Ex Tempore
The wheels of nature are not made to roll backward; everything presses
on toward Eternity; from the birth of Time an impetuous current has
set in, which bears all the sons of men toward that interminable ocean.
Meanwhile Heaven is attracting to itself whatever is congenial to its
nature, is enriching itself by the spoils of earth, and collecting within
its capacious bosom, whatever is pure, permanent and divine.
- Robert Hall
Ex Tempore is located at ”the center of the universe”, although that
statement has no real meaning. For all practical purposes it is a small
world of itself, a bubble of space and time unconnected to the rest of
the universe, reachable only through phasing.
The geometry of Ex Tempore is a tiny closed universe,
currently about 1,500,000 kilometers across. A ray of light will eventually
return to its origin unless blocked, and in principle one could see one’s
own back by looking with a telescope. At present most matter in Ex Tempore
is organized (if that is the word) into a spherical jumble roughly the
same size as the Earth – a complex three dimensional labyrinth of ecosystems
housed within diamond domes, ruined stone cities, lattices of computronium,
intricate megastructures and fields of debris. Most of it is inhabited,
but the inhabitants are often so strange that it is hard to distinguish
them from the architecture.
Ex Tempore is dominated by the advanced mainliners, cultures of awesome
power and understanding that have run things for millennia or more. Their
internal politics and interactions shape the environment like natural
forces. Up until 5000 Aevum years ago the structures of the Ex were organized
into a toroidal band reaching around the world, but for unclear reason
they were reshaped into a sphere.
Other mainline cultures are less abstract than the advanced,
but still truly alien. Most are incomprehensible to humans – and each
other – without advanced interpretation. Most of the mainline cultures
have a reasonably working relationship, although there are many complicated
political and cultural conflicts dating back centuries or millennia. Most
disregard the timestream and turn inwards towards Ex issues, but some
take a vague interest and at least observe the changes going on, sometimes
copying or acquiring information and objects (sometimes beings or whole
cultures) that catch their interest.
The peripherals are newcomers, beings who have reached
Ex Tempore from their own timelines or been snatched there by the inhabitants.
Some are well on their way of settling down into the mainline, others
are still confused newcomers and some are bewildered individuals, cut
off from their homeworlds forever.
Inhabitants of Ex view the universe of the timestream
extremely different from its own inhabitants. In Ex, the universe is a
flickering thing, never stable, never solid like Ex. The mainliners tend
to regard themselves and Ex as more real than the universe, and the fate
of its inhabitants of little concern. If a certain action causes a billion
beings to die in one way, and not doing it still leads to them dying (albeit
later on), is there any reason not to chose the first action if it has
some desirable outcome? Is there any point in helping a being in the timestream,
when that being will anyway have lived its entire life in less than an
instant of Ex Tempore time? The peripherals have a firmer connection to
the timestream and in general do care about it. Often this results in
elaborate schemes of changing it in some suitable way, schemes which often
allow the peripherals to enjoy the best fruits of the histories. It is
hard to resist the temptations of a changing history, especially when
mistakes can be unmade. At least that is what they think in the beginning,
until they cause their own first burst and are faced with the consequences
of their actions.
Why does not every peripheral take advantage of the
libraries and information that can be gained from the more helpful mainliners
to become Advanceds to further their aims? Actually, quite a few peripherals
do this both individually and as a group. The problem is that as they
become Advanced their perspective shifts beyond recognition, and quite
soon their goals, identity and culture is no longer anything like what
it once was. Also, by simply taking advantage of the advanced cultures
the less advanced cultures tend to become assimilated and loose most of
their uniqueness. Many cultures realize that if they want to remain themselves
that have to develop from within rather than being uplifted to godhood.
Also, the cultures that refrain from radical change tend to be the ones
that remain accessible, the rest become part of the mainline melting pot.
The Ex
Divina natura
dedit agros, ars humana aedificavit urbes (De re rustica, III.1)
Divine nature
gave us fields, human skill built our cities
- Varro (M.
Terentius Varro Reatinus)
Gravity is directed towards the cores, enormous spherical
structures near the center of Ex that likely house some of the most advanced
mainline cultures, existing within a computing matrix of quantum black
holes. Gravity increases towards the cores, and becomes too great for
humans to easily handle around 2000 kilometers away. Most human (and other
Earth-derived peripheral) habitats exist 5000 kilometers away, where the
gravity is normal Earth gravity.
Ex is not unlike the old Norse idea of the world-tree
Yggdrasil: habitats, often self-contained ecosystems the size of small
continents, hang in the branches of immense trees of supporting structure,
transport systems, cooling and information conduits. The supporting trunks
and branches, many tens of kilometers across, extend from the cores outwards
reaching heights of over 12,000 kilometers. At several levels geodesic
spheres distribute load between the branches.
There has never been any coherent transport system through
Ex, since most civilizations prefer to deal with each other virtually
(or not at all). Some sections have elevators climbing rails, others employ
flying vehicles and others sport systems akin to pneumatic tubes. The
supporting structure often contains spaces that can be traversed by foot
or vehicle, but there are plenty of surprises for the unwary. One system
which is fairly unified is the entropy management network, a vast network
of cooling pipes branching throughout the Ex and leading downwards into
the cores and to radiator wanes high in the outermost branches. The larger
conduits are traversable by special vehicles (“coolant behemoths”) run
by the Scyllae
Some regions are utterly inaccessible, like the Gortus.
The Gortus is a reflecting polyhedron 700 kilometers across between two
of the cores, with a negative apparent gravity. It is believed that it
actually consists of a pocket of physics based on different physical constants
and inhabited by truly alien beings. Some habitats hang suspended from
cables hundreds of kilometers long, with no visible entrances.
The receiving areas, sometimes called the bays, are
the destinations and departures of many timeships. This is also where
new arrivals are often transported. They are enormous chambers covering
with phasing inhibitor equipment. The “human” bays at Namaqua are 100-kilometer
chambers with golden pillars reminiscent of the colonnades of Cordoba
reaching up to a transparent roof kilometers above. Transport is managed
through fast threaded vehicles described as “melting green wedding cakes
mixed with porcelain tanks” by one of the visitors. The golden surfaces
also act as phasing inhibitors, making departure hard unless allowed by
the ruling intellects.
There are plenty of small settlements outside the Ex,
not unlike space stations or orbital habitats. Some are inhabited by isolationist
mainliners, others by peripherals from space-based cultures. There is
even a junkyard of old starships drifting in orbit around a massive placeholder
device.
Politics
We have two regulatory systems: legal and etiquette. The legal system
prevents us from killing each other. The etiquette system prevents us
from driving each other crazy.
-- Miss Manners
Ex Tempore is not run by law, but by etiquette.
Ex Tempore is organized by a fragile consensus. All
the less advanced cultures know that the Advanceds could call the shots,
but they are often uninterested in doing so except when their own survival
and lofty interests are at stake. The Advanced cultures also know that
there is a terrible risk in getting into conflict; while some gladly compete
and plot against each other, a real physical conflict with clarketech
weapons is too awful to contemplate. Last time it occurred billions of
Ex inhabitants died nearly instantly, and wrecked the long-term plans
for thousands of powerful cultures. At the same time it is practically
impossible to police the Advanceds and most of the cultures have practically
nothing in common. The situation is terribly unstable, but at the same
time nobody who wants to stay in Ex Tempore wants to get into trouble.
The result of this has been the emergence of the Consensus.
It can best be described as “Don’t rock the boat, don’t upset the neighbors”.
The Advanceds try to not to upset the power balance and interfere with
each other, the less advanced cultures try to keep the advanced from interfering
with them. Several cultures and groups have spent much time acting as
peacemakers, setting up trade and agreements to minimize the risk of hostilities.
The Council and Schedule is one of their creations, a way of airing the
discussions of Ex broadly.
The Schedule
The Schedule is one of the few public services in Ex
that everybody pays attention to.
In the past, consortia of mainliners have prevented peripherals (and
each other) from accessing the timestream by use of phasing inhibitors,
nanotech surveillance/attack systems and other means. Such restricted
epochs tend to end when the original consortium breaks up due to internal
or outside strife. In the current period, the advanced mainliners have
taken a decidedly passive approach; they allow everybody free access to
the timeline, and seem more interested in watching the children play than
doing anything themselves.
The problem with free access to the timeline is that
anybody can reach in and change things, possibly wiping out travelers
and erasing interesting epochs. One group can easily sabotage for another
group, by sending back travelers or objects into the past that easily
lead to childish escalation of history-disruption. This is the reason
for the Schedule: different cultures announce when they are going to interfere
with the timestream, and in what way. Often new announcements are followed
by debate in the Council as other cultures disagree with the likely results,
various simulations are tested and deals are made (“If you get to wipe
out the Roman Empire, then we get to try out industrializing China”).
The Schedule provides “timeslots” for different cultures
to manipulate the timestream. On the largest scale the Schedule simply
rotates the access to the timeline between different cultures: humans
get a century of access, then the strigae, then the trilos, and so on.
Each major change resulting in an interesting timeline leads to a finer
division of access into shorter slots. Often the slots are further subdivided
internally for different tasks. Other cultures often request use of unused
future parts of the timelines for independent projects like entropy management,
mass mining or supercomputing.
Since regions sufficiently far from each other does
not cause any causal interference certain projects can be done in parallel
if some care is taken. While humans are naturally most interested in the
Earth there are a few other places in the universe (billions of light-years
distant) where other lifebearing planets are explored. The orthoxantho
are from one such parallel region and are involved with another schedule.
The problem with the Schedule is the fragility of history.
It is not uncommon for accidental changes to produce future time travelers
jumping back and damaging interesting history. This immediately leads
to loud recrimations against the guilty even if they did not themselves
have anything to do with the problem.
Enforcing the Schedule is mostly an issue of trade restrictions
and ostracism; among less advanced cultures shows of power from advanceds
sometimes works as a deterrent. The N’Modugno are still harassed in the
virtuality by AI reminders sent by the Koon of their crimes against history.
The current Schedule is approximately as follows: the current main slot
deals with low-life universes and right now variants of Earth. This slot
will last at most five hundred years, then the Helionape and their allies
will get a chance to work more with high-density worlds (and maybe even
high density universes; the debate about that is raging among the mainliners
right now. A strong coalition thinks it is too risky to create dense
universes if there is any chance they will naturally produce intelligence,
since nuclear matter life invasions have proven extraordinarily troublesome).
Within this big slot the current sub-slot is human history,
and the goal is to give all the participating cultures a chance to play
with it. The participants are mainly the other Earth-derived cultures
and some mainliners like the Naos and Xantippe. There has been an agreement
to try to deal with it systematically by allowing changes, then looking
at the resulting timeline and if one of the interested parties finds anything
they want to explore in the resulting future they have a chance to get
a temporary slot. In general the goal is to change more future parts first,
and then move backwards slowly – the loss of the Neanderthals due to the
intervention of the N’Modugno is still an irritation.
The Council
All the different cultures are members of the Council,
a virtual forum where everybody makes their official pronouncements. It
can best be described as a posthuman polish parliament.
Some cultures allow all their members to participate
in the Council, others restrict access or have representatives representing
their members.
The basic blocs are the Noise, the Ideologicals, the
Syntony and the silent majority. The Noise is simply the effect of billions
of participating alien minds making incomprehensible comments and suggestions;
it is a group large enough to actually act as a kind of disorganized political
block that can overwhelm much of the inter-species debate if it gets upset.
The silent majority on the other hand is the equally numerous species
and cultures that listen in but do not participate strongly.
The ideologicals usually have a vision of how the universe
should be, like maximal happiness for every being or a history expressing
an aesthetic principle. Some ideologicals content themselves with creating
a timeline that suits them, and after this has been done they quietly
disband. Others have grander and more permanent visions that bring them
into conflict with the other Ex cultures. One group that causes much trouble
currently are promoting the vision of a lifeless universe as an ideal:
they want to ensure the safety of Ex by making the universe stable and
lifeless according to a certain elegant pattern, and fully concentrate
on Ex Tempore.
The syntony seeks to create a new order, a new way of
managing the council. They are little concerned about actual political
decisions, but rather how they are made. In many ways they are the leaders
of the debate, but usually more interested in how the debate is organized
than interested in the actual subject matter.
Most humans find the Council hard to follow. Fairly
advanced peripherals and extrovert mainliners, using intelligence amplification
technology, AI, reality simulations and debate management tools at a frantic
rate, dominate the political field. When an issue really divides the major
players the speed and complexity of the debate becomes superhuman. For
less important issues, it is barely manageable to follow for experienced
viewers.
When Xanthippe established Namaqua she built a number
of council chambers, one in each habitat. Each is a truncated eight sided
pyramid, containing both virtuality baths and a large domed council chamber.
The council chambers are all connected, making people standing in one
visible to each other as if they were all standing in the same chamber.
Controls around the walls allow access to the Council, which is projected
through the dome and into the air. While Xanthippe provides these chambers
for everyone, she does not regulate how other control the access. In fact,
the unification conflict between Shoukakegawa and the Aquincorians largely
revolved around who got to control access to the chambers. After their
victory, the NRC has consolidated control over the chambers to either
the local governments or to specially appointed NRC political xenoengineers
who seek to make sense of the Council and make humanity’s voice heard.
Daily Life in Ex Tempore
How different cultures live spans everything from being
hunter-gatherers on the savannah to existing as consciousness-architectures
in quantum foam. The range is so vast that many cultures have nothing
in common. However, somewhat similar cultures can trade and interact with
more profit. A few common issues also unite most of Ex.
In a tiny universe such as Ex Tempore entropy is a problem.
All processes produce waste heat, and even if energy production is simple
through clarketech waste heat cannot be removed within a closed universe.
If left unchecked Ex Tempore would grow hotter and more chaotic, until
it was unlivable. The solution is to export entropy to the timestream:
chunks of entropic matter are phased into the big crunch, and blocks of
ultra-cold hydrogen ice from the eras of maximum expansion are phased
into the Ex to provide cooling.
Entropy gathering is handling by a few community-minded
advanced cultures that keep the cooling systems running. These Entropy
Handlers sometimes request help from other cultures, and as long as the
request is reasonable it is agreed to – they provide far more value through
their services to most beings than their occasional request costs. Many
human cultures bury their dead by sending them back to the timestream.
Another common issue is architecture. The superstructure
of Ex is run mainly by the Architects of Branching Joy, a mainliner culture
apparently enjoying handling the major engineering task over the last
millennium.
Something many groups find interesting is the current
state of the timestream. Since humans inhabit the most interesting portion
right now many humans act as consultants and analysts, explaining what
is going on to various entities and cooperations such as Ashizuri. When
a change has occurred it is scanned and many humans study it, pointing
out events of interest or explaining their significance. If new arrivals
from the timestream appear they are even more valuable both to other humans
and the alien societies. They have unique memories and perspectives many
are willing to pay well for.
Mindstate trade is common: Ashizuri and similar groups
buy copies of the memories and personality of unique individuals for improving
their virtualities. Given that many people do not wish to sell their individuality
there is always a shortage, driving up prices.
The information networks of Ex are a titanic mess of
standards. Every culture that arrives have their own computing paradigm
and standards, which are usually crudely interfaced to the pre-existing
systems of friendly cultures. Although some groups have tried to create
standards (in Namaqua most notably Nova Roma Concordia and the semi-religious
Strigae corporation Rising Wave Ring), the result has rather been a patchwork
of systems linked through complex translation systems (many
which are temperamental or based on little-understood
AI). Even worse, many systems have been designed by beings so fundamentally
different that translations between them become haphazard at best.
History of Ex Tempore
The times they are a-changing.
--Bob Dylan
Only part of the history of Ex Tempore is known. One
reason is simply that information does get lost even in the most advanced
cultures, and even when it is stored somewhere it can be nearly impossible
to unearth, especially from uncooperative mainliners. But more disturbing
is that much has simply been erased in long past conflicts.
There is no recorded beginning of Ex Tempore history,
but the oldest records are 13 million Aevum years old. They seem to date
from a period where only a single culture existed in Ex Tempore, either
because they had all merged or because the previous inhabitants had been
destroyed in some way.
Around 6 million years ago a great upheaval occurred
among the advanced mainliners and a struggle broke out. One fraction,
the Transformers, defeated the other fractions and subjugated all of Ex.
The Transformers sought to use the universe as an immense computer to
gather infinite information. They reached in and influenced big bang,
filled the early universe with replicating technology and reshaped it
in their own image. As the first attempts failed they simply learned from
their mistakes and adjusted the process until they had turned the entire
universe into a single processor. According to what the current mainliners
tell, the Transformers to their dismay found that the result of their
grand calculation was not to their liking – even infinite information
was not enough for their desire. Apparently they redid their reshaping
several times, always reaching the same final state. Finally they gave
up, restored the other cultures that they had destroyed, and vanished.
Sometimes Ex cultures leave the universe unchanged,
turning inward and spending centuries or millennia with internal politics,
culture and construction. Other periods are extrovert and meddle greatly
in the history.
The greatest changes were experiments in modifying the
laws of physics, occurring intermittently over the last two million years.
By affecting the earliest moments of big bang the symmetry breaking of
physics could be affected, resulting in different values of the natural
constants and particle masses. Some changes led to universes filled only
with cooling homogeneous hydrogen gas or drifting black holes. In some
matter was unstable, either decaying into energy over time or being converted
by strange matter into more strange matter – universes where a wave of
conversion spread like wildfire turning one world into another kind of
world. Rather little remains of these experiments, and it is unclear how
they affected Ex Tempore.
Another thing that has been extensively experimented
with was the amount of life in the universe. These experiments nearly
destroyed Ex Tempore several times. While the barren universes were uninteresting,
universes teeming with life proved troublesome in the extreme. In a timeline
where life emerges on many worlds, many intelligent species emerge and
develop time travel – only to arrive at Ex Tempore simultaneously and
also change their world enormously. Suddenly Ex had to manage the arrival
and interference of millions of alien civilizations – and occasionally
the arrivals were bent on conquest. The mainliners quickly ceased influencing
the universe to create much life, seeing the safety of the Ex being threatened.
Instead they settled for physical constants that allowed life to exist,
but made it so rare it practically never occurred by itself. Instead a
simple primordial cell could be planted on a suitable world, and the resulting
biosphere and cultures could be explored in a far more orderly manner.
For a period 63,000-8000 years ago an alliance of powerful
mainliners restricted access to the timestream only to operations approved
by them. As this alliance broke up, a plethora or peripheral cultures
got involved in the timestream and began to switch between various interesting
worlds. It seems that currently the mainliners are giving them rather
free reigns, perhaps because it is more interesting than doing the changing
themselves.
Around 1400 Aevum-years ago, the influence on the universe
concentrated on the possibilities enabled by seeding carbon-based life
on the third planet of a G star in the outskirts of a spiral galaxy (the
previous theme had been life in brown dwarf stars and before that quark
matter entities from neutron star cores). Various variants of the history
of life were played out. In the first truly successful version the species
known to humans as trilobites diversified and eventually produced an intelligent
species. After the trilos had been explored to the satisfaction of the
mainliners, other versions of the timeline were explored. In one another
interesting species was found, an intelligent avian species. 200 years
ago attention shifted again, this time finding humans.
The first humans found were primitive hunter-gatherer
Neanderthals, which were transplanted to a suitable habitat. A few nudges,
and plenty of technological civilizations emerged to entertain and worry
the peripherals involved. These first humans to arrive to Ex by their
own power, the Lamplandae, quickly settled parts opened by friendly mainliners
and promptly got involved in messy conflicts. To further complicate things
the N’Modugno, a posthuman culture with a serious obsession about its
history, sabotaged the past and nearly prevented any human timeline from
appearing again. The involved peripherals instead concentrated on histories
where Homo sapiens evolved to become dominant.
154 years ago the Republica Aquincorum arrived. They
brought with them a large population in city-ships, an organized society
and the will to settle down and prosper. Helped by some outside interests
they made themselves at home and began a concerted effort to unify the
other human enclaves.
This unification was met by resistance from another
civilization that arrived a few decades after, the Shoukakegawans. Although
still confused and shaken by their arrival they did not wish to become
parts of somebody else’s big scheme, and set to resist it. As the Aquincorians
consolidated, some clans of Shoukakegawa, supported by advanced technology
provided by mainliner fractions, attempted a coup against them. In the
ensuing conflict both sides lost heavily. Not so much personnel or territory,
but rather in influence, trade and prestige. It took nearly 50 years for
them to recover, and the situation remains tense to this day. The Nova
Roma Concordia has reasserted itself and is ascendant, Shoukakegawa remains
fragmented and many disparates are joining the unification effort. But
several nonhuman species are heavily involved in the local politics, and
there are problems among the Aquincorians.
Recently two major new players appeared from the same
timeline: the colonization starship Magellanica from South America, and
the craft of the Third British Empire of Indian Nation. Both groups have
not yet integrated into the political order, and may have their own plans.
Currently Ex is relatively stable, but the mainliners
know that nothing lasts forever. The human cultures in Ex are young and
vulnerable.
Threats To Ex Tempore
O do not speak of the gods. The gods are very terrible; all the
dooms that shall ever be come forth from the gods. In misty windings
of the wandering hills they forge the future even as on an anvil. The
future frightens me.
- Lord Dunsany, The Laughter of the Gods
Ex Tempore is enormously powerful but also enormously
vulnerable. From its outside time position it can freely reach in anywhere
in the timestream and change things. No matter how powerful something
is, if it never happened it is no longer a threat. But at the same time
Ex Tempore can be reached from any point in the current timestream simultaneously.
This means that an advanced civilization could in principle mount an invasion,
sending its army to Ex Tempore across the span of millions of years and
have it all arrive in the same instant. Such invasions have happened in
the past.
The technology ceiling makes most advanced civilizations
meet each other on an even footing. They all wield tremendous power, but
they are all on roughly the same level of technology and can do the same
things. To some extent resources may determine a conflict – if you draw
on the resources of the entire universe against an enemy that has far
less resources, you can likely overpower him. But more often cunning and
sneaky tactics determine such an advanced battle.
A war in Ex Tempore can be enormously devastating, and
has several times nearly destroyed it.
If all beings in Ex Tempore were to vanish, then the
timestream would be unaffected by any interventions. If that timeline
were to have no civilizations doing time travel, that would be the end
– no changes to history would ever occur and the universe would finally
become static. To most beings involved with Ex Tempore this appears as
a bad thing, although sometimes various groups seek to create a “perfect”
timeline that would persist forever.
Another issue is the amount of mass brought into Ex
Tempore and out of the universe. Theoretically it should be possible to
bring enough mass from the universe to make the density of the universe
smaller than the critical density ensuring an eventual recollapse. This
would break the circle of time, and create an universe with a start and
no end. It has been debated endlessly among the inhabitants of Ex what
effects this would have on Ex Tempore, and the consensus is that it would
likely destroy it. The fact that most advanced mainliners do not try it
and actively discourage such experiments seem to support this idea. However,
there are always someone interested in trying.
Operating Procedures
We must use time as a tool, not as a couch.
~ John F. Kennedy
Why do beings from Ex Tempore visit the timestream?
Although practical needs sometimes require it, usually the motivations
are far more philosophical. Quite a few cultures have aesthetic motivations.
Some seek out interesting or appealing times, visiting them more or less
overtly and then bringing samples back home. Other try to create histories
according to their ideals, desires or whims – the Immortal Chuang Empire
is perhaps the most infamous example, but for every would-be world conquering
project there are ten projects seeking to create a more “civilized” or
more interesting history.
Another important motivator is information gathering
and curiosity. There is so much to discover even within the ridiculously
tight constraints of (say) carbon-based life that visits, experiments
and exploration are necessary. Recently arrived cultures often have a
keen interest in their own history or nearby timelines, more remote arrivals
find a challenge in learning from all the other possibilities. Although
immense computing power is available in Ex and often used to run immense
simulations of parts of history they can never emulate it perfectly. The
sheer bulk of variables and randomness makes history inherently impossible
to accurately predict over longer periods, and this contributes to its
ephemeral charm.
Most of the experiments consist of introducing a tiny
change and see how things play out. Mainliners often content themselves
with introducing a microscopic viewing device, which they use to study
the timestream with minimal interference. Changes are introduced with
clinical precision, often employing a minimal use of effort. They sometime
copy entire persons of interest to Ex for further interaction.
Right now the mainliners content themselves with observing
while giving the peripherals free reign. Peripherals usually have a far
less advanced approach, and go bodily into the timestream for exploration.
It is not uncommon to use the environment near the big
crunch as an engineering workshop: anything happening there will not affect
history, and advanced cultures can use it to replicate astronomical amounts
of snapshot drones, computronium or to provide raw matter in Ex Tempore.
Such operations are of course very vulnerable to changes in earlier history,
but most big crunch workshops are anyway seen as disposable.
Even the most advanced mainliners of Ex sometimes need
to bring home new resources. This is usually done using grabships, timeships
equipped to project a very big phasing field around themselves to grab
a large amount of matter. Usually grabships visit remote futures for water,
soil or stone – or, in the case of some mainliners, planetary and stellar
cores for metallic hydrogen and nuclear plasma. Among humans in Ex, most
large-scale matter demands are met by Xanthippe, but most cultures still find themselves in the need of raw materials
when she does not provide them. Less technically advanced cultures either
buy from more advanced, or make grabs of useful resources when they are
easily collected – raiding steelworks, farmlands or warehouses. This is
frowned on by most of the consensus, but it is still a regular occurrence.
A common technique is the jump-buy: the traveler visits
a later point in the timestream than where he intends to get his object,
gathers information, jumps back into the past, uses this information for
some quick stock market manipulations or other moneymaking schemes, buys
the desired object and vanishes with it. This is usually approved by the
consensus, provided it is done with caution. Less scrupulous travelers
simply steal what they want, either directly or by jumping to a suitable
point in time where they can get their hands on sellable valuables. Some
play scavengers: just before a disaster will strike an area they phase
in, get objects that will be destroyed anyway, and then leave. This has
the added value of the excitement, which always draw a crowd of thrill-seeking
supporters from across Ex.
If an action causes time travel to occur somewhere in
the future a burst happens: the time travelers will start changing history
until a new stable state occurs. Sometimes this involves the erasure of
the entire time traveling civilization as someone jumps back before it
was founded and accidentally or deliberately prevents it (or the entire
species!) from happening. In addition the burst usually produces a pile
of new arrivals in Ex (often of vastly different time periods), upsetting
local politics and generally creating chaos. The risk of erasure of interesting
cultures and species makes many Ex Tempore cultures critical of careless
time jumping, and risking bursts is even more forbidden. One of the big
consensus rules is to never reveal phasing techniques in the timestream.
Detecting that a phasing jump has taken place is easy
for the advanced mainliners. While it is extremely hard to determine from
where in the timestream it has occurred, they tend to be ready if the
traveler arrives in Ex Tempore. They are also good at finding out where
trips from Ex Tempore are going, and can sometimes intervene with nanosecond
precision.
Occasionally when a mistake wipes out an interesting
timeline it may be possible to fix the situation. This can range from
a simple correction of the mistake to powerful mainline intervention.
Some attempts are successful, most are not.
Carl visits the asteroid belt in 2080, trying to
get hold of a space probe for his collection. This results in a slight
orbit change that makes a major meteor wipe out all civilization on
Earth in 3492 – much to the disappointment for the cultures that were
eagerly following the emergence of that civilization. In this case the
error can be fixed simply by going to 2081 or so, and correcting the
asteroid orbit. The intervention causes a slight change, but it might
be small enough not to change the 3492 civilization too much if it occurs
well away from Earth.
Suppose Carl instead drops a nuclear weapon somewhere
on Earth in 2080. In this case no small adjustment can hide the effects,
and a more serious handling is needed. One possibility is to phase in
and destroy the nuclear device – in the resulting timeline Carl will
see how other travelers appear and stop him. They can also decide to
arrive before Carl ever arrived in the timeline, which means that in
the resulting timeline he never arrived and no nuclear blast occurs.
Note that a time traveler that arrives in the timestream
and does something awful will both get away with it and not get away with
it! Carl in the second example experiences the resulting timeline after
his nuclear detonation, and can return to Ex Tempore after a while. But
a few Aeon-hours later other travelers arrive in the timestream, changing
it before it has diverged from the one they want. There will still be
a Carl in this timestream (unless they change history before he arrives
so that his arrival never happens – but that would in any case remove
the sought after original timeline), and if he escapes and returns to
Ex Tempore he will be able to meet another version of himself from the
non-changed timeline!
Such twinning is relatively rare, but occurs when several
groups converge on the same part of history. How this is handled depends
very much on the species and culture of the traveler. Some software beings
can simply merge their memories and become a single being with multiple
pasts. Beings who cannot are forced to settle for some compromise.
In general, each point of history has a number of arrivals
of chrononauts in its past. The latest such arrival is usually called
the Last Change Point (LCP). As long as any time travelers from a future
derived from the LCP moves at most back to the time just after it, that
timeline remains safe. If the traveler jumps before it, the LCP vanishes
and is replaced by the traveler – which usually means the end of all the
changes induced by the original LCP.
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