partly through the awakening of a Seeker, and partly through the inadvertent creation of Corrupted. Wranaui civilization was shattered, and it took nearly three centuries to fully recover. (See also Ripple and Tfeir.)

T

TANGAGRIA”: folk song from Bologna, Italy. Composer unknown.

TEQ: see Transluminal Energy Quantum.

TESSERITE: mineral unique to Adrasteia. Similar to benitoite but with a greater tendency toward purple.

TFEIR: one of six Arms of the Wranaui. Noted for its heresy of the flesh: self-replication via the Nest of Transference without the death of one’s original form. Considered a sin of pride by the rest of the Wranaui. A major contributing factor to the Sundering.

THRESH: hardcore smasher metal that originated in the farming communities of Eidolon. Noted for use of agricultural implements as instruments.

THULE: aka the Lord of Empty Spaces. Pronounced THOOL. God of the spacers. Derived from ultima Thule, Latin phrase used to mean “a place beyond the borders of all maps.” Originally applied to a trans-Neptunian planetesimal in Sol, the term came to be applied to the “unknown” in general, and from thence gained personification. Extensive superstitions surround Thule among the asteroid miners in Sol and elsewhere.

TIGERMAUL: large, felinesque predator native to Eidolon. Noted for the barbs on its back, yellow eyes, and high intelligence.

TORQUE ENGINE: generator and propulsive engine devised by the Old Ones. Used to power Unity as well as drive spaceships of the Old Ones’ design. Works by “torqueing” the membrane of fluidic spacetime in such a way as to allow the extraction of energy from superluminal space, despite the lower energy density of that space. The distortion can also be used to propel the engine through subluminal space via warping or to form a Markov Bubble for FTL travel.

TORQUE GATE: artificial wormhole generated and sustained by a torque engine stationed at either mouth. Used by the Old Ones for near-instantaneous travel over vast distances.

TOXOPAXIA”: popular jig from one of the hab-rings around Sol.

TRANSCENDENCE: computer game where the goal is to guide a species from the dawn of sentience to colonizing nearby stars in as short a time as possible.

TRANSLUMINAL ENERGY QUANTUM (TEQ): the most fundamental building block of reality. A quantized entity of Planck length 1, Planck energy 1, and zero mass. Occupies every point of space, both sub- and superluminal as well as within the luminal membrane that divides the two.

TSURO: signaling device used by the Old Ones for summoning and controlling the Seed. Accomplished via a modulated TEQ wavefront.

TWENTY-EIGHT G: one of several commsats in orbit around Zeus and Adrasteia.

U

UMC: United Military Command. Combined military forces of the League drawn from the constituent members. Numerous of those governments have ceased maintaining their own militaries and instead direct all their defense resources to the UMC.

UMCA: United Military Command Army.

UMCI: United Military Command Intelligence.

UMCM: United Military Command Marines.

UMCN: United Military Command Navy.

UMCS: United Military Command Ship/Station.

UNIFIED FIELD THEORY: theory outlined by Ilya Markov in 2107 that provides the underpinnings for FTL travel (as well as numerous other technologies).

V

VANISHED: see Old Ones.

W

WEYLAND: colony planet in orbit around Epsilon Indi. Named after the Nordic/Germanic smith of legend. No notable native life-forms.

WHIRLPOOL: see Great Beacon.

WIRE SCAN: an in-depth, invasive review of all the data gathered by a person’s implants. Often damaging to the physical and mental health of the subject, given the strength of the electrical signals used as well as the intimate nature of the probe. Sometimes results in loss of brain function.

WRANAUI: sentient, space-faring race originating from the planet Pelagius. Highly complex life cycle, with an equally complicated, hierarchical social structure dominated by Arms and a ruling form. Wranaui are naturally an ocean-based species, but through extensive use of artificial bodies, have adapted themselves to nearly every possible environment. Aggressive and expansionist, they have little regard for individual rights or safety, given their reliance on replacement bodies. Their scent-based language is exceedingly difficult for humans to translate. Even without technological augmentation, Wranaui are biologically immortal; their genetic-base bodies are always able to revert to an immature form in order to renew their flesh and stave off senescence. Some evidence indicates they may have been genetically modified by the Old Ones at some point in their distant past.

Y

YANNI THE NEWT: children’s entertainment show popular on Ruslan that led to a fad for owning pet newts.

APPENDIX IV. TIMELINE

1700–1800 (est.):

The Sundering

2025–2054:

Development and construction of Earth’s first space elevator. Quickly followed by increased exploration and economic development within the Solar System (Sol). First humans land on Mars. Moon base built, as well as several space stations throughout Sol. Asteroid mining starts.

2054–2104:

With the space elevator up, colonization of the Solar System accelerates. Hutterite Expansion begins. First floating city on Venus established. Permanent (although not self-sustaining) outposts on Mars. Many more habitats and stations built throughout the system. Construction begins on an orbital ring around Earth.

Fission-powered, nuclear-thermal rockets are primary mode of transportation in Solar System.

Mathematician Jalal Sunyaev-Zel’dovich publishes founding precepts of Entropism.

Law enforcement becomes increasingly difficult throughout the Solar System. Clashes start between the outer settlements and the inner planets. International space law is increased and further developed by the UN and individual governments. Militias spring up on Mars and among the asteroid miners. Space-based corporations use private security firms to safeguard their investments. Space is fully militarized at this point.

Venus and Mars remain tightly tied to Earth, politically and resource-wise, but independence movements begin to form.

Giant solar arrays built in space provide cheap power throughout Sol. Overlays, implants, and genetic modification are common among those who can afford them.

Powerful fusion drives replace older fission rockets, drastically reducing travel times within the Solar System.

2104–2154:

Fink-Nottle’s Pious Newt Emporium established.

STEM shots are invented, effectively rendering humans biologically immortal. This leads to the launch of several self-sustaining, sublight colony ships to Alpha Centauri.

Soon after, Ilya Markov codifies the unified field theory (UFT). Working prototype of an FTL drive constructed in 2114. Experimental vessel Daedalus makes first FTL flight.

FTL ships depart for Alpha Centauri, overtaking sublight colony ships. First extra-solar colony is founded on Stewart’s World at Alpha Centauri.

Oelert (2122) confirms that the majority of local superluminal matter exists in a vast halo around the Milky Way.

Several more extra-solar colonies follow. First on Shin-Zar. Then on Eidolon. Some of the cities/outposts are funded by corporations. Some by nations back on Earth. Either way, colonies are highly dependent on supplies from Sol to begin with, and most of the colonists end up deep in debt after buying the various pieces of equipment they need.

2154–2230:

Weyland colonized.

Numenism founded on Mars by Sal Horker II circa 2165–2179 (est.).

As they grow, colonies begin to assert their independence from Earth and Sol. Clashes between local factions (e.g., the Unrest on Shin-Zar). Relations with Earth grow fractious. Venus tries and fails to win its independence in the Zahn Offensive.

Ruslan colonized.

2230:

Kira Navárez is born.

2234–2237:

Discovery of the Great Beacon on Talos VII by Captain Idris and the crew of the SLV Adamura.

The League of Allied Worlds is formed, with much resistance and suspicion. Some colonies/freeholdings abstain. Passage of the Stellar Security Act, leading to the creation of the UMC and consolidation of much of humanity’s forces. Battles of sovereignty occur with several groups that insist upon remaining independent, including, most notably, the planetary government of Shin-Zar.

Severe winter storm on Weyland results in significant damage to the Navárez family greenhouses.

2237–2257:

Corruption scandal with Sasha Petrovich near the end of 2249 results in the resignation of Ruslan’s governor, Maxim Novikov.

2257–58:

Survey of the moon Adrasteia and subsequent events.

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