Freehauler Alcione

Eclipse Phase Aerostat by MacRebisz
Eclipse Phase Aerostat by MacRebisz on deviantART Creative Commons nc-by-sa licensed

The official website for Freehauler Alcione.

Freehauler Alcione is a new experiment in science fiction.  series of interrelated stream of consciousness, camera over the shoulder, first person intimate point of view, series of interlinked epublished novellas (or novels).

Think of the space opera setting of Star Wars, Guardians of the Galaxy, or Valerian, the world of advertising gone mad in Terry Gillam’s Zero Theorum, the bleak dystopia of Ridley Scott’s Bladerunner, and the plucky outsiders of Firefly or Farscape.


Originally I was going to write a single universe, but in the end I realised I had to write two.  These are Paraspacers and Starsiders.


(aka Freehauler Alcione – The Alcioneverse)

Space Fantasy Adventure 

  • Central protagonists: young adults coming of age in a scary but exciting universe, also older motley rogue traders
  • genre: science fantasy
  • secondary genres: biopunk, dystopia, magical realism, new weird, satire, space opera, young adult
  • universe: theosophical / zonal, with gnostic and lovecraftian
  • vastness: limitless space (time is limited to about 40 or 50 years or so)
  • interstellar travel: FTL via jump points or merus,  logic beacons in paraspace
  • main ship: The Alcione, a negmass reactionless drive ship, slow acceleration (1 g), realtime guidance, length about a kilometer, hull armour several meters
  • Empires: standard space opera interstellar empires.  However a solar system may be home to member worlds of one or several empires
  • Society: dystopian, hypercapitalist, fascist, reality 3d, military entertainment complex
  • Piracy: common, space opera / carribean style freeships
  • Trade & Commerce: like today but interstellar. Corporate monopolies a la Aliens & Cyberpunk (interstellar)
  • Money: like today, except that it’s like that ubiquitous SFnal unit of currency, the credit
  • Clades: not that many. Xenocs and major cultures instead.
  • Ships: very common, each not so important, like freighters, naval vessels etc today
  • FTL travel: risky involves different laws of physics
  • Transapients: rare and mostly represented as jarchons
  • Artifacts: mostly paraspace based, also Strugatsky Wave, Monstros Science
  • Weirdness: Celestials, Merus, etc
  • Risks: war, monstros, insanity (whether from paraspace or lovecraftioan)
  • Existential threats: paradox pollution, lovecraftian, jarchons
  • General attitude: optimistic
  • Metaphysics: theosophical; realspace physics plus fantasy world (low realism) with hyperspace rotation into other dimensions to travel FTL, High Fantasy realism
  • Inspiration: Chthulu Mythos, Star Wars, Roadside Picnic/Stalker, Battletech/Mechwarrior, Revelation Space/Galactic North, Rogue Trader (WH40k), Bel Dame, “Red Space” (Scorpio Rising), Boadicious Space Pirates
  • Predominant uplifting myth: Lord of the Rings
  • mcguffin: neogeneis evangelion godtech artifact.  Omega activation of godtech artifact



Hard SF Spacepunk

  • Central protagonists: misfit prospectors
  • genre: hard science fiction
  • secondary genres: space punk, postmodern space opera, space horror
  • universe: physical universe, the galaxy
  • vastness: deep time (space limited to galaxy)
  • interstellar travel: STL only, plus a few wormholes
  • main ship: The Bathsheba, a conversion torchship, length about 300 meters. magnetoplasma shielding
  • ship types: solar sail, low thrust, beamrider, torchship, reactionless drive (STL only)
  • Empires:  Interstellar alliances but no empires. Colonies quickly become independent. Star systems isolated, very different
  • Datasphere: dangerous and dirty (memetic subversion, smart viruses)
  • Piracy: local, fabbed torchships, apart from some outlaw systems. A few legendary reactionless drive pirate ships surrounded by urban myth and romantic legend. Privateers more common
  • Freehaulers – mostly small to medium, private owned, a few libertarian.
  • Military – local, solar system only, huge logistic and pragmatic problems with interstellar war
  • Trade & Commerce: monopolies planetary or interplanetary only
    Money: slow, medium, and fast money
  • Clades: a huge number of human and xenoc clades – includes ship-based clades and factions, many ships eventually result in distinct clades, like finches evolving on isolated islands
  • Ships: important, connect worlds with trade etc, like the Golden Age of Sail,  reliable, self-repairing
  • STL travel: generally safe
  • Xenocs: only a few types, many clades
  • Transapients: common in local systems but avoided, seen as dangerous infestations or pandemics
  • Artifacts, prospecting / Big break: baubles, ancient civilisations, artifacts from previous posthuman civilisations, derelict ships, lucrative interstellar trade
  • Weirdness: nanopunk, spacepunk, transhumanism
  • Threats: traps or dangers from transapients, nanoswarms, memetic subversion, singularities (local system), dirty data, assimilation swarms
  • General attitude: paranoid
  • metaphysics: like real world, discussion of philosophy etc, meditation, astral travel whatever just like today
  • Inspiration: Of Men and Monsters, Roadside Picnic/Stalker, The Matrix, Neuromancer, Alien/Aliens, Orion’s Arm,  Revenger,
  • Predominant uplifting myth: Savitri
  • mcguffin: supramental awakeners on a number of different worlds, separated by huge distances, but opposed by nefarious forces. One ends up on the Bathsheba; there’s also a few Mary Sues who they think is the center, one would be a false prophet, the other a guardian or helper, and one a negative being who converted to the Light


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Original text © M Alan Kazlev, 2015,  2017.   Artwork by MacRebisz on deviantART Creative Commons nc-by-sa licensed