Stargate

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**Stargates** are a series of devices built by an ancient race which create wormholes, allowing near-instantaneous transportation between two distant points in space. The gates have been estimated to be over 100 million years old.

## Technology

The Stargate is a very powerful piece of technology, capable of transporting matter across a galaxy in moments. It requires an unparalleled level of technology that has not been seen since the Precursors. None of the alive races in the Estrotte Galaxy can create a Stargate.

## Use

### On Planets

Stargates appear on many planets' surfaces, many are found in ruins but there are a large amount found in fields or in places of interest. Many Stargates are moved to special facilities, where they can be studied. Other civilizations move their gate closer to a city, or construct a gateroom for it.

#### Gateroom

A gateroom refers to a room that houses a Stargate. These rooms are generally easily accessible, but well protected.

### In Planetary Orbit

Some Stargates are placed in a stable orbit around a planet. These gates are only accessible by spacecraft.

## Mechanics

Stargates are comprised of four main parts; the outer ring, the inner ring containing the glyphs, the nine chevrons, and the event horizon.

### **Matter Transmission**

Matter transmission is a three-step process: dematerialization, transmission, and reintegration. When an object passes through the event horizon it is dematerialized and held in a hyperspatial buffer. The event horizon will only dematerialize objects in discrete units, so any object that has not fully entered the event horizon can be removed without issue. The gate does not begin transmitting an object until it has completely entered the event horizon. Smaller separate objects within larger objects (like crew in a gate-sized ship) will dematerialize independently but will reintegrate in the same location relative to larger objects. If the connection ends before transmitting the larger object, the smaller objects will reintegrate without the larger object.

Once an object is dematerialized, it is transmitted in the form of energy to the destination gate. If the power supply is interrupted, the wormhole can disconnect prematurely, which may prevent the energy from being reassembled into the original object, or simply release the energy in its original form of matter (but in the form of atomic scale dust) into space short of its destination. If the power supply is interrupted an object may still make it to the other gate, if that happens the object will be stored in the gate's buffer until the next gate use when the buffer will be cleared. It is possible to manually reintegrate the object in the buffer using a DHD, removing a specific part that allows the gate to connect to another gate allows the gate to activate to allow matter to reintegrate.

Matter emerging from a Stargate retains any kinetic energy it had while entering; a person running into the gate on one end would exit running on the other. Projectiles like from ballistic firearms will exit the gate at the same speed they exited.

The event horizon is able to determine the different between passive and active contact of nearby matter in order to prevent unwanted transmission. Air, water, and other constant forces will not pass through the gate.

### **Connecting**

#### **Dialing Devices**

To use the Stargate, one must use a dialing device to connect a gate to another one. **Dial Home Devices** (abbreviated as **DHD**), also known as **Keys**, are used to connect to another gate. DHDs are found on nearly every planet that has a Stargate, they wirelessly connect to the nearby Stargate, but need to be reset to connect to a new gate if the original is replaced. The DHD is relatively simple, and consists of a keypad with light-up keys. To dial an address, the keys representing the desired glyphs must be pressed in order, then the center button must be pressed which will activate the gate on release.

It is possible to use other means to dial a Stargate, some cultures have created computers for dialing when their DHD is damaged or missing.

#### Dialing Process

##### **Dialing - Standard Dial - Local Addresses**

When dialing a connection, the DHD is used to input the coordinates. Six symbols are used for a local (same galaxy) connection, then the point of origin, a unique symbol for the gate and DHD. When pressing the first key, the chosen glyph will light up beneath the 7th chevron (the top-center chevron), and rotate counter-clockwise around around the ring to complete at least a 180° rotation before stopping on the 1st chevron (top right chevron). The second glyph chosen lights up beneath the 1st chevron and proceeds clockwise around the ring, immediately passing the 2nd chevron and completing a full circle to land on the 2nd chevron that it passed earlier. The third glyph chosen lights up beneath the 2nd chevron and starts counter-clockwise around the ring, landing on the 3rd chevron. The fourth chosen lights up beneath the 3rd chevron and proceeds clockwise, passing the 4th chevron for it to complete another full rotation to land on the 4th. The fifth glyph chosen will light up underneath the 4th chevron, and proceed counter-clockwise around the ring to land on the 5th chevron. The sixth glyph, the last for for a local address will light up underneath the 5th chevron, and proceed clockwise around the ring, immediately passing the 6th chevron only for it to do a complete circle like before and stop on the 6th chevron. The last glyph is the point of origin (for local addresses), it will appear underneath the 6th chevron, and continue counter-clockwise to the seventh. At this point the gate is ready to activate, once pressing the center button, the button will light up and the gate will activate, an unstable vortex forming and then a stable wormhole will result.

##### **Dialing - Standard Dial - Inter-galactic Addresses**

Dialing an inter-galactic address is similar to a local one, with one additional glyph being used as part of the address - the distance calculator. Dialing 8-symbol addresses is generally not possible with a DHD, very few DHDs have the required crystal to dial other galaxies, and it takes a very large amount of power. Dialing is identical to a 7-symbol address, however before entering the 7th symbol which would normally be the point of origin, however the 7th is now the distance calculator. It will rotate counter-clockwise from the 6th chevron, and it will do a complete rotation, passing the 8th chevron only to land on it shortly after passing. The last glyph will be the point of origin, it will appear under the 8th chevron and proceed clockwise, it passes the 7th chevron and then finally lands on it on the next rotation. At this point the gate is ready to activate, once pressing the center button, the button will light up and the gate will activate, an unstable vortex forming and then a stable wormhole will result.

##### **Dialing - Fast Dial**

Some advanced DHDs or computer systems can dial faster than the standard DHDs. These have a modified dialing sequence but work the same way, however in a strange manner. The first glyph chosen appears under the 5th chevron, it rotates clockwise quickly and lands at the 1st chevron. The second glyph appears at the 9th chevron and rotates counter-clockwise towards the 2nd chevron. The third glyph appears under the 7th chevron and rotates clockwise to the 2rd chevron. The fourth glyph appears under the 7th chevron too, but heads counter-clockwise to the 4th chevron. The fifth glyph appears under the 8th chevron, and heads clockwise towards the 5th chevron. The sixth glyph appears under the 2nd chevron and rotates counter-clockwise to the sixth. The 7th, final glyph, appears under the 4th chevron, and rotates clockwise towards the 7th chevron for activation.

If it's an 8-symbol address, the 7th glyph appears at the 1st chevron, rotates clockwise to the 8th chevron, and the 8th glyph appears under the 3rd chevron and rotates counter-clockwise to the 7th chevron for activation.

##### **Receiving**

When receiving a connection, the chevrons will start to light up when the final glyph as part of the address is chosen by the dialer (the 6th glyph for local addresses, or the 7th for inter-galactic), each glyph space will light up along with the chevrons in order as the dialing gate locks in the chevron, by the time the gate has locked in the chevron for dialing, the receiving end has finished lighting up all glyphs in order, the gate will remain inactive but with lit chevrons until the dialer enters the point of origin and presses the center button to activate the gate, upon which the gate will activate for them immediately, but will activate four seconds later for the receiving end. The unstable vortex will form, and the gate is fully active.

#### **Chevrons**

There are nine chevrons on the Stargate, each with identical appearance.

#### **Glyphs**

There are 36 glyphs on the Stargate, for each local address 6 glyphs plus the point of origin are required to connect. The glyphs are printed on screens, each able to light up and portray a different glyph. When a gate is moved to a different location, the glyph representing the point of origin changes to a new symbol dynamically. It is theorized that transporting a gate to another galaxy where different symbols would be used, would also change the glyphs to a new set.

With the 36 symbols, the Stargate network in the Estrotte Galaxy has;

* 35x34x33x32x31x30 = 1,168,675,200 possible addresses.

8-symbol addresses will yield;

* 35x34x33x32x31x30x29 = 33,891,580,800 possible addresses.

Table of Glyphs:

### **Power Source**

Stargates receive power from their dial home device. When dialed, they store vast amounts of energy within the gate. If a Stargate lacks a DHD, they can receive power directly from various sources, including lightning. If a gate is without power it cannot dial out, however it can still receive connections by receiving enough power from the other gate for the connection.

### **Gate Obstruction**

A wormhole is prevented from forming if a significant obstruction is present inside the Stargate's ring. Buried gates are fairly common which are generally sealed from natural disasters or rubble from war. It is possible to place a barrier within three micrometers from the event horizon, this barrier allows a wormhole to form, but not allow matter to reform after exiting. These barriers would also suppress the unstable vortex from forming.