Why Can't My Worshippers Understand What I'm Saying?: A Well Intentioned God Quest

Most of the current situation is good, but I'd argue we should do something for the Void Seekers and the Nomads in Central Plate. More polities means more inovations.
 
This age is awesome and i like it!

Yeah, we should do something for the Void Seekers and the Web Nomads to get them started as a community. Not sure what for now.

And those obelisks that are artificially unifying the Steel Empire have to go. If you want to be a jingoist empire, learn to do it yourself!
 
For the Web Nomads, I'm thinking... giant magnet. They've just found the promised land, they need a sign from above. And I just want magnetized Lek-kego running around in general.

For the Void Seekers... They're nihilists, so give them Will to Power through an infusion of fire and/or steel (or even spirit)?

Not actually coming up with the votes, at least not right now, I'm in the cellphone and it's late, but leaving the ideas here.
 
[X] [spirit] [Pact] Lek-kego spirits are as unique as the indeviduals they are tied to in such a way that mass contracts like what the peace obilisks represents can only be temporary and to those few lek-kego of particular WILL they are completely ineffective.
-[X] Unfortunately for the Spur Clan, they used inhuman spirits for intel and thus had no idea of the culture or psychology of the Spear Clan descendants. Conflict is baked into their society at a fundamental level, an alien idea to anyone who has spent countless generations in an enforced peace. To them, 'unity' means 'outside enemy'. So artificially giving them a sense of peace, happiness and togetherness? Not a great idea. The Chieftain of the Steel Ferrocracy and the Chieftain of the Spear Tradition do make peace with another, a process that was close to happening anyway. Thanks to the obelisk, the long-boiling internal strife between the various castes simmers down and, over the course of a few generations, the two polities reconnect back into the Steel Empire. The title of Chieftain having been supplanted by Empress, a sort of Chief-of-Chiefs that nobody dares argue against due to the unification aura, the Empire represents a fusion of the best and worst of both polities. Their slave economy will not collapse because now even the slaves are happy. But the imperialistic, supremacist, militaristic, almost proto-fascist idealogy of both the Ferrocracy and the Tradition shine through and shape the enforced peace and it is not long before their gaze turns back down towards the jewelled land that shines bright within their siege-telescopes.
[X] [fire] [metaphorical-infuse] fill the members of the steel empire with an insuppressible urge to party! Let them spend generations using their knowledge of physiques to create great beating drums out of thin metal coatings let them hollow out tubes rock to create crude flutes and let their expansionist minds be set to getting every other lek-kego on whatever they call spun apart in on the festivities.
-[X] The Steel Empire, having finished its unification throes, resumes throwing shit at the Spur Clan. It's got to be something to do while they continue to expand across the filament, right? And even though their expansion along both ends of their filament is much slower than that of the Web Nomads since they aren't travelling as much reshaping and colonising the filament itself, it still takes parts of the Empire outside of the obelisk's range. But this does not cause Void Seekers, merely the occasional rebellion. They know how to deal with those. For the Spur Clan's part, their own attempts to marshal a navy has ended in failure. None of them can pilot an air-boat that doesn't itself bear an extremely costly obelisk, not without falling into existentialist throes. Unlike the Empire, they have no strict regime that can enforce itself outside of the aura's range. The next plan is to attempt to abuse the spiritual self-defence clause but it is hard to use this to marshal anything bigger than a few minor spirits who were physically damaged by one of their attacks and, to make things worse, the Empire is also no stranger to fighting off spirits. So instead they settle on using the Void Seekers, taking the nihilist ideologues and promising them material rewards to sail air-boats up towards the Empire. And this time they won't be dropping obelisks but bombs. Yes, for the first time, the smithing of the Spur Clan is turned towards weapons of war and, knowing some of the secrets of ignition, they have devised rudimentary explosives for the crew of air-boats to toss over the side. These bombing runs are incredibly effective and the Empire lacks the initial means to answer them, leading to several of their forts being toppled and shrapnel bombs designed to pierce steel shells being dropped into town centres by the shadows of air-boats flying well overhead. The Empire, seemingly helpless, capitulates to the Spur Clan's demands and dismantles the trebuchets lining the edge of the filament.

What better way to fight the idea of uncreation than to inspire the idea of creation in such a way that it extolls the virtue of being alive? Let our borrowers become party crabs
 
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You know, what we could do is give them some sort of innate desire to build, expand, and create during a their molts. Say, during their third molt their bodies change, and their instincts begin desiring rapid growth and progress? A sort of teenage phase we could build into the species.

Maybe also make sure the Steel Empire figures out how to make their people survive the molt? Just to make sure?

I don't know about you all, but I am thinking about the possibility of creating some kind of pseudo messianic figure for one of the groups.

I wouldn't want to do it for the spur clan as I feel as though they are strong enough as it is. Instead, I would propose that we grant or create such a figure in the Nomads.

I understand that they believe that they should abhor the spirits of the world. However, I believe that this can still be utilized. Perhaps we can grant one of them some sort of great power or ability and allow them to believe that this ability is not one of an outside spirit but one born of the will of the lek-kego. At least, that is one conclusion that they could draw.

Honestly, I personally just want to massively increase power on all sides. War builds character, and technology after all.

Do we want the Steel Empire to lose? We're not on about morality here. This is a war we're crafting soldiers for, and the Steel Empire is a strong, militaristic polity fighting against a foe that uses more abstract means than them, which will hopefully force their military to get used to fighting abstract beings. Which is exactly what we'd want, surely.

If we keep both the Steel Empire and Spur Clan Alice we can have our Athen's vs Sparta clash! Gotta keep them both alive for that!

Agreed, intervening now may damage progress of any group.

I mean, we can always just go back and undo our changes, can't we? So it shouldn't be dangerous quite yet.
 
Honestly splitting the Lek Kego up into warring states sounds like a good idea for innovation. Maybe not China type warring states but more like Europe type warring states.
 
I mean, we can always just go back and undo our changes, can't we? So it shouldn't be dangerous quite yet.
We can't, actually.

Well, whatever it turns out to be, you can't undo it. Interventions are set in stone. The only way to change your own Interventions is to Intervene further back in time to hopefully change the context of what will come to pass when your first Intervention happens.
 
Honestly splitting the Lek Kego up into warring states sounds like a good idea for innovation. Maybe not China type warring states but more like Europe type warring states.

For that you need a period of expansion and stability first.
The Europe mess was set off when the Roman boot lifted. The peace obelisk is not eternal
 
For that you need a period of expansion and stability first.
The Europe mess was set off when the Roman boot lifted. The peace obelisk is not eternal

Thought we could separate Spur clan as they had their period of stability and expansion and i would like to see how they will deal with breaking of the spirit pact that keeps everyone happy.
 
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Thought we could separate Spur clan as they had their period of stability and expansion and i would like to see how they will deal with breaking of the spirit pact that keeps everyone happy.
What likely happens is they get stomped and looted, because you want social upheaval in times of peace, not when theres a neighbor chucking rocks at you.

The cycle of improvement is best done with a boom-bust cycle, the only bad routes are stasis, like in the initial Spur clan where they just sat there and did nothing or annihilation, like when the glacier washed the whole Spear clan away, no save.

Furthermore, the Spur clan's ability to create immortals via Stainless Steel Elders makes for an interesting relationship...so long as they remain stable, they're a good memory archive for discoveries.

What you want to do to trigger expansion is to target the Spur Clan's Edge factions. These are already outside the social control range, and slowly expanding into the wilderness over time, while not having enough resources to

What you want to accelerate conflict...well you could put a large Molybdenum Steel chunk very slowly floating across the conflict zone. Watch their air program go berserk to claim it before the other party does. And watch the chunk float out of range with soldiers of both sides on it evenutally
 
What likely happens is they get stomped and looted, because you want social upheaval in times of peace, not when theres a neighbor chucking rocks at you.

I mean then why destabilise Spear Clan when we can simply keep them stable and have them be rival to the Spur.

Furthermore, the Spur clan's ability to create immortals via Stainless Steel Elders makes for an interesting relationship...so long as they remain stable, they're a good memory archive for discoveries.

You know instead keeping one civ stable why not give knowledge of immortality, or keep other civs stable till they aquire that knowledge so that every civ has its own bank of knowledge instead of just one.
Big reason for Spur success is because player's helped them and gave them vast amount of different metals on one place.
What you want to do to trigger expansion is to target the Spur Clan's Edge factions. These are already outside the social control range, and slowly expanding into the wilderness over time, while not having enough resources to
Agree with this

Edit: Or we can have Spur Clan have shortage of resources so that they must go out and search for more on other shards.
Big reason why Spur Clan isn't expandingis because they have everything they need on their own Shard.

What you want to accelerate conflict...well you could put a large Molybdenum Steel chunk very slowly floating across the conflict zone. Watch their air program go berserk to claim it before the other party does. And watch the chunk float out of range with soldiers of both sides on it evenutally

Good idea but speeding conflict up isn't really the best option for me as at the moment difference between the civs is to great, better to let it happen naturally and use Steel chunk as a trigger.


And ultimately big reason why i want to remove that spirit pact is to see what will happen and how we and Spur will deal with it.

At the moment the pact is the weakness that could be exploited by nonexistence in the war. Remember Spur wasn't able to leave their Shard without it.
So in my opinion it is better to test it now in controled environment than in non controlled.
 
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I don't think we have to intervene in the Spur/Steel war for now and that we should only intervene if either will be completely be destroyed.

I am wary of the incoming Age of Conquest when Steel will reach through the Web with their invasion plan.

My current plan is to strengthen the Void Seekers to be able take on this invasion.

I will make my vote tonight (6h from now), so i hope either the vote don't close or someone else come with a vote i agree with.
 
I don't think we have to intervene in the Spur/Steel war for now and that we should only intervene if either will be completely be destroyed.

I am wary of the incoming Age of Conquest when Steel will reach through the Web with their invasion plan.

My current plan is to strengthen the Void Seekers to be able take on this invasion.

I will make my vote tonight (6h from now), so i hope either the vote don't close or someone else come with a vote i agree with.

I'm kinda against that as it will hinder Spear Clans development and stop them from expanding and becoming Spurs rivals.

My idea would be to intervene in nomads promised land by buffing one clan and unifying them.
 
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I'm kinda against that as it will hinder Spear Clans development and stop them from expanding and becoming Spurs rivals.

My idea would be to intervene in nomads promised land by buffing one clan and unifying them.

Between the crap throwing and the bombing runs, they already are rivals.

Steel already have space for expanding, the Web is 3 dimensional.

I am against unfying the Nomads for now, as they seeding the various shards while going everywhere.
 
[X]Intervene! Specify the Intervention and the point in time.
-[X][Create][Earth] Make a large pile of gold coins with the property that anyone that looks at them thinks that they are valuable between the Steel and Spur clans.
--[x]When The Steel Empire, having finished its unification throes, resumes throwing shit at the Spur Clan. It's got to be something to do while they continue to expand across the filament, right? And even though their expansion along both ends of their filament is much slower than that of the Web Nomads since they aren't travelling as much reshaping and colonising the filament itself, it still takes parts of the Empire outside of the obelisk's range. But this does not cause Void Seekers, merely the occasional rebellion. They know how to deal with those. For the Spur Clan's part, their own attempts to marshal a navy has ended in failure. None of them can pilot an air-boat that doesn't itself bear an extremely costly obelisk, not without falling into existentialist throes. Unlike the Empire, they have no strict regime that can enforce itself outside of the aura's range. The next plan is to attempt to abuse the spiritual self-defence clause but it is hard to use this to marshal anything bigger than a few minor spirits who were physically damaged by one of their attacks and, to make things worse, the Empire is also no stranger to fighting off spirits. So instead they settle on using the Void Seekers, taking the nihilist ideologues and promising them material rewards to sail air-boats up towards the Empire. And this time they won't be dropping obelisks but bombs. Yes, for the first time, the smithing of the Spur Clan is turned towards weapons of war and, knowing some of the secrets of ignition, they have devised rudimentary explosives for the crew of air-boats to toss over the side. These bombing runs are incredibly effective and the Empire lacks the initial means to answer them, leading to several of their forts being toppled and shrapnel bombs designed to pierce steel shells being dropped into town centres by the shadows of air-boats flying well overhead. The Empire, seemingly helpless, capitulates to the Spur Clan's demands and dismantles the trebuchets lining the edge of the filament.

Senseless fighting is alright I guess, but I would rather that they actually fight over something.
 
Lek-kego Fun Times (Age of Discovery)
Random question. I hope this doesn't come off as completely irrelevant and meandering. @Dreaming, what do the Lek-kego of the five coherent polities (The Spur Clan, the Steel Empire, the Nomads, the Tungsten Kingdoms, and the Void Seekers) do on their free time? What are their recreational activities? How do they interact socially with each other? What kinds of art do they make? What is their culture?

Besides the Spur, I don't really know much about what the Lek-kego are as a people. Err - or, at least, as sentient beings who have a free will, and therefore the freedom to make up things to pass the time with that free will.

You're right, it's hard to get that stuff across in the format for the Age analysis posts. The MC (they don't currently identify with a name so let's just call them You. That's a confusing name!) isn't really focused on the Lek-kego as a people. Both because they have a bigger focus in mind and because I don't want to have so much detail that each Noteworthy Event in an Age post is big enough to be its own post. But to give a quick list:

Spur Clan: Lots of art, lots of philosophical ponder but very little philosophy discussion, an impressive storytelling tradition and quite a few mostly freeform games. They don't come up with new stories very often, generally just retelling and slightly changing older ones. They've developed some board games but only rudimentary ones. They have a lot of active sports though. A lot, since they have so much free time. Racing and wrestling are common but they have quite a few team-oriented games based around either objective control and denial or stealth. Dancing is a huge past-time, a natural outgrowth of how Lek-kego speak.

Steel Empire: Art, philosophy and storytelling tends to be regularly co-opted towards Imperial-affirming ends, making them somewhat predictable. Lots of focus on martial honour and personal strength. As a result breeders are next to nonexistent in this stuff. Philosophical debates are common as long as they don't stray too far and within the range of the obelisk, they won't. Has an active duelling (for sport, not to the death) culture and loves competitive reenactments but scorns any form of game that can't be immediately translated to military endeavours as being pointless and a little shameful. Developed wargames before the wheel. Ironically bloodsports, combative sports fought to death or injury, are seen as perversions of a higher thing so they don't really do that.

Tungsten Kingdoms: A lot of big focus on self-indulgence as a performative act through their art, storytelling and philosophy. Beyond that, their tales tend to favour very distinct and heavy moral lessons and with a style that mean suspension of disbelief as a concept is foreign to them. They've come up with the theatre but the actors will chat extensively with the audience during their performance. They enjoy intricate bloodsports and hunting, though for them hunting is technically a bloodsport because the prey are usually commoners.

The Web Nomads: Roaming lifestyle necessitates visual art to be kept small, usually confined to small pictures, tokens and statues that they hang from their bodies. They have an extensive storytelling culture and will often playact it but generally speaking, such 'plays' are just a single performer (the storyteller) cycling through multiple roles at once with very few props. They're the only Lek-kego who carve their shells. They have a very popular sport based around tossing balls of steel around, usually at other people's balls or at a target.

Void Seekers: Don't really play games or sports. They make art but it's very intense and personal and is done only for the sake of the artist. Whether anyone else sees it is entirely incidental. They keep their stories to themselves. They sing, something very few Lek-kego really do due to their vocal capabilities being so rudimentary. It is a grating monotone. They seem to really enjoy philosophical debate and discussion however but only among themselves. It's become a system so intricate, self-referential and ceremonial that any outsider would just do it rudely. It's not something you do just by talking at someone.
 
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So this is probably a happy little coincidance, but the forces of nonexistence began seeping into our world right after I made a post about BLOWING UP THE SUN. Now I'd just like to say that I'm pretty sure I'm not a super cosmic force of destruction, mostly because I like having stuff and the universe is where I store it all.
 
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I like the idea of changing the obelisk, I'm worried about steel stagnating

[X]Intervene! Specify the Intervention and the point in time.
-[X][Spirit][Fire][Earth][Instant] The peace binding of the obelisk is changed. It does not promote unity and stasis as intended, but rather curiosity, freedom, and a desire to learn.
--[X]It takes over a generation of this sporadic pelting for the Spur Clan to be able to respond. They can't simply send a horde of spirits after all. Instead they construct air-boats, large vessels of stainless steel borne aloft by air-spirits bound into the shell and with a rudimentary propulsive system based around fire spirits and powdered aluminium. The first of these boats is sent aloft up towards the Web with the goal of speaking to these strange foreigners (Neither of them have memory of the other) and making them stop. And if that is not to work, the boat carries a dangerous payload. A pact-binding obelisk lashed to the side is ready to be dropped and it bears upon it the same spiritual binding that the Spur Clan uses to enforce peace. It will be given to the attackers and lock them into happy unity. The Steel Ferrocracy, after capturing the air-boat and enslaving the crew, accepts the obelisk as a gift and refuses to stop throwing things. But now it should do its work and prevent any further incidents. They don't yet know it but through the sacrifice of that boat and its crew, they have been pacified. They will trouble the people of the Spur no more.
 
Hi, new here, I hope it is okay if I go ahead and vote. :)

Oh gods why did I let myself get distracted during exam week.

[X]Intervene! Specify the Intervention and the point in time.
-[X][Spirit][Fire][Earth][Instant] The peace binding of the obelisk is changed. It does not promote unity and stasis as intended, but rather curiosity, freedom, and a desire to learn.
--[X]It takes over a generation of this sporadic pelting for the Spur Clan to be able to respond. They can't simply send a horde of spirits after all. Instead they construct air-boats, large vessels of stainless steel borne aloft by air-spirits bound into the shell and with a rudimentary propulsive system based around fire spirits and powdered aluminium. The first of these boats is sent aloft up towards the Web with the goal of speaking to these strange foreigners (Neither of them have memory of the other) and making them stop. And if that is not to work, the boat carries a dangerous payload. A pact-binding obelisk lashed to the side is ready to be dropped and it bears upon it the same spiritual binding that the Spur Clan uses to enforce peace. It will be given to the attackers and lock them into happy unity. The Steel Ferrocracy, after capturing the air-boat and enslaving the crew, accepts the obelisk as a gift and refuses to stop throwing things. But now it should do its work and prevent any further incidents. They don't yet know it but through the sacrifice of that boat and its crew, they have been pacified. They will trouble the people of the Spur no more.
 
Hmm...Don't really like changing the obelisk myself. Seems more like we could do something more effective. I do like the messiah figures concept, though mostly as something to shore up every big group into something that might eventually hurt Unbeing.

Still would prefer to just give the Lek-Kego a desire for expansion and growth for a while, honestly. Though...could we actually do something like that?

When we intervened with the spirits we did go back but as consequence Spear tribe was divided into two only uniting now.

Ohh, okay. I knew there were rules on it, but hadn't paid too much attention to them specifically. That does make things a hair harder though.
 
Here is my proposition for this vote. My objective is to give a sense of unity or a direction to the Void Seekers and to begin using the Precusor quality of Spun-Apart.
And yeah, i guess changing the obelisks is popular enough. I am ambivalent about it, but why not try ?

[X]Intervene! Specify the Intervention and the point in time.
-[X][Spirit][Infuse] As the Void Seekers take flight, you commute with the nascent Spirit of the "Void Seekers" to give them a reoccurring dream. They dream of the location of a convenient (for us) Precursor Tablet, hidden away on a floating shard not too far from their relative position on Spun-Apart. This Tablet is a long philosophical discussion from our fictional Precursor, which will unravel its mysteries with a spirit-forged language, and one who is able to ask the spirits will be able to learn it. This philosophical treaty speaks of current and future questions of the Void Seekers, about the Void Between World, the attitude one must adopt to travel it and the fundamental loss of sense one must abide with thought their life.
--[X] The Steel Empire, having finished its unification throes, resumes throwing shit at the Spur Clan. It's got to be something to do while they continue to expand across the filament, right? And even though their expansion along both ends of their filament is much slower than that of the Web Nomads since they aren't travelling as much reshaping and colonising the filament itself, it still takes parts of the Empire outside of the obelisk's range. But this does not cause Void Seekers, merely the occasional rebellion. They know how to deal with those. For the Spur Clan's part, their own attempts to marshal a navy has ended in failure. None of them can pilot an air-boat that doesn't itself bear an extremely costly obelisk, not without falling into existentialist throes. Unlike the Empire, they have no strict regime that can enforce itself outside of the aura's range. The next plan is to attempt to abuse the spiritual self-defence clause but it is hard to use this to marshal anything bigger than a few minor spirits who were physically damaged by one of their attacks and, to make things worse, the Empire is also no stranger to fighting off spirits. So instead they settle on using the Void Seekers, taking the nihilist ideologues and promising them material rewards to sail air-boats up towards the Empire. And this time they won't be dropping obelisks but bombs. Yes, for the first time, the smithing of the Spur Clan is turned towards weapons of war and, knowing some of the secrets of ignition, they have devised rudimentary explosives for the crew of air-boats to toss over the side. These bombing runs are incredibly effective and the Empire lacks the initial means to answer them, leading to several of their forts being toppled and shrapnel bombs designed to pierce steel shells being dropped into town centres by the shadows of air-boats flying well overhead. The Empire, seemingly helpless, capitulates to the Spur Clan's demands and dismantles the trebuchets lining the edge of the filament.
-[X][Spirit][Fire][Earth][Instant] The peace binding of the obelisk is changed. It does not promote unity and stasis as intended, but rather curiosity, freedom, and a desire to learn.
--[X]It takes over a generation of this sporadic pelting for the Spur Clan to be able to respond. They can't simply send a horde of spirits after all. Instead they construct air-boats, large vessels of stainless steel borne aloft by air-spirits bound into the shell and with a rudimentary propulsive system based around fire spirits and powdered aluminium. The first of these boats is sent aloft up towards the Web with the goal of speaking to these strange foreigners (Neither of them have memory of the other) and making them stop. And if that is not to work, the boat carries a dangerous payload. A pact-binding obelisk lashed to the side is ready to be dropped and it bears upon it the same spiritual binding that the Spur Clan uses to enforce peace. It will be given to the attackers and lock them into happy unity. The Steel Ferrocracy, after capturing the air-boat and enslaving the crew, accepts the obelisk as a gift and refuses to stop throwing things. But now it should do its work and prevent any further incidents. They don't yet know it but through the sacrifice of that boat and its crew, they have been pacified. They will trouble the people of the Spur no more.
 
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[X] Jiven

Don't usually name vote, but.

Also, I can't help but think that the Quest Name is a misnomer. We're not well-intentioned at all, we're actually quite a dickish god. Heck, Tzeentch and/or Khorne would be proud of us, for how much we like to foster chaos and violence. And then try to kill us, because Chaos.
 
[X]Intervene! Specify the Intervention and the point in time.
-[X][Movement - Earth][Safe][Instant][Precise] Transport a few kilometres of the Spur Clan peoples to the Sun Wheel.
-[X][Time Point]Even as the Spur Clan ponders the question of the Void Seekers, new advances are made due to their expanding use of stainless steel. Having already gained a sort of immortality thanks to shells that no longer corrode or crack anywhere near as easily, the first successful moult is carried out in the depths of the Spur itself. The first moult had always been a hard limit on the Lek-kego lifespan before this. Once you outgrow your shell, you're done. Their delicate internal bodies can't survive the traumatic process of shell-shedding nor the vulnerable period before another is grown, not without taking some sort of permanent damage or corrosion to their induction coils. But with the invention of fake shells, anti-trauma cocoon of stainless steel, the first moulter has both shelter provided to it and something to digest and forge while they do. With this there's no longer any limit to the potential lifespan of a Lek-kego!
 
Also, I can't help but think that the Quest Name is a misnomer. We're not well-intentioned at all, we're actually quite a dickish god. Heck, Tzeentch and/or Khorne would be proud of us, for how much we like to foster chaos and violence. And then try to kill us, because Chaos.

Not really. We saved the dying Remnant Clans, we stopped the Spear Clan from enslaving the Old Spur Clan, we gave a way out for oppressed commoners, we gave water to the Tungsten Kingdoms when they were collapsing of resources disparity, etc... And that's only what i remember at the top of my head.
We had plenty of good and bad actions, and those that are bad are either a logical result from the environment or due to our inaction.
This is mainly due to us wanting our Chosen People to find their own way in life and restraining our actions due to either indecision or fascination with the current path.
 
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