Orphans of the Stars setting notes 2

So I’m back. Since the last post about this series, I finished the draft of the second novel, Beyond the Horizon. It’s a little different, in that all the flashy space battle action is at the beginning. That, I think, gives it more tension, because you’re expecting more with each new step. I also left the story on something of a cliffhanger, which means I really should work on Book 3.

But that’ll come later. Today, let’s delve deeper into the setting of Orphans of the Stars. First, we’ll start on Earth. Home sweet home.

Lay of the land

After five centuries, you might expect Earth to be unrecognizable. After all, 500 years ago, there was no USA; there were barely even colonies in the Americas. China wasn’t communist, because communism didn’t exist. The Middle East was a different sort of morass than today. And so on. On the other hand, it’s a bit of a modern conceit to think that our current institutions are stable, that they’ll last forever.

For the Orphans setting, I’ve gone more towards that latter end of the spectrum. There are changes, but the broad strokes aren’t too different from what we know today.

First up, the US still exists in my version of the 26th century, and it has mostly descended into the corporate-controlled dystopia whose birth we’re watching in our era. California and New England remain bastions of liberalism (in both senses of the word), evangelical Christianity has lost a lot of its support, and the extreme polarization of nowadays has come and gone. Americans in the setting still hold both the First and Second Amendments in high regard, pointing to them as proof of American exceptionalism, even if they have been weakened severely through the centuries.

Across the pond, while the EU eventually broke up in my extrapolation, it reformed mostly along the same lines. Britain is in a curious spot, as it asserts its independence (Northern Ireland, I’m assuming, rejoined the rest of Ireland) and leadership of a Commonwealth trade pact, while also considering itself a member of this “new” Europe. Many of the other countries of the continent are in much the same position as today, if a bit more extreme. The Scandinavian nations, for instance, have an even heavier focus on quality of life. (Earth’s oldest living human at the time, as I mention briefly in the first chapter of Beyond the Horizon, is a Danish woman.)

Outside the Western world, things are a bit more hit or miss. Russia fell into decline, China gobbled up North Korea, some Pacific islands sank due to rising sea levels (and new ones appeared when the waters receded during a cold snap circa 2300), and so on. Essentially every equatorial nation profited from the rise of cheap, accessible spaceflight: Ecuador tried—and failed—to build a space elevator, while a spaceport in Luanda is the only reason most people even remember Angola exists. And the Middle East, well, it’s still the Middle East. Even 500 years isn’t enough time to fix that.

Slip the surly bonds

An adventure story set in space really needs places to go in space. And, since I’ve already established that Earthlike planets are common in the galaxy, and that FTL travel exists and doesn’t cause any ill effects to the universe at large, it’s only natural that humans would eventually begin to build colonies away from the mother planet.

First of those is Mars. The oldest and largest Martian city, in my setting, is actually named Tesla. (Because of course it would be Elon Musk that started it.) There are others, started by offshoots of the initial colonial push or later ventures. Terraforming remains a distant, if obtainable, goal. (For Mars, it’s considered okay, because there’s no discernible native biosphere.)

The Moon, by contrast, doesn’t have much of a permanent population. It’s more like Antarctica today, or offshore drilling platforms. People live there for a time, mostly to run experiments or oversee resource extraction, but they don’t stay there. That’s partially from the lunar dust problem, but also because of the known existence of other terrestrial worlds. Our nearest celestial neighbor just isn’t prime real estate.

The same really goes for most of the other parts of our solar system. Jupiter’s moons are interesting, the asteroids are valuable, and Titan continues to enchant those who ponder its mysteries, but my setting (as opposed to, say, The Expanse) makes interstellar journeys possible before in-system colonization really gets off the ground. Thus, most of the Sol system is left to automated mining and collection, with a few manned research stations and the occasional torus or O’Neill cylinder construction for those who really do want to live in space.

Economics of colonialism

That, more than anything, is my main assumption. With the galaxy (or at least our little corner of it) open to humanity, wars over living space really have no need to exist. Rather than fight a bloody war with only the barest hope of success, separatists, if they don’t mind packing up and leaving, have any number of places to go. Which brings us nicely to the colonies themselves.

Human colonization of the stars, in this setting, proceeded in waves. First, the initial push was more of a “can we do this?” kind of thing. Terrestrial planets in the Alpha Centauri and TRAPPIST-1 systems (I hope nothing in the next few years makes these impossible!) were first, because they were known quantities by that point, as well as good testing grounds. A few others then followed, once good news came in. This, I assume, would be in the latter half of the 23rd century.

Next were the profit-seekers. Larger corporations in our time have values exceeding the average country’s GDP; in future centuries, absent a revolution in the way we think, I see no reason why that would change. Thus, private spacefarers began setting up their own colonies in the systems that looked most profitable, a land grab and gold rush combined. For the most part, they would stay somewhat close to Earth, if only for the ability to easily escape if things went wrong. But one colony, named Marshall, was founded specifically to be on the frontier.

For the most part, the early 25th century continues that trend, though the attacks on Marshall (the prologue of Innocence Reborn) ultimately result in a 50-year moratorium on claiming new planets. Instead, new colonies are only allowed on worlds which already have a human presence. They’re big enough, after all.

The end of that ban, however, changes the game just a little. Now, instead of one group running off to take a new planet entirely for themselves, Earth’s governments (national, corporate, and larger organizations like the UN) have agreed to restrict the practice to partnerships. That’s why Malacca (the main “base” colony for the second half of Innocence Reborn) has not one colonial government, but five.

That’s the “current” era of colonization, in terms of the setting. It ends up being slightly cheaper overall, so the corporate bean-counters like it, and there’s less risk of a catastrophe, so risk-averse types feel a little better. And that opens up the many worlds to smaller groups. Marginalized sects were some of the first: Palestinians, Rohingya, Marxists, supremacists of every stripe. Utopia-seekers also joined in, as well as experimentalists who wanted the chance to try out different social philosophies.

I specifically designed Malacca to house one of each type of colony, purely to illustrate that. Rosaria, where the orphans make their new home, is a fairly typical corporate state, a company town projected into the future. Yuan Yang is the (Chinese) government-run colony, which keeps both its culture and economy very close to home. Windmore is a social experiment run by Brits wanting to try out direct democracy; it has the most distinct cities, but they’re all much smaller, and that’s how they like it. Pele is the research center, run by North American universities, with the feel of a college town. And Little Eden, though it hasn’t appeared on screen just yet, showcases the utopia option—specifically, that’s a retro-revival of older forms of Christianity.

All in all, with hundreds of colonies in existence at the time of the “main” storyline, there’s plenty of room for a writer to play around. And I fully intend to. I would like to do a few shorter stories set in different parts of the Orphans setting, those not touched by the all-kid crew of the Innocence. And I wouldn’t really mind if others wanted to do the same. Just ask, and I’ll be happy to help.

This is the end of this part, but not the extended postmortem that is this series. I hope to be back soon, because there’s still so much left to say.

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