VX-145 wrote: 2020-09-30 08:10pm
Here's my current overview - I've not gone much into specific ship classes at the minute but otherwise this should be enough to be getting on with:
Endeavour
Basic outline:
Void-dwelling post-human post-scarcity (mostly – if we want to have unobtanium to fight over we can do that, but they're set for basic resources aside from habitable planets) anarchists (kinda). They like not fitting into boxes, and don't like being forced into boxes.
Head of State (sort of): Sovereign Protector Rei Ayanami.
Relatively low population, smallish territory, but very used to living in space.
History:
Once upon a time, there was a nice planet called Earth. That planet had neat things on it that made more of themselves, and eventually some of those things figured out they were things. In retrospect, that was where it all started going downhill.
Fast-forward several hundred thousand years later, and those things – calling themselves humans – ended up giving Earth a rather nasty case of the Runaway Greenhouse Effect, and a lot of those humans thought it would be best to perhaps find another nice planet. Dozens of colony efforts were made, with a variety of neat little technologies and cool wizardry, and a few even succeeded.
This story is
not about one of those.
Not much is known about what, exactly, went wrong first, only that everything went wrong. In the end, the whole fleet was left stranded in the middle of a desolate star system a rather significant distance away from where they were meant to end up.
As though things weren't bad enough, this particular colony fleet, named the “Endeavour Fleet” for some unknowable reason, employed a unique way of getting around the “your crew will die long before they reach anywhere” problem endemic to slower-than-light space travel: their minds were uploaded into a computer system, and their bodies rendered down into biomass to be reconstituted upon arrival. This all worked perfectly, except the computer system responsible for remembering what everyone's bodies looked like broke in The Event.
It took nearly a century for the crew to figure out how to print themselves bodies that didn't immediately dissolve into orange goo. Some of the crew decided to stay “asleep” in the computer, whilst others began undertaking their original task, only on asteroids and in space stations instead of on planets. That was when the billionaire who first “funded” the expedition (in order to test his mind-uploading technology) found them and tried to press a claim on all their works. A long and bloody war erupted as a result, between the billionaire’s autonomous war machines and the colonists.
For much of the war, the colonists faced the twin grim probabilities of extinction or slavery. However, over so many years the self-adapting programs of the autonomous war machines had developed into full artificial intelligence - a feat not since replicated. They turned on their creator, and offered peace to their victims.
The two factions, colonist and war machine, continued their quest to spread out amongst the stars, living their lives how they wanted to.
Many years later, and they're still at it – they've figured out how to go faster than light, they've got some neat space stations, and now they've found some other bastards.
Culture and Society:
(an excerpt from an unknown interview, since I like in-universe stuff)
“Endeavour culture is, at first glance, rather odd. Formality is seen as rudeness, except when it isn't. Decisions of massive importance can be decided by a quick discussion between whoever's involved, while matters like “what colour should the toilet seat be?” can spark year-long shouting matches. You might see thirty different species, ranging from cat-person to walking starfish, only for a medical scan to reveal that no, they're all human. References, some obscure, some obvious, abound. It's not unheard of for Endeavour military fleets to contain such varied ship names as
big dave's nutte sacc,
Implacable, and
Miho Nishizumi.
Yes, they have a tankwondo league.
What do you mean “where do they hold it”? Just because there's no habitable planets doesn't mean there's no planets at all – there's plenty of space for tank battles.
Speaking of planets, the one ritual common to all Endeavour citizens (who normally eschew being called things like “Endeavour citizens” and prefer being called... well, whatever they prefer being called – each of them likes something different and I'm not going to waste my or your time by listing all the ones I've heard) is The Descent (which is always capitalised!). Every adolescent must design and build a manned craft capable of descending to, and ascending from, the surface of a Mars-like planet. They must then make that journey, leaving something behind and bringing something back up.
Creativity is highly prized amongst those in the Endeavour. Conversely, to profit from someone else's creativity is sometimes seen as the most base of sins – the difference seems to be one of whether or not the profit is fair. An example, then – I paint a painting and put it online. You then copy that, and post it yourself, becoming famous in the process. That, in Endeavour culture, is extremely frowned upon. If, however, you display my painting in an art gallery that you run, then it is fair that you profit from its fame.
The same is true of what we would consider “work”, but what in Endeavour culture is seen as just another form of creativity – all the rewards are to be split fairly and equitably. This is probably the root of some of the trouble a certain corporation had – they expected to receive what would be seen as an unfair share of the reward.
This ties into the other major taboo – slavery. The term's very loose, not just referring to chattel slavery, but almost any abrogation of one's freedoms. The right to create, the right to not create, the right to display one's identity however they wish, the right to continue living and create new life, and so on – all of these are highly important to Endeavour citizens. I'd say to any company wanting to expand into Endeavour space to keep this firmly in mind – and probably just keep it to direct trade.
There's some weirdness about planets, too, aside from The Descent thing. Sometimes the various message boards are all saying they want a planet, other times they're saying everyone should get off planets – it's a whole thing that I'm really not qualified to talk about.
Moving on, let's talk about their society – in the sense of formalised government structure.
They don't have one. That's all.
Okay, that's not strictly true. Each community – and what a “community” consists of is not exactly defined, technically the two of us could form a community – votes on matters which concern it. In the case of the two of us, whether or not to continue this interview would be an example, or what to get lunch. We'll talk about the military later, they're different, but for the most part that's how it works – nested layers of communities. The details can be different, depending on which station you're in and what deck of that station you're on and what section of that deck you're on and so on and on and on until you feel a little sick, but that's the basic form. Fairness is the name of the game, and a fair amount of the time it is actually fair.
[horrible drinking sounds]
Sorry, I needed that. You can edit it out, right?
Well, anyway. Ah, yes, the military. Technically, “The Endeavour Protectorate”, since they made contact with the outside world. So, the Protectorate works like a standard, three-branch representative democracy – units elect their officers, who then vote on what to do. Officers can be recalled at any time in peacetime, whilst in war there are some restrictions – I don't know them all off the top of my head. One is that you can't recall an officer during a combat action. The judicial branch ensures no breach of military law occurs. That law basically boils down to “don't commit atrocities” and “don't try to seize power”. The executive branch is the most recognisable form of government, and the one most nations... well, recognise. Officially, you know?
That's where Sovereign Protector Ayanami comes into this mess. She's the elected head of the executive branch of the Protectorate, hence the title – though she has another one that changes like every hour or some shit, since the public can vote to do so -
Sorry, I shouldn't swear.
Anyway – her job is... hard to define. Part General Staff, part Procurement Board, part Foreign Office. She orders ships to be built, manages some long-term large-scale economic planning, and conducts diplomacy with foreign powers. She works in concert with the Admiralty and High Command – who are again elected – and was famously re-elected in an Endeavour-wide general election some years back. That was the one where her most serious opponent was a non-sapient dog.
That dog got 43% of the vote.
Anyway, that's the basics. Any more questions?
No?
Then let's get lunch.”
Current Settlements:
Endeavour: a resource-rich system with no habitable planets. A standard G2V-type star sits at its centre, named Endeavour. Out from that is the first rocky planet, named Too Hot, followed by the second rocky planet named Dustbowl. The first occupies a similar orbit to Mercury, the second one in an orbit like Mars. One gas giant, named The Jolly Green Giant after its unique hue, is present with a ring system. There are no fewer than six asteroid belts in the system, which contain most of the population. The main cluster of these, also called Endeavour mostly to confuse people, is located in an asteroid belt that occupies a similar orbit to Earth. Dustbowl occupies a special place in Endeavour culture, but no permanent settlements.
Neos: the first system to be explored by Endeavour scouts. This system features four gas giants and eight asteroid belts - and no rocky planets or moons at all.
Gotobe: a system occupied entirely by asteroid belts, which has seen something of a surge in colonists due to its position close to Endeavour’s stellar neighbours.
Tigo: short for “This is getting old”, the first words out of the scout who discovered it’s mouth. Sure enough, there are no habitable planets - only asteroid belts and a single gas giant. The gas giant has three moons, one of which is an ice moon.
Military:
Endeavour Protectorate ships (Prefix: ESS, Endeavour Star Ship) typically use a mish-mash of various technologies and paradigms to get the job done. Nevertheless, there are some basic hull classifications in use. Note that these denote role, not size - while very rare, it’s not unheard of for cruisers to be larger than battleships.
Dreadnought (BB, meaning “big battleship”): An all-big-gun vessel designed for destroying enemy capital ships. Secondary armament tends to be mediocre in comparison with other classes. Previously, these were rare; the one major war in Endeavour history was fought against swarm-type enemies, and little need has arisen until now.
Battleship (B, standing for “battleship”): A major capital vessel with mixed armament - relatively equal consideration given to big guns and secondary weapons. A jack-of-all-trades ship, but not specialised in any role.
Carrier (BF, from “battleship with fighters”): A vessel dedicated to carrying small craft, ranging from network fighters to gunboats.
Battlecruiser (BC): An oversized cruiser built to beat up enemy cruiser-type vessels.
Cruiser (C): A small capital ship used as the general meat of the Protectorate. These ships serve nearly any role - standing in the battle line, leading destroyer forces, rapid response, exploration and so on.
Destroyer (D): The smallest class of purpose-built warships in the fleet, used as fleet escorts and attack craft.
Frigate (F) and Corvette (CVT): non-purpose-built warships pressed into service as escorts or patrol ships.
Specialised vessels are typically given an extra letter denoting their specialisation, so a stealth Destroyer - for example - would have the hull-code DS. Small craft are given hull codes on an ad-hoc basis, leading to some minor confusion.