The Night’s
Dawn
trilogy has many characteristics of a classic space opera: plenty of
fighting with futuristic weapons, “space zombies” returning to life and
attacking the living, and exotic alien environments, but there is more to
this series than flashy fight scenes and sleek spaceships. TND deals
in depth with many themes of classic hard SF, as well as developing
metaphysical and ethical concepts. The key themes that make The Night’s
Dawn more than just an entertaining read and lift it above mere space
operas are discussed below. |
Space Craft and Faster Than Light Travel: The
Night’s Dawn series exhibits two principle starship types, each in
possession of a way to safely and quickly traverse astronomical distances.
Hamilton describes the operations of both types very precisely in the
novels.
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Edenists voidhawks are organic and fully conscious
space craft that reproduce sexually. They are able to create worm
hole-like tears in time-space, called voids, through which they can traverse great
distances nearly instantaneously. Voidhawks are able to calculate
safe routes of passage as a matter of instinct, so many jumps can be made
in a very short amount of time.
Adamist starships are mechanical and uniformly spherical
due to the requirements of the ZTT drive that allows for nearly
instantaneous spatial travel. The crew use neural nanonics (see the “Artificial
Intelligence” section below) to control their ships just by thinking the
proper commands.
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Space Combat:
The primary weapon of space combat in TND is the combat wasp. These
are versatile self propelled devices that are launched from space craft and
can be programmed for defensive operations, such as electromagnetic
interference, or offensive operations, such as acting as a simple homing
missile.
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Artificial
Intelligence:
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Edenist bitek constructs (see the “Biotechnology”
section below)
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Neural nanonics are extremely small computer systems
that integrate with their hosts’ central nervous systems. They provide a
wide variety of services to their owners (almost always Adamists) such as
easily accessible memory storage, astro-navigation, and control of
physical stimuli and the body’s chemical levels.
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There are no true robots seen in TND, but as
exhibited by neural nanonics, artificial items are integrated into human
bodies quite frequently. The most striking expamples of this are
mercenaries, who commonly have their organs replaced with more durable
artificial analogues and their limbs replaced with weapons. Career
space workers will often have their brains removed from
their organic bodies and integrated into mechanical constructs that allow
them to be exposed to vacuum without the aid of space suits.
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Biotechnology:
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Edenist bitek constructs: The Edenists utilize
biotechnology to create living creatures to serve many of their needs
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Edenist habitats are organic and fully conscious
entities that serve as space stations. They grow from infancy as a
small polyp into creatures many kilometers in diameter. Their
insides are hollow and possess gravity and breathable atmospheres.
Habitats can live for several hundred years, but like all organic
creatures they eventually age and die.
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For information on Edenist voidhawks see the above
section “Space Vessels and Faster that Light Travel.”
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Affinity bonds are organic neural
transmitters/receivers that can be inherited or implanted. They allow
their owners (human, voidhawk, or habitat) to communicate with one another
telepathically and empathically.
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Geneering (genetic engineering) was widely used several
hundred years before the events of TND take place. These
procedures improved on their owners’ bodies in ways such as enhancing
their immune systems, strengthening muscles and bones, and improving
cosmetic appearance. These traits are inherited, so most characters in
TND are beneficiaries of their ancestors’ procedures.
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Religion and Afterlife: Religion and afterlife
are key concepts in TND: the primary focus of the series is the
Possessed that are returning to the physical universe from an afterlife
called the Beyond, which calls into question the validity of traditional
Judeo-Christian beliefs still held by much of the Adamist population (the
Edenists having already rejected religion). Hamilton suggests that humans
have a “soul” in the form of energy thought patterns that develop from
peoples’ physical thought patterns during life. Upon death, the energy
copies of these thought patterns continue to exist and can enter into one of
two realms of existence, the apogee of the universe, in which all of time
culminates into infinity, or the Beyond, in which “souls” that are not
prepared to abandon the physical realm are still able to observe the
universe in which they lived. Existence in the Beyond is torturous because
the “souls” are constantly striving for physical sensation that they cannot
have in their non-physical void and are fully and painfully aware of the time that passes.
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Environment:
Human attempts to change their environments, or accidental changes to their
environments, are frequent in the TND universe.
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Terraforming: Lalonde is a planet undergoing the
process of terraforming. Its atmosphere was changed prior to colonization
so that humans could live inside the biosphere. Private enterprises are
responsible for the terraforming and colonization of planets and, as seen in
the case of Lalonde, generally use a low-tech and cost effective method
that requires a great deal of manual human labor for the first several
decades in order to create a foothold for humanity on the planets and
eventually achieve industrialization.
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Possessed Initiated Planetary Change: When enough
Possessed are present on a planet, they often use their ability to
manipulate energy to remove the entire world from the physical universe so
that there is no space outside of the atmosphere. They do this
because they all have developed phobias of open space while in the void of the
Beyond. They attempt to change these planets into utopias, but are
ultimately unsuccessful. (See below for information regarding
utopias and
dystopias in TND.)
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Space Stations and Habitats:
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Adamists create space stations by maneuvering
asteroids into a planetary orbit and boring tunnels into them that are
later flooded with a breathable atmosphere.
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Habitiats: See the information regarding Edenist
Habitats in the Bio-tech section.
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Pollution: By the time of the events of TND,
Earth’s atmosphere is no longer able to sustain life and massive storms
cover the planet due to pollution from human industrial activities. Large
domes were created around cities so that humans could continue to inhabit
the planet, and food and other organic materials are imported from
off world.
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Utopias/Dystopias:
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The Edenists have created a true utopian society (as
suggested by the name). Their affinity bonds allow for very healthy
social integration because everyone’s thoughts and feelings are open books
to the rest of the population; this leads to very few incidents of social
deviance. Edenist habitats are the ideal human environment, designed with
all the pleasant aspects of nature but none of its dangers or annoyances.
There is no sickness amongst the population, and the average life span is
greater than 150 years due to their level of medical technology and
geneered bodies.
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As stated above, the Possessed remove planets they
control from the physical universe in order to escape the great emptiness
of outer space that reminds them of the void of the Beyond. In addition
to relocating the planet, they use their energy manipulation powers to
idealize the weather and living conditions. No one is supposed to have to
do labor in order to eat because they believe they can sustain their
bodies through energy manipulation. As time goes on, however, it becomes
obvious that the physical substance of the planets is being destroyed
because the fundamental laws of physics do not apply in their new
universes, and the Possessed find that under the cosmetic illusions of
their former bodies that they have created, the actual bodies they inhabit
are malnourished and near death. In attempting to create utopias, the
Possessed actually build dystopias.
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When the Possessed leader Kiera Saltar gains control of
the bitek habitat Valisk she initiates a propaganda campaign in
which the habitat is portrayed as a utopia to discouraged and
underprivileged youths. Those that are fooled by the propaganda and seek
out the supposed utopia are immediately possessed, realizing too late that
their supposed utopia is false.
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