Page 27 of More Than Honor


  (5) 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.

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  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.

  (6) 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.

  These navies were remarkably successful in running down and eliminating outright pirates, but they themselves didn't go away once the threat abated. Having been created, they took on a life of their own, particularly as the Warshawski Sail began knitting the far-flung community of Man back together. Traditional sources of contention reappeared, and the discovery of wormhole junctions created a whole new source of rivalry, as these were of immense value to trade, expansion, and warfare alike.

  Since the restoration of the precious gift of the ability to make war upon one's neighbors, several inter-system polities have been created. Most have grown relatively peacefully, on the pattern of the old Solarian League; others have been forged by more forceful means, and no political unit can afford to overlook its own security needs any longer.

  Aside from the Star Kingdom, the other three major polities of concern to Honor Harrington are: The Solarian League, the Anderman Empire, and the Republic of Haven. Although important as a trade partner and near-neighbor of the Star Kingdom, the Andermani have not (as yet) impinged as directly on Manticore's prospects of survival as have the League and the People's Republic, which are briefly described below.

  (B) The Solarian League:

  Composed of the oldest colony worlds, the Solarian League extends for roughly ninety-eight light-years from the Solar System. Old Earth is the League's capital but is only first among equals, as her daughter colonies had enjoyed centuries (in some cases over a millennium) of independence from the mother world and were unwilling to surrende
r their sovereignty when the new star nation emerged.

  As a result, every member world of the Solarian League exercises full local autonomy. That is, the League's Executive Council, its highest governing body, has no legal authority over the local policies of its member worlds. On the "national" level, the Executive Council consists of delegates from all member worlds, and each world holds a veto right. On the surface any central government ought to find it impossible under such circumstances to maintain any sort of sustained policy, but there are countervailing pressures.

  First, most of these worlds are quite populous, wealthy, and content, and pursue a consensual domestic policy, both locally and for the League as a whole, in which disputes which might draw a veto are unlikely to arise.

  Secondly, the League's member worlds work off a great deal of their contentiousness in foreign policy debates because they feel safe in treating foreign policy as an area in which to make "statements of principle." Most League statesmen realize that this attitude makes any coherent military or diplomatic policy impossible, but the League is enormous. With the greatest concentration of wealth in human history (and counting almost two-thirds of the total human race as its citizens), it feels unthreatened by external dangers. Its navy is the largest in the galaxy, and the idea that any foreseeable combination of foreign powers could threaten its security is unthinkable.

  Third, although every member world has veto right, the Executive Council has a counter-weapon; a two-thirds vote of the Council can strip any planet of its League membership. This power has never been used, but the threat of its use has brought several obstinate delegates to see reason over the centuries.

  Despite its lack of an organized foreign policy, the League has an almost uninterrupted history of gradual expansion. From time to time an independent world will request admission to the League, and these requests are almost always granted, but any form of organized League imperialism is virtually impossible. In a sense, the League is isolationist—willing to trade with anyone, still the greatest source of recruitment for new colonies, but content to stand aloof from the power struggles prevalent in other regions of the galaxy. For all that, however, the League's size, power, and historical record of attracting requests for admission have given it a sense of manifest destiny. Its view (which, so far, has been justified by events) is that any of its neighbors will eventually recognize the advantages of League membership and ask to join. There is thus no need for the League to conquer anyone, as passing time and the inevitability of peaceful expansion will take care of the problem.

  There have, however, been two exceptions to the League's "non-imperial" policy. First, the League has a tradition of extending protectorate status to what might be called "third-world planets" along and beyond its current frontiers. This is justified on the basis that such worlds are vulnerable to piratical raids and/or economic exploitation by less principled interstellar powers. As such, they need looking after . . . which just happens to give the League's merchants the inside track and prepares the ground for the protectorate's eventual admission to the League.

  The second exception is a consistent policy of extending the same protectorate status to wormhole junctions with termini in or near League space. Among those junctions was the Erewhon Junction roughly a hundred light-years from the People's Republic of Haven's "southern" frontier, but this effort failed. The Erewhon Republic rejected League "protection," despite the proximity of the threat of the PRH. Instead, Erewhon chose to place its reliance upon the Manticoran Alliance and the assistance of the Royal Manticoran Navy—probably because the League's lack of a coherent foreign policy failed to fill the Republic with confidence in the face of Peep expansionism.

  The League itself contains no wormhole junctions, but at least five junctions have termini in League territory. Where possible, the League has secured control of the junction at the far end of the wormhole as a defensive measure, though the use of force majeure to do so remains contrary to League policy. Nor, for the most part, has force been required, as the League is well able to proffer economic and industrial incentives to encourage most colony worlds to accept League membership quite eagerly.

  The most important junction not to pass under League control is the Manticore Junction. Historically, Manticore has enjoyed congenial relations with the League but has no desire to submerge itself within the League's bureaucracy, and the combination of the revenues generated by the junction and the sturdily independent, continually growing population of its three worlds make the League's traditional incentives less attractive to the Manticorans than to most struggling colonies. In the last thirty years, however, an undeniable edge of strain has crept into League-Manticoran relations due to the looming conflict with the People's Republic. The one thing the Star Kingdom most fears is a situation in which the Peeps would be able to purchase advanced technology from the League, thus redressing their tactical inferiority vis-a-vis the Royal Navy. In its efforts to prevent that situation from arising, the Cromarty Government was forced to resort to strong-arm economic pressure to get a technology embargo out of the Executive Council. The effort succeeded, but at the result of strained relations.

  (C) The People's Republic of Haven:

  Although the Haven System lies 667 light-years from Old Earth, 155 light-years further distant than Manticore, the first shuttle landed on its habitable planet (also called Haven) in 1309 pd, over a century before Manticore was settled. This was possible because of the fashion in which the introduction of the Warshawski Sail had revolutionized the logistics of colonization. Haven's day is 24.56 standard hours in length, and its year is 412.25 local days in length, divided into 13 months: 9 of 32 days each and 4 of 31 days each. The short months are the 3rd, 5th, 10th, and 12th. Every 4 years, the 3rd month is 32 days long.

  Haven lay in a particularly attractive region, with an unusually high proportion of F, G, and K class stars, and the original expedition was extremely well financed as a joint venture by no fewer than eleven corporations based on member planets of the Solarian League. Moreover, the planet of Haven proved well-named, for terrestrial life forms adapted to its environment with a minimum of difficulty and its climate was very nearly idyllic. With a powerful PR organization to tout its attractiveness, it exercised a magnetic effect on the would-be colonists of the League and, with the availability of the new hypership technology, grew at incredible speed. By 1430 pd, the Republic of Haven already boasted a planetary population of almost a billion and was beginning to mount colony expeditions of its own in what became known (despite the fact that six other systems in the same region had been colonized before or almost simultaneously with Haven) as the Haven Quadrant.

  By 1475, the Haven economy and government had proven themselves extremely efficient and effective. Politically, Haven was a representative democracy with a strong and politically active middle class, and its economic policy enshrined the principles of liberal capitalism with minimal government interference. Coupled with the "jump start" provided by the colony's highly favorable initial circumstances, this combination of market efficiency and flexible government created a planetary standard of living at least as high as that of most Solarian League member worlds, and it became the envy and the pattern for every other world in the quadrant.

  For the next two centuries, Haven continued to fulfill its promise, rising to a system population of almost seven billion and becoming a sort of interstellar Athens. The Haven Quadrant, although composed of independent worlds and star systems, rivaled the Solarian League for economic power, and it remained a vibrant and expansive entity, unlike the essentially satisfied and content League. Although the quadrant contained no wormhole junctions, it had access to the Manticore Junction (and, later, to the Erewhon Junction) and thence to the League, and there was every reason to believe that its expansion and prosperity would continue.

  It did not. Precise identification of a specific event which caused the change within the quadrant is impossible, but in general terms it might be called o
ver-achievement. The quadrant—and, in particular, Haven—had done too well. Its wealth was incalculable, and it began to seem unfair that that wealth was not more evenly distributed. In particular, capitalism, as always, had produced stratified classes, ranging from the extremely wealthy to the marginal and even sub-marginal, and if the members of Haven's "sub-marginal" class were immeasurably better off than, say the pre-Anderman citizens of New Berlin, they were not well off compared to their own affluent fellow citizens.

  The Republic thus began to experiment, cautiously at first, with assistance and welfare programs to increase the opportunities of its less advantaged citizens. Unfortunately, what began as an experiment gradually became something else. Transfer payments became increasingly important for the maintenance of the industrial poor, requiring greater levies on the productive elements of society. Marginal industrial operations were shored up by protective tariffs, government loans, and outright grants to encourage full employment, which both undercut the overall efficiency and productivity of the industrial base and encouraged inflation. Inflation further worsened the condition of the poor, requiring still higher transfer payments—payments which were soon adjusted for inflation on a mandated basis—and, as the network of assistance proliferated, it came to be seen as a fundamental "right" of those receiving the aid. By 1680 pd, Haven had issued its famous "Economic Bill of Rights," declaring that all of its citizens had an "unalienable right" to a relative standard of living to be defined (and adjusted as inflation required) by statute by the legislature.