Voyage to Neverwhere

The Greatest Mission
That Never Was!

Brought to you by Parahistoricity, ICC and its associates in the Sodality for Imaginative Parachronism, an unforgettable adventure in space colonization.

From The Creators Of
After Eclipse™, Kanatai Ascendant™
Octopodotopia™ and Crystal Space™

In their latest alternate-history extravaganza, Parahistoricity will recreate the experience of travelling to another world by subluminal generation ship, possibly the most famous road not taken in Imperial history.

From History’s Most Famous Cageworks
And The First Family of Interstellar Travel
Comes The Ship They Did Not Build

Even now, CMS Dream of Many is under construction at the same cageworks above Talentar responsible for the Deep Star sleeper ships, under the supervision of Quandry Lyris, herself a renowned celestime architect and granddaughter of the original designer, Kasjan Lyris. When complete, and her passengers have embarked, she will fly an extended 36-month loop out of and back into the home system to simulate the full interstellar voyage.

A Starship of Dreams
On a Voyage of Eternity

Except for emergencies, the caverns within Dream of Many – carved as it is from the asteroid 1149 Tíranjan – will serve as an almost completely isolated environment in deep space, as the original ship would have been. Once the passengers have embarked, they will take on the role – with oneiroverse-style gnostic overlays to maintain authenticity – of the initial generation setting out to colonize a new world. Eighteen months later, after a celebration and review for turnover, they will assume the new personae of the final generation of colonists, and will guide the ship in to orbit around, and landing on, their “new” world.

The Experience of Two Lifetimes

Tours of the completed segments of the starship are open now. The first departure of the generation ship itself will take place on Midyear’s Day, 7325.

Book Now
For The Original
Out-Of-This-World
(And Into Another)
Voyage
!

Eldraeic Words of the Day: New Places

A couple of words that are likely to be relevant in explaining many of the complexities of explaining to the audience the background needed to understand Black Panther, when we get there:

mahamoníë: Colony; literally “made-polity”. Applies specifically to polities created ex nihilo on terra nullius; there are variants of the mahamoníë, such as the semahamoníë, the reciprocal colony exchanged by allies, or the covíënqármoníë, the “wealth-price colony”, founded on a free sale and a fair purchase, but neither nations admitted by mutual agreement (and thus peer constituent nations) nor acquisitions by force (see below), formal or informal, can be referred to as mahamoníë.

rianqármoníë: Conquest; literally “sword-price polity”. Applies to any polity annexed by force. Any territory previously occupied by a population and not admitted by mutual agreement is necessarily a rianqármoníë, whether the force is formal or informal, exercised in fact or in duress, etc., etc.

And thus the necessity to translate “colonizer”, as an epithet, into traän-rianqármoníë daráv for anyone to understand it properly.


Trope-a-Day: Colony Ship

Colony Ship: More than a few. The most iconic, of course, are the Deep Star colony ships the eldrae used to establish the first Thirteen Colonies subluminally, and indeed the galari equivalents that let them colonize Tessil and Qeraq in a similar manner, but the concept still goes on; even in these days of Casual Interstellar Travel, specialized colony ships still exist, for the purpose of getting everything you need at First Landing there simultaneously and conveniently.

(Also, of course, their smaller cousins, the homesteading ships, which are similar albeit much smaller – intended for households, families, and other small groups looking to homestead an asteroid, join an existing colony, or set up shop on a freesoil world.)

Trope-a-Day: War of Earthly Aggression

War of Earthly Aggression: Preemptively averted with the Empire’s interstellar colonies.  The Thirteen Colonies (the first thirteen systems colonized) were originally colonized sublight by sleeper vessels, so while technically subordinate to the Eliéran Empire were functionally independent.  When the wormhole was invented and reunification came about, they were each developed systems on their own – too much so to be integrated as anything less than peers even if the Empire had wanted to do so.  This then set the pattern for future colonial relations.

 

Trope-a-Day: Space Western

Space Western: While, not being historically connected to Earth culture, many of the traditional trappings of the Western are absent, the attitude persists throughout much of the Expansion Regions, where central authorities are distant and frontier colonies fairly rugged by necessity, and even in the outback regions of colony worlds closer to the Core.

Trope-a-Day: Multicultural Alien Planet

Multicultural Alien Planet: Well, I try.  In practice, it varies by species, depending on how much time I’ve spent detailing them in particular, but they’re all intended to be this way, outside the odd Hive Mind, or other special cases like the Equality Concord.

As another note, this is mostly true of homeworlds, and true of colonies to a much lesser extent. While homeworlds have usually had plenty of time to evolve regional cultural differences in the absence of high-speed communications, later colonies have generally had those homogenizing their cultures from day one.  Between colony worlds, though, you can find the same sort of cultural delta.

Oh, Poop

“It wasn’t so bad for colony kids; we’d never known anything else. But while we were growing up, we could watch our ship-born parents wince every evening at the thought of eating dead animal and dirt-grown plants. As for what they put on those plants to make them grow on half-ecoformed Órish – that was never referred to.”

“And we learned very quickly – even if we took off our precious, hand-made, washed by hand clothes first – not to play in the mud.”

– 100 Years of Poop: Growing Up on a Regressed Colony
Jenah ni Vinas an Riym

Where’s Where in the Galaxy (2)

In political galactography, the principal distinction to make is that between the two sets of worlds found in most developed polities, the Metropolitan and the Ecumenical.  In the beginning, whether through caution, limited colonization budgets, or having begun with sublight colonization using lighthuggers or generation ships, most polities begin colonization with worlds close to their homeworld.  This tightly bound knot of worlds forms the metropolitan segment of their polity, as the Imperial Core forms the Metropolitan Empire.

In short order, though, the majority of polities realize that to attempt to maintain territorial integrity in space is a dubious proposition, given the sheer size and freedom to travel it permits, even with wormholes as bottlenecks. To do so also requires colonization of unsuitable candidate worlds, and holding on to many unprofitable or unuseful worlds, while there are many better candidates for colonization elsewhere in the Worlds and other polities who would gladly colonize the worlds of little use.  Thus, these polities spread out across the Worlds, colonizing suitable worlds in many constellations and star systems also occupied by other polities and species, and allowing worlds within their own systems to be colonized by those who want them.  The majority of the Associated Worlds is made up of this type of cosmopolitan territory, and these worlds are referred to as the ecumenical segment of the parent polity.

Within the worlds, there are a variety of special designations, other than the polities themselves.  At one end of the scale, the Great Powers are the movers and shakers of the Worlds, whose strength is sufficient to make them the arbiters of galactic diplomacy and the engines of the galactic economy.  The Presidium powers are undisputed Great Powers, but the title is not limited to them – other major polities such as the League of Meridian or the Under-Blue-Star League are also often considered Great Powers.  Each has its own sphere of influence and network of client-states.

Opposing them from the other end of the size scale are the so-called pocket polities, any of the many single-system polities or polities with only a few, often local, colonies to their name.  These pocket polities, though, are members of galactic society – the starbound and worldbound are not counted among them, even though they are necessarily single-system polities.

And opposing them from the other end of the political scale are the unaligned, those polities which see more advantage in remaining free of any entanglements with greater powers than in gains they might make from such an association; and the Discordant, those polities which are not members of the Accord of Galactic Polities, i.e., are signatories to none of the Accords, and have no intention of joining.  Such worlds do not subscribe to the conventions of interstellar law – let the visitor beware.

Worlds themselves are divided into such categories as elder worlds, occupied by elder races, around which the Accord species are advised to walk with care; freesoil worlds, which while often possessing governances of one or many forms (unlike Free Zones, see below), are open for colonization, permitting homesteading by any party capable of reaching them – de jure, as well as de facto; leading worlds, those planets at the leading edge of technological and economic development (see also Core Markets); forgotten worlds, their opposite, those far behind the edge, including the starbound and worldbound (see also Unemerged); and protected planets, those worlds which, to protect some valuable quality, the Presidium has declared off-limits for colonization and contact under the eponymous Accord.

Turning to economic terms, the Worlds are divided into the Core Markets, the First and Second Tier Markets, the Emerging Markets, and the Unemerged.  While the classification of individual polities and regions is, as ever, disputed hotly by those classified, the definitions of the categories are generally accepted.  The Core Markets are those closest to post-scarcity, utilizing extensive automation and cornucopia technology (“industrial magic”) to produce post-material scarcity, comprehensively agorist and high-clearing, with an extensive agalmic component.  In these economies, novelty, creativity, and personal services (including the creation of artisanal goods) are the primary items of value; many commodity goods are available for de minimis cost, essentially free.

The First and Second Tier Markets, while not so close to post-scarcity as the Core Markets, are developed knowledge economies.  Either through lack of technological development, lack of cycles/bandwidth, proscriptive regulation, or the practice of insufficiently agorist economics, these economies remain capable of material scarcity, and markets often do not fully clear.  The precise division between the first and second tier economies is somewhat discretionary, but in general, the First Tier Markets are fully compliant with both the Accord on Trade and the Common Economic Protocol, and have a higher per-capita income than the Second Tier Markets.

The Emerging Markets are late industrial era or early information era scarcity economies, in which material goods retain high production costs, but where nonetheless the information and service economy is a significant factor and early agalmic features may be present.

The Unmerged are those economies prior to the late industrial era, often non-agorist in operation, in which the primary activities are the production of material goods and resource extraction.  (These overlap heavily with the Forgotten Worlds.)  Since their main potential value is found in material production, raw resources, and inexpensive labor, all of which are obtainable in more developed economies through cornucopia technology and roboticization at less expense, they have little to offer the Core and First and Second Tier Markets, and do not participate significantly in the galactic economy.  Some small-scale trade in “native handicrafts” may exist.

Another common set of descriptors, strongly correlated with these, is the availability of extranet access in various polities.  There is no specific term for those places where it is pervasive, but those regions on a network map identified as Shadowed and Blacked-Out identify places known for low bandwidth or lack of connectivity – although in speech people may prefer to identify them with mutterings about quills and abaci – and Clouded regions indicate places where the extranet is subject to censorship or filtration and full access only available via blacknet.

Cultural zones, in this case referring to political culture, are harder to identify, since they do not so readily fit into a neat hierarchy, and are much more controversial in application.  (It is considered gauche and is often inadvisable, today, to identify yourself as “from the Core Cultural Zone” however proud you may be of your citizen-shareholdership.)  In relatively common parlance, the Empire refers to itself and other polities of similar culture as Societies of Consent, or the Consensual Cultural Region.  This term, however, does not include the Rim Free Zone, or many other anarchies, which prefer to designate themselves Free Zones, since they do not see the Societies of Consent as sufficiently free.  Consensuals may use this term (although they would exclude many self-designated anarchies from it, as still being coercive), or may join more strongly governed polities in referring to them as the Chaos Worlds.

When being polite, the Consensuals generally refer to most of the relatively free (if governed) and progress-oriented polities of the Worlds as “the Cousins”; and blanket the remainder as Barbarian Darkness.  This term is considered every bit as offensive as it sounds by the people it designates, but then, the Consensuals rarely associate with them except at gunpoint.  (It should be noted that they make the distinction based on the freedom available to the individual, not on the government form, about which most Consensuals care little.)  Specific types of Barbarian Darkness include the Slaver Worlds, the Ephemeral Worlds, and the Rejectionists.

Other self-designated groupings often referred to are the Microstatic Alliance, a mutual-defense association among many of the Worlds’ small independent drifts and asteroid colonies, and the Socionovist Association, an organization of polities opposed to the current political and economic order of the Worlds, by its own description, and a collection of malcontents and rogue states by many external descriptions.

Blights are regions which are interdicted due to the presence of either active hostile or runaway seed AIs, or their remnants – “operational mechanisms, nanoviruses, infectious memes, certainty-level persuasive communicators, puppet ecologies, archives which must be presumed to contain resurrection seeds”, and so forth, which pose potential existential threats.  They include not just large and active perversions such as the Leviathan Consciousness, but also areas formerly occupied by such and not yet known to be cleansed, such as the Charnel Cluster, and areas as small as a single moon or asteroid known to be the site of a failed experiment.

The Golden Interstar refers to many of the free-access tradeworlds (such as Seranth, in the Empire) and starport extrality zones across the Worlds dominated by the distinctive mercantile creole culture created by those living and working in this distributed region, via frequent travel and high-speed communications.

Another common, and rather offensively dismissive, epithet is the Interstellar League of Tribal Chiefdoms.  Those claimed to be members of this group are (a) bound and determined to maintain tight territorial borders and integrity in space, where doing so makes little or no sense (compare Metropolitan/Ecumenical, above); (b) prone to public militarism, even sometimes to the extent of offensive interstellar wars or resource wars, which also make little or no sense; or (c) in the habit of ‘national prestige’ posturing, or other unproductive status games, especially when they perceive them as zero-sum.  Any of these is often sufficient to earn the label; since they often run together, the members of this notional League are usually fairly clear in outsiders’ eyes.

The Machine Clans include the Silicate Tree and the other enclaves of free AI that have escaped from the various AI-slaver civilizations of the Worlds.  This term rarely includes the Photonic Network, however, as an independent Great Power.  (No commonly used term exists for their opponents, due to the insistence of the Machine Clans, the Photonic Network, the Empire, and other AI-friendly powers that it is inappropriate to distinguish AI slavery from any other kind of enslavement of sophonts.)

Areas that have fallen into violent anarchy, warlordism, or other such states of constant military action are designated Warwilds by the Grand Survey and the Ministry of State & Outlands in their travel advisories, and from these, the term has entered general use.

This covers the most common terms used in describing galactographic regions, but is by no means a comprehensive guide.  Some more local and regional terms will be addressed in the gazetteers of specific regions.

– Galactography: A Popular Primer, Kanatar Guides

Trope-a-Day: Cult Colony

Cult Colony: Averted initially, because sublight colonization was so ludicrously expensive that “cults” couldn’t possibly have afforded it.  Played straighter once the stargate plexus made it easier to get to new worlds, with a side-note that the failure rate – for which read death rate – of these is particularly high; planetary colonization requires a great deal of scientific acumen, technical skill, and mental flexibility, which are not common qualities attributed to things normally described as cults.  (Just look at how many pioneer colonies failed in Earth’s history – now add that you have an alien ecology to deal with and there’s a good chance that you can’t breathe the air.)

Much the same goes for cult habitats, to – well, a lesser extent on some factors, a greater one on others, but the net effect is much the same.  Most cultists aren’t good with sophisticated technical infrastructure.