Weber David The Universe of Honor Harrington
Weber David The Universe of Honor Harrington
Weber David The Universe of Honor Harrington
This appendix sketches in some of the salient points of the galaxy into
which Honor was born… and which she, willingly or not, was to play a
major part in changing forever.
David Weber
(1) Background (General)
(2) Warshawski Sail Logistics
(3) The Mechanics of the Diaspora
(4) The Star Kingdom of Manticore
(A) Founding and Early History
(B) Manticoran Time-Keeping:
(C) The House of Winton:
(D) Manticoran Domestic Politics:
(5) The Manticoran Wormhole Junction
(A) General Wormhole Mechanics:
(B) The Manticore Junction:
(6) Planets of the Star Kingdom of Manticore
(7) Interstellar Politics and Imperialism
(A) Emergence of Multi-System Polities:
(B) The Solarian League:
(C) The People's Republic of Haven:
David Weber
The Universe of Honor Harrington
Honor Harrington was born on October 1, 1859
Post Diaspora, at Craggy Hollow (the Harrington family
homestead), County Duvalier, in the Duchy of Shadow
Vale, Sphinx. In general, one might say that she was
born at the twilight of what had been a long, relatively
stable and peaceful period of galactic history. Her native
Star Kingdom of Manticore was widely respected as one
of the wealthiest star nations in existence (probably the
wealthiest, on a per capita basis), and its carrying trade
dominated the interstellar freight lines outside the
Solarian League itself. The galaxy had not seen a major
war in over a century, although there were always places
(like the Silesian Confederacy) where ongoing low-level
conflicts were the norm rather than the exception. Aside
from rumblings out of the economically devastated
People's Republic of Haven, which had recently forcibly
annexed a half dozen neighboring systems, there seemed
little reason to expect that to change.
But by 1901 pd, (the time of On Basilisk Station ) it
had changed, and changed drastically. The PRH's steady
economic collapse had driven its expansionism to
heights unseen since pre-space days on Old Terra, and
the Star Kingdom of Manticore lay squarely in the
Peeps' path. The last century's "golden age" was coming
to an end with the approach of an interstellar war which
would, before it ended, see virtually the entire human-
occupied galaxy choosing up sides, with military
operations on a scale no one had ever previously
contemplated.
This appendix sketches in some of the salient points
of the galaxy into which Honor was born… and which
she, willingly or not, was to play a major part in
changing forever.
(1) Background (General)
The first manned interstellar ship departed the Solar System on
September 30, 2103. Although no other ship followed for almost fifty years,
2013 ce, became accepted as Year One of the Diaspora, and January 1 of
that year became January 1, 01 pd for purposes of interstellar dating.
For over seven centuries after the Prometheus became the first manned
starship, FTL movement remained impossible, leaving generation ships
(followed in the fourth century pd by the development of practical
cryogenic hibernation vessels) as the only means of long-distance
interstellar expansion. The original starships used fairly straightforward
reaction drives with hydrogen catcher fields to sustain boost after the initial
onboard reaction mass was exhausted. Later generations attempted more
esoteric propulsion systems, but though they graduated to fusion and photon
drives, they remained locked into the sublight reaction principle until 725
pd, when the first crude hyper drive was tested in the Solar System.
The interface between normal and hyper-space was speed-critical, for
if velocity at hyper translation exceeded .3 c, the translating starship was
destroyed. In addition, a hypership had to reach the hyper limit of a star's
gravity well before it could enter hyper, and the hyper limit varies with the
spectral class of the star, as shown in Figure 1.
The original hyper drive was a man-killer. The casualty figures over
the first fifty years of hyper travel were daunting. Worse, vessels which
were destroyed were lost with all hands, which left no record of their fates
and thus offered no clue as to the causes of their destruction. Eventually,
however, it was determined that most had probably been lost to one of two
phenomena, which became known as "grav shear" (see below) and
"dimensional shear" (violent energy turbulence separating hyper bands from
one another). Once this was recognized and the higher hyper bands were
declared off limits, losses due to dimensional shear ended, but grav shear
remained a highly dangerous and essentially unpredictable phenomenon for
the next five centuries. Despite that unpredictability and continuing (though
lower) loss rates, hyperships' FTL capabilities made them the vessel of
choice for survey duties and other low-manpower requirement tasks. Crews
of highly paid specialists willing to accept risky employment conditions
were enlisted for survey work and for the early mail packets, but the loss
rate continued to make any sort of interstellar bulk commerce impractical
and insured that most colonists still moved aboard the much slower but
more survivable cryogenic ships. As a consequence, the rate of advance of
colonization did not increase terribly significantly during the period 725-
1273 pd, although the ability to pick suitable targets for colonization
(courtesy of the FTL survey crews) improved enormously.
The best speed possible in hyper prior to 1273 pd was about fifty times
light-speed, a major plus over light-speed vessels but still too slow to tie
distant stars together into any sort of interstellar community. It was
sufficient to allow establishment of the oldest of the currently existing
interstellar polities, the Solarian League, consisting of the oldest colony
worlds within approximately ninety light-years of Sol.
The major problem limiting hyper speeds was that simply getting into
hyper did not create a propulsive effect. Indeed, the initial translation into
hyper was a complex energy transfer which reduced a starship's velocity by
"bleeding off" momentum. In effect, a translating hypership lost
approximately 92% of its normal-space velocity when entering hyper. This
had unfortunate consequences in terms of reaction mass requirements,
particularly since the fact that hydrogen catcher fields were inoperable in
hyper meant one could not replenish one's reaction mass underway. On the
other hand, the velocity bleed effect applied equally regardless of the
direction of the translation (that is, one lost 92% of one's velocity whether
one was entering hyper-space from normal-space or normal-space from
hyper-space), which meant that leaving hyper automatically decelerated
one's vessel to a normal-space velocity only 08% of whatever its velocity
had been in hyper-space. This tremendously reduced the amount of
deceleration required at the far end of a hyper voyage and so made reaction
drives at least workable.
Since .3 c (approx. 89,907.6 km./sec.) was the maximum velocity at
which an "upward" translation into hyper-space could be made, the
maximum initial velocity in hyper-space was .024 c (or 7,192.6 km./sec.).
Making translation at speeds as high as .3 c was a rough experience and not
particularly safe. The loss rate at .3 c was over 10%; dropping translation
velocity to .23 c virtually eliminated ship losses in initial translation, and,
since the difference in initial hyper velocity was less than 1,700 KPS, most
captains routinely made translation at the lower speed. Even today, only
military commanders in emergency conditions will make upward translation
at .3 c. There is no safe upper speed on "downward" translations. That is, a
ship may translate from hyper-space to normal-space at any hyper-space
velocity without risking destruction. (Which is not to say that the crews
enjoy the experience or that it does not impose enormous wear and tear on
hyper generators.) Further, translation from one hyper band to a higher band
(see below) may be made at any velocity up to and including .6 c. No vessel
may exceed .6 c in hyper (.8 in normal-space) because radiation and particle
shields cannot protect them or their passengers at higher velocities.
Once a vessel enters hyper, it is placed in what might be considered a
compressed dimension which corresponds on a point-by-point basis to
"normal-space" but places those points in much closer congruity. Hyper-
space consists of multiple regions or layers — called "bands" — of
associated but discrete dimensions. Dr. Radhakrishnan (who, after Adrienne
Warshawski, is considered to have been humanity's greatest hyper-
physicist) called the hyper bands "the back-flash of creation," for they
might be considered echoes of normal-space, the consequence of the
ultimate convergence of the mass of an entire normal-space universe. Or, as
Dr. Warshawski once put it, "Gravity folds normal-space everywhere, by
however small an amount, and hyper-space may be considered the 'inside'
of all those little folds."
In practical terms, this meant that for a ship in hyper, the distance
between normal-space points was "shorter," which allowed the vessel to
move between them using a standard reaction drive at sublight speeds to
attain an effective FTL capability. Even in hyper, ships were not capable of
true faster-than-light movement; the relatively closer proximity of points in
normal-space simply gave the appearance of FTL travel, which meant that
as long as a vessel was dependent on its reaction drive and could not reach
the higher hyper bands, its maximum apparent speed was limited to
approximately sixty-two times that which the same vessel could have
attained in normal-space.
Navigation, communication, and observation all are rendered difficult
by the nature of hyper-space. Formed by gravitational distortion, hyper-
space itself acts as a focusing glass, producing a cascade effect of ever more
tightly warped space. The laws of relativistic physics apply at any given
point in that space, but as a hypothetical observer looks "outward" in hyper-
space, his instruments show a rapidly increasing distortion. At ranges above
about 20 LM (359,751,000 km.) that distortion becomes so pronounced that
accurate observations are impossible. One says "about 20 LM" because,
depending on local conditions, that range may vary up or down by as much
as 12% — that is, from 17.6 LM (316,580,880 km.) to 22.4 LM (or
402,921,120 km.). A hypership thus travels at the center of a bubble of
observation from 633,161,760 to 805,842,240 km. in diameter. Even within
that sphere, observations and measurements can be highly suspect; in effect,
the "bubble" may be thought of as the region in which an observer can tell
something is out there and very roughly where. Exact, precise observations
and measurements are all but impossible above ranges of 5,000,000 to
6,000,000 km., which would make navigational fixes impossible even if
there were anything to take fixes on.
This seemed to rule out any practical use of hyper-space until the
development of the first "hyper log" (known as the "HL" by spacers) in 731
pd. The HL is analogous to the inertial guidance units first developed on
Old Earth in the 20th century ce. By combining the input from extremely
acute sensor systems with known power inputs to a vessel's own propulsive
systems and running a continuous back plot of gravity gradients passed
through, the HL maintains a real-time "dead reckoning" position. Early HLs
were accurate to within no more than 10 LS per light-month, which meant
that, in a voyage of 60 light-years, the HL position might be out by as much
as two light-hours. Early hyper-space navigators thus had to be extremely
cautious and make generous allowances for error in plotting their voyages,
but current (1900 pd) HLs are accurate to within .4 light-second per light-
month (that is, the HL position at the end of a 60 light-year voyage would
be off by no more than 288 light-seconds or less than 5 light-minutes).
From the beginning of hyper travel, it was known that there were
multiple hyper bands and that the "higher" the band, the closer the
congruity between points in normal-space and thus the higher the apparent
FTL speed, but their use was impractical for two major reasons. First,
translation from band to band bleeds off velocity much as the initial
translation. The bleed-off for each higher band is approximately 92% of the
bleed-off for the next lowest one (that is, the alpha band translation reduces
velocity by 92%; the beta band bleed-off is 84.64%; the velocity loss for the
gamma band is 77.87%, etc.), but it still had to be made up again after each
translation, and this posed an insurmountable mass requirement for any
reaction drive.
The second problem was that the interfaces between any two hyper
bands are regions of highly unstable and powerful energy flows, creating
the "dimensional shear" which had destroyed so many early hyperships, and
dimensional shear becomes more violent as band levels increase. Moreover,
even the relatively "safe" lower bands which could be reliably reached were
characterized by powerful energy surges and flows — currents, almost —
of highly-charged particles and warped gravity waves. Adequate shielding
could hold the radiation effects in check, but a grav shear within any band
could rip the strongest ship to pieces.
Hyper-space grav waves take the form of wide, deep volumes of space,
as much as fifty light-years across and averaging half their width in depth,
of focused gravitational stress "moving" through hyper-space. Actually, the
wave itself might be thought of as stationary, but energy and charged
particles trapped in its influence are driven along it at light— or near-light-
speed. In that sense, the grav wave serves as a carrier for other energies and
remains motionless but for a (relatively) slow side-slipping or drifting. In
large part, it is this grav wave drift which makes them so dangerous; survey
ships with modern sensors can plot them quite accurately, but they may not
be in the same place when the next ship happens along. The major waves in
the more heavily traveled portions of the galaxy have been charted with
reasonable accuracy, for sufficient observational data has been amassed to
predict their usual drift patterns. In addition, most waves are considered
"locked," meaning that their rate of shift is low and that they maintain
effectively fixed relationships with other "locked" waves. But there are also
waves which are not locked — whose patterns (if, in fact, they have
patterns at all) are not only not understood but can change with blinding
speed. One of the most famous of these is the Selkir Shear between the
Andermani Empire and the Silesian Confederacy, but there are many others,
and those in less well-traveled (and thus less well-surveyed) areas,
especially, can be extremely treacherous.
The heart of any grav wave is far more powerful than its fringes, or,
put another way, a "grav wave" consists of many layers of "grav eddies."
For the most part, all aspects of the wave have the same basic orientation,
but it is possible for a wave to include counter-layers of reverse "flow" at
unpredictable vertical levels. Despite the size of a grav wave, most of
hyper-space is free of them; the real monsters that are more than ten or
fifteen light-years wide are rare, and even in hyper the distances between
them are vast, though the average interval between grav waves becomes
progressively shorter as one translates higher into the hyper bands. The
great danger of grav waves to early-generation hyperships lay in the
phenomenon known as "grav shear." This is experienced as a vessel moves
into the area of influence of a grav wave and, even more strongly, in areas
in which two or more grav waves impact upon one another. At those points,
the gravitational force exerted on one portion of the vessel's structure might
be hundreds or even thousands of times as great as that exerted on the
remainder of its fabric, with catastrophic consequences for any ship ever
built.
In theory, a ship could so align itself as to "slide" into the grav wave at
an extremely gradual angle, avoiding the sudden, cataclysmic shear which
would otherwise tear it apart. In practice, the only way to avoid the
destructive shearing effect was to avoid grav waves altogether, yet that was
well nigh impossible. Grav waves might be widely spaced, but it was
impossible to detect them at all until a ship was directly on top of one, and
with no way to see one coming, there was no way to plot a course to avoid
it. It was possible to recognize when one actually entered the periphery of a
grav wave, and if one were on exactly the right vector, prompt emergency
evasion gave one a chance (though not a good one) of surviving the
encounter, but the grav wave remained the most feared and fearsome peril
of hyper travel.
Then, in 1246 pd, the first phased array gravity drive, or impeller, was
designed on Beowulf, the colonized world of the Sigma Draconis System.
This was a reactionless sublight drive which artificially replicated the grav
waves which had been observed in hyper-space for centuries. The impeller
drive used a series of nodal generators to create a pair of stressed bands in
normal-space, one "above" and one "below" the mounting ship. Inclined
towards one another, these produced a sort of wedge-shaped quasi-hyper-
space in those regions, having no direct effect upon the generating vessel
but creating what might be called a "tame grav wave" which was capable of
attaining near-light speeds very quickly. Because of the angle at which the
bands were generated relative to one another, the vessel rode a small pocket
of normal-space (open ahead of the vessel and closing in astern) trapped
between the grav waves, much as a surfboard rides the crest or curl of a
wave, which was driven along between the stress bands. Since the stress
bands were waves and not particles, the "impeller wedge" was able,
theoretically, at least, to attain an instantaneous light-speed velocity.
Unfortunately, the normal-space "pocket" had to deal with the conservation
of inertia, which meant that the effective acceleration of a manned ship was
limited to that which produced a g force the crew could survive.
Nonetheless, these higher rates of acceleration could be maintained
indefinitely, and no reaction mass was required; so long as the generators
had power, the drive's endurance was effectively unlimited.
In terms of interstellar flight, however, the impeller drive was afflicted
by one enormous drawback which was not at first appreciated. In essence, it
enormously increased the danger grav shear had always presented to reactor
drive vessels, for the interference between the immense strength of a grav
wave and the artificially produced gravitic stress of an impeller wedge will
vaporize a starship almost instantly.
In the military sphere, it was soon discovered that although the bow (or
"throat") and stern aspects of an impeller wedge must remain open,
additional "sidewall" grav waves could be generated to close its open sides
and serve as shields against hostile fire, as not even an energy beam
(generated using then-current technology) could penetrate a wave front in
which effective local gravity went from zero to several hundred thousand
gravities. The problem of generating an energy beam powerful enough to
"burn through" even at pointblank ranges was not to be solved for centuries,
but within fifty years grav penetrators had been designed for missile
weapons, which could also make full use of the incredible acceleration
potential of the impeller drive. Since that time, there has been a constant
race between defensive designers working new wrinkles in manipulation of
the gravity wave to defeat new penetrators and offensive designers adapting
their penetrators to defeat the new counters.
The interstellar drawbacks of impeller drive became quickly and
disastrously clear to Beowulf's shipbuilders, and for several decades it
seemed likely that the new drive would be limited solely to interplanetary
traffic. In 1273 pd, however, the scientist Adrienne Warshawski of Old
Terra recognized a previously unsuspected FTL implication of the new
technology. Prior to her Fleetwing tests in that year, all efforts to employ it
in hyper-space had ended in unmitigated disaster, but Dr. Warshawski found
a way around the problem. She had already invented a new device capable
of scanning hyper-space for grav waves and wave shifts within five light-
seconds of a starship (to this day, all grav scanners are known as
"warshawskis" by starship crews), which made it possible to use impeller
drive between hyper-space grav waves, since they could now be seen and
avoided.
That, alone, would have been sufficient to earn Warshawski undying
renown, but beneficial as it was, its significance paled beside her next leap
forward, for in working out her detector, Dr. Warshawski had penetrated far
more deeply into the nature of the grav wave phenomenon than any of her
predecessors, and she suddenly realized that it would be possible to build an
impeller drive which could be reconfigured at will to project its grav waves
at right angles to the generating vessel. There was no converging effect to
move a pocket of normal-space, but these perpendicular grav fields could
be brought into phase with the grav wave, thus eliminating the interference
effect between impellers and the wave. More, the new fields would stabilize
a vessel relative to the grav wave, allowing a transition into it which
eliminated the traditional dangers grav shear presented to the ship's physical
structure. In effect, the alterations she made to Fleetwing to produce her
"alpha nodes" provided the ship with gigantic, immaterial sails: circular,
plate-like gravity bands over two hundred kilometers in diameter. Coupled
with her grav wave detector to plot and "read" grav waves, they would
permit a starship to literally "set her sails" and use the focused radiation
hurtling along hyper-space's naturally occurring grav waves to derive
incredible accelerations.
Not only that, but the interface between sail and natural grav wave
produced an eddy of preposterously high energy levels which could be
"siphoned off" to power the starship. Effectively, once a starship "set sail" it
drew sufficient power to maintain and trim its sails and also for every other
energy requirement and could thus shut down its onboard power plants until
the time came to leave hyper-space. A Warshawski Sail hypership thus had
no need for reaction mass, required very little fuel mass, and could sustain
high rates of acceleration indefinitely, which meant that the velocity loss
associated with "cracking the wall" between hyper bands could be regained
and that use of the upper bands was no longer impractical.
This last point was a crucial factor in attaining higher interstellar
transit times. The maximum safe velocity in any hyper band remained .6 c,
but the higher bands, with their closer point-to-point congruencies, added a
significant multiplier to the FTL equivalent of that velocity. Prior to the
Warshawski Sail, not only had dimension shear made translating into the
upper bands dangerous, but the successive velocity losses had made it
highly uneconomical for any reaction drive ship. Now the lost velocity
could be rapidly regained and the higher, "faster" bands could be used to
sustain a much higher average velocity. As a result, the dreaded grav wave
became the path to ever more efficient hyper travel, and captains who had
previously avoided them in terror now used their new instrumentation to
find them and cruised on standard impeller drive between them.
Of course, there wasn't always a grav wave going the direction a
starship needed, but with the grav detector to keep a ship clear of naturally
occurring grav waves impeller drive could, at last, be used in hyper-space.
In addition, it was possible for a Warshawski Sail ship to "reach" across a
wave (which might be thought of as sailing with a "quartering breeze") at
angles of up to about 60° before the sails began losing drive and up to
approximately 85° before all drive was lost. By the same token, a hypership
could sail "close-hauled," or into a grav wave, at approach angles of 45°. At
angles above 45°, it was necessary to "tack into the wave," which naturally
meant that return passages would be slower than outgoing passages through
the same region of prevailing grav waves. Thus the old "windjammer"
technology of Earth's seas had reemerged in the interstellar age, transmuted
into the intricacies of hyper-space and FTL travel. By 1750 pd, however,
sail tuners had been upgraded to a point which permitted the "grab factor"
of a sail to be manipulated with far more sophistication than Dr.
Warshawski's original technology had permitted. Indeed, it became possible
to create a negative grab factor which, in effect, permitted a starship to sail
directly "into the wind," although with a marginally greater danger of sail
failure.
The Warshawski Sail also made it possible to "crack the wall" between
hyper bands with much greater impunity. Breaking into a higher hyper band
was (and is) still no bed of roses, and ships occasionally come to grief in the
transition even today, but a Warshawski Sail ship inserts itself into a grav
wave going in the right direction and rides it through, rather like an aircraft
riding an updraft. This access to the higher bands meant the first generation
Warshawski Sail could move a starship at an apparent velocity of just over
800 c, but an upper limit on velocity remained, created by the range
capability of the vessel's grav wave detectors. In the higher bands, the grav
waves were both more powerful and tightly-spaced due to the increasingly
stressed nature of hyper-space in those regions. This meant that the five-
light-second detection range of the original Warshawski offered insufficient
warning time to venture much above the gamma bands, thus imposing the
absolute speed limitation. In addition, the problems of acceleration
remained. The Warshawski Sail could be adjusted by decreasing the
strength of the field, thus allowing a greater proportion of the grav wave's
power to "leak" through it, to hold acceleration down to something a human
body could tolerate, but the old bugaboo of "g forces" remained a problem
for the next century or so.
Then, in 1384 pd, a physicist by the name of Shigematsu
Radhakrishnan added another major breakthrough in the form of the inertial
compensator. The compensator turned the grav wave (natural or artificial)
associated with a vessel into a sort of "inertial sump," dumping the inertial
forces of acceleration into the grav wave and thus exempting the vessel's
crew from the g forces associated with acceleration. Within the limits of its
efficiency, it completely eliminated g force, placing an accelerating vessel
in a permanent state of internal zero-gee, but its capacity to damp inertia
was directly proportional to the power of the grav wave around it and
inversely proportional to both the volume of the field and the mass of the
vessel about which it was generated. The first factor meant that it was far
more effective for starships than for sublight ships, as the former drew upon
the greater energy of the naturally occurring grav waves of hyper-space, and
the second meant it was more effective for smaller ships than for larger
ones. The natural grav waves of hyper-space, with their incomparably
greater power, offered a much "deeper" sump than the artificial stress bands
of the impeller drive, which meant that a Warshawski Sail ship could
deflect vastly more g force from its passengers than one under impeller
drive. In general terms, the compensator permitted humans to endure
acceleration rates approaching 550 g under impeller drive and 4-5,000 g
under sail, which allows hyperships to make up "bleed-off" velocity very
quickly after translation. These numbers are for military compensators,
which tend to be more massive, more energy and maintenance intensive,
and much more expensive than those used in most merchant construction.
Military compensators allow higher acceleration — and warships cannot
afford to be less maneuverable than their foes — but only at the cost of
penalties merchant ships as a whole cannot afford.
In practical terms, the maximum acceleration a ship can pull is defined
in Figure 2.
These accelerations are with inertial compensator safety margins cut to
zero. Normally, warships operate with a 20% safety margin, while MS
safety margins run as high as 35%. Note also that the cargo carried by a
starship is less important than the table above might suggest. The numbers
in Figure 2 use mass as the determining factor, but the size of the field is of
very nearly equal importance. A 7.5 million-ton freighter with empty cargo
holds would require the same size field as one with full holds, and so would
have the same effective acceleration capability.
Note also that in 1900 pd, 8,500,000 tons represented the edge of a
plateau in inertial compensator capability. Above 8,500,000 tons, warship
accelerations fell off by approximately 1 g per 2,500 tons, so that a warship
of 8,502,500 tons would have a maximum acceleration of 419 g and a
warship of 9,547,500 tons would have a maximum acceleration of 1 g. The
same basic curves were followed for merchant vessels.
In 1502 pd, the first practical countergravity generator was developed
by the Anderson Shipbuilding Corporation of New Glasgow. This had only
limited applications for space travel (though it did mean cargoes could be
lifted into orbit for negligible energy costs), but incalculable ones for
planetary transport industries, rendering rail, road, and oceanic transport of
bulk cargoes obsolete overnight. In 1581 pd, however, Dr. Ignatius
Peterson, building on the work of the Anderson Corporation, Dr.
Warshawski, and Dr. Radhakrishnan, mated countergrav technology with
that of the impeller drive and created the first generator with sufficiently
precise incremental control to produce an internal gravity field for a ship,
thus permitting vessels with inertial compensators to be designed with a
permanent up/down orientation. This proved a tremendous boon to long-
haul starships, for it had always been difficult to design centrifugal spin
sections into Warshawski Sail hyperships. Now that was no longer
necessary. In addition, the decreased energy costs to transfer cargo in and
out of a gravity well, coupled with the low energy and mass costs of the
Warshawski sail itself and the greatly decreased risks of dimensional and
grav shear, interstellar shipment of bulk cargo became a practical reality. In
point of fact, on a per-ton basis, interstellar freight can be moved more
cheaply than by any other form of transport in history.
By 1790 pd, the latest generation Warshawskis could detect grav wave
fronts at ranges of up to just over twenty light-seconds. A hundred years
later (the time of our story) the range is up to eight light-minutes for grav
wave detection and 240 light-seconds (4 light-minutes) for turbulence
detection. As a result, 20th Century pd military starships routinely operate
as high as the theta band of hyper-space. This translates an actual velocity
of .6 c to an apparent velocity of something like 3,000 c. The explored
hyper bands and their bleed-off factors and speed multipliers over normal-
space are given in Figure 3.
In addition to his inertial compensator, Dr. Radhakrishnan also enjoys
the credit for being the first to develop the math to predict and detect
wormhole junctions, although the first was not actually detected until 1447
pd, many years after his death. The mechanism of the junction is still
imperfectly understood, but for all intents and purposes a junction is a
"gravity fault," or a gravitic distortion so powerful as to fold hyper-space
and breach the interface between it and normal-space. The result is a direct
point-to-point congruence between points in normal-space which are
seldom separated by less than 100 light-years and may be separated by
several thousand. A hyper drive is required to utilize them, and ships cannot
maintain stability or course control through a wormhole junction without
Warshawski Sails. Nonetheless, the movement from normal-space to
normal-space is effectively instantaneous, regardless of the distance
traversed, and the energy cost is negligible.
The use of the junctions required the evolution of a new six-
dimensional math, but the effort was well worthwhile, particularly since a
single wormhole junction may have several different termini. Wormholes
remain extremely rare phenomena, and astrophysicists continue to debate
many aspects of the theories which describe them. No one has yet proposed
a technique to mathematically predict the destinations of any given
wormhole with reliable accuracy, but work on better models continues. At
the present, mathematics can generally predict the total number of termini a
wormhole will possess, but the locations of those termini cannot be
ascertained without a surveying transit, and such first transits remain very
tricky and dangerous.
There are other ambiguities in the current understanding of
wormholes, as well. In theory, for example, one should be able to go from
any terminus of a wormhole junction directly to any other. In fact, one may
go from the central nexus of the junction to any of its other termini and vice
versa but cannot reach any secondary terminus from another secondary.
That is, one might go from point A to points B, C, or D but could not go
from B to C or D without returning to A and reorienting one's vessel.
Despite their incompletely understood nature, the junctions opened a
whole new aspect of FTL travel and became focusing points or funnels for
trade. There were not many of them, and one certainly could not use them
to travel directly to any star not connected to them, but one could move
from any star within a few dozen light years of a wormhole terminus to the
terminus then jump instantly three or four hundred light-years in the
direction of one's final destination with a tremendous overall savings in
transit time.
In addition, of course, the discovery of wormhole junctions and a
technique for their use imposed an entirely new pattern on the ongoing
Diaspora. Theretofore, expansion had been roughly spherical, spreading out
from the center in an irregular but recognizable globular pattern. Thereafter,
expansion became far more ragged as wormhole junctions gave virtually
instantaneous access to far distant reaches of space. Moreover, wormhole
junctions are primarily associated with mid-range main sequence stars (F,
G, and K), which gives a high probability of finding habitable planets in
relatively close proximity to their far termini.
Once initial access to the far end of a wormhole junction had been
attained, the habitable world at the far end (if there was one) tended to act
as the central focus for its own "mini-Diaspora," creating globular
quadrants of explored space which might be light-centuries away from the
next closest explored star system.
(2) Warshawski Sail Logistics
By their very natures, the impeller drive and Warshawski Sail had a
tremendous impact on the size of spacecraft. With the advent of the impeller
drive, mass as such ceased to be a major consideration for sublight travel.
With the introduction of the Warshawski Sail, the same became true for
starships, as well. In consequence, bulk cargo carriers are entirely practical.
Transport of interplanetary or interstellar cargoes is actually cheaper than
surface or atmospheric transportation (even with countergrav transporters),
though even at 1,200 c (the speed of an average bulk carrier) hauling a
cargo 300 light-years takes 2.4 months. It is thus possible to transport even
such bulk items as raw ore or food stuffs profitably over interstellar
distances.
By the same token, this mass-carrying capability means interstellar
military operations, including planetary invasions and occupations, are
entirely practical. A starship represents a prodigious initial investment
(more because of its size than any other factor), but it will last almost
forever, its operational costs are low, and a ship which can be configured to
carry livestock and farm equipment can also be configured to carry assault
troops and armored vehicles.
Hyperships come in three basic categories: the low-speed bulk carrier;
the high-speed personnel carrier; and warships.
The maximum acceleration and responsiveness of a Warshawski Sail
starship is dependent upon the power or "grab value" of its sails and the
efficiency of its inertial compensator. The more powerful (and massive) the
sail generator, the greater the efficiency with which it can utilize the power
of the grav wave; the more efficient the compensator, the higher the
acceleration its crew can endure. Moreover, it requires an extraordinarily
powerful sail, relative to the mass of the mounting ship, to endure the
violent conditions of the upper hyper bands. This means that larger ships,
with the hull volume to devote to really powerful sails, have greater
inherent power and maximum theoretical average velocities (transit times)
because they ought to be able to pull more acceleration from a given grav
wave (thus reaching their optimum velocity of .6 c more rapidly) and to
access the higher hyper bands (where the "shorter" distances effectively
multiply their .6 c constant velocity by a quite preposterous factor).
There are, however, offsetting factors. The more powerful a
Warshawski Sail, the slower its response time in realigning to a shift in the
grav wave. This is potentially disastrous, but is, once more, offset to some
extent by the ability of the more powerful sail to withstand greater stress.
That is, it isn't as necessary to the starship's survival that it be able to reset
or trim a sail to survive fluctuations in the grav wave about it. Put another
way, a bigger ship with more powerful generators can "carry more sail"
under given grav wave conditions than a smaller vessel and, all other things
being equal, run the smaller vessel down.
But, of course, things aren't quite that simple. For starters, a smaller,
less massive vessel gains more drive from the same sail strength. Because it
is less massive, it accelerates more quickly for the same power. And the
inertial compensator, marvelous as it may be, becomes more effective as its
field area grows smaller and the mounting vessel's mass decreases, which
means that a smaller ship can take advantage of its acceleration advantage
over a larger vessel riding the same grav wave (and hence having access to
the same "inertia sump") without killing its crew. If the smaller vessel can
accelerate to .6 c (the highest survivable speed in hyper-space) before the
larger ship, the larger ship's theoretical speed advantage is meaningless, as
it can never overhaul. Under extreme grav wave conditions, the larger ship
can maintain a greater effective acceleration, compensator or no, because
the smaller ship's lighter sails are forced to "reef" (reduce their "grab
factor") lest their generators burn out. This is particularly true in and above
the zeta band, and few merchant ships ever venture that high. Even fairly
small warships tend to have extremely powerful sails for their displacement,
so that they can reach those higher bands, but smaller ships are simply
unable to match the mass of a large ship's sail generators. This means that in
some circumstances the larger ship can climb higher in the hyper bands
and/or derive sufficiently more usable drive from a grav wave to offset its
lower compensator efficiency.
In addition, smaller ships with less powerful sails can trim them much
more rapidly and with greater precision. In wet-navy terms, smaller ships
tend to be "quicker in the stays," able to adjust course with much greater
rapidity and to take the maximum advantage of the power available to them
from a given sail force. This means that a smaller ship with an aggressive
sail handler for a captain can actually turn in a faster passage time over
most hyper voyages than a bigger ship. There are, however, some passages
(known to starship crews as "the Roaring Deeps") where exceptionally
powerful, exceptionally steady grav waves operate. In these regions, the
bigger ship, with its more powerful sails, is able to make full use of its
theoretical advantages and will routinely run down smaller vessels.
In sublight movement, the larger vessel's more powerful sails (which
equate to a more powerful impeller drive, as well) do not give it a speed
advantage because of the nature of the inertial compensator. The curve of
the compensator's most efficient operation means that a smaller vessel (with
a smaller area to enclose in its compensator field) can pull substantially
higher accelerations, and no amount of brute impeller power can create an
artificial grav wave with a sufficiently deep inertial sump to overcome this
fundamental disadvantage of a large ship. Capital ships thus are as fast as
lighter warships in sustained flight but tend to be slower to accelerate or
decelerate.
The tuning or trimming components of a Warshawski Sail generator
are its most expensive and quickest wearing parts, and they wear out much
more rapidly on more powerful generators with their higher designed power
loads. Because of this, bulk carriers tend to use relatively low-powered sails
and the lower hyper bands, which limits their practical speeds to perhaps
1,000-1,500 c. Passenger ships and those vessels specializing in transport of
critical cargoes accept the higher overhead cost associated with more
powerful sails and run in the range of 1,500-2,000 c. For the most part
(though there are exceptions) only warships are designed around the most
powerful sails and compensators their displacement will permit, giving
speeds of up to 3,000 c. A bulk carrier's tuning components may last as long
as fifty years between replacements and those of a passenger ship up to
twenty years, but a warship is likely to require complete tuner overhaul and
replacement as frequently as once every eight to ten years. On the other
hand, a warship may spend decades "laid up" in orbit, making no demands
at all upon its sails, so the actual life span of a given set of tuners may vary
widely between ships of the same class, depending upon their employment
history.
(3) The Mechanics of the Diaspora
It was discovered early in the Diaspora that the maximum practical
safe speed for a sublight ship was approximately .8 c, as radiation and
particle shields can not protect the vessel above that velocity.
The generation ships were built as complete, life-sustaining habitats
oriented around the smallest practical self-sustaining population and
designed to boost to that velocity at one gravity. In the long term, onboard
gravity was provided through centrifugal force. In addition to their human
passengers, the generation ships also had to provide for all terrestrial
livestock and plants which would be required to terraform the colonists'
new home for their survival. Even aboard these huge ships, space was
severely limited, and many early colonial expeditions reached their
destinations only to come to grief through the lack of some essential
commodity the settlers had not known to bring along. This sort of disaster
became less common after about 800 pd, when the original, crude
hyperships made it possible to conduct extensive surveys of potential
colony sites before the slower colony ships departed, but by that time the
generation ships were a thing of the past, anyway.
In 305 pd, cryogenic hibernation finally became practical. It had long
been possible to cryogenically preserve limbs and organs, though even the
best anti-crystallization procedures then available were unable to prevent
some damage to the preserved tissues. But where minor damage to an arm
or a liver was acceptable, damage to a brain was not, and the early
cryogenic pioneers' enthusiastic predictions about indefinite suspension of
the life processes had proven chimerical.
It was Doctor Cadwaller Pineau of Tulane University who, in 305,
finally cut the Gordian knot of cryogenic hibernation by going around the
crystallization problem. He found that by lowering the hibernator's
temperature to just barely above the freezing point he could maintain the
physiological processes indefinitely at about a 1:100 time ratio. In other
words, a hibernating human would age approximately one year for every
century of hibernation, and his nutritional and oxygen requirements were
reduced proportionately. Over the next several decades, Pineau and his
associates further refined his process, working to overcome the problem of
muscular atrophy and other physiological difficulties associated with long
comatose periods, and eventually determined that optimum results required
a hibernating individual to rouse and exercise for approximately one month
in every sixty years (ie., after six physiological months), which remained a
fixed requirement throughout the cryogenic colonization era.
What this meant was that the life support capabilities of a cryo ship
could be vastly reduced in comparison to those of a generation ship.
Moving at .8 c, the colonists experienced a 60% time dilation effect; in
other words, each sixty-year period of hibernation used up one century of
voyage time by the standards of the remainder of the universe. Thus an
entire one-century voyage could be made without a single "active" period
and would consume only 7.2 apparent months of the traveler's life span.
Longer voyages would require periodic awakenings, but they could be
staggered, permitting the currently roused crew to use only a fraction of the
life support the entire crew would require. The result was to permit far
larger numbers of colonists to travel on a given sized ship with a far lower
subjective time passage.
A further boost to colonization came about in 725 pd with the advent
of the first hyper drive. The casualty rates among early hyperships were so
severe that it took a rather daredevil mentality to go aboard one, and
colonists weren't normally noted for that sort of personality. To claim a new
home world they would take risks, yes, but not risks they could avoid.
But what the hyperships provided was a survey vehicle which could
travel more than sixty times as fast as a sublight ship, and the people who
went in for discovering and exploring (as opposed to settling) new worlds
had just the sorts of mentalities to risk hyper travel. A situation thus arose in
which survey ships, generally operated by private corporations, undertook
the high-risk job of locating potential colony sites which were then
auctioned to prospective colony expeditions. Even with the hyper drive, this
required that everyone involved take a very long view of things, but
humanity adjusted to that just as it had once adjusted to the novelty of
instant communication to any point on a single planet.
It is believed that the first Warshawski Sail colony ship was the Icarus,
which departed Old Earth on September 9, 1284 pd, under the command of
Captain Melissa Andropov (and, despite its name, provided over two
centuries of dependable, reliable service before it was finally scrapped in
1491 pd), but for well over five hundred years, the dichotomy of FTL
hypership survey expeditions and sublight hibernation colony transports
remained the standard.
When the transition finally occurred, there were several very
unfortunate instances in which unscrupulous operators used the new hyper
sail technology to pass hibernation ships en route to their new homes. When
the original colonists arrived, it was only to find well-established (and
armed) claim-jumpers already squatting on their planned home worlds. If
there was an already established colony in the vicinity, it might take a hand
to assist the original colonists, even to the extent of lending military aid to
eject the claim-jumpers, in order to discourage such unsavory elements
from ruining the neighborhood. If there was no such well-inclined planet in
the vicinity, the original colonists were out of luck, particularly since their
technology might be several centuries less advanced than that of the thieves
they confronted. In some cases, this created a domino effect. Expeditions
which found themselves dispossessed of their colony sites often lacked the
resources to return whence they had come (even if they had the inclination)
and many opted to risk settling an unsurveyed world if there were stars with
habitable planets (or which were likely to have such planets) in the vicinity.
Many of them came to grief as the old generation ship colonies had in
attempting to settle worlds other than the ones they had planned their
original expedition's equipment list to meet, and those which did not often
wound up displacing yet another group of legitimate colonists. Other such
instances ended far more happily, with the second group of settlers
discovering a world which was already partly settled and a group of
"squatters" who paid their own way with the improvements they had
already made and were integrated peaceably into the ranks of the
"legitimate" colonists.
With the advent of Icarus and her later sisters, however, the entire
pattern of colonization shifted. It was now possible to make a 500 light-year
voyage in barely two-and-a-half years, an interval which dropped steadily
as improvements in Warshawski technology became available. Hibernation
was still used on most colony ships, but now it was simply to cram in the
largest possible number of passengers, not a necessity. Indeed, as higher and
higher speeds became possible, the hibernation features began to fall by the
wayside.
(4) The Star Kingdom of Manticore
(A) Founding and Early History
The original colony expedition to Manticore departed Old Earth on
October 24, 775 pd, aboard the sublight hibernation ship Jason for the
Manticore Binary. Manticore, approximately 512 light-years from Earth,
was a G0/G2 distant binary first confirmed to have planets in 562 pd, by the
astronomer Sir Frederick Clarke. Its distance from Sol was such that the
voyage would take 640.5 years (just over 384 subjective years), requiring
that each colonist be waked for exercise seven times. Accordingly, the
colonists were investing about 4.5 years of their lives (and all of their
money) in the voyage.
Sixty percent of the colonists were Western Europeans, with most of
the remainder drawn from the North American Federation, the Caribbean,
and a very small minority of ethnic Ukrainians. The total expedition
consisted of 38,000 adults and 13,000 minor children, and the "rights" to
the system had been purchased at auction from the survey firm of Franchot
et Fils, Paris, France, Old Earth. "FF" (as it was known) had a high
reputation, and its survey ship Suffren had made the same voyage in just
twenty years. Suffren's crew had done FF's usual, professional job,
although, of course, all data was accompanied by the caution that it would
be 650 years out of date when the colonists arrived, and FF sold its rights in
the Manticore System to the Manticore Colony, Ltd., for approximately
5.75 billion EuroDollars. As part of the transfer of rights, FF expunged all
data on the system from its memory banks, transferring the information to
the Federal Government of Earth's World Data Bank's maximum security
files. This was a standard safeguard to protect Manticore Colony against the
occupation of the planet by later expeditions with faster ships, as it was
already apparent that advances in hyper travel might well make such
protection necessary, yet it was also recognized that there was no way to
guarantee that faster, more capable hyperships would not beat the colonists
to Manticore. Accordingly, Roger Winton, President and CEO of Manticore
Colony (already elected first Planetary Administrator) opted to establish the
Manticore Colony Trust of Zurich.
The MCT's purpose was to invest all capital remaining to the MC after
mounting the expedition (something under one billion EuroDollars) and use
the accrued interest to watch over the colonists' rights to their new home. It
was a wise precaution, for when Jason finally arrived in the Manticore
System on March 21, 1416 pd, her crew discovered a modest settlement on
the planet they christened Manticore, but it was staffed by MCT personnel
who also manned the four small Earth-built frigates protecting the system
against claim-jumpers. Indeed, so well had the Trust done in the last six
centuries that Manticore found itself with a very favorable bank balance,
and the frigates became the first units of the Manticoran System Navy (later
the Royal Manticoran Navy). Moreover, the small MCT presence on
Manticore included data banks and carefully selected instructors assigned to
update the colonists on the technical advances of the last six centuries. This
last was a feature even Winton had not anticipated, and he had very good
reason to be pleased both with his own decision and the diligence, foresight,
and imagination with which a succession of MCT managers had discharged
their duties.
It was as well that the colony had such unusual support and off-world
financial strength, however, for after almost forty years in which things
went perfectly, disaster struck Manticore in 1454.
The initial bid for Manticore had been so high for two reasons. One
was that the G0/G2 binary was highly unusual — indeed, unique — in
having no less than three planets suitable for human life. The second was
that Manticore and Sphinx, the two Earth-like planets orbiting the G0 stellar
component, were extremely Earth-like. Although each had its own unique
biosphere, survey reports indicated that terrestrial life forms would find it
unusually easy to adapt to all three, and so, indeed, it proved. Terran food
crops did well, and while the local flora and fauna could not provide all
essential dietary elements, much of it was digestible by the terrestrial
visitors. Terraforming requirements thus were extraordinarily modest,
consisting of little more than the need to seed food crops and selected
terrestrial grasses to support imported herbivores. Unfortunately, that very
ease of adaptation had a darker side, and Manticore proved one of the very
few extra-terrestrial systems to possess microorganisms which could (and
did) prey on humans.
The culprit was a virus — or, rather, a small family of viruses —
which had been missed by the original survey team. Some virologists argue
that it was not, in fact, missed but rather evolved in the six centuries
between the initial survey and the arrival of the colonists. Still others
suggest that it was actually the mutated descendant of a virus the colonists
had brought with them from Old Earth. Whatever the truth of the matter, the
virus was deadly, producing a condition analogous to virulent influenza and
pneumonia simultaneously in its victims. Worse, it proved resistant to all
existing medical technology, and ten years were to pass before a successful
vaccine was found.
In that decade, almost sixty percent of the original colonists died. Their
Manticore-born children fared better against the disease, experiencing a
generally less violent manifestation of it, yet without the cushion provided
by the MCT funds on Old Earth and the evolution of the Warshawski Sail
hypership, the entire expedition would no doubt have come to grief.
As it was, the colony found itself in urgent need of additional
homesteaders. These were recruited from Old Earth (yet another process
made much easier by the existence of the MCT), but the original colonists,
concerned about retaining control of their own colony, adopted a radically
new constitution before opening their doors to emigration.
Roger Winton had been reelected continuously to the post of Planetary
Administrator, serving superbly in the position throughout the early
settlement period and the plague crisis. He was now an old man (over
eighty) whose wife and two Terra-born sons had died of the plague, but he
remained vigorous and his Manticore-born daughter Elizabeth showed
promise at least equal to his. At fifty-three, she was President of the Board
of Directors (effectively vice-president of the colony) and one of
Manticore's preeminent jurists. Since she had a large and thriving brood of
second-generation Manticoran children and her family had served so
outstandingly, a convention of colony shareholders converted the
Corporation's elective board into a constitutional monarchy and crowned
Roger Winton King Roger of Manticore on August 1, 1471.
It was a post he was to enjoy for only three years before his death, but
his daughter succeeded him as Elizabeth I in a smooth and popular transfer
of power, and the House of Winton has ruled the Star Kingdom of
Manticore ever since. Simultaneously, the surviving "First Shareholders"
and their descendants, who held title to vast tracts of land (including most
of the richest mineral resources of Manticore and Sphinx) and/or to extra-
planetary resources in the Manticore System, acquired patents of nobility to
go with their wealth, and the hereditary aristocracy of Manticore was born.
The new wave of immigrants arriving in the wake of the Plague
comprised three distinct classes of citizen. Each immigrant received a credit
whose value precisely equaled the cost of a second-class passenger ticket
from the Solarian League to Manticore. That credit could be converted, at
the holder's option, into a land credit on a planetary surface or into a share
of equivalent value in any of several orbital and deep space industrial
concerns. Most of the new immigrants, faced with virgin planets on which
to live, opted for homestead rights there, although some of the sharpest
among them made careful investments in the Star Kingdom's industrial
infrastructure which later proved of enormous worth, instead.
Any individual capable of paying his own passage received the full
credit upon arrival, whereas those incapable of paying their passage could
draw upon MCT for a dollar amount equal to their credit to cover the
difference between their own resources and the cost of passage. In addition,
an immigrant whose resources were greater than the cost of his passage
could invest the surplus, paying 50% of the "book" price for additional land
and/or investment. The most affluent immigrants thus became "Second
Shareholders," with estates (whether in terms of land or industrial wealth)
which, in some cases, rivaled those of the original shareholders and entitled
them to patents of nobility junior to those of the existing aristocracy. Those
immigrants who were able to retain their base land right or perhaps enlarge
upon it slightly became "yeomen," free landholders with voting rights
beginning one Manticoran year (1.73 Terran Standard Years) after their
arrival. Those who completely exhausted their credit to buy passage to
Manticore were known as "zero-balance" immigrants and did not become
full citizens until such time as they had become well-enough established to
pay taxes for five consecutive Manticoran years (8.7 Terran Standard
Years). While all Manticoran subjects are equal in the eyes of the law,
whether enfranchised to vote or not, there were distinct social differences
between shareholders, yeomen, and zero-balancers, and even today there is
greater prestige in claiming a yeoman as a first ancestor than in claiming a
zero-balance ancestor. And, of course, direct descent from a full shareholder
is the most prestigious of all.
The constitutional system prospered over the next five hundred years,
blessed by a series of strong monarchs and a steadily growing population
base. The constitution contains a strong "Declaration of Fundamental
Rights," but the franchise is limited to citizens who have paid taxes for at
least five consecutive years. (The policies encouraging emigration with
credits were ended after a period of fifty years, having served their purpose
most effectively, and it is no longer possible for an immigrant to become an
instant shareholder or gain the franchise immediately upon arrival.)
The Constitution created a two-house Parliament, a Royal Council, and
a Crown Judiciary. The Parliament consists of a House of Lords and a
House of Commons with mutual veto power, and the Crown has the rights
of both initiation and veto. According to some constitutional scholars
(though not all, by any means), the Framers intended for the executive
power to be exercised by the Royal Council, which, by law, consists of the
Prime Minister, his subordinate executive ministers, and certain hereditary
members, such as the Keeper of the Seal, the heir to the throne (as a
nonvoting member), and the monarch. In fact, however, the Royal Council,
now commonly referred to as the Cabinet, became the instrument through
which the monarch acts as head of Government as well as head of State.
Although the Prime Minister, who (traditionally) is from the House of
Lords but must be able to command a majority in the Commons, manages
the Cabinet, he may be dismissed by the King or Queen at will and acts in
most ways as the monarch's executive officer. At the same time, it is only a
foolish monarch who capriciously or willfully ignores the advice of his or
her ministers and, especially, prime minister.
The Crown retains the power to pardon and commute, appoints
ministers and judges with the advice and consent of the House of Lords,
and, unless overruled by a majority in both houses, possesses the power to
interpret constitutional law through its appointees to the King's (or Queen's)
Bench. The Crown cannot, however, create new peers without the consent
of a majority of the House of Commons.
In cases of disagreement between the Crown and both houses of
Parliament, the Lords serve as the supreme judiciary without right of veto
by Crown or Commons. The strongest safeguards of the common
population lie in (1) the Commons' power to approve or disapprove
budgets, (2) the Constitutional requirement that the Prime Minister
command a majority in the Commons, and (3) the right to remove the
monarch.
It is up to the Crown (actually, the Cabinet), and not the Commons, to
initiate economic policy and propose budgets, and the Crown has an
additional discretionary fund drawn from the extensive Crown lands and
industrial holdings, but the Crown and Lords both know that they cannot
long defy the Commons if the lower house decides to withhold budget
approval. The fact that the Prime Minister, although serving at the Crown's
pleasure, must also be able to poll a majority in the House of Commons (a
similar majority in the House of Lords is not a constitutional requirement,
although most PMs who cannot generally resign their office), also helps to
insure that the viewpoint of the Star Kingdom's commoners will always be
heard at the highest level. Finally, the Manticoran monarchy is one of the
very few hereditary forms of government with a specific provision for the
removal of a monarch for reasons other than incapacitation or criminal
action. A monarch may be impeached for any reason, including but not
limited to "high crimes and misdemeanors," by a two-thirds majority vote
of the House of Commons. Impeachment proceedings may not begin in the
House of Lords, and a three-quarters vote of both houses is required to
actually remove a monarch. Although this constitutional provision has
never been used and is now regarded by many constitutional authorities as a
vestigial holdover from pre-monarchy days, it has never been removed, and
the possibility of its exercise remains.
As a final safeguard intended to prevent the monarchy from losing
touch with the non-aristocratic majority of the Star Kingdom's population,
Roger I and Elizabeth I insisted that the Constitution include one additional
provision. The heir to the throne is required by law to marry a commoner.
Other members of the royal family may marry whomever they wish, but the
Crown Prince or Crown Princess must marry outside the aristocracy.
The only real challenge to the Manticoran monarchy came in 1721 pd
in the so-called "Gryphon Uprising," which remains the most internal
excitement the Star Kingdom has been forced to confront. Gryphon, the
least congenial of the three habitable planets of the Manticore System, has
by far the smallest share of First Shareholder families, as its first outpost
was not placed until fifteen years after the Plague. The bulk of its
aristocracy came from the Second Shareholders, who, for the most part, had
substantially less credit than First Shareholders and, accordingly, received
smaller "Clear Grants" (that is, land to which clear title was granted prior to
improvements by the owner/tenant). The Crown, however, had established
the principle of "Crown Range" (land in the public domain and free for the
use of any individual) to encourage emigration to Gryphon, and by 1715,
the population of Gryphon had grown to the level set under the Crown
Range Charter of 1490. At that point, as the charter required, the Crown
began phasing out the Crown Range, granting title on the basis of
improvements made, and the trouble began. Yeomen who hoped to become
independent ranchers, farmers, or miners claimed that the planetary nobility
was using strong-arm tactics to force them off the land — indeed,
something very like a shooting war erupted between "squatters" and "the
children of shareholders," and after two years of increasingly bloody unrest,
a special commission was established with extraordinary police powers and
a mandate to suppress the violence and reach a settlement.
The Gryphon Range Commission's final finding was that there was
sound foundation to the yeomen's original complaints, and the Manticoran
Army, having pacified and stabilized the situation, then oversaw a closely
regulated privatization of the Crown Range. A degree of dislike between
small landholders and certain of the noble families continues to this day, but
it has become something of a tradition rather than a source of active
hostility.
(B) Manticoran Time-Keeping:
All of the above dates are given in Terran Standard (Post Diaspora)
Reckoning. Like all extra-Solar systems settled during the Diaspora of Man,
the Manticore System found it necessary to create its own calendar to
reflect the axial and orbital rotations of their new home, but in the
Manticorans' case the situation was complicated by the fact that whereas
most star systems are fortunate to have a single habitable world, their
distant binary system possessed three of them, each with its own day and
year.
As the rest of humanity, Manticorans use Standard Seconds, Minutes,
and Hours, and Old Earth's 365.26-day year serves as the "Standard
Reckoning Year," or "T-year," the common base to which local dates
throughout known space are converted for convenience in dealing with
inhabitants of other star systems. Like most extra-Solar polities, the Star
Kingdom of Manticore's history texts follow the convention of counting
years "Post Diaspora" (ie., in T-years from the year in which the first
interstellar colony ship departed Old Earth) as well as in terms of the local
calendar.
The Kingdom's Official Reckoning of dates is based on the rotational
and orbital periods of Manticore-A III, the planet Manticore. This calendar
is used for all official records, but doesn't really work very well for the
seasons of any planet other than Manticore itself. Accordingly, both Sphinx
(Manticore-A IV) and Gryphon (Manticore-B IV) have their own, purely
local calendars, which means that a single star system routinely uses no less
than four calendars (including Standard Reckoning). Needless to say, date-
conversion software is incorporated in virtually every Manticoran computer.
The Kingdom's planetary days and years are:
The clocks of each planet count time in full 60-minute Standard Hours
(or T-hours), with an additional, shorter "hour" called "Compensate" (or,
more commonly, simply "Comp") to make up the difference. Thus the
Planet Manticore's day consists of 22 hours (numbered 01:00 to 22:59) plus
a 27-minute-long Comp, while Sphinx's day consists of 25 hours (numbered
01:00 to 25:59) plus a 37-minute Comp. The planetary week is seven
planetary days long in each case, and Manticore's day is used aboard all
Royal Navy vessels.
The official year of the Kingdom is 673 days long, with a leap year
every third year. It is divided into 18 months, 11 of 37 days and 7 of 38,
alternating for the first 6 and last 8 months, named (simply, if rather
unimaginatively) First Month, Second Month, Third Month, etc., with a
leap year (1 extra day in 4th Month) every third year. The Gryphon local
year is also divided into 18 months (16 of 36 days and 2 of 37 days) with
the extra days in Ninth and Tenth and one extra day in Eleventh Month
every other local year. The Sphinxian year, however, is divided into 46
months, 35 of 39 days and 11 of 38 days (the shorter months fall in even-
numbered months from Twelfth to Thirty-Second), with a leap year every 7
years with an extra day in 15th Month. All of these calendars are reckoned
in "Years After Landing" (abbreviated al), dating from the day (March 21,
1416 pd) the first shuttle from the colony ship Jason touched down on the
present-day site of the City of Landing. Obviously, this means that each
planet's local year is a different "Year After Landing" from any of the
others. Thus Honor Harrington's orders to Fearless, dated Fourth 25, 280 al
(using Official Manticoran Reckoning, or the Manticore planetary
calendar), were also written on March 3, 1900 pd (Standard Reckoning),
and on Second 26, 93 al (using the local Sphinxian calendar). This plethora
of dates is a major reason Manticorans tend to convert time spans into T-
years even in domestic matters.
(C) The House of Winton:
Roger I 1471—1474 pd (32—34 al)
Elizabeth I 1474—1507 pd (34—53 al)
Michael 1507—1539 pd (53—72 al)
Edward I 1539—1544 pd (72—74 al)
(boating accident; succeeded by sister)
Elizabeth II 1544—1601 pd ( 74—107 al)
David 1601—1642 pd (107—131 al)
Roger II 1642—1669 pd (131—147 al)
Adrienne 1669—1681 pd (147—154 al)
William 1681—1690 pd (154—158 al)
(assassinated)
William II 1690—1741 pd (158—188 al)
Caitrin 1741—1762 pd (188—200 al)
Samantha 1762—1785 pd (200—214 al)
George 1785—1802 pd (214—224 al)
Samantha II 1802—1857 pd (224—255 al)
Roger III 1857—1883 pd (255—270 al)
Elizabeth III 1883 pd—present (270 al—present)
(D) Manticoran Domestic Politics:
Manticoran political parties began as factions in the House of Lords
and, in the Lords, retain much of their original factional nature.
The Constitution adopted following the Plague intended to place
government primarily in the hands of the aristocracy, who would dominate
the House of Lords (the senior branch of the Parliament) and the Royal
Council, but things actually worked out somewhat differently. Although
Roger Winton had been a very strong planetary administrator, it is
improbable that the drafters of the Constitution truly intended for the Crown
to acquire a firm grip on the executive authority. Elizabeth I, however, was
a very shrewd administrator, and she quickly observed that the original
Manticoran peerage comprised a group of spokesmen for competing
interests rather than statesmen. By playing the interests of the various
factions within the Lords off against one another, Elizabeth was able to
establish (among other things) that the Prime Minister and all non-
hereditary members of the Royal Council served at her pleasure. The Lords
had the right to advise and consent on initial appointments, but she had the
power to dismiss them at any time, and she could not be forced to accept
anyone else's choice for any of those positions. With that principle firmly
enshrined in the unwritten portion of the Star Kingdom's Constitution,
Crown dominance of the government was established.
As a ruling house, the Wintons have proven extremely capable. Indeed,
their only realistic competition as a dynasty has come from the Andermani
Empire, and for all its undisputed accomplishments, the Anderman Dynasty
has always suffered from a potentially dangerous degree of eccentricity
which has never afflicted the House of Winton.
Nonetheless, it eventually dawned on the members of the peerage that
the Crown had assumed (some might say usurped) much of the political
power the Shareholders had intended to reserve for themselves and their
children. It also occurred to them that Elizabeth had enjoyed the strong
support of the House of Commons in her maneuvers, for the Commons
(elected primarily by the yeomen and zero-balancers imported after the
Plague) had recognized that the Constitution stacked the deck against them.
In particular, the fact that both houses enjoyed the mutual power of veto but
that members of the Lords need not stand for election, gave the upper house
enormous leverage in any dispute between them.
Once recognition set in — and once the immediate factional squabbles
of the early settlement and post-plague period had been settled — the Lords
began to evolve genuine parties. For the most part, they grew up around the
old personal factions, but they were also differentiated by clear ideological
differences, and as they solidified, they reached out to the Commons for
allies. Because of their advantages in not needing to stand for reelection,
members of the aristocracy continue to head most of the political parties to
this day, but they have learned the hard way to listen to the Members of
Parliament from the Commons, as well. Most (though by no means all)
Manticoran aristocrats have a fairly strong sense of noblesse oblige (those
who do not are among the most self-centered and intolerant of the known
universe), but without the input of their allied commoner MPs, the
aristocratic leadership of any of the parties would quickly lose touch with
the majority of the Star Kingdom's population and suffer for it the next time
the House of Commons called a general election.
Despite this, the Star Kingdom's political parties tend to be working
alliances of individuals with the same basic interests rather than closed
ideological systems even today. Party discipline is often impressive when
close votes must be fought through, but there is no "collectivist discipline"
in the sense that a member of a party must publicly endorse and support
policies with which he disagrees simply because the rest of the party does.
MPs are more likely than Peers to "vote the party line," but the tradition of
"voting one's conscience" is the Manticoran ideal, and most of the Star
Kingdom's political parties have their own distinct "left," "right," and
"center" wings.
The more powerful parties are: the Centrist Party and its normal ally
the Crown Loyalists; the Liberal Party; the Conservative Association; the
Progressive Party; and the so-called "New Men" Party.
***
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The Progressive Party, headed jointly by the Earl of Gray Hill and
Lady Elaine Descroix, is the third largest party and, in general, endorses
many of the objectives of the Liberal Party. The Progressives share the
Centrist determination to avoid deficit spending (which the Liberals see as
an acceptable, temporary evil), would like to see "a better and more
beneficial balance between social spending and military appropriations,"
and share the Liberals' distaste for foreign policy. Unlike the Liberals, they
have never regarded concerns over Haven (which they see as an example of
deficit-spending liberalism run berserk and corrupted by power-seeking
politicos) as alarmist. On the other hand, they also felt (and, apparently, still
feel) that any belief that Manticore can survive a fight to the finish with the
Havenite military machine is lunacy. (Since the beginning of actual
hostilities, the Progressives have been very vocally and publicly confident
of Manticoran victory, but their opponents believe this is camouflage.
According to this theory, the Progressive's present posture is designed to
make their fear-based desire for a negotiated settlement appear to stem from
their complete confidence in victory, instead.)
Because their primary concern is with domestic issues, their traditional
foreign policy has always tended to be extremely simplistic, believing that
"honest negotiators" can reach a live-and-let-live arrangement. Their pre-
war Centrist and Loyalist critics argued, not without justification, that this
really amounted to advocating that Manticore sell out the rest of the galaxy
to save its own skin, a policy which must ultimately result in disaster when
there is no more galaxy to sell to Haven. Yet while this may well be a not-
inaccurate reading of the effect of their policy, it is unjust to argue (as their
critics do) that it was their intended object. The real problem with the
Progressives' foreign policy is that they simply don't think about it very
much, relying on platitudes and vague beliefs rather than a reasoned
analysis, which left them with no structured thought upon which to base
themselves once the Havenite Wars actually began.
***
The "New Men" Party, led by Sir Sheridan Wallace, is a relatively new
group which believes that power is far too concentrated in the hands of
existing cliques of the aristocracy and wealthy merchants/industrialists.
They argue that the traditional Manticoran practice of co-opting capable and
ambitious individuals into those two groups is a mistake. The Centrists and
Loyalists believe that co-option assures a continuous flow of new ideas into
the aristocracy and financial elites in a controlled, gradualist fashion,
whereas the Liberals and Progressives argue that the very concept of
aristocracy is anachronistic and anti-democratic. The New Men view the
practice of co-option as a deliberate, undisguised mechanism to keep
control firmly in the hands of traditional power groups, which is rather
Liberal-sounding — until one realizes that their problem is less that there
are traditional elites than that they don't control them. In a very real sense,
the New Men are the lesser nobility's counterweight to the Conservative
Association, mounting perennial assaults on the bastions of power and
entrenched privilege. Unlike the Liberals and Progressives, however, they
believe that the spoils belong to the victors and are not out to overturn the
system, but rather to seize the levers of power for themselves. The New
Men have only the most rudimentary fiscal policy and share the
Conservative Association's fundamental isolationism, yet distrust the
military as one more bastion of the Powers That Be. In general, the New
Men might be said to be in opposition to everyone. They enjoy the least
support in the Commons of any of the major parties, but their intense party
discipline puts Wallace in a position to reliably deliver an organized block
of votes essentially at will. This, coupled with his readiness to make deals
with anyone on a purely pragmatic basis, gives him much more power
within Parliament than simple numbers might suggest.
***
In addition to the parties listed above, there are several small, ad hoc
factions which come and go, generally focused around a single charismatic
leader. The real power struggle is between the Centrist/Crown Loyalist
alliance and the Liberal/Progressive Alliance, with the former holding a
slight edge in the Lords and a larger one in the Commons. The Liberals and
Progressives tend to be allied on a stronger, deeper, and more permanent
basis than the Centrists and Loyalists, helped by the fact that both of them
regard foreign policy as a distraction from the real concerns of the day. The
Centrists and Loyalists often find themselves divided over particular points
of domestic policy, but maintain a fairly united front on foreign policy and
military preparedness. Both enjoy the support of the Crown, which is a
decided plus, though the Loyalists remain far from convinced of the
wisdom of the Centrists' pre-war willingness to accept (some would say
court) a confrontation with Haven. Traditionally, the Conservative
Association has helped tilt the balance in favor of the two Crown parties
because of its insistence on maintaining a powerful fleet, but the potential
has always existed for the Association to strike a deal with the Liberals and
Progressives on foreign policy, although the fundamental antipathy of their
domestic policy positions makes it unlikely an alliance between them could
last. The real joker in the deck is the "New Men." For all their relatively
small numbers, they are concentrated in the Lords, where the
Centrist/Crown Loyalist majority is thinnest. No one in any party believes
that the New Men could work indefinitely with the Liberals or Progressives,
whose domestic policy is fundamentally at odds with their own, but the
possibility of a temporary alliance to break the "stranglehold" of the
Centrist/Crown Loyalist group is not at all out of the question. It would be a
cynical marriage of convenience on both sides, probably with the tacit
understanding that once their common foes had been smitten hip and thigh
the Liberals, Progressives and New Men would fight it out to a conclusion,
and the real fear of Duke Cromarty and his inner circle is that the New Men
may decide the Liberals and Progressives are so evenly matched that, once
the "entrenched power brokers" have been toppled, the New Men would
find themselves in a position to control the outcome by choosing whom to
support.
(5) The Manticoran Wormhole Junction
(A) General Wormhole Mechanics:
Wormhole junctions consist of a central wormhole (referred to as the
"wormhole nexus") and its associated termini (referred to as "secondary
termini"). The nexus is connected to each terminus by a unique pattern of
gravity waves, one pattern outbound and one inbound, normally referred to
as the "terminus route." Each junction has an absolute tonnage ceiling, the
maximum mass which can be put through any given terminus (including the
central nexus) simultaneously, but the limit applies individually to each
terminus route.
Traffic may be routed from the central nexus to any terminus and from
any terminus to the central nexus, but direct routing between secondary
termini is impossible. The tonnage limit can be moved simultaneously over
different terminus routes.
Each time a vessel or vessels move along a given terminus route, the
route "destabilizes" for a brief period, during which it cannot be used by
other vessels, and the destabilization time is proportional to the mass being
moved along the route. Thus the more massive the transit (ie., the larger the
number of vessels involved) the longer it is destabilized.
The central nexus is thus the most flexible but, in a sense, the most
vulnerable (militarily speaking) of the junction termini. It may dispatch an
assault force equal to its tonnage limit to any or all of its secondary termini
virtually simultaneously, but will then be unable to send reinforcements
until the route(s) used stabilize once more. By the same token, an adversary
in possession of two or more secondary termini of the same junction may
use each of the termini it controls to send the full tonnage limit of warships
into the central nexus. Hence the Star Kingdom of Manticore's extreme
sensitivity to the possibility that any hostile power (such as the People's
Republic of Haven) might obtain control of more than one terminus of the
Manticore Junction.
(B) The Manticore Junction:
The Manticore Wormhole Junction was discovered in 1585 pd (98 al).
The Manticore Junction lies 412 LM from Manticore A and has the
distinction of being the largest so far discovered, connecting to no less than
five other star systems: Sigma Draconis (Solarian League), Gregor
(Anderman Empire), Trevor's Star (People's Republic of Haven), Phoenix
(Phoenix Cluster), and the most recently discovered (1856 pd/254 al)
Basilisk System. In addition, the Star Kingdom's astrophysicists are
currently working with the latest survey data in the belief that the junction
connects to at least one and possibly more additional termini which have
yet to be isolated.
The wormhole junction has been a bonanza for the Manticoran
economy, attracting a huge concentration of shipping. Unfortunately, it has
also made the kingdom a player, will it or won't it, on the galactic stage, as
the imperialistic and military implications of the junction are quite clear to
all concerned. For obvious reasons, the Navy budget has received
considerable attention in the last 50-odd T-years, and the kingdom has laid
claim to its first extra-system planet (Medusa, a thoroughly unpleasant,
marginally habitable planet in the Basilisk System) to safeguard that
terminus of the junction. (Prior to 1901 pd, Manticoran diplomats took great
care to avoid saying just whom they were safeguarding it against, but
Basilisk's relative proximity to the People's Republic of Haven made that
fairly clear, and there is reason to believe the Kingdom got away with the
annexation so easily only because Haven was occupied with other matters
when the Basilisk terminus was first discovered.) As Medusa is inhabited
by a sapient alien species, this embroiled the kingdom in questions of
aboriginal rights and protection, and the increasing pressure of Havenite
"merchants" there for "legitimate trade with the natives" (who have very
little worth trading) further complicated an already complex situation.
(6) Planets of the Star Kingdom of
Manticore
Manticore: (Manticore-A III) The capital planet of the Star Kingdom,
Manticore's diameter is approximately 13,500 km., with a hydrosphere of
76% and an axial tilt of 5°. This planet is slightly less dense than Earth,
with a lower percentage of metals, but still boasts considerable mineral
wealth. Average temperatures are close to Earth normal, and the climate is
considerably moderated by the lower axial tilt.
Major Manticoran on-planet industries are agriculture, aquaculture,
mining, and a well-diversified industrial sector and R&D base. Population
as of 1900 pd (280 al) was approximately 1.5 billion. The major shipyards
and space industry of the Star Kingdom of Manticore orbit the capital
planet.
Sphinx: Sphinx (Manticore-A IV) is larger than Manticore
(diameter=16,500 km.) It is also more massive and richer in metals than the
capital world. Sphinx is habitable only because an extremely active carbon
dioxide cycle effectively extends the liquid-water zone by giving it
considerably more "green house" effect than its sister planets, and its
hydrosphere is 68% with an axial tilt of 14°, which, coupled with its
considerably lower average temperatures, gives it a much more active and
less inviting climate than Manticore.
The major on-planet industries of Sphinx are mining, forestry, and
animal husbandry (the planet has vast herds of Terran-adapted cattle and
native prongbuck). Planet-side industry has been slow to develop but has
made considerable ground in the last century. Planetary population as of
1900 pd was 1,048,000,000.
***