GODSTAR - a Science Fantasy Civilization Quest

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).

In recognition of this work, a boon:

Political societies tend to be small, tight-knit clubs of merchants or, increasingly Historians and craftsmen-Mechanicals. They aren't true political parties although a fair bit of politics happen in them in the form of horse-trading and consensus-building. The League's consensus democracy means that issues can take a long time to be settled, so oftentimes some unofficial dealing is done beforehand to make sure a compromise position is presented to the Council or Assembly. Political societies also engage in a lot of networking among Councilors and Speakers.

Most political societies garner popular support through social functions. These evolved out of the debt jubilees and potluck ceremonies central to the League's economy, and thus feature sporting events, feasts, and entertainment in addition to speeches, handing out pamphlets, and campaigning for votes. Political societies can also be counted on to participate in Assemblies where the nature of such things allows a small group of dedicated members to swing the conversation through numbers and volume.

They are also deeply involved in the League of Letters and social functions tend to feature debates over politics and philosophy, and several new ideologies have arisen from their various discussions.
 
Spiritual Bestiary (Graf Tzarogy)
Selections from a Spiritual Bestiary

Peri

Many a lovesick fool in Sanctuary has spent much time and coin seeking the favour of the fickle and beautiful Peri. Golden-winged humanoids from a realm just adjacent to our own, these spirits may be summoned by ancient ritual. By singing the love song of Ibn Qazwini (by legend, the only human to visit their realm) and offering alms (silks and tea being purportedly the most favored) you may induce a Peri to be summoned.

They come from a realm sweet and fair, a land of milk and honey. Their Perikhan rules just and proud, by the laws of Allah. When given appropriate tribute, a spirit of Peristan, gifted with flight and charm will be a great friend to a would-be magician. Displease them, however, and you will be subject to endless annoyances and pranks. What Peri are known for most, celebrated in countless songs, are their love affairs with human beings. It cannot be mistaken that Peri are creatures of peerless beauty. Many individuals have tried to woo them; a few have even succeeded. Such relationships, however, invariably fall into difficulty; faerie immortality and human frailty struggle to co-exist.

If you are truly lucky or have won a Peri's heart, they might be so kind to bestow upon you a gift. These charms, blessed by these fair folk, are objects of great magic and prestige Traded through generations, peri-craft is treated almost synonymously with love. To go through the great expense and struggle of getting a peri-gift for a lover is treated in our League as a most praiseworthy labour of the heart.

Door-Knockers

What is a machine? The spread of new technologies from the Machine Armies and Sanctuary has led to great development of our spiritual practices, one of the most notable being the recognition of spirits inhabiting manmade objects. These beings have been mostly limited to complex machinery, like trains. However, that has not prevented more simple machines from developing spirits of their very own. Though no one to my knowledge has yet called forth the spirit of an inclined plane, in some old houses in Whiteclay, the very doors have become animate. The emotional resonance of years of use and the coming and going of generations have led to the birth of a motley of liminal spirits.

There is no need for alarms for these houses Whiteclay, or elaborate security systems. The Door-Knockers, chimeric beings of wood and brass, maintain an endless watch. They announce comings and declare leavings, attacking those without invitation. Fiercely loyal to their residents, the Knockers are much beloved. Many a new homeowner in the city has hired spirit-callers summon a guardian of their very own. I have recently heard an attempt by some holy men to bless screws, so that houses themselves may come pre-built with souls of their own.

Starseed

Twenty years ago, a star fell from the heavens. Crashing to the earth twelve miles northeast of Sanctuary, this celestial stone tumbled from its home and joined our League. The stars have long been known to have great magical resonances. Though this little spark was not on any of our astrologer's charts, something that is difficult to see in the void above can still be blinding on the earth below. And so is the Starseed, venerated spirit. When the star fell, an expedition of holy men were sent to retrieve it. They, through study and veneration, awoke its soul to learn its wisdom. They expected an ancient being of great power; they received a young girl made of stardust, a child, lost and alone. Though Starseed cannot tell us much of the affairs of the heavenly spirit, she has brought innumerable blessings to the League by her mere presence. She has become the favored ward of the astronomers of our people, who tutor and dote upon her. Before they begin their great celestial magics, they request her blessing, and under their care her power and person have grown and thrived. Thus, we have come to accept a star among the Great League; one day, perhaps we will welcome all of the night sky in friendship and amity.

Breaker-of-Chains

As long as there has been fear, there has been bravery.

The war-shamans of the League of Strength were not the only magicians of that realm, despite what they might hope. Among the serfs and the slaves, dreams of liberation and songs of freedom gave forth to workings just as powerful as the blood-soaked pyramids of the League. Every strike of the lash demanded vengeance. This fury of a people took on a form both beautiful and deadly: the Breaker-of-Chains.

A figure would appear in the world's dark places: plantations, mines, and manor homes. Clothed in shadow, the Breaker spoke no words, but carried a lamp of shining gold. Under that light, through doors unlocked and shackles opened, paths were lit to liberty. Under the Breaker's lamp, a people needed no longer to be afraid. With a guardian of their own, to banish the hunting-spirits of the dark, a people found their courage.

With the death of the slavers, some thought the Breaker might fade. But many rebel groups had forged lamps of their own and baptized them in blood, taking up the mantle of their guardian. Though the pyramids and spirits of the League of Strength had long been cast down, the patrons of the weak remained unconquered and uncaught. Though less seen in recent days, it is still whispered that for those trapped by cruel spouses or wicked barons, a great many lamps remain lit in the dark.

Bees

According to all known laws of aviation, there is no way a bee should be able to fly. Bees cannot be creatures of the flesh! They must be beings of the spirit!

[24 pages of additional proofs omitted]

--- Excerpts from the Compedium Spectrelogica, the New Great League's first attempt at a comprehensive listing of spirits by Talib Sky-Painter
 
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Selections from a Spiritual Bestiary

Peri

Many a lovesick fool in Sanctuary has spent much time and coin seeking the favour of the fickle and beautiful Peri. Golden-winged humanoids from a realm just adjacent to our own, these spirits may be summoned by ancient ritual. By singing the love song of Ibn Qazwini (by legend, the only human to visit their realm) and offering alms (silks and tea being purportedly the most favored) you may induce a Peri to be summoned.

They come from a realm sweet and fair, a land of milk and honey. Their Perikhan rules just and proud, by the laws of Allah. When given appropriate tribute, a spirit of Peristan, gifted with flight and charm will be a great friend to a would-be magician. Displease them, however, and you will be subject to endless annoyances and pranks. What Peri are known for most, celebrated in countless songs, are their love affairs with human beings. It cannot be mistaken that Peri are creatures of peerless beauty. Many individuals have tried to woo them; a few have even succeeded. Such relationships, however, invariably fall into difficulty; faerie immortality and human frailty struggle to co-exist.

If you are truly lucky or have won a Peri's heart, they might be so kind to bestow upon you a gift. These charms, blessed by these fair folk, are objects of great magic and prestige Traded through generations, peri-craft is treated almost synonymously with love. To go through the great expense and struggle of getting a peri-gift for a lover is treated in our League as a most praiseworthy labour of the heart.

Door-Knockers

What is a machine? The spread of new technologies from the Machine Armies and Sanctuary has led to great development of our spiritual practices, one of the most notable being the recognition of spirits inhabiting manmade objects. These beings have been mostly limited to complex machinery, like trains. However, that has not prevented more simple machines from developing spirits of their very own. Though no one to my knowledge has yet called forth the spirit of an inclined plane, in some old houses in Whiteclay, the very doors have become animate. The emotional resonance of years of use and the coming and going of generations have led to the birth of a motley of liminal spirits.

There is no need for alarms for these houses Whiteclay, or elaborate security systems. The Door-Knockers, chimeric beings of wood and brass, maintain an endless watch. They announce comings and declare leavings, attacking those without invitation. Fiercely loyal to their residents, the Knockers are much beloved. Many a new homeowner in the city has hired spirit-callers summon a guardian of their very own. I have recently heard an attempt by some holy men to bless screws, so that houses themselves may come pre-built with souls of their own.

Starseed

Twenty years ago, a star fell from the heavens. Crashing to the earth twelve miles northeast of Sanctuary, this celestial stone tumbled from its home and joined our League. The stars have long been known to have great magical resonances. Though this little spark was not on any of our astrologer's charts, something that is difficult to see in the void above can still be blinding on the earth below. And so is the Starseed, venerated spirit. When the star fell, an expedition of holy men were sent to retrieve it. They, through study and veneration, awoke its soul to learn its wisdom. They expected an ancient being of great power; they received a young girl made of stardust, a child, lost and alone. Though Starseed cannot tell us much of the affairs of the heavenly spirit, she has brought innumerable blessings to the League by her mere presence. She has become the favored ward of the astronomers of our people, who tutor and dote upon her. Before they begin their great celestial magics, they request her blessing, and under their care her power and person have grown and thrived. Thus, we have come to accept a star among the Great League; one day, perhaps we will welcome all of the night sky in friendship and amity.

Breaker-of-Chains

As long as there has been fear, there has been bravery.

The war-shamans of the League of Strength were not the only magicians of that realm, despite what they might hope. Among the serfs and the slaves, dreams of liberation and songs of freedom gave forth to workings just as powerful as the blood-soaked pyramids of the League. Every strike of the lash demanded vengeance. This fury of a people took on a form both beautiful and deadly: the Breaker-of-Chains.

A figure would appear in the world's dark places: plantations, mines, and manor homes. Clothed in shadow, the Breaker spoke no words, but carried a lamp of shining gold. Under that light, through doors unlocked and shackles opened, paths were lit to liberty. Under the Breaker's lamp, a people needed no longer to be afraid. With a guardian of their own, to banish the hunting-spirits of the dark, a people found their courage.

With the death of the slavers, some thought the Breaker might fade. But many rebel groups had forged lamps of their own and baptized them in blood, taking up the mantle of their guardian. Though the pyramids and spirits of the League of Strength had long been cast down, the patrons of the weak remained unconquered and uncaught. Though less seen in recent days, it is still whispered that for those trapped by cruel spouses or wicked barons, a great many lamps remain lit in the dark.

Bees

According to all known laws of aviation, there is no way a bee should be able to fly. Bees cannot be creatures of the flesh! They must be beings of the spirit!

[24 pages of additional proofs omitted]

--- Excerpts from the Compedium Spectrelogica, the New Great League's first attempt at a comprehensive listing of spirits by Talib Sky-Painter

In recognition of this work, a boon:

The origins of Peri and the nature of Peristan are hotly debated. Esoteric texts of uncertain origin suggest that the Peri "came over" from Endymion with the founders of Sanctuary. Relations with Peristan are friendly but the Peri-Khan has declined entry into the League.

The proliferation of boundary spirits and household spirits and the wide variety of rituals assorted with them could fill volumes, and even door-spirits themselves come in a variety of forms, from the guardian spirits whose statues can be seen on either side of the door, to the goblinlike beings that squat on doorsteps themselves. All door-spirits tend to have fearsome visages in order to frighten off evil spirits and bad luck, but are loyal defenders of their homes. They are rewarded with offerings of food but researches believe it is the respect from the household itself that sustains them.

Starseed is notable for being the first proof that worlds other than Paradisea have world-spirits, and she has taught you some very intriguing things about the movements of the planets, what she terms "the astrological dance". It seems the movements of planets, moons, and even smaller bodies such as comets all play precise roles in creating astrological resonances. Starseed has admitted that she was banished to Paradisea for "erring" in her prescribed movements, though what errors a heavenly body can commit are apparently not something humans are easily allowed to know. She has displayed an interest in space travel and has assisted your space program in calculating orbital trajectories and astrological events.

Breaker-of-Chains is one of the spirits venerated by the secret societies which have flowered into new religious movements since the fall of the League of Strength. Those who mantle themselves with his aspect can create light or shroud themselves in darkness as needed, move silently and stealthily, and pass any lock or bar. He can also be invoked with the use of specially-made holy lamps which in the days of servitude were used to send coded messages at night.

You are not ready for bee spirits.
 
[X] Plan: Beyond Flesh, Beyond Spirit

Diplomacy
-[X] Establish relations with the Machine Army of All-Under-Heaven.

Material Science
-[X] Printing Press (1/1)
-[X] Radios (1/1)
-[X] Film (1/1)
-[X] Genetics (3/3)

Social Science
-[X] Hospitals (3/3)
-[X] Scribes (2/2)
-[X] Philosophy (1/1)

Exotic Science
-[X] Study Homunculi (5/5)
-[X] Spiritual Empowerment (1/1)
-[X] Esoteric Writing (1/1)
 
Turn 8 MatSci Results
AN: Releasing this turn's results in sections. This might be a regular thing given how you guys have more actions every turn.

[X] Plan The Product of Hours of Negotiations
-[X] Diplo: Establish relations with the Machine Army of All-Under-Heaven.
-[X] MatSci: Rocketry (2/2)
-[X] MatSci: Gunpowder Weapons – Tier 3 (1/1)
-[X] MatSci: Genetics (3/3)
-[X] SocSci: Hospitals (3/3)
-[X] SocSci: Universal Magical Training (2/2)
-[X] SocSci: Philosophy (1/1)
-[X] ExoSci: Magical Healing - Tier 2 (3/3)
-[X] ExoSci: Study the River-Dolphins (3/3)
-[X] ExoSci: Esoteric Writing (1/1)

Rocketry

The development of rockets required the convergence of multiple different technologies. The development of practical weapons technologies had to reach a point where the delivery of long-rang incendiary devices was a problem that could be solved with sufficient research. Industrial chemical synthesis had to reach a point where advanced chemical propellants could replace gunpowder. And your knowledge of physics had to be sophisticated enough that your Historians could calculate trajectories.

The first rockets are developed as self-propelled incendiary devices as part of the military buildup against the Machine Army. These rockets develop quickly, with ranges multiplying by orders of magnitude every year as you rapidly pour more resources into them. Multi-rocket launchers are developed, then the rockets themselves get bigger and bigger, ranging from small shoulder-mounted models to massive rocket artillery. Your Mechanicals believe the largest hypothetical versions may even be capable of circling the globe; intercontinental ballistic missiles.

Of course, if one can deliver a rocket to the New World, one can deliver a rocket to Mnemosyne. And if it can carry a large incendiary device, it could carry a person.

The Sky-Strider Program attracts the attention of the League and beyond. People eagerly follow to the news of each new success in the space program even in foreign nations; the first artificial object to reach orbit around Paradisea, Sky-Strider 1, is delivered by a two-stage rocket, though it is only a stone sphere engraved with astronomical symbols. SS1 is visible from Paradisea's surface for about a month before its orbit decays and it crashes somewhere in the Great Ocean.

Sky-Strider 5 is the next milestone, a satellite carrying a living passenger – a raven. The raven Curwen is taught to operate the rudimentary controls, and after about two hours the satellite reenters Paradisea's atmosphere, at which point a parachute deploys and the capsule lands safely off the coast near Sanctuary where it was retrieved. Curwen has become the first creature born on Paradisea to leave its orbit and return safely, and the raven enjoys a short life as a celebrity. After his death, the raven is venerated at the Sanctuary Spaceport and becomes a patron spirit of space travelers.

Other animals follow, until the launch of the Dolphin Program. Dolphin-1 successfully delivers Artoria, a woman of the True People, into orbit above Paradisea. She circles the world once and successfully returns, a hero and a legend. From here, say your Mechanicals, it is only a matter of refinement, innovation, and improvement.

And then the Command-in-Chief announces the foundation of the Space Force, claiming that the Machine Army will also go to space.

Gunpowder Weapons – Tier 3

You fear the Machine Army of All-Under-Heaven. There is security in strength, according to your military planners, and so you require better weapons. Bigger ones.

You develop new forms of artillery, massive guns that can fire explosive shells over the horizon; this indirect fire requires new advances in mathematics and physics, and your artillerymen require a bit of Historian training, but this is no consequence. Indeed, your soldiers require more training as sophisticated technology becomes more integral to your armed forces.

You can now bombard cities and fortifications if need be. This does lead to concerns for your own defenses, and your best engineers are at work improving your fortifications technology, including strengthening magical wards to create stone that can shrug off artillery fire.

Another concern is small arms; your Mechanicals have developed a kind of automatic weapon that can fire continuously, allowing you to fire hundreds of rounds a minute. Thankfully you do not have any cause to use these weapons at the moment, but the future is never certain.

This development also leads to changes in other parts of your military. War machines can now be updated with new and improved weapons, self-propelled artillery can be created, and planes can be fixed with machine guns and bomb bays.

Genetics

The study of life itself has long been a concern of the True People. After all, when they are so close to nature, understanding the makeup of plants and animals and the ways they interact with each other has an almost spiritual motivation to it.

Some of your Mechanicals have discovered the fundamental building blocks of life. All living things have a genetic code, expressed through a series of complex amino acids. The replication of this genetic code is key to how living things reproduce, and tiny variations can result in different characteristics emerging. Over time, genetic drift is how certain species evolve into new types, solving an age-old question regarding the origins of life.

Of course, this technology does have practical applications. Your scientist-Mechanicals believe that some life on Paradisea shows signs of artificial genetic engineering, and that this technology could be rediscovered. Plants and animals could be improved, perhaps even people, although your scientists also believe that the True People themselves may have been partially engineered. Early genetic testing does show that the True People are significantly different from other peoples on Paradisea, with the Machine Soldiers being similarly divergent.

This, perhaps, raises more questions than it answers.
 
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Turn 8 SocSci Results
Hospitals

While your sanitation system keeps your cities clean and reduces disease, your medicine system is underdeveloped. You can identify and treat various diseases through traditional folk medicine ranging from herbal remedies to poultices to magical treatments, but you lack a full theory of medicine, and your religious order of healers largely works by conducting house-calls, producing remedies and cures in their lodges. This system somewhat works, but it also means that most people are unable to receive specialist care and must rely on their social networks.

Your order of healers is changing to fix that, building dedicated hospitals where the sick and injured can come to be treated. These provide several levels of care, ranging from simply clinics where everyday ailments and injuries can be treated, to intensive care units where those who need round-the-clock medical attention can be housed in comfort, to emergency rooms where surgery can be performed.

In addition to being designed to be sterile environments, they are also staffed with trained nurses who can assist the healers and care for patients. You are even able to modify certain vehicles into mobile medical units, to provide specialized medicine to isolated areas, or to rush healers to locations of accidents or disasters (or bring patients to the emergency room).

Universal Magical Training

You are rapidly becoming a high-magic society, with the necessity of using magic integrated at every level and in every field. Your Historians mantle themselves with the aspects of memory spirits in order to utilize them as ancillary sub-minds, your Speakers and Councilors use illusions to communicate, your craftsmen-Mechanicals enchant their goods, specialized laborers engrave magic runes onto vehicles that help them function easier, avoid breakdowns, and nurture their machine spirits.

In order for your people to reach their full potential, they must enter society with a degree of magical literacy. Your education system exists to teach children the basic skills needed to navigate society, so you are already able to expand that to include universal magical education. Children are familiarized with the basics of magical theory, taught utility spells, and familiarized with the magic systems central to the League, from spiritualism to the leyline network to astrology.

This has immense dividends; the number of people able to enter magic-centric professions expands, allowing new growth in those areas, while other fields that underutilized magic now begin to see new magical innovations. People in general, now more familiar with magic, can experiment with their own spells, and rising literacy leads to an expansion in the copying and sharing of spellbooks. Some families actually compose their own spellbooks that can be passed down through the generations, combinations of folk remedies, family rituals, and useful household spells that offer unique insights into folk magic in the League.

Foresters use nature magic to shape the environment even as they become more in tune with the flow of energy through ecologies; tailors produce magic clothing that changes color and refits its itself to suit the wearer; craftsmen produce new kinds of magic items. Workers experiment with magical methods of assisting their work, or new rituals that ward off workplace accidents and help productivity. Other people develop spells to use in their everyday lives for cleaning or cooking, repairing things, or even helping with household chores. People use magic every day for work, play, and self-expression.

Communications magic leads to unprecedented levels of interconnectedness, as people can now stay in touch with each other every day even across the League. Not only can people use them in their personal lives, but many professionals, researchers, and even individuals can relay knowledge through messages - a lecturer speaking from a distant location, or a conference being held between scientists from different universities, appearing only as illusory projections.

You are now truly a civilization of magic-users.

Philosophy

What is the meaning of life? Who created us, and why are we here?

There is no one answer to such questions, but among the True People certain ideas are more prominent. For one, there is dispute over the origins of humanity in general and the True People in particular. True People myths state that before the Age of Unreason, man lived in the Garden, a blissful state without suffering. There has been debate over interpretation of this myth – is the Garden the mythical lost homeworld of Earth, or Paradisea before the Fall, or the Garden of Eden spoken of in Sanctuary's mythology, or is it a metaphorical state? Currently the preponderance of evidence places humanity's origin on Earth, but the relevance of this myth is still profound.

That humans are subject to evolutionary pressures is known, and some tentative connection between humans and the lesser primates on Paradisea has been established, but the concept of a spiritual intelligence that guided humanity's development, or else was responsible for their creation, is a strong belief.

Of course, there are many concepts that must be considered. What is truth, and how can we even know things? What is the right behavior?

Influenced by Sanctuary's theology and your own founding narrative, the dominant philosophical belief in the League is that the humans exist in order to improve the world. The world, being an interlocking system of constantly-changing elements, can be managed and guided. Suffering can be removed through iterative improvements; witness how much less your people need to labor, how many ills you have cured, how many wrongs you have righted. Perhaps the Garden, if it ever existed, is a state of being people can be returned to.

This dominant philosophical school are known as the Transmuters, but there are others, especially in this heady age of social change and upheaval. Philosophical debates do not only take place in universities, they occur on trains, on Assembly fields, in workplaces, in homes, and in houses of worship.

As philosophical debates spread, they touch on other fields. The League has a well-founded theory of justice, and yet there are pressing questions about the future of the League, its role in the world, and the potential social changes that could be caused by new technologies. The homunculi and elixirs of immortality have stoked fears and hopes, and the new abilities made possible by technological and magical advancement threaten to unleash untold suffering. And yet, for all the debate, no clear policy would emerge, as no side could firmly seize the intellectual high ground, so to speak.

Many of this debate manifests in the form of political philosophy, and from there, ideology. The merchant class dominates the League's political system, this is known, although they have been challenged by the rising intellectual class. The merchants now argue that they are the natural party of government because of the specific skills related to their class – a merchant must know how to make and maintain connections (one could even say they make the best deals), and they must know how to manage large numbers of men and material – not only count it, as the Historian does, but know how and where to direct it.

The Historians on the other hand argue that society must be rationally planned, and the men and women who have been trained as thinkers are best suited for that. They argue for a directed economy and government, and thus describe this system as a Directory.

Naturally, other classes were not to be left out. Craftsmen sought to elevate themselves over the merchants by arguing that they actually produced wealth rather than simply moving it, while the workers began to advocate for a society of, by, and for the working man. Naturally, these visions for the world required execution, so old political societies now found themselves competing with new ones, as well as political parties that advocated for the interests of the workers, craftsmen, and intellectuals. A new era in mass politics was only just beginning.

Philosophy, in the end, is not a field dedicated to answers, but dedicated to questions.
 
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Great updates. Love the raven patron-saint.

Seems like we've really crossed a few major thresholds with space travel and universal magic. The Philosophy update is encouraging - good news that no one school has primacy, though lets hope the rising political debate doesn't lead to polarisation or violence. No reason to think it will at this stage.
 
Turn 8 ExoSci Results
Magical Healing – Tier 2

The human body is a hugely complex interlocking system. Like all complex system, it is fragile.

You are not helpless in the face of physical ailments. You have a well-founded medical tradition, a deep well of folk remedies and surgery techniques gleaned from generations of healers trying to bind up wounds. You knew long before the discovery of germ theory to sterilize wounds, and magical forms of treatment could accelerate healing and reduce the risk of illness overall.

However, you had limits. Most of your medical practice was based in the diagnosis and treatment of individual symptoms, and while folk healing covered a wide array of ailments, new knowledge had to be discovered through luck.

Two things change this; technological advancements, and scientific theory. The idea arises of medicine not as a checklist of cures to be applied on a case-by-case basis, but as a field in which systematic inquiry could produce consistent results. The healing orders began this process, hospitals greatly accelerated it, as healers could remember and share their findings, building complete pictures.

Of course, medicine of all the scientific fields is the most magical. Why, none can say – most healers note that the body serves as a vessel for the soul – but healing spells and rituals are no less effective for being tested and replicated. Invoking healing spirits, using chants and ceremonial regalia, and the use of talismans are integral to modern medicine. The most effective field of medicine is in spiritual healing, the manipulation of spiritual energy in order to accelerate healing, "encouraging the body to heal itself". Miraculous rates of recovery from injury and even the reversal of serious illnesses can be achieved with the correct combination of medicine and ritual.

Technology opens up other new fronts. Internal surgery, once called "the great fortress" by healers who viewed its walls as unassailable, sees its walls crumble. Blood and organs can now be refrigerated and stored, allowing for transfusions. Chemical and alchemical advancements allow for a host of new drugs and healing potions. The development of germ theory and genetics leads to the discovery of vaccines; total vaccination of the populace would be a great undertaking, but one you are capable of embarking on. More worryingly, the possibility is raised of creating diseases that are not less dangerous, but more so – bioweapons. These theoretical weapons are considered too terrible to develop, but at the same time the possibility of other powers using them means countermeasures should likely be developed.

Study the River-Dolphins

Consider the river-dolphin. For generations they have lived alongside you, just under the surface of the river, and yet their ways are as mysterious as the people on the other side of the ocean. Stories abound of river dolphins saving swimmers from drowning, even speaking human languages. They are charismatic, playful, clearly intelligent. What do they have to teach us?

The spirit is an amalgamation of the emotional energy a being accumulates over their lifespan. Humans have more complex emotions than animals, so our souls are more complex. But the dolphin lays closer to the human in intelligence than the deer or the wolf. They are smarter even than the raven.

River-dolphins are thus capable of magic of their own, one impossible for humans to learn as it requires knowledge of echolocation, a language only dolphins can communicate in by their physiology. But one of the abilities the dolphins have is shapeshifting, allowing them to take half-human form and come onto land. Humanoid bodies with sleek skin, the head of a dolphin, hands that are half-formed from flippers. They come onto land, or just stay on the shore, and converse in whistling, squeaking versions of human voices. Their achievements in the fields of mathematics and philosophy are great, and their discussions with you regarding these topics have led to many new treatises being written.

Now, consider River-Man, the chief spiritual figure to the dolphins. He does not feature as prominently in the stories or rituals of your people, but that is of no consequence. He exists for the dolphins. They claim to have woven him together, using echolocation to sing him into existence. He is a being of strength and defense, given to periods of deep, brooding thought punctuated by great laughter and great rage. He is the stern warden of the rivers, a half-barbarian god who takes the form of a muscled giant with the head of a dolphin, wielding a war club. What this says about the dolphins you are unsure; they are altruistic and clever, but not very interested in practical things or long-term planning.

Esoteric Writing

Is language the way in which we conceive of the world, or does language itself shape reality? Your philosophers may disagree, but it is well-known that the act of speaking is critical to spellcraft. Names are the means by which you bind things – you named the rivers and trees and gave them minds, and now they are part of your spiritual universe. Once language is viewed as an underlying force of reality, then this becomes easy to understand. The universe can be deconstructed, and then reconstructed, through language.

The written word thus becomes an extension of this.

Among the Sufi mystics, there exists an esoteric tradition that revolves around their own written language. Arabic calligraphy takes the form of highly dense interlocking letters, elevated to an art form in itself. The names of spirits, angels, and Allah are interwoven with astrological terms to create magically-resonant images, and these are turned into talismans which bestow all sorts of magical properties. Furthermore, each letter in the Arabic alphabet has a numerical value. Letters combine into words, words combine into stories, so that theoretically one can perform complex mathematical calculations to discover hidden secrets, prophetic utterances, and the names of the divine.

The reason for this, say the Sufi mystics, is that writing is an act of creation, the means by which man uses language to impose order on the cosmos. We take things in the real world and bind them into written words, even abstract concepts which are made concrete by being given physical written form. The astrological basis of your magic system serves you well, for many of the magical resonances are closely intertwined with astrological ones; the numerological values of the stars, for example, can be used to calculate their movements.

Now consider your own writing system, an ideographic system in which each character represents a different concept, and characters can be easily combined. In a way, it is perfectly suited to this form of esoteric applications. Your magicians can now learn both Arabic numerology and calligraphy, and develop the technique for your own writing, producing amulets and talismans, using numerology to uncover deeper esoteric secrets.
 
Turn 8 Diplomacy Actions
Your diplomatic mission drives across the vast interior steppe of Paradisea's largest continent. Your holy men do not like it. It is not that the land is cursed, it is simply…empty. The only plant growth is scattered grasses, thorny shrubs, and cacti. You see birds, once a long-legged running wolf, and some feral goats, cattle, and horses. There are no nature spirits your holy men can sense.

You do see people, and machines.

They mostly pass you by in caravans of trucks, hundreds strong, visible from miles by their dust cloud. You do see permanent fixtures, mostly geothermal power stations, a few open-pit mines that cause your holy men to mutter, and once, a vast rolling city, on treads a hundred feet high, grinding its way across the steppe.

Finally, you reach the Holy Mountain, capital of the Machine Army of All-Under-Heaven. The mountain has been carved out and burrowed into and built atop, so that it is intertwined with the industry and armories and barracks and other emplacements. Steam from geothermal vents and smoke from factories rises in columns.

Within, the Commander-in-Chief awaits. He is only a man, fairly advanced in age in fact. Around him are the Joint Chiefs of Staff, and many guards, and many officials and clerks and servants. The uniforms are elaborate, trimmed out with gold braid, chests pinned with dozens of medals. Cybernetic enhancements are also very much in evidence, from prosthetic limbs to eyes to more unusual additions; one female member of the Joint Chiefs has four arms, all of them mechanical.

Your diplomatic mission allows for the ceremony, the changing of the guards, a demonstration of their drill and equipment, the regimental band playing marching tunes. The Machine Army seems to run on no small amount of ceremony. The mass of troops salutes you and the Commander-in-Chief both, and your foremost Speaker approaches.

"Thank you, your Excellency, for this audience," she begins, "We wish you to understand that war between our peoples is not desirable, for either of us."

The Commander-in-Chief nods.

"Indeed. A total war would destroy both our societies, and turn this world back to the ruin and chaos we found it in when we arose all those generations ago. However," his face darkens, "Do not think our interests are all aligned."

"No indeed, and that is why we are here, to draw the boundary between what is possible and what is not."

Now he seems to smile.

"We believe nothing is impossible. Let us begin."

The Machine Army of All-Under-Heaven

Government and Economy

The Machine Army is a semi-hereditary oligarchy. The Commander-in-Chief is the ultimate authority and he always appoints his successor. At times it has been outright hereditary, with the Commander-in-Chief picking his favorite, most competent, or simply oldest child, other times he has adopted a child trained for the position, and sometimes he has chosen a member of the Joint Chiefs of Staff. The current Commander-in-Chief was the adopted son of the previous one, and it was his decision to cancel the invasion of the Machine Army of Living Metal and seek diplomacy with us.

Naturally the lack of a clear succession causes uncertainty but it could be a lot worse.

The Joint Chiefs of Staff are the Commander-in-Chief's inner court, staffed with the highest-ranking commanders and they are selected by the Commander-in-Chief based ostensibly on competency – they have a sophisticated system of officer academies and exams – but political concerns naturally play a role. Since it is very difficult for a Commander-in-Chief to rise to power without the consent of the JCOS, the system is self-reinforcing.

There seems to be a sort of officer aristocracy with the ruling class dominated by certain families, but their society is set up so that there isn't extreme stratification. It is difficult to amass wealth when you are mostly techno-nomads.

Their economy functions on a few pillars. First, their self-replicating war machines are part of a vast, largely automated industrial complex they've developed over time, although it does require human input. Actual labor is done by the Army Corps of Engineers, which is similar to the proposed Labor Corps at home. A mobilized reserve force of organized labor. The economy, while automated, is centrally planned, directed by the JCOS and executed by Industrial Executive Officers who are appointed by the same.

Belief System

The Machine Armies have been through quite a bit of social change since they united. Their society is complex; they have a sophisticated oral tradition, value art and self-expression, have cultural institutions and a complex social order, and have their own philosophical schools, some of which are challenging the definition of humanity and who seek morphological freedom and the merging of man and machine.

On the other hand, propaganda is widespread and that complex social order is used for social control; there tends to be little privacy, and their society is highly regulated and bureaucratized. There is a strict adherence to ceremony, rank, and tradition. The main project for the ruling class is reinforcing their ideological hegemony.

The Machine Army of All-Under-Heaven has a universalist ideology that drives them to conquer in the name of peace and order, though how much they believe this actually varies. There are true believers who say the Machine Army is fated to bestride the galaxy, there are cynics who believe it's useful for maintaining legitimacy, and there are pragmatists who are willing to play the long game and don't want to destroy civilization in a mad dash for power. The current Commander-in-Chief seems to lean towards the pragmatists but we cannot be sure.

On the other hand, dissent has been bubbling to the surface for some time, and there are those who challenge the ruling ideology or the way that the Machine Army is organized completely. This includes democratic ideas, "demilitarization" of society, and the aforementioned transhumanist ideas.

Discussion of religion has been moved to the next section due to how intertwined technology and spirituality are for them.

Technology

Their religion heavily focuses on the machine spirits, although there is also a great esoteric tradition. Esoteric cults are prolific and serve a vital social role, and tend to focus on communing with spirits, mystical healing, mind expanding and mind-altering techniques, spiritual cultivation through meditative practices, and of course secret and hidden knowledge not privy to outsiders. Their spiritual practices have developed in parallel with ours, although with quite different applications.

They also seem to have as part of their spiritual universe a type of being they call a Machine Angel. Our diplomatic mission encountered one, a humanoid being seemingly shaped of metal with jointed limbs and wings made of sharp metal blades that evoked feathers, and an uncanny fourfold facial pattern. Their tech-shamans claim this is the highest expression of their machine spirits.

Aside from the war machines and automated industry, they also utilize magnets, both in practical industrial applications, such as maglev trains, but also in magic, for example in magical healing and as a focus for spells. They have a variety of radio that allows them to communicate with spirits, they have heavy integration of magic and technology, they have advanced mechanical augmentations and prosthetics – and that's just the technology they're willing to share with us.

Industry is centered in the cities, which are in truth massive – not to editorialize here, I mean they boggle the mind – rolling vehicles, or complexes, that can house thousands of people and contain industry and food production along with everything else the populace needs. They move between massive open-pit strip mines, geothermal power plants, and strategic points, occasionally meeting to trade and hold social events. The Holy Mountain is the only permanent settlement.

The cities tend to be hotbeds of radical thought and organizing and the Army Corps of Engineers in particular are a font of potential change.

Conclusion

There seems to be a division in the JCOS between those who want to keep us at arm's length and build up their military strength for the universal conquest, and the pragmatists or reformists who think forming ties will prevent a destructive war and move everyone towards collaboration on the project of universal order and harmony.

Cold War Actions

You exist in a cold war with the Machine Army of All-Under-Heaven. This will be a conflict fought on many fronts – economic, cultural, and ideological. You can either compete, or collaborate; collaborative actions will unlock joint projects. You can also attempt to shape their society through subtle means, but be warned. As you seek to influence their society, so they will seek to influence yours. On the other hand, taking openly hostile actions will embolden the radicals, and increase the chance of open war.

Cold War Actions will be available next turn.
 
super hype for all of this but especially digging into MA culture/beliefs/magic/politics more with the cold war actions

(and like, the holy men think a land devoid of non-machine spirits is creepy, wait till they see a land devoid of spirits that aren't fucking spiritually engineered monstrosities that love only House Harkonnen: Homonculus Edition)
 
I didn't thought that I would like them, they're a bit dysfunctional but still pretty cool and redeemable IMO.
Cultural assimilation would be worth trying.
 
God the worldbuilding for this quest is so consistently cool, I get legitimately hype when an update comes out.

Now that is high praise

I didn't thought that I would like them, they're a bit dysfunctional but still pretty cool and redeemable IMO.
Cultural assimilation would be worth trying.

I want a good mix of positive and negative qualities.

Is it possible to incorporate this writing into mosaics or paintings on buildings?

Yes.
 
What this says about the dolphins you are unsure; they are altruistic and clever, but not very interested in practical things or long-term planning.

These guys really are our spiritual animal. literally.

Now we just need nukes and proxy wars

Maybe not nuke, but our people did raise a possibility of engineered plague this turn..
And maybe we could do a little bit of proxy wars when we go to the other continent, I really want to know how Islanders will deal with us going there.
 
We should just specc up to with spirtual kungfu warriors that can shatter continents! But instead of conquest, they devote themselves into finding Spirit Sace Godesswaifu to unlock the ultimate dream of instant two way voluntary isekai adventures!

Hire them as our elite troopers have them roam around Paradisea and stop mass destruction nonsense among other things.
 
Turn 8 Rumors and Reports
Islander Folk

Political turmoil reigns in the coastal tribes as the Islander Folk have embarked on a campaign to push back against pro-unification sentiment amongst the True People. They have engaged in propaganda and the funding of anti-unification Councilors in order to turn these tribes into client states. Naturally the True People have been organizing against this, forming political societies that organize in favor of unification, publish counter-propaganda, and stage demonstrations against Islander influence. There have been riots, contested elections, and your intelligence suggests that the political societies are arming themselves.

(Islander Folk 76% vs. True People 68%)

Machine Army of Living Metal

The Machine Army of Living Metal has raised concerns over your normalization of relations between the League and the Machine Army of All-Under-Heaven. While they still trust your mutual defense pact, they do fear their larger neighbor.
 
We should just specc up to with spirtual kungfu warriors that can shatter continents! But instead of conquest, they devote themselves into finding Spirit Sace Godesswaifu to unlock the ultimate dream of instant two way voluntary isekai adventures!

Hire them as our elite troopers have them roam around Paradisea and stop mass destruction nonsense among other things.

who is the teleporting space goddess you keep referencing, I do not understand
 
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