NOTE:
So... I'm not terribly sure about posting this, but I've had more than a few comments and emails over the years about the history or background of
Dry, No Lube
. And since I've got copious material about that sort of thing, I thought I should post it for fan edification.
All eight or nine of you.
Here's an explanation of what you'll find here: at times, in order to square away my own thoughts about the continuity of this series, I'll write little treatises for myself. These take the form of in-universe narratives by historians, sociologists, or from military manuals, mostly because that's a conceit I admired in
Dune
. So, I cribbed it. Most of the shit in here that is NOT formatted that way is almost completely decontextualized, meaning it's more for me than for you guys. In those cases? Welcome behind the scenes.
Enjoy! I'll edit and update this "story" as needed.
Contents:
A brief note about alien races.
Background material on the social classes of colonized worlds.
A sequence of how planetary colonization occurs.
A general essay on clones.
Information on military ranks and tactics.
Material relative to Chapter 5, "Blitz." For some reason, I did a lot of world-building for that one.
Material I wrote to provide information to guide the structure and doctrine of P/E ships like the
Tirving
.
A treatise on how governments work in Pixy's universe.
A glossary.
* * *
Alien races:
Linders, an alien race able to two-fuck mutant-cocked humans. Generally bottom-heavy; useful for low-G environments. Very fluid movements, whispery voices. No sense of humor. They possess noseplates.
Flasbards, bad guys.
Antareans, odious and a PITA. They keep slaves,
Cathos Vremein, a new enemy. Lives in the Oberon Arm. Primitive humanoids.
Korlenes, who have telepathy and use it during sex.
Tygons: fine green scales, sideways-blinking eyes. Humanoid. Penises are long and skinny and prehensile, and can cum on command until emptied. Testes are internal. Foul-smelling green semen. Yellow fangs and eyes. Generally pretty slight of build; adapted to high-G environments.
* * *
Notes relating to
Subtle Redundancy
, a universe connected to (and massively predating)
Dry, No Lube
:
On social classes and mores
:
Citizens
. These are full members of planetary society over 18. They can vote, hold registered property (as a direct share from the commandant), and breed without restriction. In return, they must pay taxes and do militia service. Once granted, citizenship is permanent. Always addressed as Mr/Ms, never by first name by non-citizens.
Domestics
. These are contract members of the colony who shipped out below the age of 18. Citizenship is automatic at eighteen. They are often also apprentices, and in this particular colony they all are. Always addressed by first name by everyone.
Apprentices
. These may be citizens or not, but they enter voluntarily into an apprenticeship that they can leave at any time. Their apprenticeship lasts however long their controlling Guild says it should, at which point they become journeymen. Form of address varies based on citizenship status.
Staybacks
. These are Federation citizens, but not necessarily planetary ones; it is entirely at the commandant's discretion whether to grant planetary citizenship. They are completely free to stay or go, and generally exist outside the political (though not always the economic) bounds of the colony. Most of them live in the backcountry or the hinterland (
Hermits
); that's the whole point of why they stayed back. THye may buy land at the commandant's discretion, or they can homestead it by building a permanent dwelling with their own hands. Commandants may prohibit breeding among staybacks who live within the colony. General form of address is by last name or nickname, or occasionally first name (never Mr/Ms), though they should not reciprocate with citizens.
Indents
. These are usually Federation citizens. Planetary citizenship is expected at the end of their indenture. They have voluntarily entered into a formal indenture which they cannot leave on pain of death. General form of address is by last name or nickname, though their masters often call them by their first names.
Noncitizens (misc).
These might be visitors, contractors, etc. They are citizens of SOME planet, somewhere, so by courtesy they are addressed as Mr/Ms. They cannot hold registered property, though they can purchase hinterland real estate (and often do, for speculative sale to future citizens).
Sequence:
Probe finds habitable world. (0)
Scouts assess viability. (+2-5 years)
Terraforming survey conducted. (+1 more year)
Final decision made to colonize. Pioneer settlers selected and trained. (+2 more years)
Terraforming crew prepares colony site, plus 20k acres. (simultaneous)
Settlers arrive. Terraformers hand over keys and depart. Intermediate commandant (IC) in charge.
Second-wave settlers arrive (+20 more years) to breed with the natives. Permanent commandant (PC) arrives. IC departs to go become a PC elsewhere.
Unrestricted breeding achieved at PC's discretion (average twelve more years, for thirty-two total after settlement). At this point, along with food self-sufficiency and Level 2 industrial capacity, the colony becomes independent by declaration of the PC.
* * *
On clones:
Clones come in two types: half and full. Half clones are internal organs and separate limbs; full clones are actual people. Both are very expensive, but half clones require almost no maintenance; fulls need to actually live somewhere. This can present ethical concerns, depending on how self-aware the clones are.
Anyone who joins Federal service gets a free full clone. These are kept on an undisclosed world, the Clone Farm, living highly mundane lives after the fashion of chickens at industrial farms. Their purpose, obviously, is to serve as replacement body parts. So many of the clones, who already have pieces removed, are permanently disabled.
Mental capabilities are ethically questionable. It is obviously desirable to give the clones only limited sentience, with the idea being that a dead or near-dead soldier can undergo a frontal-lobe transplant that will be supplemented by the capabilities of the new cloned brain. So speech, musculosensory control, hindbrain, and balance require only limited rehab; the biggest deficits are typically seen in memory, many of which don't return absent a hippocampus transplant.
Organs are usually readily transplantable, and are often recloned at the SM's expense.
Limbs are tougher. Attempts are made to "match" the limbs; SMS are encouraged to send in measurement updates periodically, though many let this lapse. Clones are worked physically in an attempt to maintain muscle and joint health at a level the SM ought to have, but the match is usually not perfect and requires significant physical rehab. Bones, joints, and skin tones are usually fine, provided the clone wasn't damaged during autogrowth.
Autogrowth is the artificial speed-up clones undergo, which ensures they go from "birth" to adulthood in just five years. This goes reasonably well most of the time, but it can stress joints.
The sequence, when an SM is maimed, works like this. Prosthetics or artificial organs are installed on a temporary basis while an order is placed with the Clone Farm. The relevant part is removed and replaced with a prosthetic. The part is rushed to the SM, installed, and rehab therapy begins. At this point, the SM can prepay for a recloned part. Or, as a reward for valor, a reclone may be granted.
Reclones are automatic for high-risk SMs.
The sequence during catastrophic deaths is harder, requiring immediate cryogenic decapitation followed by a full-clone order; the clone is shipped alive to the SM's location, where a surgeon decides on a head transplant, brain transplant, or a mere lobe-and-hippo transplant. If able, the decryogenated SM makes the decision.
Unattended or combat deaths without medical support prior to brain devascularization are usually fatal.
Cranial salvage is a common first-aid technique in the Army, the Marines, and the Combat Fleet; it is less common in the Service Fleet. The usual technique is to remove the head, smash the skull, and place the frontal lobe and hippocampus into a "brain bag" as part of a trauma kit. These last about 12 hours.
Fatal death is another ethical issue. Almost always, the clone (if intact) is executed. Otherwise, it's used as labor. This is at the service's discretion; the clone of a fatally-dead SM belongs to the service. It is never used as a SM itself. Some are marketed to planets on which clone-slavery is legal.
Clone Codes. Surgeons will be certified for given operations. All Fleet surgeons must qualify at PCR 2; most can do PCR1. Generally, Fleet surgeons serving on ships with greater than 700 sailors can do TCR. All Army surgeons must be TCR- and PCR-certified. In general, surgeons agree that a PCR1 and a TCR- are the two most difficult operations.
TCR: Total Clone Replacement, meaning everything but the cerebrum.
TCR-minus: TCR, meaning everything but the CNS.
TCR-minus H: TCR, meaning everything but head and spinal cord.
PCR1: Partial Clone Replacement below the chest.
PCR2: PCR below the base of the spine.