(B) The Manticore Junction:
The Manticore Wormhole Junction was discovered in 1585 pd (98 al). The Manticore Junction lies 412 LM from Manticore A and has the distinction of being the largest so far discovered, connecting to no less than five other star systems: Sigma Draconis (Solarian League), Gregor (Anderman Empire), Trevor's Star (People's Republic of Haven), Phoenix (Phoenix Cluster), and the most recently discovered (1856 pd/254 al) Basilisk System. In addition, the Star Kingdom's astrophysicists are currently working with the latest survey data in the belief that the junction connects to at least one and possibly more additional termini which have yet to be isolated.
The wormhole junction has been a bonanza for the Manticoran economy, attracting a huge concentration of shipping. Unfortunately, it has also made the kingdom a player, will it or won't it, on the galactic stage, as the imperialistic and military implications of the junction are quite clear to all concerned. For obvious reasons, the Navy budget has received considerable attention in the last 50-odd T-years, and the kingdom has laid claim to its first extra-system planet (Medusa, a thoroughly unpleasant, marginally habitable planet in the Basilisk System) to safeguard that terminus of the junction. (Prior to 1901 pd, Manticoran diplomats took great care to avoid saying just whom they were safeguarding it against, but Basilisk's relative proximity to the People's Republic of Haven made that fairly clear, and there is reason to believe the Kingdom got away with the annexation so easily only because Haven was occupied with other matters when the Basilisk terminus was first discovered.) As Medusa is inhabited by a sapient alien species, this embroiled the kingdom in questions of aboriginal rights and protection, and the increasing pressure of Havenite "merchants" there for "legitimate trade with the natives" (who have very little worth trading) further complicated an already complex situation.
(6) Planets of the Star Kingdom of Manticore
Manticore: (Manticore-A III) The capital planet of the Star Kingdom, Manticore's diameter is approximately 13,500 km., with a hydrosphere of 76% and an axial tilt of 5°. This planet is slightly less dense than Earth, with a lower percentage of metals, but still boasts considerable mineral wealth. Average temperatures are close to Earth normal, and the climate is considerably moderated by the lower axial tilt.
Major Manticoran on-planet industries are agriculture, aquaculture, mining, and a well-diversified industrial sector and R&D base. Population as of 1900 pd (280 al) was approximately 1.5 billion. The major shipyards and space industry of the Star Kingdom of Manticore orbit the capital planet.
Sphinx: Sphinx (Manticore-A IV) is larger than Manticore (diameter=16,500 km.) It is also more massive and richer in metals than the capital world. Sphinx is habitable only because an extremely active carbon dioxide cycle effectively extends the liquid-water zone by giving it considerably more "green house" effect than its sister planets, and its hydrosphere is 68% with an axial tilt of 14°, which, coupled with its considerably lower average temperatures, gives it a much more active and less inviting climate than Manticore.
The major on-planet industries of Sphinx are mining, forestry, and animal husbandry (the planet has vast herds of Terran-adapted cattle and native prongbuck). Planet-side industry has been slow to develop but has made considerable ground in the last century. Planetary population as of 1900 pd was 1,048,000,000.
Gryphon: With a diameter of 13,200 km., Gryphon (Manticore-B IV) is actually the most Earth-like (in terms of size and mass) of Manticore's three habitable planets, but its hydrosphere is only 51% and its axial tilt is almost 27°. Coupled with its orbital radius (it is almost as far from the cooler Manticore B as Manticore is from Manticore A), this gives it a rugged "continental" climate with extremely cold winters and (relatively speaking) scorching summers. The planetary biosystem is also the least Earth-like of the Star Kingdom's habitable worlds, and the colony's original cattle did not do well there, but a genetically-engineered variant of the Plains Buffalo, imported from Beowulf (Sigma Draconis) in 1612 pd (113 al), adapted with phenomenal success, and two of the Star Kingdom's major exports to the older planets are buffalo hides and meat. In addition, the Gryphon Kodiak Maximus provides one of the known galaxy's premiere peltries, though the Manticore Charter of Settlement requires that a relatively low ceiling be placed on the pelts taken.
Gryphon is poor in metals (relative to Manticore or Sphinx), and developed planet-side industry is primarily agrarian. Its severe climate has made this planet the last choice for colonization within the system, but, by the same token, this means it has the largest unclaimed areas (particularly with its limited hydrosphere), and it has tended to attract the more adventurous of the last two or three generations, giving it a particularly vigorous population. In addition, it actually has more total industry than Sphinx, despite its limited planetary supply of metals, because of Manticore-B's extensive asteroid belts. The Unicorn Belt's asteroid extraction operations (dominated by the Hauptman Cartel's Gryphon Minerals, LTD., subsidiary) produce the lion's share of the Star Kingdom's raw ores, and most Gryphons who don't want to herd buffalo end up employed in one part or another of their planet's sprawling near-space industrial activities. Perhaps because of this space-going orientation, Gryphon provides a quite disproportionate percentage of the Royal Manticoran Navy's personnel. Indeed, the backbone of the RMN's petty officers come from Gryphon and seem to feel a divine mission to keep the sissies of Manticore-A in shape.
As of 1900 pd, Gryphon had a planetary population of 575,000,000 and a belter population of 298,500,000.
(7) Interstellar Politics and Imperialism
(A) Emergence of Multi-System Polities:
Before the introduction of the Warshawski Sail, interstellar trade and warfare were impossible. The only practical uses for hyperships were those with a sufficiently valuable return to justify the high risk of the vessel's loss — i.e., survey work — which was carried out not by planetary or system governments but by private corporations, most based on Old Earth or the very oldest colony worlds, who paid their crews of specialists handsomely indeed. With his or her high salary pre-paid and invested throughout the duration of his voyage, a survey specialist could retire to a life of wealth after a single cruise, though there was never any real shortage of repeat surveyors. The lure of the unknown and the lust to explore produced survey crewmen who pressed their luck again and again — in many cases until it finally ran out — and the frontiers of explored space were pushed steadily back despite the casualties.
Nonetheless, the repeat voyages which would make an interstellar cargo-carrier profitable were extremely unlikely, and no freight carrier could afford to pay the salaries survey crews commanded. Further, the same pressures which caused colony expeditions to prefer cryo ships to hyper-capable transports applied to any military expedition, and the distance between star systems effectively limited warfare to intramural affairs within a given system.
The Warshawski Sail changed that, along with everything else. Transit speeds soared as higher hyper bands were entered and their predominant grav waves slowly charted, and a Warshawski Sail hypership with inertial compensator could be of almost any desired mass. Huge ships might be slower than small ones, but they were still far, far faster than cryo ships, and their cargo carrying capacity could be enormous.
The first interstellar warships were (probably inevitably) piratical. Hyperships were scarcely needed for system defense, as any attacker was required to reenter normal space and could then be engaged by sublight ships with normal impeller drives, and after centuries of being literally unable to get at one another, there were no such things as power struggles between rival star systems. Humans had not changed appreciably, however, and the emergence of latter day "vikings" to prey on newly established or weakly defended colonies was almost a forgone conclusion. Ownership of at least eleven colonies changed hands by force during the first half-century of Warshawski Sail capability, financed in many cases by "respectable" corporations formed for the express purpose of mounting filibustering expeditions. In time, particularly as interstellar shipping established itself and began to grow, actual squadrons of independent pirates came into existence. As always, threats to commerce provoked the creation of navies to police the trade lanes, and the first system navies of interstellar warships appeared.