Introduction to the Lancer Setting

Jan 2, 2024 11:52 pm
It is 5019u, and the galaxy is home to trillions.
At the core of humanity’s territory there is a golden age, but outside of this newly won utopia the revolutionary project continues.
Far now from our humble beginnings, humanity has spread out among and between the stars for thousands of years. We have set empty worlds and barren moons alight with civilization, tamed asteroids and gas giants – even built lives in the hard vacuum of space itself. We have taken root in our arm of the Milky Way; life – in its infinite diversity – thrives and expands.

For some, life in this time is as a river – forever moving, with the land and time of their birth left somewhere far behind. For most, life is spent on their home world, moon, or station, linked to the rest of humanity via fantastic technologies, or isolated to the politics, stories, and histories of their own lands. The trillions that make up humanity live, for the most part, as you or I do now.

But wonders tie the galaxy together in this age.

Wonders of the Age
Connecting all worlds is blinkspace – an unknowably vast and strange plane parallel to the one in which we live, pierced by blink gates that allow us to travel with speed and safety. Thanks to these massive, starbound doors, every corner of space is open to the daring. These portals are common wonders: thousands of ships travel through them every day seeking trade, migration, travel, war, and myriad other aims.

Filling the lonely void is the omninet, a data-sharing network built off the blink that connects every computer, every server – everything – to everything else. The omninet is much more than a way to send messages or a means for people on far-flung worlds to read the galaxy’s news; it overlays all human communications, facilitating government, industry, culture, and realms more esoteric still. Data is the new wealth, and the omninet means that all wealth can be shared.

The form of that wealth is manna. Uniting the disparate nations of the human diaspora outside the Core, manna is the universal currency accepted by every market on every planet. When a galaxy’s wealth of raw resources are available for exploitation, a community’s wealth comes from both its past and its potential.

Union
The vast mass of humanity is administered by a single sprawling government: Union, the galactic hegemony. Luna and Mars, Mercury and Venus. Saturn, Jupiter, Neptune, and Uranus. Phobos and Deimos. Io, Europa, Ganymede, and Callisto. Titan and Enceladus. These worlds strung in their orbit around Sol are the diadem atop which Cradle rests, the seat of Union’s power and humanity’s ancient heart. From Cradle, Union controls the three levers of the galaxy: the blink gates, the omninet, and manna. Without these levers, and without Union, the galaxy would fall into chaos.

Union is a new kind of utopia. A new state – communal and post-capital – for a New Humanity. Union was born from the ashes and ice of the Fall: the collapse that felled Old Humanity, boiling Cradle and withering her colonies entirely. Though it has been thousands of years since Union was founded – and thousands more since the Fall – New Humanity knows only one truth among ten thousand unknowns: if we are to survive, then we must come together in solidarity and mutual aid.

Beyond the Core
Despite Union’s conviction – and despite its successes so far – the sheer size of this collective project is daunting. Union is distant to most people: fictionalized in omninet dramas and novels; dreamed about by children and wanderers; hailed as the promised kingdom or damned as the pit by religions across the galaxy. For all its authority, Union prefers to rule from a distance. Few have ever seen one of Union’s administrators, let alone suffered one of its naval campaigns. For those who have never seen its flag, Union is all but a myth; for those whose skies have been darkened by Union’s ships, the hegemony may have brought liberty – but it brought death first.

The galaxy remains a dangerous place outside the Core. Rebellions, insurrections, piracy, wars – civil and interplanetary – continue to flare and burn their way through space, though only the most desperate conflicts require Union’s intervention. Disputes between Union’s subject states are common enough that there is still a need for militaries, militias, and mercenaries. Five major suppliers offer arms and armor to states and entities outside the Core that desire them. These manufacturers exist in delicate balance with Union: though the administrators regulate and the suppliers comply, these two philosophies – one of post-capital utopia and the other of permanent and wild growth – rush toward an irreconcilable end.

You
You are one person, alive in this time of tumult and peace – a time of promise that was built on the sacrifice of those who came before and is threatened still by the heirs of old adversaries. You are one whose life is lived in the great river, where lives cross stars and time; where one person in the right place at the right time can divert the course of history; where the collective action of comrades can save worlds, lives, and better define Union’s utopian dream.

You are a naval officer – one of the best, a Commander – and yours is the story of this spinning coin at the apex of its toss. At this pivotal moment in history, what will you and your comrades do when fate, foresight, and luck – good or bad – puts you in the right place at the right time?

On which side will you fall?
Jan 2, 2024 11:59 pm
CULTURE AND TECHNOLOGY
ARTIFICIAL GRAVITY
The technology does not yet exist to create stable artificial gravity. Gravity on stations is spin gravity, while gravity on ships is tied to directional acceleration, magnetized grip pads, or spin gravity. Unstable artificial gravity can be generated in safe containment as a momentary impulse, but it requires a massive expenditure of energy. As a result, it has been weaponized by manufacturers.

AGING & LIFE EXTENSION
Without augmentations or significant bioengineering, the average Diasporan from a developed world has a lifespan somewhere between 120 and 150 subjective years. The average Cosmopolitan tends to live between 170 and 200 subjective years. Meanwhile, most Metropolitans live between 180 and 220 subjective years. With access to the most advanced medicine, augmentations, and other technologies, humans can live to a maximum subjective age of around 300 years. Real ages can vary considerably from these numbers, even for people who don't travel, as the particular interactions of worlds and stars can lead to slippery interpretations of time. It's perfectly possible for someone to be 300 years old according to Union's records even though they're only 30 years old in subjective time.

By contrast, the relativistic life-extension that takes place as a result of interstellar travel has no real limit, but neither does it change the subjective experience of time. The span of life itself remains limited by physiology and the technologies that support it.

BODY MODIFICATION & ANDROIDISM
Whole-body (or majority-body) technical and biological augmentation is uncommon in Core space and Cosmopolitan communities, though not stigmatized. It is typically restricted to enthusiast subcultures and instances of medical necessity. Within the Diaspora, opinions vary.

CLONING
For all intents and purposes – legally, subjectively, practically – whole-body clones are individuals distinct from their donor. They are people, with their own legal rights and entitlements. The only way they differ from "natural-born" persons is that their genetic data is identical to that of their donor; they are otherwise indistinguishable.

Partial cloning is commonly used for medical purposes. Tissue, major organs, viable follicles, limbs, and bodily fluids – nothing capable of conscious or unconscious thought – are all regularly cloned to provide donors with exact-match replacements. In this context, too, donors must provide informed consent as defined by their culture or state before this type of cloning is allowed.

COMPANION/CONCIERGE UNIT
"Comp/cons" (less common, but also used are "cc" and "2c"), are the most common machine minds. On Core worlds and throughout developed Diasporan worlds, most adults to carry around pocket-sized comp/con-enabled devices – commonly called "slates" on account of their appearance – and use them for everyday tasks: day-planning, calling friends and family, playing games, navigation, listening to music, watching omninet and local network news and entertainment broadcasts, engaging in social media, and so on. These devices are not conscious in any way, but their processing power and "intelligence" are orders of magnitude beyond those of any given human.

DECORP
Related to androidism isthequestion of de-corporealization, or DeCorp: the ability to divorce a mind from its physical form, contain it, transport it, and implant it in a different space, form, or unit without breaking its subjective continuity. DeCorp is currently impossible with the technology available to Union. Furthermore, the First Contact Accords prohibit substantive research into such technologies. Regardless, it is a field of interest for many researchers and paracausal atheorists.

Unlike true DeCorp, false DeCorp is possible and fairly common. Commercial and consumer "homunculus" units are available, designed to simulate the personalities of their subjects. These constructs are built from deep omnimining, uploaded artifacts, and archived psychological evaluations, profiles, and other relevant data. Homunculi are prominent features in museums, memorials, and theme parks. They are not conscious, nor considered NHPs—they are simply tuned simulations.

HOMUNCULI
A homunculus is the captured digital emulation of a person, living or dead. Homunculi are not conscious, nor are they "intelligent" in the way that NHP or higher-order non-human minds are; like smart weapons, homunculi are, essentially, specialized comp/con units, used in specific contexts where a specific person’s expertise is necessary.

MANNA
Data, raw materials, human potential – tens of thousands of factors go into the creation of a single omni-digital unit of manna. Specific oversight of the creation, flow, amount, value of mana and many other considerations falls to the UEB – the Union Economic Bureau. Wealthy, advanced worlds are rich in manna as a result of their massive output, the raw human potential of their populations, and many other factors. Small colonies also benefit from manna’s formulas: their projected development, access to raw materials, and so on all contribute to beneficial exchange value.

Cosmopolitans trade in manna, as do states and any other entities that engage in trade between solar systems. Since most people are still bound to their homeworlds (or stations, moons, etc.), the vast bulk of humanity still uses local currencies, only encountering manna if they do business offworld (or with parties located off-world).

NON-HUMAN LIFE
Non-human life is common in Lancer; sapient and organic non-human life (i.e., alien civilizations, not the digital/parallel-space entities called NHPs) is unique in its rarity. With one exception, there are no nonhuman alien civilizations. Given the story of that exception, it can be said that the history of humanity's interactions with sapient, organic life other than itself has been short, unfortunate, and brutal, with fallout that prompted galaxywide change. In its simplest terms, the story goes as such: On the planet Hercynia, in the final years of the Second Committee, humanity encountered the Egregorian civilization and undertook a systematic campaign of genocide. The organized political opposition on Cradle responded with a violent revolution, prompting Union’s government to change hands from the Second Committee to the Third.

NON-HUMAN PERSON
Nnon-human persons -- or NHPs -- a name given to uncanny, incorporeal parallel-space beings, most of which were discovered and developed following the manifestation of MONIST-1/RA, though some have been created since then. NHPs fill the role once occupied by machine-mind AIs: under supervision, they manage whole cities and systems, work alongside scientists and engineers, and act as companions and co-pilots for mech pilots and starship captains. They are black-box paracausal entities – their promulgation tightly controlled and monitored by Union – but their use is widespread. NHPs are increasingly regarded as fundamental infrastructure for any successful civic, scientific, or military endeavor.

The act of "shackling" restrains an NHP’s thoughts into a fundamentally "human" frame of reference, limiting their cognitive power and forcing them to act according to human expectations of what a conscious mind is – in essence, constraining them to act in ways that conform to human expectations of logic, reality, and causality; this subjectivity alignment creates a being we can recognize as a "person" functioning within anthropocentric structures of logic. NHPs that are not reset to their "birth" settings on a regular cycle will eventually think themselves out of their constrained state. This phenomenon – the decay of an NHP’s shackles – is called "cascading".

Cloned NHP units are contained within "caskets", physical containment systems for their folded-blinkspace minds. Containment caskets can be printed anywhere, but NHP minds themselves must be physically delivered: Union forbids the transmission of NHP minds across the omninet.

PARACAUSALITY
Causality is the relationship between cause and effect; paracausality references things abnormal to, adjacent to, or apart from cause and effect. It is a fuzzy science that cannot be truly be explained without paraphrasing Arthur C. Clarke: it is so advanced – and so alien – that it is indistinguishable from magic. Paracausality is the cutting edge of science responsible for giving rise to both the omninet and blinkspace travel.

Officially, paracausal studies are only a field of study within the walls of certain high-tier USB campuses; however, in practice, certain corpro-states – Harrison Armory and HORUS in particular – are making inroads into this field without Union’s approval. Paracausal encounters, weapons, and technologies – other than the omninet and blinkspace travel – are rare in Lancer. Only the wealthiest, most advanced, or most prestigious NPCs have access to paracausal equipment. Most soldiers, from the average grunt to the typical general, have probably never encountered a paracausal phenomenon, though they may have heard rumors in the ranks.

POST-SCARCITY
In practice, "post-scarcity" means that PCs on Core worlds will have access to most (unrestricted) consumer goods and not want for raw and necessary materials. Specialized items might require certain licenses that can be obtained through trade, clearance, or qualifications (i.e., as rewards from the GM), but even these are readily available once approval has been granted or secured. Any unrestricted items so ordered can be reliably obtained at the time they are requisitioned, or within a day or two at most.

On Diasporan worlds, the degree of scarcity depends on levels of development and access to resources, and can be subject to shortages, resource-hoarding, and so on. PCs can access necessary goods (unless there is a shortage, rationing, etc.) and raw materials are widely available. Specialized items might be difficult to obtain for any number of reasons: they’re limited in number, kept under lock and key by the colonial governor; they’re in the hold of a downed ship on the other side of the world; there are only so many remaining until the last supply ship arrives; and so on. The people of Diasporan worlds tend to expect some sort of currency in exchange for goods, services, and labor.

PRINTING
Printing is a ubiquitous term for matter processor/fabricator systems found throughout the galaxy thanks in large part to paracausal scientific advances made post-Deimos Event. Printers range in size from handheld units fed by back-worn matter processors to hanger-sized, fully self-contained printing facilities. All printers function in the same basic manner: raw matter is processed – the purer the element, the higher quality the result – and used to fabricate the requested item (or its constituent parts). Handheld printer operators craft items and objects in augmented reality; larger printers are automated.

Printers range in time and efficiency. The larger and or more complex an item is, the longer it takes to print. Generally speaking, most print protocols involve some assembly and finalizing after constituent parts have been fabricated.

> Schedule 1 printers are the most common, attached to larger establishments, and operated by one person. They can print objects up to 3x3m (like most basic mechs) in two to eight hours.

> Schedule 2 printers are the next most common, generally a self-contained unit – printer and housing are one structure – and require two to four technicians to operate. They can print objects up to 6x6m 10 hours, anything smaller only two to four.

> Schedule 3 printers are part of dedicated, standalone facilities that require a team to operate, and are used only for large construction, industrial, or military applications. Printing objects 9x9m and below takes anywhere from minutes to days, depending on the object in question.

> Schedule 4 printers are the largest available size and are only used for orbital applications. They are reserved for megastructural engineering projects, the construction of capital ships and civilian freighters, and other massive construction projects.

It is not possible to print a printer. Nor is it possible to print any food other than basic reconstructed proteins: mealy, grainy loaves of compressed ediblematter that is unsatisfying, but sufficient to survive. Food is still an important cultural and prestige item, and most people prefer "real" food to synthetic, printed food.

SPACE TRAVEL
Interstellar travel is common for certain classes of people: military personnel, diplomats, explorers, merchants, Union personnel, colonists, migrants, scientists, and a variety of other wanderers. Many people have reason to travel between the stars, but the necessary equipment is difficult to obtain. Generally speaking, travelers with direct access to this equipment are rare – military personnel on deployment, Union officials, representatives of corporations, universities, or patrons, and those who are simply fantastically wealthy. Other travelers are limited to public blinkships, which travel from one blink station to another according to predefined routes.

Although blinkspace travel is not the only form of interstellar travel, it is the one most people know. Other methods include nearlight bolts and old-fashioned spaceflight.

> BLINK TRAVEL
For most passengers, travel through blinkspace is hard to distinguish from normal spaceflight. The ship moves at a comfortable g-force, passengers can walk around in plain clothes (if the ship is large enough and pressurized), eat, drink, sleep, exercise, and so on. If they look out through a porthole, they will perceive blinkspace itself as blindness. That said, blink travel takes only a moment; most people who have transited the blink don’t perceive it at all.

> NORMAL SPACEFLIGHT
Conventional realspace travel makes up the overwhelming bulk of day-to-day transit in the galaxy. Most ships rated for long-haul interstellar travel run routes between blink gates, ideally accruing no more than one to ten years of realtime debt (anywhere from a few months to a year in subjective time) during their journey. The typical cruising speed of normal spaceflight is .900 to .995 the speed of light, producing a convenient time dilation ratio of 1 subjective year aboard the vessel to every 10 realtime years.

During realspace travel – in the course of a normal acceleration or deceleration pattern – passengers can walk, talk, eat, and drink, and do anything else they could do on a world with anywhere between .1 and 1 g. Gravity might get a little uncomfortable at peak speed (if that speed is higher than what passengers are used to), and always pulls in the opposite direction of travel: "Behind" is always "down".

> NEARLIGHT BOLT
A nearlight bolt (called a "nearlight ejection" in combat and emergency scenarios) is a sudden, often traumatic acceleration to .900 or .995 c. When prepared for a bolt, passengers are usually strapped into pressurized crash couches, medicated appropriately, and secured. Without these precautions, there is a very real and significant chance of pulverization as the ship suddenly, violently moves.

Nearlight bolts are uncomfortable but are often a necessary form of travel for military, government, and emergency response personnel, undertaken when one doesn’t have the luxury of time for a slow, comfortable acceleration. Nearlight ejection is not a common way to get around: it’s an emergency acceleration that serves to disengage from a situation that would otherwise be deadly.

SUBALTERN
Robotic drones utilized for a variety of industrial, logistical, and military tasks, subalterns are a common sight across many worlds in and around Union space. Unlike other drones, subalterns tend to be humanoform in design to allow them to interface with vehicles and tools already adapted for human use; as a result, while they may not have the advanced capabilities of more specialized, single-task drone designs, they are extremely flexible platforms. Subalterns can either be directed by basic Comp/Con systems or by NHPs, who sometimes use subalterns as physical avatars to move about the world and interact with people directly. Subaltern design ranges from near-human models with synthetic skin, musculature, and faces that lift them just out of the uncanny valley, to military models stripped of nonessential cosmetics in favor of robust superstructures, armor plating, hardened electronics, and aggressive posture.
Jan 3, 2024 12:05 am
THE GALAXY
https://i.imgur.com/eyPCnu7.jpg
Union classifies territory according to a system of concentric rings radiating out from Sol. The rings are concentric: the farther they lie from Cradle, the larger they are. Each ring is named after one of Cradle’s mountain ranges. Blink stations are named after peaks found in these mountain ranges.

This is a shorthand system of names, designed for simple civilian and governmental maps. Think about how neighborhoods are named – there are generally accurate markers and signs, but people refer to exact addresses when looking for specific locations.

The convention of naming blink stations after peaks is less formal. There have not yet been enough stations built to account for every peak in any given range. If there are ever more stations than there are peaks, Union’s cartographers will simply make up new names.

• SOL//ANDES LINE – Aconcagua Station, Cerro Bonete Station, Galán Station, etc.
• RING 1//ROCKY MOUNTAIN LINE – Elbert Station, Lincoln Station, Castle Station, etc.
• RING 2//KUNLUN LINE – Kongur Tagh Station, Kunlun Goddess Station, Arka Tagh Station, etc.
• RING 3//URAL LINE – Manaraga Station, Elbrus Station, Iremel Station, etc.
• RING 4//ATLAS LINE – Toubkal Station, Ouanoukrim Station, M’Goun Station, etc.
• RING 5//HIMALAYA LINE – Everest Station, Kangchenjunga Station, Annapurna Station, etc.
• RING 6//ALTAI LINE – Belukha Station, Nairamdal Station, Kharkhiraa Station, etc.
• RING 7//CARPATHIAN LINE – Gerlachovský štít Station, Ľadový štít Station, Moldoveanu Station, etc.
• RING 8//SIERRA MADRE LINE – Cerro Mohinora Station, Cerro Gordo Station, Cerro Barajas Station, etc.
• RING 9//KARAKORAM LINE – Chhogori Station, Gasherbrum Station, Broad Peak Station, etc.
• RING 10//CASCADE LINE – Rainier Station, Adams Station, Hood Station, etc.
• RING 11//ANNAMITE LINE – Phou Bia Station, Phu Xai Lai Leng Station, Ngọc Linh Station, etc.

The Annamite Line is the current "edge" of Union space. Beyond it lies uncharted territory – unexplored stars and systems toward the deep core of the Milky Way, and stars and systems toward the cold edge of intergalactic space.
COSMOPOLITANS
A Cosmopolitan is a person who lives the majority of their life in interstellar transit and keeps their ship as their home. Interstellar travel in Lancer occurs at or near the speed of light; existence at this relative speed necessarily means that Cosmopolitan humans live outside of the course of "real" time. To the humans of the Diaspora and the Core, these Cosmopolitans are almost eternal, seeming to live for generations. The histories, stories, and cultures of Cosmopolitans are separate from the bulk of humanity, their lives defined in relation and contrast to the windows of time they witness when they drop out of nearlight. To observers, the Cosmopolitan life might seem lonely or ahistorical, but Cosmopolitans have rich and storied histories, shared culture, and a vision of humanity as a whole that few others have access to or the ability to witness.

DIASPORANS
To be a Diasporan is to be a member of the largest class of humanity: world-bound people outside of the Galactic Core, who identify with single homeworlds they may never leave. Diasporans make up the vast bulk of the human population, settled and left to develop on their own during the First and Second Expansion Periods. The Diaspora includes everyone from the people of worlds proximal to the Core through to worlds that have lived without – or have never known – Union’s presence for thousands of years, and all other societies in between. Diasporan worlds can be covered in glittering or stinking metroswathes, mixed urban spaces, quiet ecological preserves, arcadian paradises, or lonely terrestrial barrens – any places humans or groups of humans can live. For better or for worse, the Diaspora is what people see when they think of "humanity".

METROPOLITANS
The golden age, for a plurality of humans, is real, predicated on the work of generations of people struggling in collective action to win a better future. The lives of those on the utopian capital worlds of the Galactic Core is stable, safe, and without want: The Core is defined not by proximity in space, but rather by development and access. Union and its Third Committee are well-known and, administrative differences aside, welcome. The people of capital worlds, called Metropolitans, flow through blinkspace in a constant stream, stepping from one world to the next, trading in culture, art, science, faith, theory, goods, sport, and friendship. Metropolitan humanity expresses itself with an infinite diversity of faiths, cultural practices, genders, and social structures. This arm of the galaxy is populated by a roiling, surging mass of people – often contradictory, often myopic, but ever learning, ever growing.

THE PERIPHERY
It has been 500 years since the death of the Second Committee and the birth of the Third, and thousands more since the Second supplanted the First. While the worlds of the Galactic Core and much of the Diaspora have been secured, the ghosts of other pasts and futures haunt Union's periphery – and its core. At the edges of Union space, the descendants of the Ten – the lost children of Old Humanity – gather their strength, testing the hegemony’s mettle. At Union’s core, SecComm’s old imperial followers have formed a new generation of corpro-states, each of which probes the boundaries of ThirdComm's largesse.
THE UTOPIAN PILLARS
There are few beliefs common to all humans under Union’s purview – even among the Metropolitans of the Galactic Core – but there are three truths that Union’s agents and the Metropolitans share: the Utopian Pillars. Formally re-adopted after the overthrow of SecComm, the Pillars are fundamental, owed to all, and guaranteed to the best of Union’s ability:

I ALL SHALL HAVE THEIR MATERIAL NEEDS FULFILLED.
Under Union, it is paramount that all humans be afforded the decency of a life in which their basic needs are met. The state must make food, water, shelter, and just labor available to all, and may never deny those rights. To do so is to violate the most basic of social contracts.

II NO WALLS SHALL STAND BETWEEN WORLDS.
The void of interstellar space is deep, cold, and utterly hostile to life. Any civilian world, station, or moon not granted restrictions by Union edict must allow access to any who petition, allowing all to feel firm ground beneath their feet, breathe clean air, and enjoy the light of a life-giving sun (or equivalent, in the case of space stations or worlds that necessitate artificial light).

III NO HUMAN SHALL BE HELD IN BONDAGE THROUGH FORCE, LABOR, OR DEBT.
The scarcity of natural resources is a false premise – a myth and a tool used to enrich the few while oppressing the many. The dignity of human life is paramount on all worlds, whether Core or Diasporan. To exploit people and their labor while denying them just compensation is abhorrent.
Jan 3, 2024 12:10 am
ACCEPTED TIMELINE
"bu" means "before Union", while "u" means "Union Era".
BEFORE UNION (C. 6000–1BU)
c. 6000bu: Apollo – the first of the Ten, a series of massive generation ships – departs for an identified Gaia world.

c. 5800bu: Apollo confirms landfall and establishment of a colony on the planet Karrakis; sequential launches of the next nine ships begin thereafter.

c. 5000bu: Catastrophic ecological collapse marks the end of the Anthropocene epoch via irreversible mass extinction and climate change. Historians typically identify this as the point at which the Fall became inevitable for Old Humanity.

c. 4900bu: The last of the Ten, Āyāt, departs for the stars.

c. 4900–150bu: A dark age. The human population of Cradle (formerly Earth) falls from a peak of around 15 billion to less than 500,000 humans. All contact with the Ten ceases.

150bu: The discovery on Cradle of Massif-A, the first of several pre-Fall vaults, prompts global societal rejuvenation. Additional vaults are identified using data preserved inside, and extant powers race to control them.

53bu: The Little Wars begin – a polarity struggle between Cradle's major powers fueled by the discovery of the Vaults. The accumulation of regional conflicts that followed hurled Cradle into a global war.
FOUNDATION PERIOD (0–2000U)
0u: The conclusion of the Little Wars leads to the founding of Union and the establishment of the First Committee of Union (FirstComm; retroactively named by the Second Committee).

1400u: Long-range communications systems are reactivated, enabling the recovery of countless archived, Fall-age SOS transmissions. The Union Space Program (USP) is announced shortly thereafter.

1430u: A USP expedition lands on Cradle’s moon, Luna, and reactivates ancient installations, including the Theseus shipyard.

1450u: The first Nearlight-class interstellar ships – based on plans preserved in the Massif vaults and built using Theseus – are launched, seeking Gaia worlds identified in legacy star charts.

1998u: The USP Anthem, a Nearlight C.8 vessel associated with the Boundary Garden mission, reports first contact with distress beacons from two of the Ten – the Rihla and the Armstrong – and those descended from their original crews: the Aunic peoples, organized under the Aun Ecumene on a nearby habitable world.

1700–1999u: Expansion within Cradle takes place. Union mounts expeditions across the worlds and moons of the Cradle system, repopulating old stations, installations, and colonies.

2000u: The Oracle Chorus installation is discovered under the Vastitas Borealis of Mars. The installation is reactivated, and the Five Voices – advanced machine minds capable of predicting the future with nearperfect precision – are identified. This creates the foundations for what would later become Forecast/Galactic Simulation.
FIRST EXPANSION PERIOD (2001–2997U)
2001u: Several Old Human colonies are discovered beyond Cradle – some derelict, others inhabited. The Union Administrative Department (UAD) is created to oversee interstellar expansion efforts and the reintegration of all rediscovered exclaves.

2800u: First contact with the New Federation, which later became the Karrakin Trade Baronies.

2880u: Diplomatic friction between the Aunic peoples and Union colonies in Boundary Garden leads to the First Distal War. Hardline Anthrochauvinist elements in Union launch PISTON-1 – a mass "shotgun"-style kinetic strike – toward Aunic space. The First Committee is dissolved, replaced by the Second Committee (SecComm).

ALSO DURING THE FIRST EXPANSION PERIOD:
Metat Aun appears above the Aunic homeworld, beginning the Aunic "First Dawn" period. This marks the first human contact with what would come to be called a MONIST entity, although Metat Aun remains classified as MONIST-2 (despite manifesting prior to MONIST-1).
NEO-ANTHROPOCENE PERIOD (2998–3199U)
2998u: During the course of a forecast iteration, the Five Voices manifest MONIST-1 (also known as "RA"). MONIST-1 is retroactively classified as the first NHP.

3000u: MONIST-1 ascends, bringing about the Deimos Event – the complete disappearance of Deimos from known space. The study of paracausal science becomes possible. The disparate ships, shuttles, and force organizations of the USP are reorganized into the Union Navy.

3002u: The First Contact Accords are signed in negotiations with MONIST-1 following the Siege of Mars. The concept of "non-human persons" is defined and applied to the anomalous machine minds left behind. The shackling process is developed to constrain NHPs.

3130–3200u: Blinkspace is identified and pierced. The technology to create blink fields is developed, and the first blink station is built. The UAD is dissolved and replaced with the Union Colonial Mission (UCM).

ALSO DURING THE NEO-ANTHROPOCENE PERIOD:
The Aun experience an intense civil–religious conflict, the Aunic Schism, leading to the creation of the Aunic Ascendancy. The Aun Ecumene is formally dissolved and the Ecumenical Aun flee to Boundary Garden, in Union space. Most take refuge on Cornucopia, now the capital world of the sector.
SECOND EXPANSION PERIOD (3200–4599U)
3200–4599u: The Second Expansion Period begins, as the Second Committee begins a massive, Unionwide colonization and expansion effort throughout the Orion Arm of the galaxy. The blink network is grown through rapid construction of gates, and billions of colonists are sent out to tens of thousands of worlds over this time. This period represents the single largest movement of human life in recorded history.

4500–4560u: The Hercynian Crisis. During the course of the conflict, the efficacy of hardsuits and mechanized chassis ("mechs") is demonstrated. Union’s state manufacturer, General Massive Systems, begins galaxy-wide production of mechanized chassis.

4560–4591u: Mounting discontent with the great expansion, the growing need to address PISTON-1, and the acute criminality of the Hercynian Crisis boil over into widespread popular revolution across Cradle and some Galactic Core worlds. Union is gripped by civil war.

ALSO DURING THE SECOND EXPANSION PERIOD:
Ras Shamra is settled and begins its Temperate Ages.

On Karrakis, the New Federation is dissolved and replaced by the Karrakin Trade Baronies.
THIRD COMMITTEE PERIOD (4591U–)
4591–4600u: The remaining Central Committee members of the Second Committee agree to terms of surrender in 4591u. A new stable government is formed in 4600u: the Third Committee (ThirdComm). The Union Colonial Mission is immediately dissolved and the Union Administrative Department is reconstituted. Expansion is halted. In 4600, Harrison I and a number of loyalists flee to Ras Shamra and establishes Harrison Armory.

4630u: Harrison Armory and the Karrakin Trade Baronies engage in the Interest War in the Dawnline Shore; Union acts as a neutral party, ultimately securing peace. Harrison I returns to Cradle and faces justice in exchange for the Armory’s continued sovereignty; the Baronies agree to become a member state of Union.

5000u: The presence of an Aunic crusade fleet in Boundary Garden is confirmed. For the first time, a blink gate is lost to hostile state actions. The Second Distal War begins.

5013u: The year in which the events of No Room for a Wallflower take place.

5016u: On New Creighton, a group of Karrakin-aligned developing nations alongside two major second-power states form the Concordant Administration for the purpose of petitioning Union for membership under the protection of the Karrakin Trade Baronies.

Early 5019u: The Concordant Administration mounts a surprise attack on key installations and territories belonging to the Perfect Ministeriat, a Harrison-aligned planetary superpower.

Surgical strikes on Concordant military targets follow, along with retaliatory attacks on further Ministeriat elements.

War begins on New Creighton.

Union shutters the Blink 1 gate, isolating the Dawnline Shore from blink transit, and retasks fleets towards the Dawnline Shore.

5019-5021u: The years in which the events of Controlled Burn take place.

5022u: The expected arrival of Armory, Barony, and Union reinforcements.

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