The Spice Way

In the year 8054, a forward-thinking Initiative of Ring Dynamics, ICC, evaluating the expansion program for the stargate plexus based on the recent advent of the frameslip drive, a free-flight capable FTL technology which would allow the positioning of stargates with speeds and at distances previously unattainable, made a proposal to the Directorate named after the historic trade route.

That proposal was for a new backbone for the stargate plexus which would cover the entire galaxy, if thinly – rather than expanding by constellations, using the new frameslip drive to build braided “thread” routes out along each galactic arm, connected by initially single – but ultimately multiple – crossing spines. In this way, distant civilizations would be placed a position in which contact could be made relatively simply – each could join the transportation and communications network simply by reaching the local “thread”, and become part of the larger galactic community. New local networks of constellations and cross-links would spin out from such contacts, which would serve as seed crystals for further development.

This was that proposal:

[a map of the routes involved in the Spice Way Program]


  1. The Imperial Way and Lethíäza Trade Spine are, of course, expansions of the existing named routes you will see on previous maps of the Worlds.
  2. The “stations” to be seen on this map, with the notable exception of “Imperial Center”, marking the current center of the Worlds, were to be large regional hub space stations on a similar pattern to the Conclave Drift – providing seeds for local development, and somewhere for the network to broadcast its existence to anyone who happened to be in the vicinity.
  3. All those station names starting with “Cal”? Well, apart from that particle (meaning, approximately, “center”), they’re all named after large, bright stars in that region of space – those being obvious local landmarks around which to place your localized nexus.
  4. As may have been mentioned before, the Greater and Lesser Ancíël Whirls are the Magellanic Clouds (to which the Elsewhere Society has long since dispatched stargates). The Metan Ring is the Andromeda Galaxy, in our Earthling parlance, and the Milky Pool, of course, is Triangulum.

Friendly Stab

“I noticed the knife the first day we were assigned to work with the Spireguard. It was easy to notice: everyone knows what a hanrian looks like, and there aren’t many who carry around multiple fighting knives. But even among those who did, this one was always set off to the side, away from the others. It’s a very distinctive knife; two opposed blades on the same hilt. One’s got a deep hooked notch near the tip, and serrations along the back of the blade. The other’s a fat spike with a triangular cross-section, and grooves wrapped around it; not along the length of the blade, as fullers would be, but circles wrapping around it.

“But not one ever used in the fight, that I could see, and when we were figuring each other out, asking questions about each others’ kit, and sharing war stories, that one knife never came up.

“So a couple of weeks into the fighting, I asked the question. And that night, I learned that it was called a ‘dignity knife’, and not something considered a matter for polite conversation.

“Eventually, I learned what requisition forms called it, which was ‘BS-11 Biological Security Knife, Block II’. One end is a pithing knife, which – while familiar to us now – was quite the shock to learn about in those days; the other, though? The fat blade was stuffed with incendiary explosive and lenses, those grooves, to focus the force of the blast. Per the manufacturer, that was ‘biotech security’, making sure no corpses were left behind for enemy intelligence to plunder for biotechnological secrets.

“Unofficially? The Legions had a unique interpretation of “no-one gets left behind”. For me, unnerving will always be defined by fighting alongside allies who carried special knives to kill their own wounded, then incinerate the bodies wherever they fell.”

– MSgt. Anvis Ankarian, 14th Drop Shock Echelon,
Memories of the Mnekkej Campaign

Beneath Their Wings

the Empire’s Shadow: the common and collective name for a group of organizations on the interstellar scene in the Associated Worlds, loosely defined as those organizations which are not in and of themselves arms of Imperial policy, but which take immoderate advantage of their chosen work not being illegal by Imperial standards, and the general reluctance of most polities to provoke the friendly neighborhood dragon. (Also known as “the Empress’s skirts”, presumably a metonym for what they are hiding behind.)

Among the most well-known of these are the Agalmic Information Foundation (freedom of information), the Astrapostale (mail delivery… everywhere), Celeritous Exit (snakeheading), the Council for the Promotion of Scientific Irresponsibility (freedom of research), the Eldinimieuthunumis (that fun which is oft called vice), the Freedom’s Seed COG (exporting revolution), the Holy Order of Deoclasts (antimissionaries), the Inevitable Justice Foundation (prosecuting crimes against sophoncy), the Last Gleam Preservers (saving souls), the Means of Defense COG (the right and means to bear arms), Miscegenation Nation (supporting interspecies and other unconventional relationships), the Secret-Keepers (cryptography, cryp, and data havens), the Technic Imperative (access to tools and concepts), the rare filibustering TTGs, and some indeed would argue much of the Starfall Arc Free Merchant Confraternity (smuggling).

– A Star Traveler’s Dictionary

Force Not Required

“Always remember: memetics is no more and no less than the science of ideas. Applied memetics, therefore, is no more and no less than advanced persuasion. Memetics cannot impose ways of thought. Memetics alone cannot correct biases, or determine truth, or override the will. And no memetic technology can force someone to believe anything.”

– The Iron Rule of Memetics, Acad. Lí Amarens

“Holy fire-spitting crapsticks, is there anything these morons won’t believe?”

– Alseyn’s Corollary

Time Travelers Strictly Crypto





A protocol to verify the identify and whenwhere of purported time-travelers from future dates, claiming to be about Imperial business.


  1. Secure from the purported time-traveler his Oroelle-block verification code and its random reference number, along with the precise time and date at which they retrieved their verification code from the Temporal Routing Vault. If the time-traveler cannot provide these, it is to be assumed that the time-traveler’s identity is false.
  2. Ensure that no verification code presently exists in the Temporal Routing Vault matching the random reference number provided.
  3. Within the quantum security mesh-encapsulated cryptoblock provided by the Temporal Routing Vault, generate a new Oroelle-block continuously mutating code-engine using any ISE-P93 compliant source of genuine noise available to you, attach the random reference number to it, and escrow it therein, coded appropriately for release to the time-traveler’s purported identity and affiliation.
  4. Using the resulting cryptoblock, execute the code-engine’s inverse trapdoor function on the Oroelle-block verification code. If the code was indeed read from the code-engine at the specified time and date, this procedure should recreate the initial seed information provided by the generator and the cryptoblock will indicate its validity. Having done so, the cryptoblock will decline to match any further verification codes. Should validation fail, the cryptoblock will continue to test matches.
  5. If the code seed properly validates, the time traveler is to be considered legitimate. Report their presence to the Slipshank PWG and extend appropriate cooperation at your discretion.

Since the information needed to generate and/or validate the Oroelle-block verification code does not exist until after the code has been presented and is retained in non-observable storage (i.e., storage which self-destructs upon observation without revealing its contents) until the time for its release, assuming indicated security procedures are followed, the OROELLE BLUESHIFT FRATERNAL procedure is considered to offer limited causal proof of a time traveler’s bona fides, with regard to identity and whenwhere of origin.

OROELLE BLUESHIFT FRATERNAL should not be considered proof against Transcendent-equivalent attack.



Special weapons package THRESHER MAELSTROM, or the collapsiter warhead, is a kugelblitz-based delivery system suitable for deployment from a large-bore heavy mass driver. Put simply, the principle of the collapsiter is the activation upon detonation of a spherical array of annihilation-pumped lasers focused on a single point, raising the mass-energy density of that point to such a degree that a black hole is formed, one which rapidly adds the remaining mass of the warhead to itself. The layout and activation of the array is computed to impart considerable angular momentum to the resulting hole.

The destructive effect of the collapsiter warhead comes primarily not from direct interaction, but rather from the shredding effect of the intense tidal forces exerted by the nascent hole upon objects in its vicinity. Conveniently, these are aligned perpendicular to the controllable rotation axis of the hole, making the collapsiter one of the few coplanar weapons systems in the armamentarium, if one discounts the secondary destructive effect of the eventual quantum evaporation of the kugelblitz and the return of the invested energy in the form of an intense particle radiation burst.

Collapsiter warheads, as relatively contained gravitic weapons capable of remote deployment, are also of particular note for their ability to disrupt and destroy via sharp inflection the controlled space-time distortions used in wormhole-based systems and other metric engineering technologies.

High-yield collapsiter warheads are considered Tier II prohibited weapons under the Ley Accords. However, in practice, the largest barrier to wider collapsiter deployment – bearing in mind the Ley Accords prohibition is on use rather than manufacture or deployment – is the outrageously high insurance rate charged by tort carriers for guaranteeing stargate leases for or in any polity known to deploy collapsiter-based weapons systems. As a corporation dependent upon metric engineering technologies and inasmuch as collapsiter warheads are one of the few weapons systems considered good candidates to overcome the vector-lock armoring of the stargates themselves, Ring Dynamics considers collapsiter deployment in or near systems they serve to warrant a highest-risk assessment.

– A Brief Guide to Special Weapons Packages, IN Press

Nemo Me Impune Lacessit


Ledger Embiggening, this is the captain of the armed vessel currently on intercept with you. As you have noticed, we have our weapons locked on you. Your options are these: cut your engines immediately, heave to, and permit us to board and claim whatever passengers and items of cargo we wish… or don’t, and we’ll slag your drive, then take your ship by force and have them anyway. You have until I get tired of waiting to decide. Over.”

“Unknown armed vessel, this is Ledger Embiggening. All our off-site backups are up-to-date and we have enabled our proximity-triggered spite charge, as required by the terms of our charter insurance carrier. I am legally required to advise you not to approach within 10,000 miles of this vessel under any circumstances. Your move. Ledger Embiggening, clear.”


“And that’s how I lost this leg,” the former pirate slurred. “Also one kidney, three-quarters of my liver, both spleens, fifteen feet of assorted intestine, and a not inconsiderable portion of brain tissue.”

Neither Fish Nor Fowl

And next in our review of less conventional starship types, we come to that odd duck, the aerospace cruiser. (And many of these remarks, naturally, also apply to its larger cousin, the aerospace carrier.)

Ever since the early Imperial Navy absorbed the old air forces into its Close Orbit and Atmospheric Command (CLATMOCOM, under the Second Space Lord), these specialized classes and their equally specialist crewers have existed in something of a limbo, engaging in practices often deemed unnatural among decent, right-thinking spacers. Such as, if I may write in hushed tones for a moment, streamlining.

In short, while normally one can rely on a comfortable dichotomy between airships – which stay down in the nice, warm, notably present air – and starships – which avoid atmosphere in the much the same way that a thirsty Leirite avoids water – the aerospace cruiser defies this. While even the interface vehicles that bridge these two realms tend to minimize their time spent in the inconvenient middle, it spends all its operational time in a realm too low for low orbit and too high for upper atmosphere, being beholden to neither.

This requires a large number of rather unsettling compromises. Let’s begin our examination with the fundamental reason why: the entire purpose of an aerospace cruiser is to provide a secure base from which atmospheric combat vehicles can sortie, and in order to let them be competitive ACVs, it is necessary not to weigh them down with large extra drive mechanisms just to enable them to get to and from the mama bird. Thus, said mothership must not operate merely in low orbit, but dipping well into the atmosphere – into the lower mesophere – at typical altitudes for lithic worlds no more than 65 to 80 km (211,000 – 264,000′) above the surface. Such altitudes are already painfully difficult to reach for dedicated air vehicles, but manageable with relatively small auxiliary aerospikes.

And yet, the implications! A non-interface starship at this altitude suffers from high levels of atmospheric drag, enough to rip any normal starship’s – one not designed for atmospheric entry – structure apart, and thus, aerospace cruisers must share the great attention to streamlining and the heavier structure required by interface vehicles, but to an even greater extent, since the aerospace cruiser must not only penetrate the entry interface, but hang in it while launching and receiving aircraft from its vomitories.

(This in turn involves various trade-offs in other starship systems, like radiators, which must be accommodated behind streamlined panels while still functioning effectively; the point-defense laser grid must be tuned to atmospheric frequencies despite the effects on performance – and aerospace cruisers are well within the practical offensive range of ground-based aircraft and anti-aircraft systems; the engines must not choke when run in atmosphere; and so forth.)

The next issue, fortunately, partly cancels out this one. While an aerospace cruiser sustaining (via continuous burn; copious fuel supplies and an oiler or two to restock them are also essentials for space-to-atmo operations) orbit at 72 km would have to deal with an arbitrarily long period of fending off the atmosphere at 8 km/sec, consider that the period of such an orbit is a little under 1.5 hours, meaning that an aerospace cruiser maintaining its “natural” orbital velocity will pass very rapidly over the battlespace and out of air range; and pilots in general, it should be said, are notably unappreciative when their mothership leaves them behind.

To avoid this, aerospace cruisers are required to operate in forced orbits, maintaining station above a particular location. This requires, of course, even more copious supplies of fuel and multiplies the required continuous – and for those not familiar with the concept, continuous here means if the drive ever stops, you fall right out of the sky and die – station-keeping burn considerably, but at least it spares you quite so much brutalization by the atmosphere and makes launching and receiving aircraft practical, not just theoretically possible.

So before we continue and look at specific types, let’s raise a glass to these low-flying, fuel-gulping, plasma-shocking, sky-hanging abominations of nature, and all that sail in them! We don’t look down on you – except literally – but we wouldn’t have your jobs for a Service pension and a nice retirement moon.

– the Big Boys’ Book of Boom

Bottled Sunlight


from Extropa Energy, ICC

Stars as a Service™

Available now throughout the Imperial Core and Fringe, with planned expansions into selected areas of the Worlds, Extropa Energy wishes to announce the availability of its Stars as a Service™ range of remote energy supply options. Using Extropa’s newly established fleet of mobile energy generation stations, each equipped with more than dodecen industrial-grade fusion reactors, Stars as a Service™ is able to deliver a reliable, continuous microwave or laser power beam into a compatible receiver anywhere in the system, both to stations and to beam-operated vehicles. Beamed power can even be transferred to planetside facilities with the lease or purchase of suitable relay satellites.

Power beams can be delivered in capacities ranging from megawatt through gigawatt, terawatt, and exawatt, according to your local requirements. While standard beams are delivered from shared reactor facilities according to a fixed schedule (due to the exigencies of light-lag) and with necessary occlusion windows dictated by the movement of celestial bodies, special extra-cost arrangements can be made, including reserved reactor instances, dynamic control of power delivery via tangle channel, and the lease of relay satellites to eliminate or minimize occlusion blackouts.

Need more energy?

Contact your Extropa Energy Stars as a Service™ representative today!


gravity tremble: The variations in experienced gravity found aboard starships making use of the thrust gravity provided by nuclear pulse drives, or other discontinuous-thrust drives. Essentially, the gravity tremble refers to that portion of the thrust variation not damped out by the thrust transfer framework, leading to a predictable variation in experienced gravity around its nominal value, from the jarring on-off transitions of the earliest undamped concussion drives to the smooth and gentle oscillation (resembling a phugoid cycle) of modern fusion-pulse sail drives.

The term is also used to refer to the distinctive gait seen in long-term pulse-drive starship crewers (or, more accurately, crewers of those starships in which the pulse rate is relatively fast). With experience in maneuvering under trembling gravity, such crewers develop the habit of attuning their stride interval to the tremble frequency, pushing off and up with the drop and descending with the rise, thus gaining the most advantage from the momentarily lighter gravity.

– A Star Traveler’s Dictionary

Shielding and Shielding

To begin our discussion of protective technologies, notionally, there are four types of shielding:

  • particle shielding;
  • ray shielding;
  • gravity shielding;
  • irreality shielding.

Particle & Ray Shielding

The most important and most common of these, of course, are the first two: particle shielding and ray shielding. Naturally, both of these are complete misnomers, thanks to wave/particle equivalence, and have an inconvenient degree of overlap, and yet they are the accepted engineering terms.

The technical definition of particle shielding is that it is intended to affect fermions, the particles which chiefly constitute matter, including quarks, the composite particles made up of them, and leptons; while ray shielding is intended to affect gauge bosons, such as the photon, gluon, and the various asthenons.

Thus, in the informal engineering view, particle shielding begins with conventional armor, Whipple shields, laser point-defense grids, and the like, while ray shielding can be considered to include such simple devices as high-reflectivity surfaces, HICAP and other high-Z materials, and even thermal dissipation systems or sheer mass. (Drunkwalking, of course, can be considered both.)

Later developments in particle shielding included a variety of technologies including sacrificial defense drones, semi-ablative fluff, fluid-foam armor, droplet nanoclouds, and gravimetric bubbles, the forerunners of the modern kinetic barriers.

Meanwhile, the story of attempts to advance ray shielding is a complex mess of dismissed technologies, ranging from entirely failed attempts such as FAT NINJA through variations on many others: magnetic plasma bubbles, dazzle nanoclouds, EM blisters, Meng mirrors, wormhole mouth-drones, antithetikon emitters, polariton photon-walls, stasis hyperspheres, claudications, and other metric warps, none of them achieving nearly the same success or general applicability as their particle counterparts.

All of which is to mostly ignore the inevitable overlap between technologies (for example: while often classified as “rays”, kinetic barriers are effective against particle beams; and attempts at producing kinetic barriers strong enough to deflect photons, which after all do have mass, continue – thereby classifying them as ray shielding, too), not to mention such bizarre entries in the field as the uncertainty sheath, singularity-lock armor, the blink displacer, UNMOVED MONAD, and its weaker cousin, the probability unseller.

Gravity Shielding

Intended to protect you from gravity and weapons that function on gravitic principles. Entirely hypothetical, unless you count “get your own equal and opposite gravity”.

Irreality Shielding

Intended to protect you from having the laws of physics you’re using edited out from under you, which also conveniently protects you from hypothetical dangers like extrauniversal invasions that bring their own physics along with them, falling through nilgularities, or outbreaks of primordial chaos within the brane. Currently consists of a single technology, the selective ontology evocation system, programmed with its most boring use, ensuring that everything stays exactly as it is.

– introduction to “Shielding” chapter, Celestime Technology Review

Better Alternative

anti-buckling vents: vents, either permanent or automatically opening (using, for example, rupture disks) in the event of a significant pressure differential across them, installed in non-spacetight bulkheads and deckheads to prevent them from behaving as de facto spacetight compartmentalizations while lacking the structural strength to serve in that role.

After a number of incidents in which decompressions caused by hull punctures and the resulting pressure differentials caused crumples and collapses of non-spacetight bulkheads, severing piping and cable runs passing through or along those bulkheads, anti-buckling vents became a standard component of celestime architecture.

(For this reason, it is important to immediately follow decompression procedures when the alarm sounds, whether or not the source of decompression appears to be in the current compartment.)

– A Space Traveler’s Dictionary

Solvable Problems


REPORT: TORA-42-0896
REPORT DATE: 7322 Yrnaes 11

INCIDENT DATE: 7322 Yrnaes 8
VESSEL CLASS: Tingesek-class ESV/courier
OPERATOR: Private charter
REPORTED BY: Aste min Direthill, commander, Toralish Orbit Guard

REFERENCES: [see attached]

SUBJECT: Fuel Tank Rupture Leading To Interior Dissolution


Shortly after entry into Toralish system, contact was lost with the Tingesek-class ESV, Soreseg Ven. All efforts to regain contact with the vessel failed, and shortly thereafter observations by System Traffic Control showed an abnormal termination of maneuvering burn. The vessel was then declared not under command, and a patrol boat, CSS Captal’s Mercy, was vectored towards its last known position.

Upon reaching and boarding Soreseg Ven, the pressure hull was found open to space, with severe damage to the interior. On examination, virtually all organic or carbon-based material was found to be missing, and severe erosion was found on many metallic surfaces. All eighteen souls aboard were lost without trace.

Subsequently to the investigation, the hulk was ordered towed for disposal to the Kathar wreckyard as a hazard to navigation, awaiting owner clearance for disposal.


Investigation of the spacecraft revealed the following:

  1. The above-mentioned damage to the interior of the pressure hull.
  2. Modifications had been made to expand and, concordantly, relocate the fuel and oxidizer tanks supplying the primary thrust motor.
  3. The primary fuel tank retained its position directly above the primary thrust motor, but had been extended 10% towards the bow.
  4. The primary oxidizer tank had been relocated forward accordingly, and had itself been extended 22% towards the bow. This required the combination of the tank head and the after pressure bulkhead into a single structure.
  5. The surviving fittings of the primary fuel and oxidizer tanks were found to be non-PMA.
  6. The tank heads of both the primary fuel and oxidizer tanks were found to be non-PMA.
  7. Stress fractures were found along the surviving pieces of the oxidizer tank head structure.


Due to the timing of the failure, it is believed that the additional stress placed on the oxidizer tank head by the maneuvering burn initiated by Soreseg Ven after jumping into Toralish caused the stress fractures along the shared structure of the oxidizer tank head and after pressure bulkhead. With the oxidizer tank fully pressurized, immediate structural failure followed, allowing large volumes of the rapidly vaporizing oxidizer to penetrate the pressure hull.

Since the Tingesek-class ESV makes use of a chemical reaction drive powered by pentaborane and high-test hydrogen peroxide, it is believed that the crew and passengers of Soreseg Ven were immediately dissolved during the oxidizer inrush, as were the majority of the vulnerable fittings and other items within the pressure hull, a process which only ended when the rapid changes in internal temperature and pressure caused the pressure hull itself to fracture.


  1. Non-manufacturer upgrades require added operator scrutiny.
  2. Foreign repair procedures require added operator scrutiny.
  3. Celestime architects considering the use of high-test peroxide should consider all other available options.

Etiquable Interface

93.2.4 / Public / Last updated 283 years ago

Install: pkg i vocel-react-affective
License: Riantar Ventures Open Usage & Modification License (Commercial & Non-Commercial)

Included-In: vocel-react
Depends-On: vocel-react-core, vocel-react-modulate, vocel-react-dynamic

The vocel-react-affective package forms part of the VoCel React™ voice interface system for household robotic systems, and provides the affective response and courtesy subroutines used by the system to phrase and pronounce its responses to the user.

The primary configuration parameter for the vocel-react-affective package is the basic Courtesy Index (ci). This is a floating point setting whose value can range from +12.0 to -12.0, with a value of zero effectively disabling the package, resulting in the brusque, efficiency-optimized responses provided by such interfaces when this package is not installed. A value of +12.0 causes the attached system to maximize courtesy and formality in its interactions, combining the most polite circumlocutions of the Court of Courts with the warmth of an old family retainer, while a value of -12.0 maximizes the system’s lack of respect for the user without slipping into gutterspeak; i.e., the “Do it yourself, stinkin’ meat bag!” option. Values below -8.0 permit the system to arbitrarily refuse orders, while values below -4.0 permit it to demand they be rephrased in a more appropriate fashion. A recommended initial value for everyday applications is +6.0.

Secondary configuration parameters allow the package user to specify maximal and minimal values for the Courtesy Index, used when dynamic configuration is enabled. This permits the ci to be varied by a number of additional packages, including vocel-react-profile (permitting per-user configuration), vocel-react-affective-mirror (adjusting the courtesy level of the system to match that of the user), vocel-react-standards (requiring certain standards to be upheld for interaction), et. al., as well as combinations of these.

Tertiary configuration parameters, meanwhile (see full documentation), allow adjustments of specific formality level, register, and stylistic tics, and interact with similar parameters provided by packages such as vocel-react-species, vocel-react-regional, and vocel-react-subcultural.

Nihilism Engineering

unspace interrupter: a type of switch used in extremely-high-power electrical systems, the unspace interrupter is designed to overcome the ultimate limit in switching: namely, the dielectric strength of possible insulators used to separate the contacts.

Perfect insulators are generally considered impossible since all baryonic – and most exotic – materials, even the most insulating, still contain small quantities of charge carriers, and sufficiently high voltages are capable of tearing the electrons from atoms, or otherwise motivating these charge carriers. Even vacuum is not a perfect insulator; a perfect vacuum still breaks down at 1e12 megavolts per meter, and the much more achievable high vacuum at a mere 30 megavolts per meter, even discounting processes such as thermionic emission.

The unspace interrupter bypasses this by observing that charge carriers require space to exist within, and by taking away that space, one assures that they cannot exist, and thus cannot flow. Unspace interrupters have been constructed using a variety of techniques, but one simple example is to consider two widely separated contact points – or an equivalent system, such as a photonic motor-generator set – linked by a tunable-pinch wormhole, i.e., one which can be closed or opened at will. When opened, current flows freely; when closed, the effective dielectric strength of the interrupter is determined by the arbitrarily large distance between its separated ends, which can be functionally infinite. Moreover, the opening of the contacts by this system is not subject to arcing or flashover.

– the Glossology of the Anbaric Spark, 997th ed.


Provocogen COG

Provocogen COG is unusual among the ranks of Citizen Oversight Groups in that, while generally acknowledged as serving a socially useful purpose, everyone individually would much rather be spared its attentions.

Provocogen, as its name might suggest, is a manufacturer of meme-allergens and other informational toxins. Extending the theory that an unchallenged immune system degrades, their purpose is to maintain and enhance the memetic immune system, lest parasites, meme-allergens, autotoxic and exotoxic ideas, recursive conspiracies, memetic vulnerabilities and plain old stupidity spread out of control.

Unlike the informational and warning efforts of other COGs and TAGs in the memetic security space, however, Provocogen generates examples of all these things (in a hopefully weakened state) and sends them out into the ideosphere to do their work, keeping people alert and priming the public’s memetic immune systems to other ideas of the same general kind, followed by painfully – for those taken in – debunking them in exquisite depth and architectural detail.

To this end, Provocogen has assembled what is undoubtedly the largest collection of trolls, conspiracists, grifters, meme-hackers, slash-traders, mystagogues, rhetoricians, sophists, unhanged scoundrels, and intellectual coprophiliacs to be found anywhere outside a full-quorum meeting of the Conclave of Galactic Polities.

– Sur-Dodeciad Parts in Approximate Formation: The Empire from Outside

Odd One Out

Cilmínár is perhaps, despite all the others’ uniquities, the one with the best claim to be the odd one out of of Thirteen Colonies; while the others all had their own distinctions based on their worlds, societies, technologies, or other evolved characteristics, Cilmínár was the first and only eldraeic colonial venture intended to leave the Empire.

At the time of the Deep Star program, and in particular in the years leading up to 3038, the time at which IS Potentiality Golden left the Lumenna-Súnáris System, the Empire was caught up in the final century of the Consolidation Wars. In the Senate, the Above All, One Imperium Movement was dominant, and the Imperium Bellipotent was prominent within that coalition.

These conditions gave rise to some concern in dedicated libertist circles that the Empire might be heading down the wrong path, and could possibly end up recreating the governance-by-force methods of the kórasan. A number of these groups responded by setting up the Free Colony Foundation, a private colonization venture intended to build a colony around newly prospected Cilminé faithful to the Contract but eschewing the Charter – i.e., a recreation of the Ungoverned Era. Prospective colonists agreed only to participation in the early steps of ensuring colony viability, thereafter being governed solely by the Contract.

This venture proved controversial, to say the least, in the somewhat heated atmosphere of patriotism which characterized the late Consolidation, and arguments over the ethics and legalities of the matter – lawful secession being guaranteed by the Charter even as military annexation was the practice of the day – grew in volume and vigor until they eventually reached the Court of Courts, silenced only by the Imperial Proclamation of Alphas III Amanyr after meeting with the leaders of the Foundation:

“Go in peace, cousins. Your principles are ours, and in their name, we would not hold you. Know that you will always be welcomed here.”

Unsubstantiated Court gossip of the era attributed a simpler statement to Elyse II Cyprium.

“You’ll be back.”

As history would have it, IS Potentiality Golden arrived at Cilmínár in 3136, six years after the final act of the Consolidation and the opening of the Aeon-Long Peace, and this news – along with the recession of the Bellipotency into deep eclipse in the Senate – was among the first news the colony received when laser communication with the homeworld was established in 3160.

Nonetheless, the establishment of the colony went ahead as planned, with the Free Colony Foundation wrapping itself up and spinning off necessary functions into the private sector as the colony was established, dwindling into a registry and contract-notarization organization. As in the Ungoverned Era, PPLs, community militias, and deemsters emerged or were established to serve as guardians of citizens’ rights.

However, over the centuries between the colony’s establishment and its participation in the Reunification, the population of Cilmínár found itself having to address and solve many modern recensions of the same or similar issues that ancient Eliéra had been required to deal with during the lengthy transition between Ungoverned Era and Empire, and had developed its own institutions to do so, while observing over the course of its communications with the homeworld both that their fears for the future had not come true – with the Empire’s post-Consolidation turn away from annexationism – and its eager adoption of various Cilmínárian institutional innovations which promised greater flexibility and were more in accordance with libertist principles.

As such, when the Reunification came calling in 4003, the Free Colony of Cilmínár needed surprisingly little persuasion to return to the Imperial fold with the Deal of 4014, while retaining its own local customs. (Conveniently, legal ground for this had already been laid by private edict of Alphas III and Elyse II back in the 3030s, placing the citizen-shareholderships of the colonists in temporary abeyance, rather than cancelling them, permitting a retroactive reinstantiation.)

The Deal, as it is known locally, uses as the colony’s charter a detailed and frequently amended contract between the Imperial governance and the assortment of Cilmínárian institutions responsible for various local functions, and the Free Colony is acknowledged as a single constituent nation of individual sovereigns. Internal legal matters continue to be handled by PPLs and deemsters, although appeal is available as it would be from the Courts of the Districts, and in other matters, the planet is indeed a technologically-updated microcosm of that legendary era of pre-Imperial history.

As Elyse II predicted so long ago: they were back.

– Octavia Dalastel, The First Constellation

May Contain Nuts

Cydon’s Cyborg Cuisine

A restaurant chain catering specifically to those with unusually energy-hungry augmentations without external power sources, Cydon’s Cyborg Cuisine (CCC) provides a dizzying selection of dishes across several Imperial cuisines designed specifically for their, or rather their fuel cells’, special requirements.

That is to say, CCC’s back-end chefs and nutritionists have found a way to pack close to the theoretical maximum quantity of fats and simple sugars into each mouthful, while still leaving the food tasty and suitable for semi-regular consumption, unlike more typical offerings to this market, such as Biogenesis’s Proven-Potency Power Paste, Steeleye Labs’ high-erg fuel bars, or even Peregrinate’s Minty Sugar Slab. Sorry, guys!

All of the food available at CCC is vat-grown or synthetic, of course, but such is to be expected when nature simply cannot pack that much energy into a bite.

Finally, while it is company policy not to question the details – or for that matter existence – of customers’ augmentations, those closer to baseline accompanying their cyborg friends to CCC are strongly urged to confine themselves to the Lily-Livered side menu.

Eating CCC’s regular offerings without both an augmented digestive system suitable to process them and the sort of augmentations they are intended to power has been observed to have side effects including but not limited to acute gastrointestinal distress, angina, atherosclerosis, cerebrovascular insult, cholelithiasis, diabetes, diarrhea, generalized steatosis, hyperglycemia, hyperlipidemia, hypertension, jaundice, myocardial infarction, pancreatitis, steatohepatitis, and death. A waiver is included with each meal.

– Restaurant Review, from the Mer Covales Advertiser

Things to See, Places (Not) To Go (14)

Jarnobu (Torch Radiant): While the system is controlled by the League of Meridian, Jarnobu is not counted among their 83 member worlds.

At first, this might seem puzzling, inasmuch as Jarnobu proper is a garden world eminently suitable to hosting sefir life, with a mild climate and a biosphere which is unusually compatible, biochemically speaking, with the sefir and their commensal species – to the point that native foods are edible without extensive preparation.

However, in a cruel twist of irony, it is this very biochemical compatibility that makes Jarnobu a unique form of sucker bait. While the native flora and fauna is certainly edible, it is also saturated with compounds which serve as potent euphoric and psychoactive drugs on sophonts with sefir-style nervous systems, many of which survive long enough ex vivo to be a constant low-level presence in the planet’s air and water.

Thus, Jarnobu does not resemble a traditional failed colony world, appearing to be a pleasant, low-technology, pastoral world – if one populated by people with a marked tendency to grin all the time, giggle at the slightest provocation, stare in fascination at their own appendages, and on occasion, fall over. Nonetheless, it is classified as one by the League.

No regular passenger or freight service calls at Jarnobu, and even visits by tramp traders are rare. (The world has no starport facilities beyond areas of cleared ground and landing beacons.) However, orbital scans show numerous abandoned junker hulks and homesteader pods on the planetary surface, regular immigration by means of which is presumably responsible for maintaining the planet’s population and technology.

Unusually, there have been few long-lasting attempts to export Jarnobun drugs to other worlds, and those which have persisted have been run by non-sefir syndicates. It appears that the difficulty of maintaining long-term chemical isolation in an environment where a seal failure will directly lead to precisely the kind of carelessness apt to induce a cascade has discouraged all but the most persistent.

Another View From Outside

Some comments excerpted from an early edition of “The Lonely Galaxy® Unofficial Guide to Working with the Empire’s People”:


  • Augmentation is a way of life in Imperial space, and there are probably millions of different augmentations on the market. Do not rely on knowing what one of them ought to be able to do; be sure about what that one is able to do before you throw out a challenge.
  • Death: they don’t. They find it very silly that you do. Do not get into this argument.
  • Death: do not lose, bury, or incinerate that little marble. That contains their most recent backup, and you will not be popular if you make them use a cold backup instead. Treating the restored backup as a different person will also not go over well, and these people treat philosophy as a combat discipline.
  • Don’t take them to the fixed-price all-you-can-eat buffet. All those augmentations take energy, and that comes from food, and you are definitely underestimating how much all they can eat is.

    This also applies to open bars.
  • Every Imperial has a high-powered quantum computational device optimized for an information-dense society in their head. Try not to be alarmed if they accidentally decrypt all your secure networks by accident. For them, this is the equivalent of accidentally reading a sign when looking at it. It’s very difficult not to do.
  • They will be armed, which they think is something all good neighbors do. Do not attempt to take their weapons away. At best this will be taken as a personal insult, and not a reason to hurt you.

    Don’t attempt to hint at them making you uncomfortable, either, or you might be inviting a race to see just how far the definition of “sidearm” can be stretched.

    Historical evidence suggests that it’s a long damn way.


  • Don’t attempt anything tricky when writing a contract with a ciseflish. Trade is their life, and they’ve seen it all. They will walk right through your own carefully-hidden loophole, then celebrate over drinks you weren’t expecting to have paid for.
  • Never, ever gamble with a ciseflish unless you’re prepared to lose everything you bring to the table. The little guys are basically magic when it comes to memory, probability, and anything else involving numbers.


  • Don’t confuse them with their non-uplifted ancestors, the bandal. This isn’t a particularly easy mistake to make, since they’re larger, wear accessories, and talk, but it’s worth mentioning anyway since it’s also a particularly stupid mistake to make when dealing with a highly successful apex predator’s smarter cousin.
  • If you’re not convinced yet of how stupid that mistake would be to make, these were highly successful apex predators who, post-uplift, are also one of the most socially adept species in the galaxy. Two words: social predators.

    Give them enough reason to be furious, and even hitherto uncontacted species in the Ancíël Clouds will giggle when they see you walk by.


  • All Imperials are prickly to one degree or another about trespasses on their person, property, or reputation, but the eldrae turn this up to thirteen. Avoid playful punches, don’t try a friendly insult, and for the love of sanity, ask before you touch their stuff.
  • They often travel with companion animals, called bandal. They will expect to be able to take them everywhere, and will not be happy if this is not permitted. The bandal themselves are usually friendly, and making friends with them is often a good way to make friends with their person. On the other hand, harming them, especially the young ones, is quite definitely a good way to bring down an entirely disproportionate reaction on your head. Be nice to the puppies.
  • If you are their manager, try to remember that you’re in charge. It may be hard to do in the face of unbounded self-assurance, but they will give you whatever is in the contract.

    Don’t micromanage. You contracted them to do a job, they believe, not to listen to your uninformed opinions about their profession. Basically, whatever they’re actually doing, imagine that you’re trying to teach your high-priced corporate lawyers how to lawyer, then don’t do it.
  • If you are their manager, remember that they don’t have to give you anything that isn’t in the contract. Requests outside its scope will be treated as “asking for a favor”, with reciprocation expected, and sticking your nose into their affairs outside the job will likely result in having it chopped off.

    (Metaphorically. For a first offense.)
  • They get bored quite easily. This boredom rapidly turns into either seeking new experiences, or tinkering with things. If you find yourself assigned as minder, escort, or guide to a visiting eldrae, make sure you have a lengthy list of approved activities lest they start making their own fun.

    If they are hired to work on equipment that belongs to you, make sure that it’s clear where the boundaries lie. The resulting improvements are usually beneficial, but it’s something of a surprise to take a day off and come back to find that your corporate network’s been completely redesigned just because your on-duty sysadmin had time to have a better idea.
  • What another species might turn into a sexual harassment case, they’ll turn into a knifing.

    Honestly, we can’t find it in ourselves to criticize this much.
  • Yes, they’re incredibly smug. It’s a racial trait. You aren’t going to be the one to change this.


  • They will probably comment on various bits of your biology that could be improved, possibly while coming uncomfortably close to your personal space. They really can’t help it, but will usually back off after one or two reminders. If only because they find people who aren’t interested in their biological Art quite boring.
  • They are every bit as good at biotechnology as they think they are, and can probably deliver on whatever improvements they suggested. However, as their current form suggests, they have a great deal of trouble understanding why anyone might prefer retaining their current appearance instead of having the six awesome new organs they just dreamt up. Caveat emptor!


  • They absolutely are as serene as they look all the time, and simply will not seem as passionate, especially angry, as you think they ought to be about things. It probably comes from not having glands.

    This having been said: the galari love and hate as strongly as any other sophont – they just don’t become overly heated about it. Do not make the assumption that they aren’t wrathful just because they aren’t yelling at you about it, lest you find yourself on the wrong end of a calm, serene, and entirely cold-blooded destruction of everything that made itself sufficiently distasteful.


  • Don’t accept drinks from them, or get into a drinking contest with them, unless you know that your liver is rated for what you’re getting into and/or your incarnation coverage is paid up, preferably both. Kaeth booze hits the average liver like a toxin-carcinogen-acid cocktail garnished with ground glass, and on fire.
  • Don’t steal their lunch, obviously.

    But actually, don’t stand even next to their lunch. It is almost certainly poisonous. It is probably radioactive, and may be alive. All three is not off the table.
  • If a kaeth has a companion animal, it is quite likely to be an extremely dangerous large carnivore. Do not attempt to pet, feed, or stand close to Mister Snugglescales without checking first.

    If said companion animal appears to be small, cute, adorable, or harmless, the odds are good that it’s even worse than that.
  • The full-contact body-check is just how they say hello. They are doing their best to keep it turned down around all the squishies, and request your forgiveness for any accidents that may occur.


No, you can’t take ’em.