What is more likely? That an all-powerful mysterious God created the Universe and then decided not to give any proof of His existence, or that He simply does not exist at all?
Human Unity, though most pacifist by most standards, does construct weapons for use by natural humans and Experts. They build weapons for their own security and defense as Human Unity has yet to commit a pre-emptive aggressive action. Despite this apparent cultural reticence, they design and manufacture weapons that would terrify and delight 20th century warmongers.
Human Unity employs Brilliant weapons. They provide accuracy and accountability even in the fog of war. Brilliant weapons totally eliminate the possibility of friendly fire and, if coded correctly, can also be prevented from inflicting more than flesh wounds. The reverse, of course, is true that Brilliant rounds can be targetted on a shoot-to-kill code.
Aboard Explorer and Battler craft, the weapons are orders of magnitude larger.
Kinetic Kill Vehicle - A high-vector attack craft armed with heavy armour, numerous point-defence weapons and a single high-yield detonation charge. The KKV is usually controlled by an Expert remotely. An Expert may also be installed within the vehicle.
Very Rapid Fire Coilguns - magnetically accelerated munitions seldom needing a warhead. A Battler may have a hundred coilguns installed in 4-gun batteries. The damage wrought by these clouds of fast-moving shrapnel are enough to shred most craft.
The most dangerous weapon in Human Unity’s arsenal is the Expert and more specifically, the Master Experts. Master Experts are artificial intelligences designed for war - that is, they are designed to win wars. Master Experts are never assigned to Explorer craft because they are the antithesis of everything Human Unity and the Exploratory Service strives for.
A Master Expert is supported by five Experts and all maintain the systems of Battler-class craft. A Battler is commonly double the size of an Explorer though it maintains less than half the crew. The remainder of the space is taken up with armour, weapons supplies and extra engines.
“In teaching there should be no distinction of classes.” - Confucius, Analects XV. 39
Human Unity is a technocratic utopia made up of 85% of Earth’s previous nations and all but two human-founded colonies.
As such, the vast majority of Human Unity is made up of natural humans and Experts from Africa, Asia and South America - the regions that were mostly ignored during the Conquest Wars. In the end they were forced to follow environmentally sustainable technologies in order to build their civilisation and using the lessons of the past, built upon the still-cooling corpse of the present, they were able to construct a society which abandoned the “Greed is Good” philosophy of Western Europe and North America.
It was not without great difficulty as huge swathes of land were ruined by the Nuclear, Biological and Chemical weapons of the Corporate Syndicates. Oil fields, once a vital resource, were now either barren or irradiated for the next ten thousand years. Even the survivors of these regions had to be sacrificed as they carried the biological plague weapons which were, in the end, the endgame for the Conquest Wars.
Drawing down energy from the sun, tapping into the warmth of the Earth, making good use of their own arms and legs were the foundations of these new societies that would eventually become Human Unity. Nothing was wasted and eventually they found their productivity exceeded their needs and it was then that they looked outwards.
The elimination of economic and material scarcity remains the primary reason for the elimination of social evils in the modern world. There is no conflict between cultures of ‘haves’ and ‘have-nots’ within Human Unity due to an abundance of materials, power and knowledge.
Outside of Human Unity, there are several nations on Earth who have not joined Human Unity for their own reasons. Some may be due to a fierce independence, some for economic or religious reasons. Human Unity remains constant as the global representative of humanity to the outer spheres.
The skeleton-state of the USA has declined membership as it continues to build and re-establish itself in the decades after the Conquest Wars. The USA remains a popular place for the young to visit, some for sentimental reasons, and many stay to help rebuild in the spirit of the frontiersmen who originally forged the nation.
Just north of the Western European Expanses, lie the Scandinavian nations, still bruised but not down from the Conquest War. More and more of their people are flocking to Human Unity and referendums held indicate the will of the people swings more towards joining Human Unity every day.
Culture
Human Unity is a culture of thrift. All of the people are well aware of their history and that to sustain human life on Earth, there must be sacrifices and effort.
In a society where material rewards are worse than meaningless, the only real rewards are philosophical, emotional, intellectual and spiritual. That is not to say there is a lack of desire - the same emotions of old still beat within the breasts of these modern humans - but the societal norms are such that baser desires are much more despised. Social standing among your millions of peers is relevant as it fuels self-respect and respect for others. The openness of Human Unity means that deceit, greed, jealousy, theft and other ‘material crimes’ are punished thoroughly.
Human Unity has a general pacifist attitude. Having witnessed and recovered from the horrors of war, they abhor the concept and the practice of war though they recognise it has its uses especially in the face of a tyrant. As a result, service in the military is a necessary (and mandatory) chore and only a few involve themselves sufficiently in it to make a career. The use of Experts, in armed conflicts is to be expected and these Experts are considered to be very different to any other.
Human Unity is also a culture of invention. In both science and the arts, the people are encouraged to excel provide for the betterment of all. Without material promise, art is created for the sake of art, science for how it would make a positive impact on society. It is this desire for innovation, this curiosity regarding the unknown, which fuels the Exploratory Service.
In the wake of Alien Contact, Human Unity found itself well-prepared for a change in paradigm. Western religion, the last bastion of a primitive people, was almost completely thrown away and the vast majority now embrace Philosophy or Humanism as a creed. There was a new order to the universe which was embraced by the people after a short period of civil unrest which culminated in the Credo War.
Government
Human Unity leaves the governing of the society to the people and Experts best suited to it. The Experts handle the decisions of law and order and natural humans act as a second court. The government-court system is only invoked when there is a ‘national’ issue or when there is a civil issue.
Civil issues are raised when a complaint is made that someone in the society is infringing the rights of others in the society. In many cases the decisions of the Experts are sufficient and need not be referred to the second court.
National issues usually involve the entire voting population. This is, by default, every natural human individual of 15 years or older and all Experts. Voting is not private.
Desruptive Elements, on the other hand, seldom reach the people and actions are wholly decided by the Experts.
The Internal Security Department manages all aspects of security aboard an Explorer. In a 24 hour period, a security officer is expected to juggle his duties between leisure time, passive duty and active duty.
While on Passive Duty, the security officer is on standby, expected to be available for duty quickly. They will constantly receive the latest security feeds from the onboard Experts but are not expected to act on them unless there is an Emergency or Disruptive Element.
Active Duty, requires the security officer to walk the halls as well as actively monitor and respond to any security issues which may arise.
Emergencies will bring all of the security officers on board to Active Duty and require that all staff attend their stations or remain in their quarters for the duration unless instructed otherwise. Coordination of the movements of security personnel is managed by the Security Expert in accordance with Standard Operating Procedures (SOP).
Disruptive Elements also bring all security officers to Active Duty. After that, the coordination is down to the Executive Staff as all Experts on board will be deployed to contain the Element. Due to the nature of Disruptive Elements, there can be no SOP, but in the absence of guidance, Emergency SOP would be followed.
An Explorer craft typically carries 30 security personnel, consisting of 25 Security Officers and 5 support staff. There are commonly five 5-man Security teams (known as “Fives”) in operation though the deployment will depend on the preferences of the Security Expert.
The Support Staff consists of three Systems Security Officers and two Tactical Staff.
The Systems Security Officers are charged with maintaining the security of internal systems rather than the physical security of the halls, rooms and crawlspaces.
Tactical Staff are usually seasoned veterans, they take care of the training and wellbeing of the Fives acting in an NCO role answerable only to the Security Expert and Command Executive.
The role of Security Officer is physically demanding as it is required that they be in peak condition in order to be competitive with the standards set by Explorer-class crews (who in their own roles are expected to be in tip-top shape). They are expected to be the lead in defensive actions, combat-rescue and investigations. Security Officers are all well-trained, combat-hardened and are picked from the cream of all Explorer applicants. They are given all the best training in evaluation skills because they will likely be the individuals to decide whether a situation is friendly, hostile or disruptive.
Standard uniform is no different to the fatigues of other staff save for departmental colours and insignia. Manufactured from Active Cloth, the only differences with Security Officers are and additional suite of electronics woven into the systems which permit the SO to communicate with all designated staff and, to a degree, direct them. Active Cloth is a matrix of nanotubes and active electronics woken throughout the cloth, powered by the movement of the human body as well as able to obtain power from solar radiation. If all staff are wearing Active Cloth then all will be escalated to the same threat level as the SO which will automatically engage health monitors, adaptive camouflage, electronic countermeasures, temperature regulation and threat detection. The SO will feed all of this information to the Security Expert or, if out of contact, will make educated decisions based on the information.
Security Officers are armed with Brilliant weapons - homing, intelligent, stabilised, self-powered projectiles. These are aimed and fired and post-firing, controlled using a HUD display projected on the retina of the SO. An individual Brilliant projectile may be used as an armour-piercing slug, an anti-personnel flechette or an explosive depending on the deployment. While the use of Brilliant projectiles is limited in alien environments, the chances of friendly fire are down to an infinitesimally small percentage.
Explorer vessels do not commonly carry higher armament than this for individuals. The Explorer mission is not a military mission and higher level threats are expected to be noticed before they get close to personnel, permitting the Explorer vessel armament to take it to pieces first.
Though they are trained in all aspects of security, including boarding actions - they are dedicated to the security and integrity of Explorer vessels which is a massive undertaking with such a small staff and this dedication, along with Human Unity’s non-aggression policies mean they do not publicise or promote boarding actions except as a last resort.
An Explorer ship can expect to be out of touch for more than two years at a stretch with only the most infrequent contact with other Explorers or with urgent messages delivered by fast-transfer Wormhole-capable ships. Due to the distances involved, direct EM transmission is simply not practical. Longer periods of time with no contact are known but are advised against as it is deleterious to morale though some Explorer Commanders believe that reminding the crew of their home is bad enough for morale.
Life within Explorer ships could be said to be comfortable but functional. Every inch of space is used to good effect and considering their mission brief it isn’t any wonder that the designers had Environmental Engineers working around the clock to make sure there was nothing wrong with the decor. Previous longhaul missions in space had some unfortunate incidents with some individuals who became fixated on small aspects of life aboard a spacecraft. Needless to say all crew are carefully screened for any hints of psychosis and those individuals who would be seen as a liability are removed from the program.
Each crew member has a separate room and is allowed to decorate it at will. They are given a cargo allowance and depending on rank may keep items in their room or in storage. They are also kitted out with a number of uniforms and a laundry/repair allowance which they must supplement with their wages should they soil or abuse their garments too frequently. A crew member’s equipment and belongings are their own responsibility.
Standard Uniform is a coloured two-piece garment consisting of cargo pants and tunic, colour depending on what detachment in the military and a utility belt which carries most job-specific equipment. Some, like engineers have an additional shoulder holster and some, like scientists and other civilians wear their own clothes covered by laboratory coats for protection. The overall is functional and comfortable consisting of a waterproof durable weave padded for ease of movement and warmth. It attaches with tough Velcro-type straps providing an almost sealed system when attached correctly. It can be used for brief periods as an emergency space suit providing the helmet and life-support attachment is used.
Contrary to most thoughts on the subject, personnel aboard a starcraft do not carry personal sidearms as a matter of course. Each sidearm is carefully coded and restricted by the Internal Security Department. Other weapons such as knives and clubs are catalogued though usually their owner is permitted to retain them unless the Security Officer believes they pose a threat to craft systems or personnel.
Most people do tend to wear their work clothes when not working mainly because being so far away from the centre of things means that notions such as keeping up with fashion become more and more unlikely. The uniforms are designed for utility and comfort so there is no hardship. Rather traditional wear has become the norm and some members of the crew bring along memorabilia of their homes which leads to certain stereotypes of Scotsmen wearing kilts and the like.
All work and no play makes Jack or Jill an unhappy crew person. To this end the Environmental Architects have provided the modern Explorer ships with a certain amount of recreational space and materials which allow most crew members to partake in constructive hobbies and the library resources permit further study and education on subjects both career enhancing and purely leisurely. They even went so far as to have Leisure Counsellors who are present to help you use your time constructively. Although a certain amount of time for personal needs is permitted, Counsellors are trained to watch for crew members who seem to be spending too much time on one subject or by themselves. Though by this they may seem to be a sort of Thought Police it must be understood (and seldom is) that their job is to make sure that everyone stays quite content as accounts of individuals going ‘Space Crazy’ are not as fictional as one would hope.
As often as possible the Leisure Counsellors obtain the latest releases in media culture and entertainment for carefully controlled showings during the next period of time without contact. At this time they also collect and deliver messages which keep the contact between crew and families running even out on the Frontier. Along with mission and situation reports, Explorer craft trade entertainment media and other distractions when they meet.
Standard craft systems are augmented by virtual overlays where the computer places a holographic equivalent of the terminal in realspace. A sensornet detects disruptions in the hologram and relays these disturbances to the terminal. It is important to note that this is only used for the very basic and simple instruction sets as certain duties such as those involved with piloting and navigation have specialised equipment that is not usually configurable (for security more than anything else) from any other workstation.
Each ship would usually have about four galleys, each with differing menus for the day permitting a huge permutation of foods though they have yet to eliminate the problem of the foods tasting like they have been in storage for several months. They say it is possible to spend the entire mission on an Explorer ship and never eat the same food twice but that is a little bit of an exaggeration. The cooks do well but they can only do as well as anyone else and on especially long missions without resupply the crew can be seen tucking into reconstituted powdered rations. Yum yum. Explorers do not have the room for Hydroponics or live gardens.
Life aboard an Explorer craft is not unpleasant though it is demanding. The people on board are highly motivated, enthused by their role and the missions and generally well-disposed to other members of the crew. Personality defects on longhaul missions could be fatal and a rigorous examination of an individual’s character and past performance is performed by Experts before they are even considered for a mission. The craft is equipped with chemical means of controlling aberrant behaviour though long term use is a repugnant concept to Human Unity physicians.
The Captain of an Explorer vessel is always an Expert. It will have the support and backup of an executive team consisting of Experts and natural humans who implement the decisions made. In the event of irreparable damage to the Captain, another Expert can assume the role with full access to the data banks. The other Experts will have different duties depending on their specialisations and they work alongside their natural human colleagues.
An Explorer craft is best described as a small community. With seldom more than 200 natural humans and perhaps ten Experts, it is important that everyone get along and the crew, including the Experts, have likely been co-habiting for nearly a year before they leave Earth. This acclimatisation, added to the professionalism of the crews, is thought to be enough to detect any social issues. Individuals are encouraged to socialise outside of their work areas so a crew member might find his schedule updated with events he can attend or simply subscribe remotely which would take him far from his traditional comfort zone. His responses to these invites are monitored but rarely acted upon. A planetologist may find he has very little in common with the External Threat Teams and there is no assumption that any individuals and groups will become friends, but making them more than statistics is important to the smooth running of an Explorer.
Crews are made up of elite personnel, culled from the millions of applicants to the Exploratory Division. They must be capable of independent thought and action, able to make decisions which will properly represent the principles of Human Unity. This delegation of responsibility decreases as the ranks are traversed but then the individual crewmember has a lot of decision-making power about his specialist area. The Executive team along with the Captain Expert is responsible for making Human Unity policy on the spot which may be difficult if there is a Disruptive Element (also known as an Outside Context Problem). This may be something that shatters the previously held world views - an example would be the ability of an alien species to interbreed with humanity or the power to create personal wormholes with man-portable technology. These would cause immense changes in society and raise alarming questions. An Explorer executive team is therefore required to be imaginative yet consistent. The level of competence required and the trust place in Explorer crews is much greater than any precedents.
Unknown to most, Wormholes are naturally occurring tunnels through space. They allow, through the use of sophisticated detection and navigation equipment, travel from one end of the wormhole to the other and may conceivably be of any length. The problem that they must be discovered not created lends a peculiar topology to the universe.
Mapped wormholes are known to be fixed in length but do not necessarily take the shortest route available. If a craft takes seven hours to travel Rozkosny’s Deep (The Sol-Altair Wormhole) then it will always take seven hours to make that journey - a journey of over 16 light years. On the other hand, the trip from Sol - Rist is further than our current technology can detect but the wormhole would take that same craft 17 hours to navigate.
The first anyone knew of wormholes was two years after the first contact with the Traders. Human Unity had already begun negotiations for the theoretical design specifications of the FTL wormholes but hadn’t yet witnessed the formation of a wormhole. When a wormhole opens it is accompanied by a burst of visible light which is wormhole energies translating into a transferable medium. When a ship emerges from a wormhole, it appears after the pinpoint of light dulls. Likewise when entering a wormhole the ship is enveloped in the light and is gone by the time it dulls.
Multiple ships can use the same wormhole at the same time and sometimes, on busy trade routes, this can lead to some rather spectacular pyrotechnics which is and has always been a popular tourist attraction.
The interior of wormholes is described as ever-darkening shades of blackness. Its contours are mapped using Trader technology which seems to measure a form of energy density gradient.
Wormhole Theory
Within a wormhole is a pocket universe of unknown dimensions filled with energies of unknown properties. Within this pocket universe this energy forms currents which seem to lead from one wormhole to another. What are perceived as the edges of the wormhole tunnel are, in reality, areas where the energy flow is either less or more energetic or perhaps is ‘flowing’ in a different direction. Contact with this ‘energy wall’ is similar to the effect of bumping into a stream if fast moving water while swimming. At best the craft can expect to be bounced about, at worst vessels have been lost. Sometimes we even get the debris at the other end. It is known that the strength of these energy currents determines the relative speed of travel within the wormhole.
Wormhole Travel History
Originally travel in wormholes was ‘blind’ consisting of calculations provided by the extremely complex formulae which operated on information fed to them via the Trader-supplied navigation equipment. Travel was hazardous and slow as the bends and twists of the wormhole had to be mapped and then anticipated as plotted vectors. A mistake meant that the craft would plow into a wall with likely fatal results.
With the advent of further trade and the technological developments of Human Unity scientists the basic navigation equipment and formulae have been incorporated into a very powerful graphical imaging computer which can plot the information received into a visual display thus providing a method of travel which is no longer ‘blind’. This system is not however infallible and every starcraft licensed under the laws of Human Unity must be equipped with secondary Blind navigation. All navigation is handled by Experts though there are trained natural human astrogators on board every craft.
Wormhole Nexuses
There are two known wormhole nexuses. One is located along the Rigel wormhole and the other is yet being investigated (sic). Nexuses are when a wormhole intersects another for some reason. Possible reasons for this might be the dynamics of the energy flows within the wormhole, the tunnel taking the easiest route. Another reason might be that most wormholes possess nexuses but most of these connections are too small to be detected by standard navigation equipment. It is known that there are Explorer craft investigating this phenomenon with static wormhole investigations (using engines to maintain a slow pace through the wormhole, resisting the natural flow of energy, thus permitting more accurate detection of the interior of the wormhole walls.)
Wormhole Traffic
Wormholes are generally large enough to allow the easy access of several craft without danger of collision but collisions have taken place. As craft represent a solid medium rather than the fluid dynamics of the interiors they can be detected easily and thus avoided.
The FTL-STOP
Although it not known how exactly this device operates, theorists maintain that it must prevent the opening of a wormhole exit point. What is known is that if travel to a closed system is attempted then the entry wormhole forms but soon after entry the energy flows become unstable and the craft is released from the wormhole close to the entry point.
Questions:
The Traders:
The Traders provides the theory to access Wormholes and to navigate through them. We provided the derivations from that theory. It is thought the Traders also possess the secrets to tunnelling wormholes. We believe their craft are capable of building wormholes where they want them and also collapsing them if they wish to keep something secret. A group of Human Unity scientists is working on a theory that basically exposes this concept. Proof is, of course, lacking.
Relativity:
The wormholes also may progress through time as well as space. Wormhole theory allows for this. Arguably travelling 17 light years in 7 hours is time travelling as the light from Sol will not have reached you for another 17 years.
Travel Time:
Trader ships are theorised as being capable of almost instantaneous travel as they dig their own wormholes. What is the optimum travel time? Why did they leave some stars without wormholes? Why did they dig holes to others? Are Wormholes naturally created as well? Why do they dig “long travel time” wormholes? Perhaps as an early warning device?
There are various periods in Humanity’s history that can be legitimately called “The Dark Ages”. Any period where there is a lack of records represents the unknown. The period of Earth’s history two millennia ago was perhaps our darkest hour as records show that our advancement of knowledge not only slowed but crawled backwards and even basic skills of the time, such as writing or pottery, began to be lost. But Humanity prospered still and would later come to lament the losses of knowledge which set us back decades if not centuries. We recognise the follies of past rulers who sought to burn the great libraries for their short sightedness. As we still crawl out of our gravity wells and seek to find what was lost, we have to wonder where would humanity have reached without these setbacks. If the pre-Christian libraries had not been burned? If fear and doubt had not prevented research into life saving technologies in the 21st Century. If we had not lost so many cities during the Syndicate Wars two centuries ago. Would we have met the Traders earlier? I would hope not. I would hope it was our society developing, our social conscience and culture which attracted them and not just our ability to escape this sphere.
With this in mind, I have made my pilgrimage to Kumbu.
Kumbu is, in truth, a thing and not a place. It is a purpose-built data repository where the sum total of everything is stored and replicated. Every morsel of information discovered is reviewed, tested, reviewed again several more times and then placed in the repository for later generations. There are more than a dozen such repositories worldwide but this one, the Kumbu repository in East Africa is the only one open to the public. Others are protected in order to prevent another dark age.
Entering Kumbu is almost a religious experience. This is the most significant human achievement in existence. We took all of human knowledge that we could recover, added to it the vast data stores received from the Traders and began correlating it using human-Trader constructed algorithms. The entrance atrium is an airy marvel and apart from the browsing booths and the Assistance Expert, there is nothing to see. Anyone can come in and browse. Only if your query goes beyond the initial buffers which are maintained containing the most frequently asked billion or so questions, will the Assistance Expert intervene and direct you further. Most Explorer research teams skip the browsing hall entirely and go straight to the back of the hall for admittance to the Query Rooms. All Query rooms are occupied by an Assistance Expert whose purpose is to help you refine your query and find you the information as quickly as possible. Retrieval of information is almost instant, understanding an obscure query can take some time. To skip the browsing hall is difficult enough and the Assistance Experts can be very firm.
With Kumbu, we can functionally translate almost any language, given time. It has, at times, been key in dealing with alien species from a cultural, diplomatic and exobiological approach. The only problem being that when you need it most is when you’ve just discovered a new alien race who looks hostile and they’re bigger than you. Kumbu is Earth-bound. The quickest way to get an answer is to traverse the wormhole network and start the research (arguably you just need to return in-system as the months of travel back to Earth would be wasted when you could send an EM transmission and have the answer sent back within minutes). Needless to say, the Research team aboard an Explorer spends months at Kumbu before they even set foot aboard an Explorer. They plot out the journey, taking note of what encounters are likely and attempt to make plans for the outcome. This part of the expedition planning is undoubtedly the most complex and takes some of the smartest brains. The Query room are the only place to get detailed information on wormhole routes, a map that comprises a thousand layered maps, giving the wormhole network a fourth dimensional aspect.
Behind the Query Rooms are the Editing Halls. These have the austere atmosphere of monastic cloisters and if they are beautiful, it is by accident. There are few places in this Universe which would be described as a privilege to visit or work, but this trumps them all. Everyone there is either Editor, Archivist or Visitor. There is a flat, peer-reviewed organisation to the Halls and they employ Human Unity’s own resourcing teams to find them the best, the brightest, the most dedicated and, most of all, most scrupulously honest candidates. Few Visitors, even among Explorer researchers, ever manage to visit this far.
Within the Halls we can see that the repository contains data in almost every form. Writing in a million languages, recorded audio and video, chemical formulae, cascading light patterns of coherent light and EM scan readings. The Archivists work hard, attempting to make sense of the information which arrives daily as well as the Trader-sourced information, of which they estimate that they have accessed about 6% of the content. Undoubtedly some will never be retrievable but the main job of the Archivist is to determine the origin and categorise the content. Understanding is left to the Editors who must further breakdown the information and decide if an image sequence just viewed is educational, political, religious or economic in nature. Later still, they will attempt to determine if it is authentic or true. The most important task of the Editor is also his greatest burden. Some entries have been found to be more than just misleading but also hostile, especially when attached to a computer system. Others would foment seeds of rebellion in the impressionable and are therefore restricted. Censorship of this sort is distasteful but necessary.
There are entries in the Trader-sourced archives about Earth and it’s inhabitants. A survey vessel belonging to a race known only as The People encountered a dormant Trader vessel at the end of our wormhole circa CE 1901. When they approached the outer rims of the Solar System, the Trader vessel powered up and offered to Trade, claiming this system was under their control. Attempts to engage the Traders in conversation about this has been fruitless to date. It is unknown how long the Traders had been observing us.
We were startled by our uniqueness. The first Explorer craft took the time to catalog everything they encountered, well aware that it would be scratching the surface of the biosphere’s they encountered. Their samples, akin to descending on Luxembourg and taking that small nation as the representative sample of Earth, were recorded, preserved, ferried to and fro and studied by hundreds of pairs of eyes.
The end result was as startling as it was true. We were alone in the Universe.
Yes, the Universe teemed with life, some of it intelligent, some of it far in advance of what Human Unity was capable of, but none of it was humanoid. In fact the only humanoids we encountered were those who had come from Earth. Rare were the encounters with other Explorers, even rarer still the remnants of lost colonies which had made their passage via slow boat to nearby stars.
Exobiologists are very excited when another garden world is discovered. They marvel for years about the coincidences of concurrent evolution, whether there is really a best shape or an ideal mould for sentient life. Gone from the discussion are the religious fanatics who insisted that God made Man in his own image. As we became to redefine “life” and what was meant by “man”, so we came to redefine “god”.
The Ajinabi are therefore our worst nightmare. Human Unity finds itself faced with an interstellar society more alien than anything we have encountered. The name Ajinabi was coined by Researcher Adrah Nia.
A creature which has been born on a different planet, which has never seen the light of Sol and did not come from it’s third satellite is truly alien. We have witnessed the hive-like overminds of Rist, the dire warnings from the Tombworlds, the Able, the inscrutable machine intelligences of the Ant Hill and the vast, cool intellects of the Traders. None gave us pause. We understood them as best we could and our expectations were therefore prepared for culture shocks that, in hindsight, never came. We expected aliens and we were not disappointed. Our encounter with the Ajinabi was as profoundly upsetting to our culture as Cortez first visit to the Aztecs.
The Ajinabi are a humanoid race, unlike humans, but chillingly similar. They have two arms, two legs, they are bilaterally symmetrical, possess two eyes, a horizontal mouth, have two distinct genders, reproduce sexually and for the most part could be mistaken for an Earth human without autopsy. We have not yet managed to contact the Ajinabi with any meaningful success. It seems they are a xenophobic aggressive race, bent on conquest and possessing armaments and craft far in advance of anything Human Unity has offered. Two Explorer craft are listed as missing due to Ajinabi encounters and any information we have is based entirely on reports, conjecture and consulting the Kumbu repository.
Any contact with Ajinabi is assumed to be hostile and Explorer craft are advised to retreat immediately.
There is a world, twelve pipes from here, where the people are soft and covered in a very fine fur, from top to bottom. At first glance, they all look very alike except for pigmentation but some grow their fur longer or shorter in accordance with their religion. They are descended from animals who walked on the plains of their world, who in turn descended from more primitive creatures who lived in the trees. They bear some shame in their heritage as they cut their fur and attempt to keep it covered even when the environment is not hostile.
They do not live long, but they scurry around and fill their short lives with meaning. They do not hibernate, but some choose to enter storage and wait out the years. They do have a hibernative state which they enter frequently in order to process and meditate on the events of the past and plan for the future. During this time they are insensate and extremely vulnerable and will secure themselves away from others (other than their mates or immediate family) while in this state. They cannot regrow a limb without the use of technology and, more amazingly, seem intelligent despite having only one brain. They breathe a mixture of gases which would be poisonous to us and their outer surface is dry and sloughs off a constant stream of matter. They balance on two thin limbs, a holdover from their plains-dwelling ancestors, which afforded them height so they could keep an eye out for predators. They only have two upper limbs which have one manipulator each which means they are very limited in their ability to multi-task and enhance this through the use of technology. By all accounts they are a very reactive and intuitive species and enjoy solving puzzles, responding well to rewards.
Internally they are much like us - organs and glands and blood. Through an unfortunate accident of evolution, their reproductory organs are situated in the same flesh coverings as their excretory organs which must lead to terrible problems. And some of them have died because they share the same pipe to eat and drink as they do to breathe. Much of their capacity for sensual enjoyment is linked to both these regions and is linked to their reproduction, which they control chemically. They don’t have any capacity for ####### (translation missing). Their bodies are a balance of symbionts and they are highly susceptible to parasites. Their mastery of chemicals is quite astounding and they use them for medical and recreational purposes. This again led to conflict as a significant proportion of their society used to believe that pleasure for the sake of pleasure was the downfall of a species and many were persecuted or killed for having fun.
Their history is not unlike our own. They had a brief, though more recent spate of petty wars about resources but at the same time maintained a very rapid rate of technological and social development though their primitive roots were never truly released as even when they reached out to touch other worlds, they still believed in gods in the sky and performed regular apostheosis rituals on some members of their upper castes. We cannot judge as this was important in our own development. Their socio-political unification is very important to them and is central to their development of their present culture. They are a social species, developing complex relationships and with a marked preference for beauty and aesthetics. They express themselves in everything they do which has led to conflict in the past due to differences in belief systems. Their expression is often the only way they leave their mark on the universe and what they create is often revered by others after they are long dead.
Contact with the Traders took more than eight of our years, equivalent to four of their lifespans as they reacted at first with fear and violence. By the time they had matured enough to respond with reason, they had rid themselves of most of their primitive trappings. The Traders did their usual work - taking some of their culture to share with the universe, in return for a map of the universe.
I have not yet seen a Human but I wish to.
Seren is a member of the Able, a term for their species on their planet. The Able at first glance resemble Earth molluscs and crustaceans. They are semi-aquatic, returning to pools for a hibernative stage in their development which they refer to as their childhood. They can have several childhoods in a single lifetime. Their world orbits their sun very slowly in comparison to Earth and an Able is fully grown at one of their years. Most never live beyond six years of age but there are some who reach ten years.