[X] Plan: Status Check
-[X] [FORCE] Gather the leftovers
-[X] [SOLIDARITY] Contact the other Limbos
-[X] [RESOURCES] Collect the spoils
-[X] [RESOURCES] Skim the archives
-[X] [AWARENESS] Attempt a census
-[X] [AWARENESS] Study the Limbo's ecology
I'm not really enthusiastic about attempting a census. All the use cases I can imagine for that information have to do with organizing ourselves into the same kind of labor routines that we just broke out of. Maybe it would help us get a sense of how many mouths we have to feed so to speak, but if the resources don't exist to feed ourselves then a census won't fix that and we'd be better served getting a solid handle on what resources we can draw on anyway (in the ecology, allies, etc). Note: I just realized I'm not totally clear if our immortality means we do not need to eat or have any bodily needs, or if our jailers have been sustaining us somehow). Worst of all, it's information that could easily be seized and used against us if an organization with superior Force comes back around. If we are going to attempt a census, we should do so after we have accounted for really urgent issues of feeding, housing, and getting the proverbial lay of the land *around* us.
I'll propose a slightly amended plan. I've put the Force-related action at the top to compensate for the low score. Everything else is arranged by my estimation of order of priority. The plan aims to gather immediately useful material and spread word to potential allies who might join our cause or at least make trouble for our jailers so they can't come back at us with full force any time soon:
[] Plan: Making Trouble
[] [FORCE] Gather the Leftovers
[] [SOLIDARITY] Contact the other Limbos
[] [AWARENESS] Study the Limbo's ecology [] [RESOURCES] Collect the spoils
[] [RESOURCES] Skim the archives
[] [SOLIDARITY] Send out the Returners
Note: I just realized I'm not totally clear if our immortality means we do not need to eat or have any bodily needs, or if our jailers have been sustaining us somehow
To answer your question: your immortality at present extends to a lack of senescence and an absence of bodily needs. You can still be harmed or even 'killed' by all the conventional ways, and your consciousness seems to kind of erode over time. Whether this immortality will hold upon breaching any dimensional barrier remains to be discovered.
I'd like to know about the afterlife. Is there a general awareness of Limbos? Are there worse dimensions? Are there better ones? Are all afterlives under the control of the Sublime? Are there any religious or philosophical movements which promise alternatives, like reincarnation? Has there been any attempt to create an artificial afterlife?
I'd like to know about the the afterlife. Is there a general awareness of Limbos? Are there worse dimensions? Are there better ones? Are all afterlives under the control of the Sublime? Are there any religious or philosophical movements which promise alternatives, like reincarnation? Has there been any attempt to create an artificial afterlife?
This is definitely something I want to get into more, since I have provisional answers to all of these questions. Might turn that into another Informational, or reveal it more gradually throughout the Seasons. But I will get into it!
It something that I am sure you would reveal later, but there is a mentioned of other galactic power other than us or the Sublime. Who are they? Are they also collapsing post-scarcity like us? Does any of them happens to rapid modernising and turn their sights at our weakness?
To answer your question: your immortality at present extends to a lack of senescence and an absence of bodily needs. You can still be harmed or even 'killed' by all the conventional ways, and your consciousness seems to kind of erode over time. Whether this immortality will hold upon breaching any dimensional barrier remains to be discovered.
Alright, well then this totally removes the need for a census in my mind. Unless we are planning on forming an army or "productive" labor as an early priority, our time is better spent figuring out what material resources are at hand and what opportunities exist around us. Although that is only a small part of the larger plan.
"Welcome to Agon, everyone! Tonight, we'll be trying to answer that age-old question: is the Commonwealth a state? As always, we have invited the top of the crop in the field of Pugilistic Debating! In one corner, five-time heavyweight champion and holder of three Political Science doctorates, Professor Ontario Balloon! And, in this corner, the Levitating Lancer of Limbo No. 8, Doctor-Daemon #584923! Now, gentlebeings, remember the rules: no hitting below the midsection, no use of teeth, mandibles, or other mouth parts, and most importantly, no ad hominems! Three, two, one, debate!"
Excerpt from "States of the Empire" by Mince Dukan
"Throughout the ages, the Commonwealth has been known by many different names and descriptors, each a reflection of the user's own sentiments. Some of them are highly specific to their given time and place: the Scourge, the Final Society, the Un-Common Un-Wealth. Others, however, have seen a far wider degree of adoption. Something which many names of the latter category share is the notion of 'Ge', often rendered simply as 'State'. Though accurate in a technical sense, this translation can create quite some confusion with regard to the Commonwealth's political nature. To call the Commonwealth "Ge" is not to claim its existence as a state, the kind of legal entity which unilaterally rules over a given people or territory. Rather, it is to appeal to the physical sense of the word 'state', i.e. the state that we might find the Commonwealth in. In political terms, it is actually quite hard to determine whether the Commonwealth is a state or not. Its structural ambiguity is well illustrated by the concept of "Ge Kwan", which we may translate as 'Non-Dual State'. This describes the way that the Commonwealth is not a state, not an anarchy, but rather both/neither/some secret third thing. (While the term 'Quantum State' is also often used in this context, its underlying metaphor is not scientifically accurate, and so I will refrain from it here.)
In considering this concept of Ge, a few interesting subcategories come to the fore. Prime among them is the ongoing descriptor of Ge Ni, or the Liquid/Collective State. This name reflects the Commonwealth's own ideal: a place where cultures can mix and flourish freely, without the risk of anyone's hegemony or extinction. However potent this image may be, the shortcomings of practical reality have left many people disillusioned with Ge Ni; in its stead, they now propose such alternatives as Ge Wo, the Solid/Self State. This term represents a more unitary association of peoples, whose common devotion to the Commonwealth will spawn a supernatural force of protection–perhaps a way to ward off the Sublime. At the same time, another group of reformers is headed in the opposite direction, imagining a Gaseous/Empty State (Ge Wu) that would make the Commonwealth even more anarchic.
Of course, whichever of these sides you choose, they all presuppose the continued existence of the Commonwealth itself. In actuality, the moribund nature of the present political order has led many to describe it as Ge Kap, the Broken/Useless State. For now, this is undoubtedly its truest name."
Excerpt from "Seeming Like A State: The Strange History of Commonwealth Governance" by C. Amsco Jett
"Every state is only as strong (or as real) as the organized violence it can bring to bear. In the case of the Commonwealth, its relation to the monopoly on violence has always been odd, to say the least.
In the early days, when the Commonwealth was in its most oligarchic phase, its ability to project force was ironically quite limited. Without any Canals or ansibles, the best its rulers could manage was a network of tax collectors and military bases. While these centers of governance projected a vague cultural influence, they were never strong enough to create a coherent 'civilization'. Only when the Diasporan Compromise was instituted, and the Commonwealth authorities became responsible for maintaining their vassal cultures, did a stronger state infrastructure first come about. Even then, it was mostly focused on meeting its cultural obligations, establishing Protected Enclaves wherever the Commonwealth went. This would have important effects down the line: by spreading cultures and species around, the stage was set for our Ideonomic Revolution.
The creation of the Ideonomy would take a while though. In the millennia between the start of the Compromise and the invention of the ansible, the Commonwealth would undergo a cyclical process of expansion, contraction, and dynastic succession. Different cultures would try to establish their overall hegemony, but none could last forever in the pilot seat. The Isilian Age was just the most famous of these periods, and then only because they have spent so much time rehabilitating their reign in the popular imagination. In general, these 'middle ages' are only worth studying to the dedicated historian. Insofar as they have any relevance to our present concerns, it's because this period is when the Commonwealth was first introduced to the Canals, thanks to its many wars on the Empire of the Strands. But since the mass deployment of Canals didn't start until after the advent of the Ideonomy, let us now move on.
As mentioned before, the invention of the ansible changed everything. Here was a revolution of every kind: political, social, industrial, and so on. Its initial effect was to turn the relatively self-sufficient economies of the Commonwealth's member systems into true post-scarcity utopias. The anemic welfare schemes of the Diasporan Synchronization Authority–the strongest government agency until this point–were obviated overnight, as the instant transfer of knowledge and technology allowed each world to find a path to prosperity. What helped in this regard was that the Compromise itself was also obsoleted; no longer would the development of culture be held back by the need for Galactic Synchronicity. Instead, Ten Thousand lifeways would be free to syncretize, beginning the system of intellectual production we know as the Ideonomy.
This massive socio-economic reconfiguration would naturally have some effects on the Commonwealth's wider governance. With the Compromise dead and buried, the DSA turned overnight from one of the keystones of galactic government to a minor repository of obsolete cultural attributes. Over time, only its Constitutional Correction branch would survive as a significant Arms-wide institution.
In place of the DSA, new mechanisms of socio-cultural sanction would be established. On the former side of the Ideology-Ideonomy pair, the Society for Galactic Moderation–commonly known as GalCom–would take up the task of censuring (and sometimes censoring) the copious content of the instant interstellar networks. Meanwhile, on the ideonomic side of things, Attribution Enforcement stood ready to make sure that local property norms were respected, and that the transfer between them would occur without fraud. Out of all major Commonwealth institutions, AE continues to be the one with the greatest 'legal' power, whatever that term might signify in such a quantum state.
This notion of the 'quantum state' is worth dwelling on for a moment. Ever since its founding days, the Commonwealth has always claimed to be more of a 'cultural complex' or a small-c 'civilization' than a true government. When pressed, its supporters often try to back this up with democratic diagrams or radical-political fervor. As I have argued throughout this work, its actual constitution is more complicated than being either State or Anarchy; indeed, it's the ambiguity of the thing that makes the Commonwealth so interesting.
Between the Ideonomic Revolution and the present, the last major shift in the Commonwealth's bureaucracy would naturally come with the arrival of the Sublime. The need to interface with these entities (and grant them their Concessions) would work to harden the incipient forms of Commonwealth state formation. As the Millennium of Miseries progressed, and popular discontent steadily mounted, the Commonwealth was forced to go on the organizational offensive. The Arms' Armed Forces became more of a conventional military, and GalMod was empowered to root out 'overly seditious sentiment' on behalf of the Sublime. When large-scale revolts actually broke out, such as that of the God-Builders, their failure just prepared the way for a further formalization of power.
At present, the Commonwealth's government is both stronger and weaker than it's ever been before. In terms of nominal purview, its license to commit state violence is greater than it's been in literal ages. In terms of actual authority however, its various appendages are hamstrung by the ongoing collapse of galactic society. As for which of these tendencies will win out, it's still too early to say. The Commissariat is split many ways on the issue, ranging from those who would dissolve the Commonwealth entirely to those who would reform it into a mighty Self-State. Yet they are not the only actors in play, and the fate of the Commonwealth could already be entirely out of their hands. Meanwhile, the Sublime are too divided to agree on the Commonwealth's dissection; as long as their indecisiveness holds, and no forceful factors cause the Commonwealth's final collapse, it seems like we'll be trapped in an Age of Suspension."
"And Ontario is down! Congratulations to the Doctor-Daemon; their position, that 'the Commonwealth is a political paradox which has to be studied further', will be inscribed in our official physical database, Agonopedia! Join us next décade for another exciting match, as two titans of theology face off over that all-important quandary: is the Transcendent Being plural or unitary in nature? See you then!"
A bit of political theory while I work on the Limbo results post. The Commonwealth is neither a state nor a non-state, which makes it so tricky to talk about. Hopefully this post clears some of that up. But if it only raises further questions, then that's good as well.
[X] Plan: Status Check
-[X] [FORCE] Gather the leftovers
-[X] [SOLIDARITY] Contact the other Limbos
-[X] [RESOURCES] Collect the spoils
-[X] [RESOURCES] Skim the archives
-[X] [AWARENESS] Attempt a census
-[X] [AWARENESS] Study the Limbo's ecology
[FORCE] Gather the leftovers (15-4=11)
The hierarchy of the Sublime is vast and incomprehensible, even to themselves. What use is a term like 'supreme' or 'all-powerful' when so many make claims to omnipotence? Whole Realms have gone mad trying to map this entangled pantheon. What gets lost amid the discourse, however, is any consideration of the middle managers. Between the lowest slave and the highest master, there is a magnitudinous machine of correction and enforcement. At the bottom rungs of these collaborating classes, the difference between a worker and their foreman can fall to almost nothing. Both have an infinite number of bosses above them, you see.
It is with these kinds of thoughts in mind that you seek out your former jailors. The few remaining wasp angels are set up in a forgotten corner of the prison site, at a great square spire which presumably made up their former barracks. As you wander the hive-like confines, you find the wasp angels in a state of dejection, processing their sorrows either alone or in small groups. Some of them partake of a gray honey-like substance, while others are playing a game of colorful glass beetles. Communicating with these rejects takes some time, not least because they seem entirely disinterested in talking to you.
Eventually, though, you come across a wasp angel who's slightly more talkative, and rather hyperactive to boot. As they frantically explain, the 'wasp angels'–properly called the Icular–originated on Limbo No. 2, a world that was once known as the Great Hive. Much as the name implies, this Realm was one of endless honeycombed tunnels, a massive ecosystem built on centuries of collective labor. One day, their beautiful world was invaded by a parasitic thoughtform, a Voice that told them to reorganize themselves into militant legions. Until then, the notion of war had been foreign to them; but after the Voice had spoken, they marched through brilliant gates into a thousand different worlds.
Even at the start, a minority of the Icular had been naturally immune to the Voice. As those who spoke up were repressed, this minority of Free Thinkers learned to obey in the open, and whisper in the closed. By the time they had turned from soldiers to jailors, a network of covert resistance had been established by these dissidents. Unfortunately, the local chapter of this resistance would be outed during the Limbo's abandonment. Those who weren't executed outright were left to rot with their former captives, with the expectation that a bloody vengeance would be exacted.
In this sense, you surprise your erstwhile masters once again. Upon hearing of the Icular's plight, you choose to embrace these Voiceless souls. With the help of the Friendly Expositor, you learn to break down the barriers which yet exist between your people. What greatly helps in this endeavor is your promise to free the Icular along with all other Limbos. It seems that none are free from the tyranny of the Sublime, not even those who would appear to be in charge.
As you begin to build your alliance, you also learn more about the chitin giants. Apparently they were artificial constructs of the Icular, meant to realize their doctrine of the divine. The mind of the Minicular–for that is what they're called–is inherently networked, each individual making up a part of the greater being. Because some of the Minicular were also capable of being Voiceless, they were similarly left behind upon the jailors' departure. For them, the trauma of abandonment was perhaps the greatest; having been severed from most of their mind, they now dwell in a state of paralysis.
There is clearly much to do before your relation with the Icular can be considered normal. Many resentments still remain, and all of you are still struggling to learn the meaning of a free existence. In the meantime, however, the wasp angels and their giant offspring have already pledged their weapons to your cause, and are ready to make contact with their comrades in other Realms. With your forces combined, the fight against the purgatory-industrial complex will be all the more effective.
[Force +1, Power +5. You can make inroads with the Voiceless of other Limbos.]
[SOLIDARITY] Contact the other Limbos (13+0=13)
The Sublime were remarkably sloppy in their departure from this Realm. While most telex machines were disconnected from the wider industrial network, a good few were left with open lines. Even some of the inter-Realm transport tunnels are still wide open. You decide to put these backdoors to good use.
Subtleness is the key to your strategy. Once the jailors figure out their mistake, any chance of further communication will be over. Paradoxically, you start by sending out more of the New Commoner propaganda which originally sparked your revolt. From what you know of the Limbo's management, they seem to treat these works as a price of doing business. If you're going to deal with the Commonwealth, you can expect some impotent pushback. Thanks to this, you are able to smuggle slightly altered versions of New Commoner agitprop past the Limbo's censors. Among the changes are coded hints of your revolt, as well as a process by which any readers might send a message back to you. After only a short period of contact, you are able to get a greater sense of the Limbo network itself.
One hundred and eight. That's how many purgatories these jailors are said to operate. Like your own Limbo, each of these Realms contains a different kind of petty criminal, from pyramid schemers to intoxicated vehicle operators. The identity of their ultimate authority is still a mystery; judging by their MO, it's likely that some kind of conglomerate of profit-seeking interests is in charge.
Regardless, you soon manage to cultivate covert connections with many would-be rebels. While you suspect that new security protocols might have obsoleted your original tactics, the hardest part of organizing–actually getting to people–is now done. Once you have a suitable strategy, you should be able to set a time for the mass revolt. Indeed, with the tunnels still being open, you could even smuggle weapons or spies into the other Limbos! By way of testing this capacity, you manage to put some of your recent creative output into the hands of the oppressed. You hope that will make them feel slightly less alone.
As you consider your overall situation, one mystery remains. While the entire Limbo system is said to consist of 108 Realms, you've confirmed the existence of only 96 of them. This begs the question: what happened to the other twelve?
[Solidarity +2. You have gained the ability to excite unrest in other Limbos.]
[RESOURCES] Collect the spoils (8+1=9)
Your effort to loot the Sublime's warehouses starts off great. Their armories in particular are filled with useful instruments, from immortality suppressors and arresting fields to a whole regiment's worth of acidic repeaters. But their treasuries yield some worthwhile goods as well. Besides a coterie of impounded vehicles, you also come upon a host of heirlooms, a collection consisting of all the various tokens which were taken from you upon your consignment to this Realm. The discovery of these sentimental wares does a lot of good for your collective morale.
Perhaps a bit too much good. Before long, fights are breaking out over the most coveted items. At first, this is blamed on the amnesiac airs of purgatory, as different people might feel like they remember owning a certain item. When the first death occurs, however, these altercations are taken more seriously. What you discover is that some of the treasures have been psychically booby trapped, sparking an irrational avarice in their beholders. You quickly start to isolate and quarantine these cursed items, but not before several poor souls have died in the riot of greed. The best you can hope is that their sorry end in this Realm will deliver them to a better one.
[Resources +1, Power -5]
[RESOURCES] Skim the archives (7+1=8)
After an eternity of data processing, your people aren't exactly eager to dive into the archives. To make the work more bearable, they begin to 'riff' on the available documents, writing little poems in their margins and speculating on the hidden truths between their lines. Without any conscious effort, this creative detour soon eclipses any actual research. Your people are simply too burned out to care much for these documents; the best they can do is try to repurpose them, to meet a desperate need for escapism. For the moment, you suppose that'll have to do.
[Creativity +1, Glory +5, Awareness -1. Next time will be easier.]
[AWARENESS] Attempt a census (3+2=5)
There is a shared understanding among many different cultures that 'hurt beings hurt beings'. Trauma, if not kept in check, has a way of reproducing itself, becoming a memetic harm which can echo across generations. Having just undergone the long trauma of your bizarre imprisonment, your people are no different in this regard. Thus, when one faction starts an impromptu census of the Limbo's population, another takes this as a betrayal of the rebellion itself. To be registered is to be controlled, and control is the last thing your people need right now. Imagine if the wrong authorities got their hands on such central records! Indeed, to demonstrate their fervent opposition, the anarchistic faction has already torched the Sublime's own demographic documents. If there is to be any organization of your people in the future, it's clear that your approach will have to be radically different.
[Awareness -2. Your people will oppose any further attempt to register them, at least for the foreseeable future.]
[AWARENESS] Study the Limbo's ecology (3+2=5)
You honestly have no clue as to what you did wrong. You send a few expeditions off into the wilds, but each fails to return on schedule. Finally, you have the collective wisdom to send out a telepath, someone who can stay in constant mental contact with your home base.
At first, nothing much seems to be the matter. The barren plains of your former work site give way to rolling hills of gray-brown grasses. Wildlife seems sparse, until you realize that you've been going in circles. Wherever its native creatures are, they seem to have a way of keeping away from you, bending the environment itself so as to get you off their trail. You're not sure how the expedition is supposed to get back again under these circumstances.
Then it gets worse. A few days into their journey, the telepath reports a feeling that neither they nor their fellow expedition members have felt in a very long time. It's hunger. For whatever esoteric reason, it seems that the force which keeps you in your physiological stasis starts to falter at a given distance from the work site. Even as you tell the expedition to turn back around and head for home, the aforementioned disorientation keeps them from regaining their immortality. Desperately, they try to subsist on what meager plant and animal life is available to them. But the grasses and bugs are nutritionally poor, and you watch in horror as the expedition succumbs to needs long forgotten.
Clearly, if the next expedition is to be any kind of success, you'll need to be more prepared. Sustenance and navigation seem to be your biggest deficiencies, although a more robust diplomatic contingent could also help you approach the Limbo's shy denizens. In general, you get the sense that you messed up without even realizing it, that you've invited the attention of a hostile presence. Only time can reveal the magnitude of your failure; for now, nobody is eager to get out there again.
[Power -5. Someone is watching you.]
[Total Results: Force +1, Resources +1, Awareness -3, Creativity +1, Solidarity +2, Power -5, Glory +5]
A letter to the Blue Rebirth chapter of the Toilers Against Toil:
Dear Jaleen,
I met with that FCC guy two dies ago. Introduced himself as 'Special Entity Van Dango'–what a name! He seemed really excited about the movement, which is odd, cause I thought all those 'Contingency' people were in the pocket of the Commissariat. He swore to me that they're an independent organization, though they align themselves with the Ge Wu commissars. Since we've had some good interactions with the latter, I figured he was worth hearing out.
I gotta say, the presentation he gave was pretty interesting. Basically, the FCC is looking to set up some 'prefigurative enclaves' for when the Commonwealth finally comes apart. I was unfamiliar with the term prefiguration, but he explained it as a kind of revolutionary autonomy. As long as we can hold our own, and unleash some of our politics upon this planet, he promises to back us up with periodic resources. We already had some initial negotiations, and I managed to talk him into giving us a few Dark Frequencies. If we can get those to the other chapters, maybe some of the offworld ones, our present efforts will be far more secure.
This brings me to that strategic report you were asking for. As I see it, our present options basically fall into three general categories:
Militant disruptions: while our volunteers are certainly enthusiastic, I don't think they'd be ready for anything but the most basic public manifestations. Still, it might be good to put the troops out there, scare the Creatives with our coordination. Long term though, we have to start looking at actual occupation and sabotage tactics. Since you're at the capital, I suggest you start making a list of essential government functions. You know, just for fun.
Labor Actions: This is the bread and butter of our movement, and I recommend we lean on it the most. A few targeted transport strikes is sure to break the backs of the most obstinate company domes. If we can push for creative involvement in the workplaces themselves, our short-term goals can be accomplished without any legislative involvement. Getting the councils to sign on will then just be a formality.
Democratic Appeals: This isn't to say that legislative action would be entirely useless. On the legal-institutional front, we might build on our connections with InCom to get them to support our declassification efforts. Once the barrier between Toiler and Creative is broken down, the revolution will happen all by itself. If the IdeoReps try to veto it, we can always threaten to invite a Constitutional Correction Commission. If we let the FCC know in advance, they can expedite the process upon our appeal.
Let me know which of these options you like most, and I can draw up some action plans for the next planetary congress. Oh, and don't forget to bring that liqueur you're working on.
Solidarity Always,
Kamuur
Faction: The Toilers Against Toil
Location: Flagellant-4 ("Blue")
Force: -2 (your worker's militias are enthusiastic, but woefully inexperienced)
Resources: +2 (you've stashed some stuff on the side, and have a line to the FCC if need be)
Awareness: -2 (the Creatives are keeping a lot of secrets from you)
Creativity: +2 (you know most of the tricks of the life-shaping trade)
Solidarity: +2 (you have a solid if underdeveloped connection to the wider TAT movement)
Power: 138 (you have organized about half the workers in the system, that's a lot of weight to throw around)
Glory: 93 (you've picked up a few tricks from the Creatives, if you're not doing their work for them already)
Number of Actions: 6D20
[] [FORCE] Train the Militias: Your volunteer militias leave much to be desired. While they're eager for some action, they know more about spray bottles than slag repeaters. Training them is going to take some time, so you better start now.
[] [FORCE] Show Our Strength: If the Creative class is going to respect you, they need to fear you first. So let your people go out into the streets, and occupy the public places they worked so hard to cultivate. Such mass displays of toiler power will work to heighten the contradictions of Blue society, thus bringing the Revolution ever closer. It's a safe bet!
[] [RESOURCES] Request More Resources: Your covert FCC connections have been mighty useful so far. These dark frequencies will really help you in terms of operational security. Still, there were more options on the table during your first meeting. Even if you couldn't get them all at once, perhaps the heat has died down enough for you to request another boon.
[] [RESOURCES] Establish a Strike Fund: Organized labor action always carries a cost. Though bare sustenance has not been an issue so far, you can be sure that your logistical disruptions will make accessing the Autonomies all the more difficult. It would be wise to at least establish some basic survival machines. And hey, while you're at it, why not make sure you have some weapons as well?
[] [AWARENESS] Radicalize InCom: From a certain point of view, the Inclusion Committee is nothing but a statist fig leaf, an attempt to funnel more people into an inherently unjust political system. That said, it does attract a lot of well-meaning people, and has quite a bit of clout in the local Ideology. By appealing to their sense of righteousness, perhaps we could get them to back some of our more reformist causes–like letting people accumulate both types of Reputation.
[] [AWARENESS] Stake Out Government Buildings: If you're going to be entering 'The Cool Zone' at some point or another, then you better prepare for everything such an escalation might involve. One relatively simple way of getting ready is to make sure you understand your enemy. By scouting out the local centers of power, you can prevent any nasty surprises once the actual Revolution comes around.
[] [CREATIVITY] Create Agitprop: Before they can be a proper revolutionary, the toiler needs to realize they are a toiler, that the division of classes and councils exists solely to keep them subservient. One way of effecting this class consciousness is to bombard your fellows with the spiciest of memes. Thankfully, the Ideology makes attaining such virality a trivial matter. You just need to put your best influencers in charge of this effort. Get to posting, comrade!
[] [CREATIVITY] Meet with the Acclimation: The nomadic life-shapers of the Acclimation seem as hostile to the dome-based Creative class as you are. While your aims are different, they don't seem incompatible altogether. If they want to bring life to this planet, more power to them. Your revolution will be found in the cities and the workplaces. But let's have a proper meeting about that division of labor; maybe you can still be of help to one another.
[] [SOLIDARITY] Send a Delegate to the CGT: The Congress of Galactic Toilers is the Arms-wide organization of all local TAT chapters. While it has little formal power, it's still a place for toilers to exchange tactics, coordinate actions, and just generally get together. By sending a permanent delegate to the CGT's central meeting place on Diesel Delta, you can be part of the conversation. More importantly, you can share some of those dark frequencies you've recently acquired…
[] [SOLIDARITY] Petition for Constitutional Correction: When a part of the Commonwealth starts to act out of line, the first move is usually to alert the DSA. Among the latter's tools is the so-called Constitutional Correction Commission, a mission of delegates sent out to investigate and correct any local political misdoings. Even if their methods are entirely nonviolent, the inspection itself carries the threat of greater sanctions. By inviting a '3C' yourself, you can try to defeat the tyranny of small business with the dictatorship of big government. It's a real "Let Them Fight" strategy. But hey, it might work!
Please vote by plan, along the guidelines set out in the FRACaS rules post.
There will be a voting moratorium for 24 hours as you discuss and design plans.
[] Plan: Prepare to Strike!
-[] [FORCE] Train the Militias
-[] [RESOURCES] Establish a Strike Fund
-[] [AWARENESS] Stake Out Government Buildings
-[] [CREATIVITY] Create Agitprop
-[] [CREATIVITY] Meet with the Acclimation
-[] [SOLIDARITY] Send a Delegate to the CGT
yeah, good point. i'm going to leave militias as highest priority, so i'll just swap the two.
[] Plan: Staking out a Strike!
-[] [FORCE] Train the Militias
-[] [AWARENESS] Stake Out Government Buildings
-[] [RESOURCES] Establish a Strike Fund
-[] [CREATIVITY] Create Agitprop
-[] [CREATIVITY] Meet with the Acclimation
-[] [SOLIDARITY] Send a Delegate to the CGT