Session 3, Monologue 12: Stars Without Number

There are about 1.5 million stars within the charted space of the Homeworlds (not including the ongoing Deep Space Automated Warp Exploration program). The vast majority are uninhabited, but a sizable minority of those are still claimed by some faction or another as potential expansion zones.

Some numbers about stars:
Observed and catalogued
1,577,816
Visited by probe
886,412
Reachable within typical jump carrier range of jump gate network
394,445
Visited by humans
146,901
Permanently inhabited by machines
93,408
Permanently inhabited by humans
12,917
Population >1k
1,950
Population >1M
709
Population >1B
12
Core Worlds
6 inhabited
Colonies
1,508 inhabited, 188,990 claimed
DMZ
11,403 inhabited, 336,400 claimed

Geography of Space

Space doesn't map well. It is hopeless to try to chart Homeworlds space on a 2-d plane, with colored regions delineating political control. A star system with a jump gate to another 500 light years away is much closer than it is to a neighboring star only 5 light years away without a gate.

The most geometrically accurate maps are three-dimensional, and show the connections between worlds. They resemble neural networks, a web of interconnected stars with a few bright hubs and occasionally some long strands. The connected systems intertwine with others, but never collide.

Such maps may be useful for charting deep space exploration, but are not helpful to everyday life. Instead, simplified, abstract charts are used; these look much more like a municipal subway diagram than like a traditional map. More populous worlds are large and central, and lesser worlds branch off of the trunk lines connecting the large worlds. The connection lines are thicker where more traffic occurs, narrowing as they become less traveled. The length of connecting lines has little correlation with distance, as travel time through gates is instantaneous, and overall travel time is dominated by the demands and capacity of the system, which is not a function of geography.

Similarly, charting an individual star system is necessarily a dynamic task, not something that can be rendered once and remain accurate. All charted systems have the obvious list of planets and moons. Well-inhabited systems will have vast catalogues of millions of satellites, both natural and manmade, and will keep track of all bodies traveling between orbits. Without traffic control, collisions are a greater danger than the vastness of space would suggest, at least in the vicinity of popular destinations.

As a rule, the distance between any two stars is measured in jumps, whether by gate or jump drive. One jump will be quick, ten jumps not so quick. Much of any long journey will be taken up with sublight travel, as the destination of a jump is not another gate, but the point at which the star's gravity well disrupted the tunnel. Furthermore, the jump gate or ship must be in the right part of its orbit of the star to face the desired direction; the path of the jump cannot cross any deeper into the well of the origin star.

The number of ships wishing to travel to a populous system is vast. Billions of passengers and trillions of tons of cargo pass between the Core Worlds every day. And yet, the traffic capacity of any system is given by the size of its sun--there can be only so many gates or jump ships per volume of space before they interfere with one another. As most habitable worlds orbit dwarf stars, the Homeworlds are quickly encountering a seemingly intractable traffic problem. Even with industrial megacenters churning out jump hardware at prodigious rates, the capacity of the jump system is a fraction of the previous gate system, and travel is bogged down in the populous core, causing many to seek sparser climes. Worlds in the Colonies and even the DMZ boast of low or nil wait times for jumpgates.

In the Core, meanwhile, discussions range hotly on the issue of reestablishing linked gates, which do not contend for solar resources. Proponents argue that relics of the Earthgate War have taught scientists how to better defend against intrusion by drones, and that simply burying the technology is a foolish waste of its potential. The opponents' case is self-explanatory.

A brief list of notable stars

Using the Reyes Star Catalog.

RS# Official name Other names Brief description

5505-0001

Earthgate

Host to the infamous Earthgate.

0878-0122

Concordia

Host to Starbase Concordia

0080-0085

Host to Karma and Terra Nova

0160-1819

Star of Bethlehem

Host to Zion

1206-0946

Koruun

''Ys'kal'' (Dekori: our sun)

Host to Tempus

3809-4402

Eve

Host to Abel

files
  • (up)
  • (cur)
  • A Player's Primer
  • Abstract
  • Aeon Korr
  • Aisling Teague
  • An Adventurer's Guide
  • Attributes
  • Character Creation
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 11: What to do, what to do
  • Design Monologue 12: Adaptation
  • Design Monologue 13: Human Potential
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 16: Second Life
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 18: Classes and Roles
  • Design Monologue 19: Tech Talk
  • Design Monologue 1: Creating a Game
  • Design Monologue 20: Diaspora
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 23: EVE Offline
  • Design Monologue 24: Faces of Man
  • Design Monologue 25: Character Advancement
  • Design Monologue 26: 95 Theses
  • Design Monologue 27: The Powers That Be
  • Design Monologue 28: The History of Warfare
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 3: Technology
  • Design Monologue 4: Objects of Value
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 7: What's in a Name
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 9: Rules Rule
  • Design Monologues
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Earth That Was
  • Example Characters
  • Glossary of Terms
  • History
  • Ian Sterling
  • Kieran Chase
  • NARR
  • Overview
  • PPP1-1
  • PPP1-2
  • Phobos
  • Phoebe the Pirate Princess
  • Purpose and Style
  • Rules (Version 1)
  • Rules
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 3, Monologue 12: Stars Without Number
  • Special:Menu
  • Special:Style
  • Stars Without Number
  • Stealth
  • Technology
  • Terra Delta
  • The Syndicate
  • Tik'lik'litikki
  • Travelogue 1: Starbase: Concordia
  • Uranik Dorren
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