GODSTAR - a Science Fantasy Civilization Quest

I've heard some people warn against a possible two-front war, and I would just like to say from everything we've learned of the islander folk, they are not war-like, and I don't see why they would want to go to war with us, since we are totally willing to trade with them fairly. Like, us uniting the true people just means that they have to make deals on even ground.
"They would economically dominate parts of the Great League if we don't renegotiate treaties and they are willing to go to war to protect those treaties against renegotiation" doesn't sound like a deal on even ground to me idk. We also don't really know very much about the Islanders so it seems risky to just assume its going to be fine to let them economically dominate parts of the Great League.
 
I've heard some people warn against a possible two-front war, and I would just like to say from everything we've learned of the islander folk, they are not war-like, and I don't see why they would want to go to war with us, since we are totally willing to trade with them fairly. Like, us uniting the true people just means that they have to make deals on even ground.

Edit: While I admit that the machine army might make war on us, the fact is I can't see a reason the Island-folk would want to attack us, because attacking us would get rid of most of their trade on the mainland.

We were just told why the Islanders might declare war on us:

The only thing you really need to worry about are those tribes who look to the Islander Folk; you would have to decide whether to maintain that state of affairs, thus allowing the Islanders to have significant economic dominance over parts of your federation, or to make them renegotiate, an act which the Islander Folk may not like since it heavily cuts into their profit margins. The possibility of the Islander Folk declaring war to secure their markets is not negligible.

If they have "economic dominance" and profit margins that they might go to war to defend, I think it's reasonably safe to assume that they are not actually trading "fairly". Renegotiation for a fairer deal is not guaranteed to result in them declaring war on us, but it's a significant risk that we need to account for.

I hope we can delay dealing with that for a turn while we sort out at least the possibility of making some kind of peace with the Machine Army or, failing that, gathering intel on them via diplomatic contact so we can figure out how best to defend against them.
 
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I think we should finally establish diplomatic relations with the Machine Army. We haven't spoken to them once and now we've integrated former rivals of theirs. Neither of us have any idea what the other is thinking, so it's important to finally get a read on them now rather than later. We're also in a position of relative strength now and caught them off guard with our expansion. I believe that now is a great time to try to reach a middle ground with them.

I want to unify with the True People, but the costs of bringing them up to standard and disruption it'd cause is what makes me hesitant about that. It can wait another turn, especially since we are explicitly influential across most of the continent. There's the risk of possible conflict with the Islanders, but even discounting that the development costs should be put off. We don't want to diplo-annex half the continent and then freak out the Machine Army because they think we're about to invade them, so they pre-emptively attack while we're in the middle of consolidating our gains. Which is exactly what we did to the League of Strength by the way.

We have no idea who the current Commander in Chief even is or what their goal is beyond bringing the Living Machines back into line.
 
I think we should finally establish diplomatic relations with the Machine Army. We haven't spoken to them once and now we've integrated former rivals of theirs. Neither of us have any idea what the other is thinking, so it's important to finally get a read on them now rather than later. We're also in a position of relative strength now and caught them off guard with our expansion. I believe that now is a great time to try to reach a middle ground with them.

I want to unify with the True People, but the costs of bringing them up to standard and disruption it'd cause is what makes me hesitant about that. It can wait another turn, especially since we are explicitly influential across most of the continent. There's the risk of possible conflict with the Islanders, but even discounting that the development costs should be put off. We don't want to diplo-annex half the continent and then freak out the Machine Army because they think we're about to invade them, so they pre-emptively attack while we're in the middle of consolidating our gains. Which is exactly what we did to the League of Strength by the way.

We have no idea who the current Commander in Chief even is or what their goal is beyond bringing the Living Machines back into line.
I kinda fear what what we could negociate, something like a non-agression pact may be disadvantagous to us if they decide to grab true people territory and we basically agreed to not take it back.
There is the possibility of a "don't conquer true people tribes" clause but I wouldn't bet on that being an option.
 
A pretty dramatic vote, but we have a winner. Results coming this week.

Adhoc vote count started by ScottishMongol on Sep 12, 2022 at 2:19 PM, finished with 104 posts and 43 votes.
 
What a relief. Anyway, if we can even just push war down the timeline, we can combine more communications techs with Uniting the True People then and be better prepared and positioned for telling the Islanders to shove off.
 
I am still a bit amused we are inventing rocket and discovering genetic before creating a printing press
...Now that I say that, maybe we should have done that this turn to go with the esoteric writing, oh well.
 
I'm still holding out a little bit of hope that we can reach an information age before that (maybe through magic?) and skip printing presses entirely. :p
 
I was going to make an argument for Spirit Warriors + Homunculi + Spiritual Empowerment, on the basis that that's clearly the synergy that would unlock the option for people to "reincarnate" by projecting their spirits into machines, beasts, custom-made homunculi or into hosts willing to mantle them. Which would do a fair bit to negate the need for extensive medical knowledge in the first place - if you get sick, just switch bodies.

I also had the idea that maybe, just maybe, we should be investigating Rocketry and Salnitre (ie. antigravity tech) together. Because obviously we should skip rockets and just have alchemically powered UFOs.

But the vote's already been called, so I cannot advocate for either. At least, not until next turn.
 
THE BOOKS ON THE TRAIN

Introductory Notes

Prepared by Historian-Rector Belis 7-Spoke for the Seventeenth Whiteclay Speculative Fiction Symposium, a collaboration between the Whiteclay Council, the Regency Purse for Charity, the University of Low Orbit, the Mechanical Institute of Bellwether, the Printer's Guild, and the Sandan Print Exchange. Curious about what you read here? They will be lecturing and discussing in the Apogee Ballroom on Days 3-5! Course credit available at participating institutions. Honoraria may be assigned to the Chantry for the Common Good, special attention to the cultural preservation division.

It is a common point of debate whether the novels of the first wave qualify as "Paradisea's first novels," an argument that can be powerfully inflected by your origins, school of history, and opinions about the Old Imperials. I have no interest in this argument. If you are looking for commentary on the topic I suggest looking for the writings and tellings of Rectors Gobadon, 2-Piston, and al-Malja (19), who all ably and charmingly represent different perspectives of the field, and at least one of whom should be attending this symposium. My focus in research is upon the unfolding of a more specific, relatively uncontestable statement: the first wave created Paradisea's first science fiction.

Science fiction - for my purposes, I make no claims here to a universal definition - lies at the intersection of three key elements, at least two of which are generally present in the science fiction of the period:
  1. The speculative fiction conceit of asking what if, stepping beyond the fiction of the familiar to imagine settings, rules, capabilities, characters, and other story elements beyond the known.
  2. The central role in the story of science, technology, and development: whether they're inventing it, wielding it, or lamenting it, the story's characters are caught up in these practices and their consequences. This also means in most cases that if the rules of the story become internally inconsistent, the 'hole' is explained in some way, ideally as the kind of edge case that engineers are so fascinated by.
  3. The location of key story elements at a liminal point between the possible and familiar, on the one hand, and the strange and speculative, on the other. The speculative conceits of science fiction feel adjacent to the possible without quite being verifiable or going all the way into the boundlessly fantastical.

There are other factors we could discuss at length, and I teach a course about it if you're really stuck on this part. For now, before I present the survey of prominent archetypes that is the meet of this brief, I want to discuss the curious role played by the train in this flowering of fiction.

From our fragmentary records of the Time Before and histories of the muslim exodus, as well as observing other cultures on Paradisea, it seem that more often than not the emergence of the novel as a persistent, popular form rather than an occasional elite indulgence follows the invention of the printing press. Yet in the New League, we have hundreds and then thousands of novels that precede the printing press by many decades. The particulars of our industrialization certainly played a part: the production methods of the printing guilds and their infrastructure of electrified tools, craft shrines, hyper-specialized artisans, advanced memory, and certain illusion magics, not to mention the cross-pollination of techniques with Sanctuary's calligraphers, meant that the material reproduction of novels could be sustained at a rate above that of other pre-press societies we can observe. Still, social-technological revolutions require multiple contingent factors to align before the swells of change can crest over the walls of stasis. The most significant factor was the invention of the electric train.

I say most significant because the train was key to the re-emergence of the novel in multiple ways. Most prosaically, they were a massive improvement in transit costs - my partner Jihad is an economic historian, in both senses of the phrase, and has ranted in my general direction many times about the "tyrannical weight of transit costs upon history." A very Whiteclay sort of sentiment, but not wrong. While not quite as ultra-efficient a trade vehicle as the massive water vessels that science fiction would inspire a generation later, the train was the single most cost-effective transportation device our people had ever seen, capable of carrying people and products not just quick and far but cheaply and at scale. The train extended the range in which a book could be sustainably transported and exchanged by an order of magnitude, turning the operation of a printer's workshop from the service of one city-tribe and determined collectors to being able to trade with the whole length of the (rapidly expanding) League. Scale produced not just additional customers, but the room and incentive to specialize: individual printing workshops distinguished themselves by devoting themselves to specific formats (cookbooks, novels, and children's books, to give three examples, demanded very different sorts of layout, binding, and material to suit very different use cases), specific genres (whether the famous dialogue-memoirs co-narrated by an author and their ancestor, the science fiction which defined the era's optimism, or the political commentary which often defined its pessimism), and by vibrant experimentation with fonts, illustrations, and other vagaries of ink. This was the dawn of what social historians call the print enterprise explosion, which would have a great many unexpected effects on society but, for my purposes, meant that "novel binder" was a valuable specialization for printers to pursue.

More romantically, the train was also key to the rebirth of the novel because it heralded unprecedented cultural exchange. (Jihad would tell you that this, too, was because of the lightening of transit's tyrannical grip on the human experience.) While social interactions between the different cultures of the league had been accelerating for generations, the arrival of train travel made it practical for more people, more often, more casually. The train-sped written work finally presented a viable alternative to long-distance magic for the easy transfer of cultural content, and one accessible to somewhat broader class of people. This broadening is clear from the authors we see among the first wave: where in the generations immediately following the development of a written language see authorship dominated by merchants, intellectuals, and holy men, the era of the novel sees a rapid rise in authorship by other professions and classes - especially workers, foresters, mechanicals, and soldiers. Notable here too is the role of the personal narrative in the background of the era's political and social events. The writings of freed slaves in the territories formerly known as the League of Strength dramatically asserted their distinctive culture and perspective in public debate, repeatedly shaping reconstruction in both perception and policy. The famous rival Speakers from the north, Neto and Martinox, both rose to influence on the back of their writing, and both recognized the author Efros as a peer, though she never participated in assembly and her novels of love and debt were only indirectly political. The dialogue-memoir The Paths of Magda 3-Manifold, written by the famous machine soldier's spirit and her granddaughter the notorious abolitionist spy, is now most famous as a proto-philosophical foray through treacherous terrain like the justice and madness of war and the tensions between individual freedom and authority, but in its own time it was best known for seeding a considerable revival of machine soldier culture even as the machine army remained a feared rival of the league.

All of these people and books that you recognize from history classes drew strength from the reach of their words into distant cities and many classes, more than they could have hoped for before the print enterprise explosion. The popular book let them tap into a long tail of small, devoted, often widely distributed audiences (from antislavery charity activists and the descendants of machine soldiers to White Mask lodges and Muslim migrants) in a way that speech and images, stuck in the fat head of public prominence and mass appeal, could not.

Most entertaining to me of the ways the train midwifed the novel is the way that reading on the train was important. Our people simply did not travel passively very much until the creation of the train; travelers were often occupied navigating or working. Even if they were a simple passenger, they were often stuck in a water-rich environment. The commuter train and the long distance cruiser together, overnight, produced another order of magnitude increase, this time in the number of man-hours spent in a semi-controlled environment with nothing to do but wait. The pooling of resources between coworkers to acquire a book to be read from aloud during commutes was quickly commonplace, and provided a steadily expanding pool of customers for the print-workshop. The reader's train provided a public space of literary discourse that often overshadowed the role of cafes and bookshops. Travelers between cities often read to themselves, and carried books with them to trade with hosts and friends. Train spirits themselves took note of these associations, and were some of the first non-humans to engage closely with the written word; to this day most maintain a library as part of their locomotive shrine, though they have largely shrunk down to a place of honor for the spirit's favorite texts rather than a 'working' archive.

To circle back to the science fiction which is my true topic here, all of these curious impacts of the train upon the novel had a more idealistic, abstract impact upon the form, and one that would drive the prominence of science fiction as a genre. The train was a symbol of progress which inspired authors and readers alike. The sheer overwhelming utility of the train in improving their lives and society, combined with the mystique of what we might call 'charismatic megatech' and the softer cultural powers the train unleashed, was a profound source of optimism in a culture caught between its own runaway success and its fears for the future. The scale of the railways project rivaled the common electrical grid and monument system as vast, complex undertakings representing the height of society's achievement, but it had a certain visceral quality the others seemed to lack—perhaps simply novelty or generational associations. It is notable that when trains are used as a metaphor in the period, it is almost always a positive, flattering comparison, suggesting power, sophistication, promise, or even goodness.

What forms did that take? This is the thrust of the back half of my introductory notes: a survey of the most common subgenres of science fiction during the first wave. Note that with the novel conceived in the wake of the magician's light show, the relative advantage of the novel was seen as its sheer density and length in presenting information, meaning that for a generation they all had huge ensemble casts.

Train To Another World Stories

One of the most prominent and iconic science fiction tropes of the first wave was the "train to another world," which saw the passengers of a train (or sometimes just a few cars) transported to another world. Usually this was by accident, though sometimes it would emerge that a mastermind or a few co-conspirators had planned it all along. This generally led to either the dramatic social transformation of a host society or the hardscrabble creation of a new one on an empty frontier. Popular destinations included faraway planets (especially Endymion), Mnemosyne, the other planets around our sun, the distant past, the new continent, or the forgotten homeworld.

The morals and subtexts of these stories were generally about class: stripped of their family connections, the passengers were forced to rely on cooperation and their own particular set of skills. It was relatively uncommon, especially early on, for these parables to anticipate the class conflicts of the near future: instead the more political parts of Train To Another World stories tended to rehash the questions of the place of the warrior in society that dominated the war with the League of Strength and integration with the League of Five Shields. Protagonists gamely working to rebuild their energy and nutrient supplies were constantly encountering stock opponents with obvious real world antecedents like the Greedy Warrior-King, the Society of Slavers, the Troubled People Caught Between Fear And Hope, the Technological-Plutocratic Nobility. These stories were often sophisticated and probing about war in a way they didn't bring to bear on their rampant optimism in "developmental progress" and "economic uplift."

Notable Works:
  • Moonwrecked sees the passengers of a train from the restive north to Whiteclay transported by a freak astrological accident to Mnemosyne, where they fight to survive in an alien landscape (already scientifically improbable for the time, and clearly fantastical to the modern eye). Considered subversive and challenging in its day for the story arc that sees a Whiteclay-born warrior slowly turns tyrannical in the face of survival pressures, and a repentant veteran of the League of Strength who began the story a prisoner team up with an illuminator-turned-moonranger from Sanctuary to restore democracy.
  • Albas Slugged, a story that sees the protagonists transported to an icy moon where they have to keep the train running to have the warmth they need to live, is notorious for the twist revealing that the mastermind who transported the train was the train spirit itself, hungry for ever greater respect, reverence, and fuel. A prime example of satire of the genre's usual techno-optimism.

Lost Family Stories

The most prolific and iconic subgenre of the period, representing a crossover of science fiction's tools with the 'family novel' that was the period's signature story of manners and society. Life in the league revolved around family, and so fiction naturally reflected that importance. Lost family stories transplanted the relationships and pressures of the family novel into a speculative setting where the family was forced to adapt to new circumstances and problems.

Where the blatant subtext of Train To Another World Stories was normally class, Lost Family stories lent themselves to investigations of clashing cultures and changing social norms. This also pushed the genre towards more naturalistic, less fantastical settings, from islands and hidden mountain valleys to failing colonies and spaceships cast adrift.

Notable Works:
  • The Good Muslim Family al-Rubin, about a family from Sanctuary's allied tribes who are marooned on a jungle island halfway between the League and the New Continent. The book blends Sanctuary's tradition of ethical parables (from a distinctly syncretist viewpoint) with the tropes of the lost family story to explore what it means to be a 'good muslim' amidst Paradisea's rapid changes, ultimately expressing a very pro-integration, pro-technology, wearily optimistic perspective. Also famous for the iconic spectacles of the family discovering ancient machines inside a ruined spaceport complex from the Time Before, endlessly imitated in subsequent art.
  • The Ravens of Mnemosyne sees an astrological catastrophe teleport a family from the Raven Tribe to the moon - along with a number of actual ravens, several dolphins, and a handful of spirits. The first act is largely concerned with navigating inter-species politics and survival challenges, while the second act sees politics and ethical dilemmas stem from the introduction of several other families stranded by the same catastrophe, including spiritualists from the north, muslim true people from the southwest, a group of islanders living out of the wreck of their ship (who are more a wry commentary on Train stories than a strict presentation of Islands culture), and a warrior society from the League of Five Shields. Though nuanced and sympathetic to most of its characters, the novel is ultimately most sympathetic to the intellectuals of the Ravens' younger generation, and presents a parable for the unity of the new league in a world of loosened family bonds, many species, and cultural diversity.

Deep Water Stories

The most technically specific and materialistic subgenre of the time were the 'deep water stories' that focused on the sea as the next frontier. Authors from mechanical workshops and historian cells battled to outdo each other with their scientifically plausible depictions of ocean-crossing longships, submarines, seaplanes, and even one memorable proposal for a balloon-lofted aircraft carrier the size of a small town, propelled by suspended mercury engines and capable of landing, resting, and refueling its hydrogen cells on calm waters. Sometimes whole novellas would be dedicated simply to the heroic design and building of a ship; others blended the technical marvels with the Building and Adventure style of power fantasy so common to our people's science fiction.

Political historians have in fact discussed the impact of 'deep water fans' as a political constituency at some length, debating rival theses whose dominant camps can be summarized as "their enthusiasm and research was an early model for organizing collective efforts outside of the frameworks of family and workplace, and ensured sea exploration survived the neglect of the establishment" and "sea exploration was actively delayed by how obsessive and frankly annoying they got."

Notable Works:
  • Truth Underwater follows the heroic crew of the submarine CEPHALOPOD in a world where most of the League is under occupation by a victorious Machine Army. While dodging pursuit by drone-shamans they build safe havens on remote islands, explore several natural wonders of the sea, spread True People customs and technology to the far continent while gathering support from its cultures, circle the globe, and ultimately team up with the navy of the Islanders to began ferrying support to the insurgent Machine Army of Old Roads on the southern coast. An unusually political and anti-imperial example of the popular Building and Adventure style. Also famously incorporated the authorship collective's experiments with pykrete into a description of magically chilled ice-dreadnaughts from the League of the North, which proved oddly prescient.
  • The Long Way Round To Sanctuary is more pointedly idyllic and social than most Deep Water stories, describing the lives and personal journeys of the crew of a massive cargo ship as it travels around the continent from a Machine Army trading port on the north coast to Sanctuary. Famous for anticipating a remarkable number of details about how such ships could work many decades before even a test model was built, and for both anticipating and inspiring a forester-like culture of artistic revel (and sexual ferment) among sailors. Coined several pieces of jargon still used today, including most famously "guaranteed shore time."

Lost City Stories

The most pointedly political and grandiose archetype in first wave science fiction were the lost city stories, which presented various utopian (and occasionally dystopian) visions through the metaphor of a lost city, often from before or during the Fall. Our people love to describe an elaborate system. More often passion projects than runaway commercial successes, many of these cities would nonetheless prove inspirational and important to political thinkers generations later. Though the boundaries are certainly arbitrary, in spirit Lost City Stories are distinguished from Stories About The Fall in that any degree of understanding the past is largely either illusory or didactic. They are about taking tours of societies that could have been or might be, not understanding complex histories.

Notable Works:
  • Pale Haven, written by a heterodox legal scholar from a nativist family in Sanctuary, imagines the fate of a splinter group who got split up from the Sheik and the rest of the settlers and wound up living alone in a large spaceship in orbit around the Pale Giant, mining its moons and rings while growing food in vats and farm-corridors. Though she enjoys laying out intricate material details of their life in space, the real focus of the book is on their social-economic system - a blending of Islamic finance run through a central bank and an otherwise decentral system of Whiteclay-style worker's collectives, "a world with computers and without Historians," a sophisticated afterlife to enable careful management of reincarnation and population levels, and a radically reordered and proceduralized class of legal scholars dominated by Muslim spirits of the Pale Giant. The book infamously ends with the sudden suggestion that there are rising tensions between the many small "satellite settlements" and the central ship, and that some of the writing may have glossed over some conflicts and failures. "A merchant who has a dog-eared copy of Pale Haven" remains a distinctive stereotype even today.
  • City of the Tech Baron imagines a single city high in the mountains ruled by, essentially, "the one moral Tech Baron," whose city is otherwise occupied purely by refugees and runaways watched over by a virtuous bureaucracy of sapient animals with customized power armor. In contrast to the highly specific, rationalist hybrid decentralism of Pale Haven, CTB is essentially a romantic argument for a powerful central administration, and much enamored of historian training - it is eventually determined that the Baron had achieved it on her own, and the young historian from Sanctuary who has been the cipher narrator is in fact being chosen as her successor, that there might "always be somewhere for people to take shelter." Also famous for its infatuation with the southeast's technofeudal aesthetics, which would influence generations of "technofantasy" settings.
Stories About The Fall

Most elegiac and often least optimistic among subgenres are stories about the Fall, which helped spark a growing curiosity about Paradisea's past that would eventually spark the emergence of archaeology practices. Lacking in a great deal of knowledge we nowadays take as basic, primary school details, the stories tend to have a sweeping and impressionistic style, and almost inevitably reflect some other, more current political concern, especially the fate of the first Great League or the threats of rival relict cultures such as the Tech Barons and the Machine Army. Most are tragedies.

Notable Works:
  • Ferlun is now one of the most famous tragedies in our canon, and so I don't need to recount its plot, but I can place it for you in a context many forget. Compared to many Fall Tragedies that tended to place the analogues and/or forerunners of the People as sympathetic and relatively innocent figures amidst darkness and chaos, Ferlun pointedly casts our ancestors as vicious and cruel in ways far out of proportion to their suffering. The suggestion of the anonymous playwright is that we were redeemed not because of our actions, but because of our escape - that the old world was far closer to the vicious, oppressive squabbling of the Baronies than to anything we have built, but once we scattered into the wilderness we were able to create new lives free from the sins of the old. This 'redemptive new birth' is so central now to popular thinking and literary styles that it's hard to imagine that this was once novel and challenging, but many other tragedies of the first wave struggled to shed their techno-optimism enough to reach that point.
  • Our Fathers Forgotten focuses the entire moral question of the old world around homunculi, imagining an entire enslaved caste of transhuman mages whose righteous rage at their abuse and neglect eventually destroys everything around them, leaving just a handful to disappear off to an unclear fate. Originally published under the name of an alchemist, she later acknowledged that she was mostly an editor and occasional coauthor for two of her own homunculi children. Taken at the time as simply a parable about the League of Strength and interspecies unity, few anticipated how darkly prescient it would prove.

Worldbooks

Though really only some of these strictly qualify as science fiction, I include them as a class simply because I'm fond of them. 'Worldbooks' as a word and a cultural construct originates from Sanctuary, where a small subculture produced lovingly illuminated texts describing speculative settings with no plot and few pre-defined characters, but with the intention that readers would use the books as the source material for their own stories - especially those created live through various forms of roleplaying. In the original tradition, the most common were ancient Arabia, Endymion (whether before, during, or after the exodus), and 'what if' settings revolving around Sanctuary being built in other places, such as on the north coast next to the Machine Army, on the far continent, or on a fantastical planet.

The print enterprise explosion and train travel brought worldbooks into contact with the rest of the League in ways they never had in previous generations, and saw speculative settings explode in popularity. Whiteclay's people had an old tradition of tabletop gaming focused around intricate resource collection and many small markers, often cooperative and competitive at the same time, and this merged with worldbooks to produce a flurry of developmentalist power fantasies that the emotion- and character-focused aesthetes of Sanctuary often found baffling or boring. Foresters were often more interested in Sanctuary's "old school" roleplay and particularly the physically embodied variety, to the point that it came to be called "woods roleplay" (especially when combined with elements of sport and combat). The League of Strength's military had a long-running tradition of wargaming that spanned both simulated combat and abstracted strategic exercises, which had already diffused into both the Great League's military and the general population; contact with the worldbook tradition produced here the most fervent and culturally mainstream world-gaming, the most popular form of which we now know as simply the RRPG: the revolutionary roleplaying game, where players schemed and raided their way through an oppressive society on their way to successful liberation.

Notable Works:
  • A World Of Our Own was the most widespread and successful worldbook of its day, and the popularizer of the "RRPG" concept and term. Blending the old Sanctuary traditions and the conflict-focused small party adventures of northern wargaming, it presents a post-Exodus Endymion on a steady march into both stagnation and repression (with a side of dark spirits), and puts players in the shoes of dissidents who must survive and change the world through generations of organizing, fighting, preaching, and fleeing that prioritizes the preservation of the 'crew' over the individual. Though its commercial prominence has eased off to the moderate over the generations, it's still played all over the League.
  • Untitled Dolphin Game is simultaneously an incredibly unserious game and also seriously discussed by historians as a contribution to popularizing support for the political integration of river dolphins into the League. Notable for being one of the first worldbook games to support solo play via dice (though games with as many as fifteen players have been recorded), the game is set in ancient Whiteclay before the introduction of water management or organized river veneration, with the players cast as river dolphins who try to nudge humans towards better practices (or amusing failures) through stealth, trickery, and the occasional heartfelt magic ritual. This game would, a century later, experience a revival as played by river dolphins, who seem to find the game both very amusing and also more serious than the standard human interpretation.

In recognition of this work, a boon:

Many concepts explored in these works would prove to be remarkably prescient, or indeed would serve as inspiration for actually viable technologies or social movements. These included the forerunners of the Directory movement, the early research and development of life-support systems that would allow the True People to live permanently in space (including new applications for the Machine Army's food trucks), and indeed the development of deep-water travel. Some books on speculative societies past or present received new scrutiny when their predictions proved to be shockingly accurate, especially the society found on [SPOILERS] or the theoretical Pre-Age of Unreason Paradisean Civilization. Some esoteric theorists believe these narratives were so accurate, their authors may have had subconscious knowledge of them either through past lives or some form of noosphere resonance.

The most immediate technology to emerge from science fiction author-collectives was the Megaplane, a kind of massive seaplane powered by hydrogen fuel cells, capable of making long-distance journeys across the ocean. This was developed as a potential alternative method of sending an expedition to the New World while the League's deep-water capabilities were nascent and her navy was still in development.

[] Expedition to the New World is now available.
 
New Mechanic: Expeditions
Expeditions are a new project which can be taken as a Diplomacy Action.

On Paradisea, the Expedition to the New World serves as a taste of what is to come; in the next phase of the game, Expeditions will take place to other planets and star systems.

An Expedition is not just a journey of discovery. An Expedition is a fact-finding mission, a diplomatic mission, and a mission of colonization, one which will attempt to establish first contact and then permanent relations with anyone on the other side. Of course, some Expeditions will discover uninhabited worlds, but there are still rewards to be had from this.

An Expedition will be given wide latitude to shape the mission as they see fit; to make alliances, make agreements on behalf of the League, to establish colonies and settlements (provided of course they can do so with the consent of the locals - if there are no locals, establishing a colony becomes much easier). The Expedition is meant to discover the facts on the ground and make a decision that will shape the long-term goals of the League regarding the situation they discover; this opens up future diplomacy, perhaps even integration.

Expeditions come with risk; after all, you may arrive to discover hostile locals who attack without provocation, or the Expedition may decide to aid local allies against their enemy. Preparing for this eventuality, Expeditions will include a military element and will have protocols which include rules of engagement, and a return home should the Expedition's target prove too dangerous for the mission to conclude.

Of course, Expeditions also have scientific and cultural aspects, and it is entirely possible they will return with fascinating new data, samples of new plants and animals, lost technology, an emissary from some foreign civilization, or riches. They will, in some cases, leave behind a population of colonists which will act as an extension of your civilization, in time perhaps maturing into full members of an interstellar League.
 
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Political System of the Great League (Anchises)
The Political System of the Great League, by Salim Iqbal

Introduction:
It is no secret that my family has been deeply involved in the politics of Sanctuary since we landed in this new world. Even before our siblings in the Great League encouraged us to venture into the unknown ocean of popular rule, politics were a constant part of life in Sanctuary. Not even the great Sheik was able to govern a city as vast and rich as Sanctuary. It merely happened in the lavish estates of successful merchants or powerful scholars. The introduction of the Assembly changed things. Nativists and Syncretists battled for the soul of our people until the abdication of the Sheik and full entry into the League settled that conflict. This history is well known to the citizens of Sanctuary, but the wider politics of the League are more complex and a mystery to many of my brother and sisters. To my surprise the same is true in other areas of our League. Many proud warriors of the Five Shields know little of what motivates the freedmen in the former League of Strength. As a well-known political figure, I felt motivated to illuminate the political stage we all operate on in the hopes of elevating political discourse beyond the mere ignorance of regionalism.

The Joy of True Democracy: One can't help but feel envious of the rich democratic history of Whiteclay. Its system of democratic assemblies is the model we all adopted when we entered the League and the political traditions of consensus and great oratory continue to shape our understanding of what democracy even means. Most scholars agree that the Great League is a federal representative consensus democracy which tells us how its governed and where legitimacy is derived from. This definition doesn't tell us however where the ideas are formed that are debated in our assemblies, it doesn't tell us what connections someone needs to develop to have any hope of ever sitting on the High Council and it doesn't tell us how the citizens of the League think about politics.

Most people in the League wouldn't think of themselves as being the member of a political movement. The main political concern of the average citizen is making sure that their voice has weight in the local assembly. Beyond that most people in the League would refuse to take a definitive political stance, preferring to judge bigger political questions that concern the whole League on a case-by-case basis without committing to any ideology. Trains, letters and magical communications are beginning to change this as the rapid growth of political societies shows but for now most citizens can be described as Independents. Their votes are the grand prize the political societies compete for.

More ideological citizens tend to view themselves as part of a wider political movement. They aren't members of a political society but feel a certain kinship to the political societies of their chosen ideology and tend to support them in the assemblies and in elections. Only the most committed citizens join one of the many political societies to actively draft legislation and participate in electoral campaigns.

Rivers of Popular Will: Now its time to introduce the reader to the most influential political movements of the League. The ecosystem of political societies has diversified so much that its impossible to even list all of them because new ones are founded everyday while others merge or decline into obscurity so I will limit myself to providing examples.

Spiritualists: A voting bloc mostly interested in sustainable technological and economic advancement that doesn't outpace our ability to organize society around those new discoveries. Spiritualists want to make sure we remain a just and balanced League that remembers its spiritual roots. They trust into the traditions of Whiteclay that allowed the Great League to blossom which means they are committed to the values of tolerance and harmony but are reluctant about radical changes to the political structure and society of the League. Spiritualism doesn't have a well-defined stance on foreign policy and influential spiritualist thought leaders are represented in both the oceanic and continental schools. Most spiritualists are neither hawks nor doves. They tend to hold centrist positions on military questions cautioning against both jingoism and pacificism while favouring a moderate approach to developing the military capabilities of the League.

Its perhaps unsurprising that the hotbed of Spiritualism is Whiteclay itself given the deep reverence for its culture. Craft Guilds tend to be spiritualist strongholds due to the spiritualist stance on industrialization that made sure craftsmen-mechanicals were able to preserve their way of live and remain relevant in this new and modern age. A plurality of Religious Lodges leans spiritualist, and most spiritualist rallies have a religious component where River-Woman is honoured and thanked for protecting the Great League.

Most influential among the many spiritualists political societies is without a doubt the Circle of Harmony. It has many regional chapters along the Great River that partake in well-coordinated religious ceremonies that achieve impressive magical feats. Travelling members are welcomed with smaller purely regional ceremonies that are usually followed by animated political discussion. The Circle doesn't have a traditional headquarter, responsibility for governance of the circle traditionally lies with the regional chapter of the speaker who is elected in a complex election ever year. Members wear brooches depicting the Great River to identify each other and show their political allegiance.

Federalists*: Admire the more mercantilist ways of Sanctuary and are wary of the continued dominance of True People social norms and customs. They strive for a Great League where the customs and social norms of all cultures and religions are reflected in the political and social structure of the League. The heavy focus of the True People on family feels exclusionary to the more individualist Federalists. They want to tear down the internal custom walls around Sanctuary and create a financial system & currency for the League to encourage healthy competition and allow citizens to succeed without needing the support and acceptance of a family.

Federalists tend to be committed adherents of the oceanic school of foreign policy. The oceanic school wants to emulate the feats of discovery the Islanders have achieved in the new world and sees commerce and discovery as the main drivers of future economic development. Building a true blue-water navy and establishing a diplomatic framework for mutually beneficial trade with the Islanders are the most important foreign policy goals of the Federalists.

The cities desire to preserve its unique culture and the economic preferences of its merchants and artisans mean that Sanctuary is the undisputed centre of Federalism. A lot of merchant families are deeply sympathetic to the federalist cause due to agreeing with the economic policies of federalism and having a more cosmopolitan outlook on issues of culture. Many freedmen, still deeply influenced by the foreign hegemony they suffered, are attracted to federalism because it seems like the best guarantor of continued autonomy and freedom.

The Society for Tolerance and Commerce has a splendid institute in Sanctuary that serves as the centre of this federalist political society. Its political advocacy mainly focuses on publishing a series of influential circular letters to advance the discussion of federalist policy among its network of associated debate circles and on granting scholarships for gifted individuals from other parts of the League to attend university in Sanctuary in the hope of providing them with the intellectual tools to form federalist societies that respect their local customs when they return home.


* In the interest of fairness to author must disclose that he is a committed federalist and current chairman of the Society for Tolerance and Commerce

Republicans: Want to focus on what unites the various people of the League instead of what divides them. They are interested in developing a constantly evolving "superculture" for the Great League that unites its different cultures and religions. Republicans are fascinated with new technology and magic because they are the fundamental element of the Great League identity they envision. The joint power grid of the League created Lightning-Speaker who is deeply revered all over the League. Republicans are convinced such new culture that is built and shaped by all citizens of the League is going to make the cultural differences of the past superfluous. Economically the Republicans want to charter a course of internal growth where continued industrialization and technological development under tighter democratic control are the way forward to even greater prosperity. Republicans are unsatisfied with what they perceive as the outsized & unaccounted economic control of merchants and craft guilds and want to apply the model of Labour Councils to every sector of the Great League economy.

Many Republicans are adherents of the continental school of foreign policy. Continentals overriding foreign policy concern is securing the Great League against military invasions and achieving further diplomatic expansion of the Great League. They see the oceanic ventures of the oceanic school as dangerous distractions the Great League can't afford due to the constant threat of the Machine Army. On the whole Republicans tend to be hawkish and of the major political ideologies they are probably most in favour of military action & expansion against societies they perceive as unjust.

Republicans don't have a clearly defined regional centre, a point of pride for most Republicans that want to emphasize their identity as citizens of the Great League. Their supporters tend to be clustered in urban areas and mostly consists of magicians and labour council thought leaders.

The Friends of Lightning are without a doubt the most interesting republican society. They tend to paint their faces with a red lightning bolt to identify each other and are usually dressed in a dizzying combination of many different cultural styles of clothing. The various clubs that constitute the friends elect a High Magician that spends his tenure travelling around the League demonstrating new technological and magical developments to the masses to promote the virtues of progress. Defined rituals are anathema to the progress-obsessed friends but reverence to Lightning-Speaker and demonstrations of magical feats are common elements of most rituals. The political debates that follow the rituals tend to be rowdy and extended kicking fights are not uncommon (the charter of the friends forbids the use of fists).
 
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