Hyperspace

## Physics

*In truth, Hyperspace and other similar phenomena were only barely understood. While Hyperspace had been explored in some form for thousands of years, there was little consensus beyond that it was a universe adjacent to the sublight one. It was not the only such dimension, though by far the most known one.*

*What a dimension fundamentally was was a continuously connected series of points, with each point being directly adjacent to the next. In that vein, the Universe was a laminate of coterminous dimensions.*

*The only aspect that permeated the dimensional barrier was the concept of force. Thus, large objects in our dimension had 'shadows' in Hyperspace, Subspace, and Otherspace. These were often locations of physical objects in these dimensions, as they were drawn to preexisting gravity wells.*

*As a direct consequence of this, there are gravity wells in our universe without correstponding mass/energy. One example of this effect is 'Dark Matter', the nickname given to the difference in matter between what according to all calculations our universe should contain and what is actually visible. 'Dark', thus, as in not giving off light.*

*Finally, all these dimensions worked on the same set of rules as ours. It was when these dimensions interacted that FTL-speeds, time-travel and teleportation became possible. While Time-travel and teleportation require the interaction of seperate non-cotermious dimesions belonging to different universes, and thus would exceed any explenation given here, Hyperspace-based FTL travel and sub-space based FTL communication are worth explaining.*

*The trick to FLT travel is to take advantage of the frictionless, rule-less surface interaction between dimensions. In short, one forms a bubble of real-space and dumps it into Hyperspace, travelling inside the real-space bubble through Hyperspace. As one isn't truly in Hyperspace, one does not need to travel at lower-than-light speeds in Hyperspace, and inside the real-space bubble, one isn't moving at all. Actually changing location from one dimension to the other is (mostly) impossible, as your physical matter and energy are tied to the dimension you came from - energy cannot be created or destroyed. Sub-space communications work in much the same manner, if through a different dimension. Unlike Hyperspace, subspace is fairly empty which makes communication easier but also makes navigation almost impossible. Additionally, travelling into subspace requires more energy, and is thus less efficient.*

## Travel

Hyperspace travel is one of a handful of methods for FTL travel, and by far the most widely used.

To travel, one requires either a boom cannon or a hyperdrive, and a ship with an inertial compensator. The methodogy was as follows. The Hyperdrive created small edies in space time. This was in a similar way sound is produced, and resulted in high and low density areas of space-time. Using the local acceleration and decelleration effect caused by the eddies, and the sublight engine in a quick burst, one forced the ship to a speed that from outside the eddies still lay below light-speed, inside the eddies was faster than that. As a result, space-time did the equivalent of tearing; leaving the ship surrounded in a scrap of space-time outside of the rest of real-space. The recoil of that fabric of reality is what dictated the speed a ship traversed in Hyperspace at, and was essentially unchangeable. To return to real-space, the hyperdrive would destabilize the bubble of space-time; and when done right the fragment would rejoin reality at a new location in real-space. If done wrongly, or involuntarily by nearby gravity wells, the resulting shredding of the bubble would also shred the ship and it's inhabitants.

Before Hyperdrives became portable, boom cannons supplied the necessary eddies to enter Hyperspace, and an exit was done by using eddies caused by passing gravity wells and a careful use of the ships own sublight engines or the dropping of objects.

The biggest threat to someone travelling through hyperspace is the destabilization of that pocket of reality. Internally, this might happen if the ship looses objects and the pocket has to expand in an attempt to compensate, and externally through the drag gravily wells had on the pocket itself. The faster the ship moved past a gravity well, the sharper it's effect on the bubble. Thankfully, anything under the size of a moon was irrelevant to this equasion, allowing numerous people to use the same hyperroute.

What this meant was that the closer one needed to pass to a gravity well, the slower one had to travel. Additionally space debris could damage a ship at exit or entry, further reducing the maximum speed reachable in the jump and thus how fast one travelled in Hyperspace.

If the Hyperspace bubble broke, barring extraordinary circumstances, the inhabitants were returned to realspace. where and in what condition remains open though.

Most Hyperspace lanes consist of a series of jumps, usually lasting no more than 4 hours (standard time). It was considered unhealthy to stay in a hyperspace bubble for longer than 10h without break, as something about the nature of the bubble wore at the inhabitant sanity.

The longest single Hyperspace jump recorded was made in 1475 BC and consisted of a jump along the Daragon Trail. The Daragon Trail began at Koros and ended at Korriban, with no stops between. As an area of Hyperspace, it travelled past the unpredictable red-giant star of Primus Goluud and thus wasn't always safe. The entire jump takes 29 standard hours. Gav and Jori Daragon, on the run from creditors, made this blind jump from Koros with a class 3 Hyperdrive, arriving on Korriban 87 hours later, in the until then isolated Sith Empire under Naga Sadow.

The same trip, using the hyperlanes known today, would have taken 60 hours. This is due to the speeds possible on the Perlemian. Not taking into account the speed of the super Hyperroute, the trip would have taken 120h with the same engine.

## Routes

### Super Hyperroutes

#### Perlemian Run/Perlemian Trade Route

**Core/Arrowhead (Corusca, Alsaka, Axum,** Grizmallt, Corulus, Chandrila, **Brentaal,** Esseles, Rhinnal, Raltiir), **Colonies (** Delle, **Yabol Opa,** Ifmix, Shulstine, **Castell**, Raithal), **Inner Rim** (**Vurdon Ka,** Joioi, **Chazwa,** Raletta**, Terahnn,** Dalcretti**, Taanab), Expansion Regions (**Semeria, Carcel, Pirirn, **Gizer), Mid Rim (Lantillies,** Rearqu Cluster, Jeyell**, Roche,** Orleon, Talcene, Salvara, Eucreon, **Abhean, The Wheel, Centares), The Outer Rim (**Antemeridias, Budpock, **Columex,** Arcan, **Felucia, Lianna,** Barseg, Lorrad**, Desevro,** Livien, Kanaver, Janodral Mizar, **Makem Te,** Ank Ki'Shor, Estaria, Quermia**, Karkaris)**

#### Corellian Run

Jumps

Systems along the Route

#### Corellian Trade Spine

Jumps

Systems along the Route

#### Hydian Way

Jumps

Systems along the Route

#### Rimma Trade Route

Jumps

Systems along the Route