1: Story Statement
A young lieutenant on the stellar frontier confronts a powerful governor, a planet in revolt, and his own honor.
2: Antagonist Sketch
Edward Cornet, the haughty interstellar governor of the distant district of Aragon, demands respect and expects obedience. Descended from a long line of aristocrats, he craves ever more power, more control, more of everything for himself and his family. He pursues his agenda at the expense of all others; scruples are for the less important.
His greed clashes with the ideals of young Lieutenant Gabriel Halfast, who places duty to country before even his own needs and wants. The presence of this squeaky clean officer in his fiefdom irks Governor Cornet, partially because of the threat such piety presents to his plans, but also because the contrast calls to attention his own depravity. And Gabriel seems to be getting a little too close to Henrietta, the governor’s daughter.
The governor is more than happy to send the whelp on a dangerous mission to a distant world, part of a scheme guaranteed to end well for the Cornet family and badly for Halfast and his crew. Cornet is a man who’s used to winning, and he’ll do what it takes to keep the taste of victory on his tongue.
3: Breakout Title
Into the Breach
The Leander Affair
The Padfoot and the Shrew
4: Comps
My story’s galaxy-spanning intrigue, worldbuilding, and discovery will capture the imagination of readers of John Scalzi’s Interdependency series (The Collapsing Empire) and Arkady Martine’s Teixcalaan series (A Memory Called Empire).
5: Core Wound and Primary Conflict
In the far future, a junior lieutenant striving to rebuild his family name battles insurrection, navigates political intrigue, and uncovers betrayal on the edge of the interstellar frontier.
6: More Levels of Conflict
Inner Conflict: Gabriel Halfast has a chip on his shoulder. A century ago, his family’s land and titles were stripped away when his grandfather lost a crucial naval battle. Now, Halfast feels he must do everything he can to climb the ranks and reclaim the nobility and honor that his family lost.
His every action is geared toward meeting that goal, but he is held back by his dedication to loyalty, fairness, and duty, and by a deep inferiority complex. He doesn’t know how to confront his “betters”-- he shuts down, or acquiesces to their demands. He’ll need to learn to overcome these blocks in order to reach his full potential.
He'll also need to reconcile his rosy idealization of a democratic Star League with the messy reality: a stratified aristocracy that is violent not just to its neighbors, but to its own citizens.
Secondary Conflicts: During his stay at the Governor’s Estate, Halfast must navigate the unfamiliar battlefields of high class balls, dinners, and hunts– and an affair with Henrietta, daughter of Governor Cornet. Learning to overcome his own insecurities is crucial to his escaping with his reputation (and life) intact. The conflict of social strata recurs throughout the story, and is contrasted with Halfast’s time spent among the Enten̈e, who present an entirely different way of culture, civilization, and life.
7: Setting
My setting is expansive, covering huge swathes of an interstellar star league. The primary settings are the warship on which the Gabriel Halfast serves, the lush homeworld of Governor Cornet, and a barren rebellious world harboring many secrets. There are many characters with different origins, motives, and endings.
Background
It is the far future. Humanity conquered light and spread across the milky way, settling ten thousand worlds. They discovered great wonders and in turn created greater wonders. Then came a great cataclysm. The light of every world went out for ten thousand years. Every planet was a hollow cave, cut off from all others. Great knowledge was lost forever.
When humanity again emerged, it was to a changed cosmos. The stars were different, and old ways had fallen away. But as the peoples of the myriad worlds rediscovered one another, they returned to ancient patterns: war, conquest, and stratification.
The Star League
Now, ten thousand years later, the great mob of humanity has coalesced into a few powerful states, including the Hegemonic Star League. Created as a trade compact, the Star League now makes up a quarter of the settled galaxy, with one of the strongest navies ever known.
The peoples of the Star League are vast and diverse. They live on metroworlds with a trillion other citizens, and on rural farmworlds with just a few other families. They have settled every imaginable biome, and terraformed still more to suit their needs.
Thousands of warships patrol the borders and shipping lanes that connect the Star League to their nearest rivals: the Principality, the Confederacy, the Hanse. These powers have spent centuries conquering smaller states and warring against one another, but find themselves in a century of relative peace– but this is a peace doomed to end.
While some borders are established, there are still huge parts of the galaxy unsettled, and each rival power is intent on being the first to stake their claim. The Star League forces growth outward via lotteries that sweep great masses of citizens from the more populated ancient worlds out to the frontiers, long thought to be devoid of human life. However, settlers are finding that sometimes planets are not as empty as they were promised.
A historical parallel is the period following the Napoleonic Wars, when major powers settled into uneasy armistice. In this time, the European powers competed against each not in open war but in other, no-less-deadly struggles such as the Scramble for Africa. That peace couldn’t last, and exploded a century later into World War I.
The Star Frigate Dauntless
So we find ourselves on the Hegemonic star frigate Dauntless, on which Lieutenant Gabriel Halfast serves. The Dauntless is long, bright, and slender, and fast enough to catch just about any pirate or privateer. A few hundred crew are packed into the submarine-like ship. About half of them service the giant laser cannons, which aren’t incredibly advanced and can overheat easily.
The Dauntless is currently serving in the Aragon District, a wide swath of recently settled space on the edge of territory conquered in the last war. This is a starship that can traverse great stretches of space in just a few weeks, and often serves as the only source of news and communication from the outside galaxy to worlds on the outer frontier. With the admiralty weeks away, it is up to warship commanders to make incredible decisions in heated moments.
Most of the action we see on the Dauntless takes place on the command deck, a metallic cavern with various retro-looking stations surrounding a central digital map table. Captain Van Cortland or one of her officers can use the touchscreen surface to survey nearby stars, or track enemy ships. A viewscreen covers the entire forward wall, which can zoom in on any interesting planets or freighters that happen to be passing by.
Only the captain and the first officer have their own quarters typically, but Halfast has one to himself as well after his roommate is shot in the head during a boarding action. Cabins tend to be austere, but Captain Van Cortland has a real wooden desk in hers. There’s also a wardroom where the officers congregate for dinners and tense discussions. We’ll meet many of the officers, some of whom may help Halfast and some of whom will surely hinder him.
The Dauntless tracks down a privateer and Halfast is reluctantly pressed into commanding a furious fight to board the interloper. Personal laser guns must be reloaded after every shot, and marine dragoons use a special laser pike to push through resistance. The fighting is messy and traumatizing.
Henrietta, the Garden World
With captured prize in tow, the Dauntless reports to the capital of the Aragon District, the beautiful garden world of Henrietta. The planet is named for Governor Cornet’s only daughter (or is it the other way around?), and is undergoing terraforming from wild wastes to manicured plantations.
Captain Van Cortland, Commander Beach, and Lieutenant Halfast visit the grand estate of the Marquis de Cornet, which covers the entire northern hemisphere of the planet. It’s the first time they’ve been on a planet in six months, and they exult in the fresh, non-processed air. They take a hovercar from the grass-covered spaceport through rolling hills filled with wild buffalo, gazelles, and vicuna.
The governor's chateau is extravagant but lacking in elegance. The ceilings are covered in moving paintings, the banquet room has service for hundreds, and a garden maze dwarfs the rear lawn. Many terse discussions are held in the governor’s echoing office, where visitors are separated from Cornet by a massive desk made from a single slab of obsidian. Coded, passive aggressive conversations unfold at the dinner table. And liaisons occur under the cover of pouring rain in the marble temple at the center of the garden maze.
Halfast, Van Cortland, and Beach are invited to a stag hunt, and they gallop through the forests on horseback alongside the governor’s retinue. Captain Van Cortland is injured as part of a cruel hunting “accident”, and taken to the only doctor on the planet, in Cornet City. Here, Halfast meets some of the lower-class workers while he waits for news on his captain’s recovery. In the biergarten on the town square, he learns that the governor’s rule is not fun and games for most of his subjects.
Leander, the Dust World
After receiving their orders from Governor Cornet, the crew of the Dauntless head around a great stellar nursery called the Remenham Bight and then into the Luconic Frontier, accompanied by an impish government agent masquerading as a harmless merchant. Their mission is to put down an insurrection on the barely inhabited world of Leander. A far cry from the lush foliage of Henrietta, Leander is a dry and desolate dustball. The air is stale and stuffy, the ground is rocky, and no plants grow.
They land in the town of Abydos, the only remaining settlement after violence caused the citizenry to retreat inward. The Leanderites live in relative safety in the shadow of the planetary baron’s tower, but are also subject to the baron’s whims. Every building in the township is low corrugated tin except for the tower, which stretches twenty floors high. Halfast is taken aback by the gaudy opulence of the baron’s residence even as the other settlers live in squalor.
Later, Halfast helps to turn an old rusty warehouse into barracks for ground troops. The warehouse is covered in garbage and old abandoned machinery. He is up late making plans one night when he sees strange lights in the distance, moving away from the town. He follows the lights, first through the town’s alarmingly large cemetery, and then into a narrow and ever deepening canyon.
He’s caught by what he discovers are the planet’s historical inhabitants, the Enten̈e. Their ancestors were traders, marooned on Leander thousands of years ago. They call the world Xane, and have transformed a vast network of caves and canyons into their realm. Halfast is taken on a long journey across the wastes, and then into a hidden entrance in a wadi that leads to one of the great underground cities of the Enten̈e.
The city, called Rosata, is in a cavern that has been carved into a perfect cube. Every door is a different shade of color, but otherwise the buildings are sensible concrete. A great waterfall spills from the ceiling in the exact center of the city, providing all the water the inhabitants could ever need. Ominous, undulating singing fills the air.
Halfast is taken to the leader of the city, an old woman with cataracts. She tells his captors that they must take him to a Great Moot to determine whether the Enten̈e will rid themselves of the Hegemonic outlanders once and for all. This means another long journey, much of it through long underground passageways. Later, when they’re sure they can avoid the sensors of spaceships above, they travel on the open wastes on strange humped creatures called padfoots that Halfast likens to “awkward horses.”
They reach the Moot, inside of a long and treacherous canyon whose edges meet at the top to almost form a roof, keeping out the eyes of outsiders. Thousands of Enten̈e meet here, with great caravansary tents set up, along with pens of padfoots. Halfast must answer for his government’s colonial transgressions, and in doing so confront them himself. A decision is made, and a great mass of people set out in the direction of Abydos.