xenocideThis post isn’t just about the third book in the Ender’s Game series–it’s about the genocide of an entire alien race, which is actually a fairly important trope in science fiction.

Of all the evils of our modern era, perhaps the most heinous is the systematic extermination of an entire race or ethnicity.  These acts of genocide not only cross the moral event horizon, they create specters and villains that live on from generation to generation.  Just look at how the Nazis are portrayed in popular culture–even today, they are practically mascots of the ultimate evil.

And for good reason.  There really is something evil about the total annihilation of a foreign culture.  It’s one of the reasons why terms like “genocide” and “ethnic cleansing” are so controversial, especially in conflicts that are still ongoing–and there are so many unresolved conflicts where the systematic and purposeful annihilation of a race or culture is still happening.

Is wholesale genocide a phenomenon unique to our modern age?  Probably not, but modern science has enabled it on a scale that was previously impossible.  This became all too clear to us after World War II.  Only a generation before, great numbers of people believed that we were on a path of progress that would eventually culminate in world peace.  If there was any of that sentiment left, it was shattered with the liberation of Auschwitz and the bombings of Hiroshima and Nagasaki.  Suddenly, we realized that systematic mass destruction and genocide were not only possible, they were a modern reality.

It should come as no surprise, then, that science fiction immediately began to explore this issue.  From Frankenstein to 1984, science fiction has been full of cautionary tales of science gone wrong, issuing a critical voice of warning.  But after 1945, it went much further, exploring the issue in ways that can only be done in a science fictional setting.

Is genocide ever morally justifiable?  In our current world, probably not, but what if an alien race was bent on our destruction?  If their primary objective was the utter annihilation the human race, and negotiation was impossible?  Wouldn’t it be justifiable–perhaps imperative even–to stop such a race by annihilating them first?

This is what is meant by the term “xenocide.” A portmanteau of “xenos,” the Greek word for stranger, and “genocide,” it denotes the complete extermination of an alien race.

Xenocide forms the core conflict of Orson Scott Card’s Ender’s Game series (hence the title of the third book) and features in The Forever War by Joe Haldeman.  Battlestar Galactica presents an interesting twist, where the cylons debate the ethical questions surrounding the complete annihilation of the humans.  And then, of course, there’s all the time travel stories involving Hitler–let’s not even go there.

The interesting thing about xenocide stories is that even though they describe a dilemma that does not currently exist in our modern world, they inevitably come down to issues of Otherness that lie at the very core of the evils of genocide.  In order for xenocide to be morally justifiable, you have to know your enemy well enough to know that there’s no possibility of forging any sort of peace with them.  And to know them that well, they cease to be quite so alien.  It’s one of the major themes in Orson Scott Card’s work–that to defeat an enemy, you have to know them so well that you can’t help but love them.

In our modern world, genocide is only possible when an ethnic group is relegated to the position of Other–when they are made out to be so different and unlike us that we can never possibly relate to or mix with them.  They become “sticks” (Germany), “cockroaches” (Rwanda), “animals” and “barbarians” (Israel).  That is precisely why it makes us uncomfortable in stories about xenocide–because it turns the well-intentioned saviors of humanity into knights templar, or possibly the very monsters they are trying to destroy.

By positing a situation in which genocide might actually be justifiable, science fiction helps us to understand exactly why it is so reprehensible–and that’s only one of the ways in which the genre can uniquely explore these issues.  That’s one of the things I love so much about science fiction: its ability to take things to their extreme logical conclusions, and thus help us to see our own real-world issues in ways that would otherwise be impossible.

Since most of my characters are human, xenocide as such isn’t a major theme in my books, but genocide certainly is.  In the Gaia Nova series, the starfaring Hameji look down on the Planetborn as inferior beings and think nothing of enslaving them and slagging entire worlds.  That’s how Prince Abaqa from Stars of Blood and Glory sees the universe at first, but by the end of the novel he’s not quite so sure.  Stella from Sholpan and Bringing Stella Home also deals with these issues as she comes to realize how it’s possible for the Hameji to hold to such a belief system.

If genocide is one of the ugly skeletons in the closet of this screwed up modern world, then xenocide is science fiction’s way of taking those skeletons out and dignifying them with a proper burial.  By wrestling with these issues in stories set on other worlds, we are better able to humanize the Other and prevent these horrors from happening again on our own.  In this way and so many others, science fiction helps us to build a better world.

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Pale_Blue_Dot

If you don’t know anything else about the universe, you should know this: it’s big.  Really, really, REALLY big.

How big, you ask?  Well, for starters, take a look at Earth in the picture above.  Can you see it?  It’s the pale blue dot in the beam of starlight on the right side of the picture.  As Carl Sagan so famously put it:

From this distant vantage point, the Earth might not seem of any particular interest. But for us, it’s different. Consider again that dot. That’s here. That’s home. That’s us. On it everyone you love, everyone you know, everyone you ever heard of, every human being who ever was, lived out their lives. The aggregate of our joy and suffering, thousands of confident religions, ideologies, and economic doctrines, every hunter and forager, every hero and coward, every creator and destroyer of civilization, every king and peasant, every young couple in love, every mother and father, hopeful child, inventor and explorer, every teacher of morals, every corrupt politician, every “superstar,” every “supreme leader,” every saint and sinner in the history of our species lived there – on a mote of dust suspended in a sunbeam.

The picture was taken by the Voyager 1 spacecraft more than a decade ago.  At the time, the spacecraft was about 6,000,000,000 kilometers from Earth, or 5.56 light-hours.  A light-hour is the distance a particle of light can travel in one hour (assuming it’s traveling through a vacuum).  To give you some sense of scale, in one light-second, a particle of light can travel around the circumference of the Earth seven and a half times.

And lest you think that’s actually a distance of any cosmic significance, consider this: the nearest star, Proxima Centauri, is about 4.24 light-years away.  That’s more than 6,500 times the distance in the photograph above–and that’s just the closest star!

Our galaxy, the Milky Way, is between 100,000 to 120,000 light-years across.  If you were on the other side of the galaxy and had a telescope powerful enough to get a good view of Earth, you would see a gigantic ice sheet over both of the poles with no visible sign of humanity whatosever.  The light from all our cities, from our prehistoric ancestors’ campfires, has not yet traveled more than a fraction of the distance across this galactic island universe we call home.

Seriously, the universe is huge.  If you don’t believe me, download Celestia and take yourself for a spin.  In case you haven’t heard of it, Celestia is basically like Google Earth, except for the universe.  Everything is to scale, and there are all sorts of plugins and mods for exoplanets, nebulae, space probes, and other fascinating celestial objects.

I remember what it was like when I first tried out Celestia back in 2010.  I was at the Barlow Center for the BYU Washington Seminar program, in the little library just below the dorms.  I think it was twilight or something, and I hadn’t yet turned on the lights.  The building had a bit of that Northeast feel to it, like something old and rickety (though not as old as some of the buildings up here in New England).  I turned off the ambient light option to make it look more realistic, and began to zoom out.

Let me tell you, the chills I got as the Milky Way disappeared to blackness were like nothing I’ve felt ever since.  So much space, so much emptiness.  It’s insane.  The vastness between stars is just mind boggling–absolutely mind-boggling.

I got my first introduction to science fiction when I saw Star Wars IV: A New Hope as a seven year old boy.  In the next few years, I think I checked out every single Star Wars novel in our local library’s collection.  It wasn’t enough.  Whenever I was on an errand with my mom, I tried to pick up a new one.  I think they even left some copies of the Young Jedi Knight series under my pillow when I lost my last few baby teeth.

One of those summers, we drove down to Texas for a family vacation.  I picked up the second Star Wars book in the Corellian trilogy, written by Roger Allen McBride.  It was completely unlike any of the other Star Wars books I’d ever read.  In it, Han Solo’s brother leads a terrorist organization in the heart of their home system of Corellia.  They hijack an ancient alien artifact and use it to set up a force field that makes it impossible for anyone to enter hyperspace within a couple of light hours from the system sun.  The part that blew my mind was that without FTL tech, it would take the good guys years to get to the station with the terrorists.

All of a sudden, the Star Wars universe didn’t seem so small anymore.  And it only got crazier.  Roger Allen McBride did an excellent job getting across the true vastness of space.  At one point, Admiral Ackbar mused on just how puny their wars must seem to the stars, which measure their lifespans in the billions of years. For the ten year old me, it was truly mind boggling.

That was my first taste of science fiction that went one step beyond the typical melodrama of most space opera.  And once I had that taste, I couldn’t really stop.  As much as I love a good space adventure, real-life astronomy offers just as much of a sense of wonder.  When a good author combines the classic tropes of science fiction in a space-based setting that captures the true vastness of this universe we live in, it’s as delicious as chocolate cake–more so, even.

I try to capture a bit of that in my own fiction, though I’m not always sure how much I succeed.  In Star Wanderers, the vastness of space is especially significant for the characters because their FTL tech is so rudimentary that it still takes months to travel between stars.  All of that time out in the void can really make you feel lonely–or, if you have someone to share it with, it can bring you closer together than almost anything else.  It’s the same in Genesis Earth, which is also about a boy and a girl who venture into the vastness alone.  The Gaia Nova books lean closer to the action/adventure side of space opera, but the same sensibility is still there.

The best science fiction, in my opinion, both deepens and broadens our relationship with this marvelous place we call the universe.  It’s not just a fantastic setting for the sake of a fantastic setting–it’s the universe that we actually live in, or at least a plausible version of it set in a parallel or future reality.  The universe is an amazing, beautiful place, and my appreciation for it only grows the more science fiction I read.  If I can get that across in my own books, then I know that I’ve done something right.

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[NOTE: this post is a reprint of an earlier post from the Trope Tuesday series, which you can find here.]

The fantasy isn’t that Mars could actually look like this, but that NASA might actually get the funding.

One of the problems with interplanetary colonization is that Earth-like worlds are fairly rare (though possibly not as rare as we once thought). In our own solar system, the only other world that comes anywhere close (Mars) is a radiation-blasted desert with only the barest hint of an atmosphere and a surface temperature colder than Antarctica. To get around this problem, you can do one of two things: build an artificial enclosed environment to house the colony, or change the world itself to make it more Earthlike–in other words, terraform it.

The actual science of terraforming is way over my head far too complex to do it justice in this post. Instead, I’ll just point you to the Terraforming Wikipedia page as a starting point and focus on how the concept is used as a story trope.

According to tvtropes and Wikipedia, the term came from a 1942 novella by Jack Williamson titled “Collision Orbit.” The concept of changing the environment of an entire planet actually goes back much further, with H.G. Wells subverting the trope in War of the Worlds (instead of humans terraforming other worlds, the hostile Martians try to xenoform Earth to make it habitable for them). Before the U.S. and U.S.S.R. put probes on the surface of Mars and Venus, it was fairly common for writers to speculate that those planets were able to support human life, at least on a basic, rudimentary level. Once the science showed that that isn’t actually the case, terraforming as a story trope really began to take off.

Today, this trope occurs commonly across all ranges of the Mohs scale. Soft sci-fi stories (such as Firefly) use it as an excuse to have planets that look and feel like Earth. Hard sci-fi stories (such as Red Mars, Green Mars, and Blue Mars) use it as a fundamental premise, or to pose questions like “what is the ultimate destiny of human evolution?” or “how important is it to our species’ survival that we spread out beyond Earth?” Although it’s not something that we as a species have (yet) done, our present science seems to place it well within the range of the plausible, and that means that makes it fair game for any kind of science fiction.

In order to be believable, however, any significant terraforming project requires two things: resources and time. LOTS of time. We’re talking on the order of centuries and millenia here. Because of that, stories that use this trope generally fall into the following categories:

  • The terraforming happened a long time ago and is part of the world’s ancient (or near ancient) history.
  • The terraforming is on-going and directly impacts almost every element of the world’s culture and setting.
  • The terraforming has failed in some way, which may (or may not) make it a key element in the story conflict.

As with generation ships, the scope of this trope spans more than just the interests of a single character–it deals with the ultimate destiny of entire cultures and civilizations. In hard sci-fi stories, the planet that’s being terraformed may actually become more of a character in itself than the individual people who are terraforming it. Unless they have some form of immortality, they have little hope of ever seeing the ultimate end of it.

Of course, that almost makes the project more of a religion to the colonists than a science, with all sorts of interesting philosophical and story implications.

Why is this trope so widespread in science fiction? I can think of a few potential reasons. First, it hits on some of the key issues that lie at the very heart of the genre, such as the ultimate destiny of humanity and the ethical issues surrounding our ability to play God through the wonders of science. Also, it captures the imagination in a way that few other tropes can equal. Because the scope of any terraforming project is so vast, the implications touch on almost every key element of the story, including setting, character, and conflict.

But on an even more fundamental level, it hits on one of the key elements of any fantasy magic system: limitations. We can’t live on an alien world because the conditions are too hostile, but we can’t just wave our hands to make it Earth-like either. We have to undergo a painstaking, laborious process that could unravel at any point and throw everything we’ve worked for into chaos. We have to dedicate our whole lives to the project for dozens of generations before it will ever pay off. There are no shortcuts–none that won’t strain our readers’ suspension of disbelief, anyway. But if it all works out, then we will have created a new Earth–and how is that not magic?

Needless to say, I’m a big fan of this trope. I’ve used it in just about every science fiction story I’ve written, though I probably play with it the most in Star Wanderers. The main character of that story comes from a world where a terraformation project failed, having severe religious implications that drive the whole series. Sacrifice is largely set in orbit around a world that is midway through the terraforming process. Elswhere in the Gaia Nova universe, people build domes just as often to keep humanity from screwing over a terraformed world as they do to provide room to live on one that isn’t. After all this, though, I feel like I’ve only begun to scratch the surface of this trope. You can definitely expect to see it in my work in the future.

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worfAh, the proud warrior race.  Where would science fiction be without it?  From Klingons to Ur-Quans, Wookies to Sangheilis, Mri to Green Martians to Vor Lords, warrior races have been a staple of space opera and space-centered science fiction pretty much since the genre was invented.

The concept behind this trope is the same as the one behind blood knight: honor is more valuable than life, and the best way to win or defend honor is through combat.  It’s not necessarily death that these guys live for, so much as glory and a chance to prove their prowess.  Unlike the always chaotic evil races, these guys usually follow a strict code of honor, sometimes to the point of absurdity.

When taken too far, of course, you get a planet of hats, where everyone has exactly the same values without any kind of depth or diversityFridge logic leads to Klingon Scientists Get No Respect.  After all, how did the Klingons build starships and discover space travel if they’re all constantly fighting each other?

Fortunately, we have plenty of real-world examples for how this sort of thing works.  Lots of human cultures have placed a high value on warrior qualities, including the Spartans, the Samurai, the Vikings, and the Mongols, just to name a few.  Of course, relying on stereotypes may lead to some unfortunate implications, so it’s not a good idea not to have too narrow or ethnocentric a reading of history.  Still, there’s a lot from history that we can glean.

In fact, you could make a valid argument that humans are the quintessential warrior race.  After all, we developed the technology to annihilate our own species before we put a man in space.  Even today, the amount of resources we spend on war and security far outstrips the amount of resources we dedicate to just about any other pursuit.  From the earliest ages, we engage in competitive physical sporting activities that mimic warfare and video games that outright simulate actual combat.  Our everyday language is full of violent terms like “on target,” “wiped out,” and “having a blast,” to the point where most of them are invisible.  Indeed, if we ever make contact with an alien race, we may very well find that we are the Klingons.

In that respect, this trope is just another way that science fiction acts as a mirror through which we can better see ourselves.  The proud warrior race fascinates us because we have so much in common with them.  Klingons are not just faceless orcs for the good guys to slay by the dozen–in many sci-fi universes, they (or individual members) actually become good guys.  Just think of Worf from Star Trek, or The Arbiter from Halo, or Aral Vorkosigan from Louis McMaster Bujold’s Vorkosigan Saga.  While on the surface, these guys seem absolutely crazy, when you start to explore them you frequently find a lot of depth.

I am fascinated by the concept of a warrior race.  I’ve played with it quite a bit in my own work, especially with the Hameji in Bringing Stella Home, Sholpan, and Stars of Blood and Glory.  The Hameji are an entirely spacefaring society that lives on the outer fringes of space, beyond any terraformed planets.  Because they live entirely on spaceships, they must capture and repurpose new spaceships just to have enough living space to expand their families.  Since their battleships also house their families, they make no distinction between military and civilian, and live by an extremely rigid social hierarchy with the patriarchal captain at the top and everyone else under his command.  Life is a privilege, not a right, and disobedience is strictly punished since it has the potential to put everyone’s life at risk.

As a result of all this, the Hameji are extremely vicious and warlike, living by a moral/ethical code that runs completely counter to our modern sensibilities but makes perfect sense to them.  They think nothing of slagging entire worlds and killing billions of people because to them, a world is a giant starship, and all those billions of people are so many enemy warriors.  They look down at the planetborn as weak because of their lack of discipline and obedience, and think nothing of enslaving them due to their strict social hierarchy.  In fact, because resources are limited and life is a privilege granted by the ship’s captain, the Hameji prefer to space their prisoners rather than keep them alive.

Man, those books were fun to write. :D Brutal, but fun.  Because the weird thing is, as much as you abhor a culture whose values contradict your own, when you really understand them, you can’t help but feel something of a connection.  You might not love them, but you respect them, and in a strange sort of way sympathize with them.  I’m not sure if that’s the experience with the Hameji that my readers have had, but that’s definitely been my experience in writing them.

So yeah, I’m definitely a big fan of the proud warrior race.  Expect to see me play with it many more times in the future.

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falcon_startrailsRemember that moment in Star Wars when the Millennium Falcon went into hyperspace?  When Harrison Ford shouted “go strap yourselves in, I’m going to make the jump to light speed,” and the sky lit up as the stars streaked by?  That was my first introduction to faster-than-light (FTL) travel, and I haven’t looked back since.

FTL is a major recurring trope in space opera, and not just because of how cool it is.  If you’re going to have a galactic empire, you need some way to get around that empire–or at least some way to transmit information without too much difficulty.  The distance between star systems is measured not in miles or kilometers, but light years–that is, the distance that a particle of light can travel in one year.  Considering how the nearest star to Earth, Proxima Centauri, is ~4.24 ly away, you can see the need for some sort of magical technology to bridge the distance.

FTL travel comes in four basic flavors:

  • Warp Drives — The ship breaks the speed of light as easily as our modern fighter jets break the speed of sound.  Impossible to justify, except through hand-waving.  The most prominent example of this is Star Trek.
  • Jump Drives — The ship disappears from its current position and reappears somewhere else.  Also requires hand-waving, but is at least a little easier to justify.  Battlestar Galactica is a good example of this, as is Schlock Mercenary.
  • Hyperspace Drives — The ship enters an alternate dimension which allows it to travel faster through our own.  The alternate dimension is called ____space, usually “hyper” but also “quasi,” “x,” etc.  Star Wars is the classic example, though Star Control II took things a step further by having a hyperspace dimension within hyperspace.
  • Wormgate Network — The ship (or maybe just the passengers) enters a portal which transports it to a portal somewhere else.  A network of these portals allows travel throughout the galaxy.  Stargate and Babylon 5 use this method.

An alternate way to do it is to make FTL travel impossible, but hold the galactic empire together through FTL communication.  This technology, known as the ansible, features prominently in Ursula K. Le Guin’s books and the Ender’s Game universe.  It has some really interesting implications: for example, even though planets can communicate instantaneously with each other, it takes almost 40 or 50 years to go from one to another, but at near-light speeds, it feels as if only a few months have gone by.  Thus, if you’re going to travel to another world, you have to leave everything behind, including your family and loved ones.  By traveling from world to world, you can skip entire generations, spreading your natural lifespan across thousands of years of normal time.

In writing FTL, one thing you have to be really careful about is to keep in mind ways in which the system can be abused.  For example, if jump drive technology makes it possible to instantaneously transport anything anywhere in the universe, then you can bet that someone is going to send a bomb into the White House (or whatever the equivalent is in your fictional universe).  Thus, the invention of unrestricted jump drive technology will lead to a very short and brutal war.

This actually happened in Schlock Mercenary, and the solution was Terraport Area Denial (TAD) zones, or broad areas of space where a force field prevents anyone from either jumping in or out.  Thus, anyone who wants to visit a planet in a TAD zone has to jump to the edge of the field and travel the rest of the way at sublight speeds.

FTL isn’t always appropriate for a science fiction story.  If the story is supposed to lean more toward hard sf, then it’s probably better to stick with our current understanding of the rules of physics, which state that nothing can travel faster than the speed of light.  Still, with things like quantum entanglement and other recent discoveries, if you know the science well enough, even the speed of light might not be an upper limit.  But for the rest of us mortals, FTL is basically just magic–a sufficiently explained magic, perhaps, but magic nonetheless.

Personally, I’m a fan of the jump drive form of FTL.  That’s the one I use the most in my own books.  The cost is that the further distance you try to jump, the harder it is to pinpoint exactly where you’ll end up.  To overcome this, you can use jump beacons to draw out anyone trying to jump into your particular sector and have them exit jumpspace next to the beacon.  This comes in handy in combat, when the enemy tries to jump a nuke onto your ship.

In the later Gaia Nova books, FTL is facilitated by jump stations spread out in a line across space, with reactors powerful enough to jump ships rapidly to the next point along the line.  In the earlier Star Wanderers books, that technology hasn’t been invented yet, so there’s still an Outworld frontier.

It gets kind of complicated, but it’s lots and lots of fun to world build.  For example, how does a particular change in the FTL tech alter the galactic balance of power?  When settlers try to colonize a new system, what do they establish first–starlanes, jump beacons, Lagrange outposts, or what? As with any magic, changing one thing affects everything else, which also affects everything else, which … yeah, you get the picture.

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terran_empireAlmost every far future science fiction story has a galactic empire of some kind.  From Dune to Foundation, from Star Wars to Firefly, there’s always someone trying to rule the galaxy, often in a way that makes life difficult for the protagonists.

Why?  Rule of drama, of course, but also because it gives the story a truly epic scope.  Just as the classics such as Homer’s Iliad and Tolstoy’s War and Peace are as much about entire civilizations as they are about the people characters within them, so it is with science fiction, especially space opera.  Combine that with science fiction’s forward-thinking nature, and you have the potential for some truly amazing stories about humanity’s destiny among the stars.

But why empire?  Because even if we make it out to the stars, we’ll probably still take with us all of the baggage that makes us human.  Science fiction may be forward looking, but history repeats itself, and you can’t have a clear view of the future without understanding and acknowledging the past.

Not all galactic empires are evil, but most of them are.  We shouldn’t have to look further than the real-world history of Imperialism to see why.  Oppression, exploitation, slavery, genocide–all of these have been done in the name of Empire, and many more evils besides.  Even benevolent hegemonic powers (such as, I would argue, the United States of America) often end up doing great harm, either through action or inaction.

Of course, all of this makes for some really great stories.  When Asimov wrote his Foundation series, he quite literally based it on The History of the Decline and Fall of the Roman Empire by Edward Gibbon.  When Frank Herbert wrote Dune, he drew extensively from his background as an orientalist and based the overworld story on the Muslim conquests of the 7th and 8th centuries.  Star Wars is based loosely on the collapse of the Roman Republic, and Firefly echoes many of the old Western tales of former Confederate soldiers heading west after the US Civil War.

It’s worth pointing out that the Galactic Empire is by no means the only form of political organization in space opera.  There are actually several, including:

  • The FederationA loose organization of stars and planets that usually exists to foster cooperation and mutual peace between galactic civilizations.  Rarely evil, but can be crippled by red tape.
  • The RepublicA more centralized version of the Federation, typically.  Exercises more control over its citizens, but not in an oppressive way.  Usually features some form of representative government.
  • The AllianceA team of political underdogs united to overthrow the Empire and establish a more just form of government in its place.  If they win, they usually become the Republic or the Federation.
  • The KingdomA smaller government within the larger political system, often struggling for survival against more powerful forces. Not always democratic, but is often good, at least to its own citizens.
  • The Hegemonic EmpireLike the Empire, but rules primarily through soft power, ie co-opting their enemies rather than crushing them.  May overlap with the Republic or the Federation.
  • The People’s Republic of TyrannyThe Empire pretending to be the Federation.
  • The Vestigial EmpireWhat the Empire becomes when it’s been defeated but not yet destroyed.  Still oppressive and evil, but rules a smaller territory and struggles for relevance and survival.
  • The RemnantAn element from the Alliance that’s gone rogue.  The war may be over, but these guys are still fighting it, even if they’ve lost sight of what they’re fighting for.
  • The HordeA highly aggressive and expansionist warlord state.  By far the most violent and brutal of any political organization, it seeks to conquer and subjugate the entire galaxy.

As a political science major, all these forms of government really fascinate me.  I’ve played with quite a few of them, especially the Horde (Bringing Stella Home), the Empire (Desert Stars), the Hegemonic Empire (Star Wanderers), the Kingdom (Stars of Blood and Glory), and the Remnant (also Stars of Blood and Glory).  You can definitely expect to see me play with them again in the future.

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halo_cryochamber

I think every science fiction writer has a cryo (aka “human popsicle“) story sitting around somewhere, even if it’s just in the back of their head.  It’s one of those tropes that keeps coming back, just like the alien invasion, the robot apocalypse, and the Adam and Eve plot.

The basic concept is pretty simple, even if the technology is a bit more complex: a human or animal undergoes rapid freezing in order to put themselves into stasis for an extended period of time.  Months, years, or even centuries later, someone thaws and resuscitates them so that they wake up in a completely different time and place.

There are a lot of good reasons why going into cryo makes sense in a science fiction universe.  One of the more common ones is that the characters are colonists on a mission to an alien star, and their spaceship doesn’t have a faster-than-light drive.  Rather than go through all the trouble of building a generation ship, the designers instead built a series of cryo chambers to put the colonists into stasis for an extended period of time.  It might take centuries or millennia for the ship to reach its destination, but when it does, the colonists wake up as if it’s just been a long, dreamless night.

In The Worthing Saga, Orson Scott Card has a somewhat unusual rationale behind the prevalence of cryo in his universe (though they call it “hot sleep,” and it’s induced by a drug called soma).  Only the rich can afford the technology, and the imperial overlords very carefully regulate the use of it so that there’s a clear hierarchy based on who goes under for the longest amount at a time.  It’s a way for the citizens to achieve a simulated form of immortality, by skipping five or ten years every year or two of their lives.

In the Halo video game series, the UNSC uses cryo as a way to preserve their greatest military assets, the Spartans, for the times when they’re needed.  The first game in the series starts when John-117, aka the Master Chief, is awakened just as the starship Pillar of Autumn crash lands on a mysterious alien structure.  Like something from an old Norse legend, the third game ends when the Master Chief seals himself into the cryo chamber of a derelict starship, telling the AI Cortana “wake me when you need me.” (highlight to view spoilers).

So why are cryo stories so prevalent in science fiction?  For one thing, they’ve been floating around in our cultural subconscious a lot longer than the genre has been in existence–just think of Sleeping Beauty or Rip Van Winkle.  For another thing, the science is not that far-fetched.  Certain animals can be revived after extended periods of frozen stasis, and according to the New York Times, it’s happened at least once with a human being.  Science fiction has a long history of turning fiction into fact (for example, Arthur C. Clarke and communication satellites), so perhaps it’s only a matter of time before human cryotech becomes a reality.

I’m definitely a fan of this trope in my own writing.  Genesis Earth has a chapter with a rather horrific cryothaw scene, which I later spun off into a short piece titled “From the Ice Incarnate.” I haven’t played with it much in my latest books, but in Heart of the Nebula which I hope to publish later this year, the cryotech plays a very important role in the plot.  And if I ever write a prequel to my Gaia Nova series showing how that universe got started, it will feature a cryo colonization story.  The main premise of that series is that a group of human colonists fled 21st century Earth and went into cryo to colonize a distant corner of the galaxy, but when they woke up, they couldn’t find Earth anymore, so it became something of an ancient holy legend (which is a major driver for Desert Stars).

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thumb (Stars of Blood and Glory)

Hey guys!  My latest novel, Stars of Blood and Glory, is now up on Amazon, Barnes & Noble, and Smashwords!  Kobo, iTunes, Sony, and Diesel editions should be up shortly.  I’ll start typesetting the print version in the next few days, and it should be out through CreateSpace sometime next month.

Stars of Blood and Glory takes place fifteen years after the events of Bringing Stella Home, and includes many characters from that story (such as Danica, Roman, and the other mercenaries) as well as some characters from Desert Stars (especially Rina).  From the book description:

The only hope for the last free stars now lies on the path of blood and glory.

The princess of Shinihon could not have picked a worse time to run away. The largest Hameji battle fleet ever gathered threatens to overrun the last of the free stars. To make matters worse, a rogue assassin from an unknown faction has killed the high admiral of the Federation. Without clear leadership, the war may be lost before she can be found.

But Danica Nova and her band of Tajji mercenaries are no strangers to lost causes. They’ve fought the Hameji before, and they’ll fight them again—not for honor, or for glory, but simply for the pay. War has been their way of life ever since the diaspora from the homeworld.

Master Sergeant Roman Krikoryan is one of the few remaining mercenaries still old enough to remember the homeworld. But he’s an old cyborg, and his humanity is fading. Death is a mercy he doesn’t expect to find on this mission.

They aren’t the only ones after the princess, however. Hungry for glory and eager to make a name for himself, Sholpan’s son Abaqa seeks to make the girl his slave. Though only a boy, he’ll stop at nothing to prove himself to his Hameji brethren.

With the Federation in disarray, the bloody end of the war may come too soon for some of them. But one thing is certain—not all of them will live to see it.

If you’re on Goodreads and would like to add the book to your to-read list, you can find it here.  I’m not entirely sure if I listed it properly, but at least it’s up now.

Also, if you’re a blogger and want to have me on for an interview or guest post, feel free to shoot me an email!  I’m not doing a blog tour or anything fancy for this release, but I love blogging and would be happy to give you some content and link back to your site.

That’s just about it for now.  I’ll get the Trope Tuesday post up a little later this afternoon.  In the meantime, back to writing!