What Is Gloria
Gloria is Utopia.
But even Utopia needs maintenance.
And people always find a reason to gripe.
(http://upload.wikimedia.org/wikipedia/commons/6/6c/Malevici06.jpg)
Why Adventure?
- Help discover new sources of Shimmer (The Magic-Oil) and prevent the dire predictions of Peak Shimmer from arising.
- Keep the demons from seeping across the Glimmerwall by maintaining the power of Faith.
- ...Deal with the mentally insane, the weak, the criminal classes... in an equitable, but resource-conservatory fashion.
- Solve the problem of the Underclass.
- Help create the Ubermensch.
- Expand the reach of the Empyrean (Celestial) Exchange; open and discover new markets.
- Carry the Burden of Progress and its torch to the lesser, inferior people of the Socialist Nations.
Struggles
- Libertarianism v. Moral Conservativism
- Market Regulation v. Social Darwinism
- The Market v. Socialism/Communism
- Faith v. Reason
- Conservation v. Progress
- Law v. Freedom
- Monopoly v. Small Businesses
[ic="Bada-Bing-Bada-Boom"]
Voice 1 "Part III: The Glory of Gloria; Chapter 12: The Love of Business"
Voice 2 "...Looking out the stained glass window; seeing stained-glass buildings rise on top of concrete-shimmer-hardened structures I cannot help but reflect on the past seven years- years of plenty, plenty of things going on and you never know what's going to turn up when you turn on the semaphore and listen to the newest geegadgets and grimshaw that the shimmer-engineers are churning out at downtown design shops, and they've certainly got my respect for their ten-hour a'day industrous laboring, I only work nine hours myself-the rest is spent in travel between the spires to the underground through the color-districts and the shimmer-factories, I can't count that for work because it's all downtime even though I have a runner to drag me 'round the places and I do my best to listen to the semaphore while we're moving and read the press that matters, and even some that doesn't, but it's hard to concentrate even encased in the runner's rickshaw run-a-ma-jig- there's simply too much to absorb that is going on in the streets, there is too much a'change, and inspiration and ideas that I could use to make something great, to twist and turn into profit- watching the waifs ripping copper from the sewer-grates gave me a great idea the other day, what if you use rubber to mask the sewer grates, and then no one would want to rip out the necessary sewer grating and try to turn it into something reusable and recyclable so that other people can use it and that the engine of growth and progress and prosperity can continue to wind-it's terrible to waste and to keep something locked up like that type of copper when it is worth so much-why shouldn't the city just use something that no one really cares about which is more economically viable and if the city did that then the city could make tons not having to replace the metal that the industrious little waifs steal- by the way, if they'd just reinstitute the hand-cutting laws and resell the little miscreant's greedy little hands as oddities and display-pieces or maybe graft pieces for some of the shimmer-doctors who are trying to stitch the injured rich back together, I doubt that anyone would make money by crime any more, but with the decadance that has gotten into the City these days, the inertia of the management is probably going to supersede and supplant anything else- oh bother and rot and all- I forget myself for I have talked far too long assembling this oral propaganda travelogue for the unfortuantes up North, we will have to continue later with the sessions because a caller will be coming along in a minute or two, and regrettably her money is much better than yours- although I have been known to accept bonuses and to keep people waiting from time to time when the project is an honorable one as yours certainly happens to be."[/ic]
Seek JUSTICE In the World
Go out and ensure that contracts are honored, that the businesspeople, entrepreneurs, and engineers of Gloria are righteously rewarded for their hard work.
Seek out corruption and waste of resources and dash it from the surface of Gloria. There is no room in Gloria for waste. Waste is chaos; all must be reprocessed and resold.
Reward SUCCESS!
Those who have success, will have more. The wealthy will be rewarded by interest. Serve the great and powerful in the land and you will soon join their sides. Perpetuation of dynasties is something to proud of. Although the nouveau riche may be Industrious, far too many of them are flim-flam fradulents. The "Old Money" wealthy are the ones whose lines made Gloria the glorious place it is. Today, they maintain their wealth through prudent investments, management of land, and sponsorship of adventures and patents. Help protect their rights, evict squatters and trespassers on their lands. Ensure that their investments are not beset by greedy and corrupt middlemen looking to skim a little extra grain off the side as an off-the-market bonus.
Some of you might even find yourself helping odd, "progressive-minded" Old Money Successful Lines establish libraries and charities for the worthy who can prove their Industriousness.
INDUSTRIOUSNESS is key
The steam is rising from the hot springs and the entrepreneur is smiling. He found a way to tame the heat through a system of valvues and temperature-management devices called "themostats". Through use of these majestic inventions, the entrepreneur keeps the environment's heat to manageable levels of 28 degrees celsius; a temperature that is nice and cozy for bathing humans.
His Industry should be rewarded, but all too often there are problems when things go wrong. There could be sabotauge by human rivals, greedy, nasty ratlike men who slink around and alter temperatures, slash gauges, and do worse. Or there could be sabotage by Nature. MAN is always at war with nature; shaping it, and changing it to bend to his will. Can you master the elements and conquer the steam vents underneath the earth? And what about the tectonic shift of his property? What if his land overlaps onto the rightfully purchased property of his neighbor? How will they settle the land dispute? With words and contract, or with swords and destruction? The method is up to you, for you are the entrepreneur's honored contracted employees (all injuries, therefore, suffered during your contract will not be covered under his liability. Unless you purchase your own indemnification clause or contract for healing and supplies, he will be regretfully unable to reward you for your extraordinary efforts.)
Be careful when dealing with one of the Industrious- they drive hard bargains!
Healthy, CHASTE, and Wise
Those who deny themselves are to be honored. They represent discipline and inner strength; but often they are tempted and may acquire other vices. Chaste Hijra often develop bloated, prodigious midriffs, and Chaste castratti likewise have a taste for sweets.
But being Chaste helps people avoid temptation of the flesh; espionage into foreign countries is easy when there is no incentive to blow one's cover, when double-agents give one no pleasure and get none from their targets. The chaste are often chosen to explore and discover the most remote locales in the deepest deserts. Bringing back wonders of bygone ages, they ensure that this age of Gloria becomes greater still, and it learns from the mistakes of the past so that the dreams, the work, and the success of the future is greater than ever before!
Inspirations
- Atlas Shrugged... Ayn Rand
- Bioshock
- Utopia... St. Thomas More
- Theodore Roosevelt
- Benjamin Franklin
- Alexander Hamilton
- Friedrich Nietzsche
- Kurt Vonnegut ("Harrison Bergeron"; for the Socialist Lands)
- ...Al Gore :(
- Lewis Carroll (Wonderland, Looking Glass)
- CS Lewis (Screwtape Letters, That Hideous Strength)
- L. Frank Baum (Oz Series)
- China Mieville (Bas-Lag Series)
- The Phantom Tollbooth
- Vernor Vinge
- Fascism (The Mussolini Type)
- Fiscal Conservativism
- Libertarianism
- Social Darwinism
- Phrenology
- Religious Fundamentalism
----Creationism/Intelligent Design
- The Roaring 1920s
- The Jazz Age
- 1850s-1890s Exploration Societies
- 1880s-1900s Race for Africa
- The Wall Street Journal and the Economist
- Art Deco
- Suprematist Art Movement
- Bauhaus
- Suprematism
- Constructivism http://en.wikipedia.org/wiki/Constructivism_(art)
- Kazimir Malevich http://en.wikipedia.org/wiki/Kazimir_Malevich
- Piet Mondrian and De Stilj http://en.wikipedia.org/wiki/De_Stijl
- Eberron
Why?
- Uniqueness
- Because it's about time we had a detailed, positive, conservative-valued world (that is only slightly tongue-in-cheek!) :)
- A suitable response to China Mieville's excellent "New Weird" (maybe) ;)
NOTE SELF: Combine Industry and Pluck? (Then move the Pluck iconic to Resolution)??
12.
The Twelve Virtues/Ideals[/u]
- When adventurers fulfill one of these Virtues, they gain a Virtue point, which can be invested or used.
- Invested Virtue points count toward an Adventurer's Character/Mien and define who the Adventurer is while also providing them protection against demonic subversion.
- Used Virtue points can be used to change and affect situations.
- Wise people Invest their virtues, Imprudent lads and lasses use their virtues, or lose their virtues through practicing Vices.
-
Emblematic Focii are possessed by adventurers (typically each adventurer chooses a focii along with their appropriate class. The Focii grant permanent or temporary powers. If it is a class Focii, the power is permanent; if the focii is purchased with virtue points, then it is only temporary.)
C H A S T I T Y
Taxonomic Emblematic- The Hijra "The Endless"
Human Emblematics- The Castratii, Sexless Humans, the unmarried and self-denying "The Holy"
- Will be respectful to all others and will not flirt unless its already been initiated. Incorrigible by temptation of the one-night-stand sort. Can sometimes be taken to extremes.
- Opposite: Sexpot.
Hijra "The Endless"* Rail-thin torso and legs with bloated waists, these rolling-pin creatures can reproduce only through automixis parthenogenisis. Meiosis of cells occurs only infrequently when the sun is at apex in the summer and the temperature is less than 0 degrees celsuis, and the Hijra is within the requisite age range of 35 to 75. The Hijra will shiver on the contact of sunlight upon skin, then it will fall convulsing and split into two, three, or four creations; killing the initial host.
* The Hijra are an ancient, long-lived race who originate from the Eocene Period. But today, few of them walk the world. These greenish/grey erect lizard creatures are sentient and once had their own society, but their numbers dwindled as their society became decadent. The Hijra became obsessed with living and too many of them forwent parthenogenisis past their 76th birthyear. Even when these older Hijra attempted the split, they were unable. They returned to their society, in shame. But then they realized they enjoyed their lives- which were lived in an endless hedonistic feast of splendor. They were happy for others' sacrifices and the others realized this. Increasingly, more and more Hijra rebel against and forgo the Splitting. A Hijra who forgoes the splitting may live as long as 170 years.
* Hijra often work diligently for the first part of their lives, laboring in the oppressive heat of jungles and swamps. Their bodies are sealed tight against mosquitoes, infection, and they rejoice in heat, so they contribute to many of societies' dirtiest tasks. They labor long and hard, and then invest their earnings, which compound significantly over a hundred years. Then the Hijra may retire and live a hedonistic and pleasured lifestyle.
* Stories of the Hijra are told to discourage procreation and to emphasize the destructive nature of overfecundity on the Earth and its resources.
* Others pity the Hijra and tithe to them.
* Others tell stories of the Hijra as admonitions to avoid selfish interpersonal relations that are not based around reproduction. Instead, these storytellers use the Hijra's sad march toward eventual extinction as an argument for procreation and the sacrifice of raising children so that human society may perpetuate.
[ic=Adventurer's Log]
[spoiler]
1 -
Analysis Older Hijra are being kidnapped, dragged thousands of kilometers from their homes, then shackled and forced to work on a grand canal project which when completed will cut worldwide shipping costs in half. How can the project go forward without Hijra workers, the owner wishes to know, since too few young hijra are willing to work the place and too many human workers are dying of disease.
2 -
Exertion There is a saying amongst the Hijra that power comes from enjoyment. A great Hijra sage has invited applications from around the Known World for people to come and study at his feet and to worship. This Hijra, unlike many of his brethen, is grotesquely obese and is known amongst his community for his perfection of stimulative pleasures. More importantly, the Hijra has knowledge of demons. When he was young, he labored hard in the volcanoes of Tetradon and struggled with a demon, then overcame it and demanded it tell him the secrets of its people. It refused, and the Hijra imprisoned it, then conducted scientific experiments. The Hijra's knowledge of demonic physiology can do much to help stem the demonic tide, should it ever be released from beyond the
Glimmerwall. To satisfy the Hijra's tests, you will have to accomplish feats that come very close to Sin. You will have to demonstrate gastronomic gluttony, perform great feats of strength and skill, cover yourselves in muck and mire to retrieve relics from the Mort of the swamp, to brag of your accomplishments and to win an election from your peers, and/or to slothfully sit unmoving within a swarm of flies and insects that tear away at your flesh. The Hijra wishes to learn of your experiences, to add to his own experiences of life. Whatever you can do that is more thrilling, more chilling, more titillating, more stunning than your peers may effect may win you a berth in his final test. The final test involves a challenge of faith and reason. Either path could lead to success, but only the purest of either can survive the challenge, which involves overcoming almost certain excruciating and rending death.
3 -
Exploration A wealthy Hijra who does not wish to die, but who laments the demise of its species is searching for a different way to reproduce. The Hijra is prepared to reward the adventurers with diamonds gleaned from its time working in the sweaty salt mines. Can the Shimmer be its savior? Speak with engineers, scientists, and entrepreneurs. Experiment with shimmer and strange noble gases. Explore the far reaches of the world for different grades of Shimmer and try to refine "Heavy Crude" Shimmer. Then ultimately discover the truth behind the transmigration of the Faithful's souls at
Glimmerwall. If you can discover how sentience can be transported between bodies or between the planes, or between the dimensions, then you will more than have fulfilled the Hijra's request.
4 -
Investigation Hijra are being menaced and thrown into ice freezers. Some rumor that the Faithful, who revere self-discipline and reproduction are behind this cult of anger that opposes the Hijra's hedonism and genetic selfishness. Are the Faithful behind the menace, is this an attempt to frame the Faithful, have demons' chaotic energies descended on formerly goodly people, is this the work of a lone maladapt, or is there something more dreadful at work?
5 -
Progress A scientist in Endor wishes to create a stronger, better species. He believes that by removing the sexual drive and glands that he can achieve this goal. Your duty is to persuade a Hijra or two, or three to become a research subject. This may be achieved willingly, through guile, or through force. The scientist also has other requests for recovery, ranging from samples of common things such as gravel and Highland Grass to obscure items such as the Multi-Colored Ankh of one of the Faithful, a severed hand from a grave, or the complete annotated works of a little known 7th century philosopher whose book has yet to be reissued and the only copy of which is currently kept sealed and preserved in the Grand Bibliotheique.
[/spoiler]
[/ic]
The Human EmblematicsThe Clique - High-pitched voices and twittering sounds travel in the sound-tunnels of the Clique. These monks of harmony travel together, bound within a tunnel of sound. Everywhere they go, they project their music and remain protected from the defiling views of the world. They walk surrounded by a plaster and paper-mache model; and tirelessly heft the structure around them wherever they go.
- Several traveling Clique Harmony troupes often perform at the Faith's functions. Others have been known to perform at high society events.
- Several noble-women have made a game of it to try to flirt with one of the Clique and draw one away from his Harmony. Cliques who stray are often abandoned and ostracized by all Harmonies for having lost their purity. Some have become constant lovers, others are quickly discarded by their coquettish temptresses and then wander the world alone, their eyes burdened by the harsh sun.
- The abandoned Clique members are not completely lost to society however; Hijra have been known to take some into their society since they look so interestingly alike. Others have tried to survive by making personal performances. These performances are not as good as a full Clique performance, but the lower middle classes and upwardly mobile lower classes enjoy hearing the individual Clique tunes; patronizing the lone former Clique-member allows the proletariat to have a feeling of wealth.
Emblematic Focii (Powers)* Self-Denial (Will not be tempted by base demands of the carnal nature. May go without food or sleep for months, without water for weeks, without external stimulii such as sunlight or human interaction for decades. You are forever in a state of strong, meditative bliss.)
Temporary Focii- May resist temptation or go without for longer than normal.
H U M I L I T Y
- The opposite of prideful. Will give credit when it is due. Will not be boisterous or loud or rude.
- Opposite: Pride.
I N D U S T R Y
- "Lose no time. Be always employed in something useful. Cut off all unnecessary actions. " - Benjamin Franklin
- Always have something to do and is good at getting things done.
- Opposite: Procrastinator. Someone who takes twice as long to do something. Someone who produces worthless crafts.
The PicaThe Pica are in a constant state of flux; they are always moving because movement keeps their hearts beating. Once they are wound by their parents, they must twist and fly by their own locomotion. Hundreds of baby pica die with each spawning, but enough are able to twist and float to ensure the continuation of the species.
Contrary to popular myth, Pica do sleep, but while they sleep, their muscles auto-generate to help helicopter wings beat and twist and turn. When the wings beat up and down and round and round, the Pica's disc-shaped hearts keep spinning and circulating energy.
Pica are tiny birds, about the size of a pear, and they subsist on sap. They constantly tap and tunnel into trees, breaking the wood until they can extract the sweet sap. Their drumming and drilling has lead many a human to go mad, and the expression "as dotty as a Pica" has entered the general lexicon.
Pica reproduce in the same way as humans; except as soon as the intercourse is finished, out will tumble tiny little preformed Pica. Only Pica whose precious little hearts are wound and jolted into action by the exhausted parents will be viable. The rest of the spawn will drop to the ground and perish into ineffectual little sappy messes.
[ooc]
Color-Work Creatures (Colour-Work Creatures)-Shimmer-Based in creation; these living paint line creatures (see the Kandinsky painting at the beginning of the Gloria post for an artist's rendition) produce jazzlike music when they travel: "oozing" due to sympathetic vibrations. When they communicate or have orders placed for them, the orders must be punched on a music line-bar chart, then fed into the Color-Work creature.
Color-Based creatures have a good deal of autonomy in fulfilling their tasks. They are similar to an automated Roomba Vacuum cleaner in that aspect; but far more advanced.
Walking in metropolitan areas, one can sometimes see the Color-Work creatures slinking along to and fro in the financial districts, carrying out tasks.
Color-Work creatures may be stepped on or pushed aside- they are very thin and difficult to harm or destroy. Rain does not damage them due to their protective lacquer. But if exposed to flame or oppressive heat, they quickly melt- their colors running together in a dreadful bleed.
The origin of Jazz music is in the Color-Work creatures' unique sounds, as is a common expression used to demonstrate inspiration; "I'm seeing colors!". To "Think in Music" means to be inventive, but to have your creative expression controlled by another person (This is a mildly positive thing in Gloria. Entrepreneurship is best, but to "Think in Music" is not bad; there need to be some worker-bees.)[/ooc]
J U S T I C E
- "Wrong none, by doing injuries or omitting the benefits that are your duty." - Benjamin Franklin
- Has a strong moral compass and will go out of one's way to right a wrong.
L U C K / S U C C E S S
- You have an unnatural knack about having things work out in your favor.
[ic=The Glick]
"Oh, to be as quick as a Glick."The positive-energy Glick are fey and wild; they float in the lightning and the thunder, arcing from one blast to another; they live in the sparks of hammer on stone, they emerge new-born from shimmer extracted and scraping against the walls of the bore-hole. These picayune creatures are hermaphroditic in nature and gain pleasure from certain interactions; but like a mule are unable to reproduce. Instead, they are created by lucky spontaneous generation. Sparks, electricity, and explosions are all likely to create new Glicks. When "Interacting", Glicks glow like a lightning bug and warm to super-heated temperatures that have been known to start fires.
In ancient Gloria, Glicks were captured in jars and used to provide light at night. Some old Glorians even used Glicks as incendiary devices. After capturing a Glick in a tube and wrapping the Glick tight with twine, the Glorians would rotate the tube around their head like a bolo and then toss at the animal or enemy they wished to harm. On impact, the Glick would explode and send out a wave of heat, radiation, and flame.
Glicks are rarely captured, except by guile. Glicks can be attracted by sparks, and draw near when they believe that others of their race are about to be birthed.
In some parts of Gloria, entrepreneurs have taken to creating Glick-Factories, where the creatures are produced en masse, then marketed in jars to the citizens who need lighting, and to the armies who need ammunition for their newest weapons (DISCUSS LATER).
But why are Glicks lucky, one asks? Well, allegedly Glicks never age. They can only die by explosion- which happens fairly often. Or they can perish by losing their charge. A Glick without access to lightning or spark is a Glick which soon whithers and fades. Still, Glicks often do not need to fear lack of lightning or sparks, in rainstorms, lightning tends to seek out exposed Glicks and strike them due to ionic attraction, which is quite lucky for the Glicks. There are some Glicks older than centuries who live on the highest mountains and who dance around the stratosphere, up and through the stratus, to the black and heavy cumulonimbus hammerheads.
The Glicks are a simple race, without writing or a spoken language. Still, they seem to have a rudimentary method of communication. When a Glick wishes to express an emotion, they will change color. A yellow Glick is quite happy and excited; a red Glick is nervous or angry or worried, a blue Glick is tired, and a green Glick is sick.[/ic]
M O D E R A T I O N / T E M P E R A N C E
- "Avoid extremes. Forebear resenting injuries so much as you think they deserve." - Benjamin Franklin
O R D E R / P R A C T I C A L I T Y
"The emotion of beauty is always obscured by the appearance of the object. Therefore the object must be eliminated from the picture."
- Piet Mondrian
-Has all one's thoughts in order. Can easily access notes and ideas.
[ic=Floaters]
The FloatersThe Floaters are a sentient race of literally string-thin creatures. Every inch of the Floaters is used for some genetic purpose or another. They stand about three feet tall and unless weighted or tied down, float off into the air. The floaters fear high winds which can tear apart their fragile bodies. They evolved in underground reservoirs from annelids, but retained neither the annelids' mass nor their stickiness. When the occasional gust of air traveled down to the caverns, Floaters were transported out through cracks in cavern ceilings, then across the world until they crawled to other caverns where they founded new communities.
Floaters have a long thin string for the center of their body and from that string there sprout thousands of tiny digits which can manipulate objects. The Floaters have two eyes that are connected to the string by long, movable antennae. The eyeballs can twist to allow Floaters to perceive objects behind them. The eyeballs are very vulnerable, though, and are often kept concealed, tucked, and wrapped behind the Floaters' digits. As a secondary sensory mechanism, the Floaters are highly attuned to tremors and the feel of different variations in dirt quality.
The Floaters subsist on nutrients often found in the soil. They have evolved a highly sophisticated shape language which is also written. When communicating, they twist themselves into pictographs. When writing, they sketch diagrams of their ideas. Throughout caverns, the geometrical diagrams of the floaters can be found. The diagrams often discuss soil quality, dangerous underground denizens, magma vents, and most importantly, shimmer boreholes. Shimmer is poisonous to Floaters so they strive to avoid it.
Many a Shimmer wildcatter has used the Floaters' diagrams to extrapolate the best places to drill.
Floaters' main form of art is that of performance. By manipulating the airflow in enclosed rooms, the Floaters find ways to shape themselves into myriad aesthetic forms.[/ic]
[ic=Demons]
The DemonsCreatures most foul, the demons bring chaos. They reap where they do not sow, they take where they do not give, they destroy and then do not rebuild. Demons are creatures of Flame, but of its negative aspect. While proper flame clears land, which allows new life to grow and new opportunities to grow as the weak and the unlucky are weeded out; the improper flame sullies the land and pollutes it, making it impossible to develop or create.
The demons constantly shift their form, and where they tread, the earth is wounded for long periods of time as it becomes dessicated and polluted.
Thousands of years ago, the Demons traversed the world, and kept most sentient creatures oppressively tied to animalistic urges, bound as slaves to the Id and their irrational, brutal desires. Then, the inspirational spark of the Divine Clockmaker, the creator of the Universe, alighted on the mind of the human Danae. Through a process of year-long self-denial and fulfillment of all 15 virutes, Danae purged her body of negative thoughts, emotions, and urges. Then she confronted the demons. At first they laughed and threw perverse things at her. On touching her skin, however, all evil things disappeared. She strode forward and the demons fled. After she cleared all Demons from her portion of the world; she established a church where she taught others the ethical secrets of Faith.
Many years later, Danae's School of Faith had expanded far across the world and taught many to oppose the demons. To protect the many in society who fell short of Danae's ethical ideals, the Faithful decided to exert a significant sacrifice. Together, thousands of Faithful joined hands and marched against the demons, driving them toward the Peninsula. Many demons fled into the sea, but many others were trapped, as the wall of Faithful closed into a circle that held the demons within.
(The demons who fled into the sea have for the most part lurked beyond the ken of human beings, deathly afraid that the remaining Faithful will hunt down their numbers and focus orderly waves of light onto them, trapping the demons' chaotic souls.)
Holding hands, the Faithful meditated and prayed, and gradually, their bodies turned into something brilliant- they shone with glimmering light, and their souls transmigrated to Heaven. The demons, however, were mostly trapped within the
Glimmerwall of Faith. And within that wall, the Demons have remained.
But recently, the wall has been losing much of its brilliance, and some fear that the Demons may one day escape. Something needs to be done to ensure that the wall will not be breached. In a world where Faith and adherence to the 15 virtues is widespread, but is increasingly challenged by Reason, Adventurers and Champions of the People are needed to keep the world safe.[/ic]
P L U C K
- Gets back up again and keeps trying again and again.
- Tenacity
- Game effect: Recover any other virtue that has been 'burned'.
- Lack of Pluck: Game Effect- When any two virtues cancel out in a challenge, will give up rather than requiring a separate challenge to be made.
The Mystical Etterati- The Etterati "stand" about three feet tall. Their Etterati's heads, legs, and bat-like velveteen wings protrude from grey birthing-eggshells which remain attached to the creatures for their entire lives, shielding them from the elements and from predators.
- The Etterati feast on nectar, blood, sweat, and bile. They can only ingest liquids.
- When threatened, the Etterati retract their head, legs, and wings into their egg, which may then roll.
- The Etterati can fly, albeit clumsily and lopsided due to the weight and shape of their relatively heavy eggshells.
- The Etterati tap to communicate, from whence their name originated. The tapping sounds like (ett-ett-ett). Their writing is a form of "Etterati-Scratch", a collection of scrawls and scribbles that has meaning in its intricacy. The Etterati's beaks are extremely strong, able to scratch and embed into stone tablets. (In ancient Gloria, humans would sometimes kill Etterati to use their beaks as hunting tools. The Etterati have not forgotten this insult.)
- The Etterati are on average two to three feet tall (in SI measurements)
- Etterati live between 15-30 years, on average. The oldest Etterati was 46. A fully formed, reproductive Etterati can be as young as 4.
HistoryWhy are the Etterati Mystical?, Why are they asserted with Pluck?- The Etterati are Gloria's most persistent denizens. They can be found in most any biome, seeking food, companionship, and wisdom.
- Etterati are known for their scrawled rock carvings, their obsession with numerology and predestination, and their collections of knowledge of astrology.
- The Etterati believe that the world's climate can be foretold from variations in the position of the sun and the moon and the stars and that the world's seasons and history is cyclical, like an egg. The Etterati were also the first to propose that the world was round, also like an egg.
- Long ago, during the time of the Demons, the Etterati were one of the few races unshackled by the Demonic Chaos. The Etterati hid within their shells and secreted themselves in the highest mountains and lowest caverns. The Etterati as a species observed the Demons, noted their movements, and made numerical calenders and predictions. They gathered data from the Floaters, from the Humans, and from others who would communicate with them, then generated a "Probability Web" which mapped out likely places Demons would be and actions that Demons would take. The Etterati discovered the method to the madness and chaos of the Demons, inventing the study of Chaos Theory.
- The Etterati scoff at human claims to have exorcised the Demons. Although the humans dealt the demons their death-blow, the only reason the Faithful humans were able to even strike at all was because of numerological predictions made by Etterati sages and related to the human survivors who had escaped the Demonic influences.
- Etterati are rightly proud of their accomplishments during the Order War. and they are forever vigilant, should the Demons come again. Sadly, the astrological signs indicate that the second coming of Chaos is nigh, and the Etterati are currently very concerned about this coming. They have begun to make preparations to deal with the demons, contacting their non-human allies. They will not make the mistake of notifying the greedy humans of their discoveries this time and often become quite reticient when discussing ideas with humanity. Far too many times they have been taken advantage of.
- Their plan for dealing with the demons, when they escape, is complicated. The Etterati believe that by teaching the other races (sans humans) the secrets of numerology and Chaos Theory, they can avoid the demons and render the chaos irrelevant. Few take the Etterati seriously, for most believe the Demons nearly eradicated, and if the Demons are not eradicated, then they would rather just kill the Demons outright. The Etterati know better- the Demons can never be truly slain, only avoided.
-And so the Etterati preach and study and think, mostly alone, but not in vain.
R E S O L U T I O N / S E L F - I M P R O V E M E N T / C L E A N L I N E S S
- Improves oneself and holds strong views that are well supported.
- Opposite: Does not hold strong views, will not self-improve. Lethargic and wishy-washy.
S I N C E R I T Y
- Is very sincere. Says what one means and is known for being forthright.
T O L E R A T I O N
-Is tolerant to others who have different beliefs or who are different from them.
T R A N Q U I L I T Y / A D A P T A B I L I T Y
- Is adaptable to new situations without being worried.
- The Opposite: Is generally annoyed and will be quick to anger when one does not get what one wants.
Taxonomic Emblematic- The Slake
The SlakeRetractable fingers extend and stretch skin like long strands of bubblegum. Yet, the skin remains tensile and manipulable. The Slake spend their days sitting in tranquility, their hands wandering far into the ocean in search of food. Sometimes the Slake spear a tasty morsel, othertimes they entangle one in the weave of their skin.
For most of the day, the Slake sit and meditate, gathering sun and energy that travels to their skin and keeps it stretchable.
The Slake generally reside near bodies of water. They would be numerous, if it were not for the shortening of days in the winter months and the darkness, which prohibits many Slake from gathering the energy necessary to extend their skin and to capture prey.
They have a weird system of communication, based in the vibration of their digits in the water. Their sensitive hands feel the vibrations from far distant, then tap out responses- directed toward their compatriots.
Humans inspired by the Slake invented the Zither and the Shimmerthizer (a synthesizer) to mimic the Slakes' sounds.
[ic=Adventurer's Log]1 -
Analysis Esther Buonova, an exceedingly rich heiress requested the aid of experts for an anthropological study of the Slake. Her Conceptual Analysts believe that the Slake's physiology and method of communicating might be able to be adapted into a marketable underwater musical instrument. Bringing such a novelty to the world will segue nicely with Buonova's main business- selling portable swimming lakes. She might be able to scale the lakes up to stadium-size if the instrument's development and amplification of its sounds succeeds.[/ic]
The Eternal Paradox[/u]
R E A L I S M -=-=-=- a n d -=-=-=- F A I T H
"To approach the spiritual in art, one will make as little use as possible of reality, because reality is opposed to the spiritual."
- Piet Mondrian
http://www.flamebright.com/PTPages/Benjamin.asp (Ben Franklin) and the fellow with the rags to the riches tales.
Zoology
Sentient
(73%) Humans (Playable)
(12%) Etterati (Playable)
(8%) The Floaters
(3%) The Demons
(2%) The Hijra "The Endless" (Playable?)
(1%) The Slake
Constructs
Colour-Work Creatures (Golem Things) (Arguably Unsentient)
Flying-Things
The Glick (Fey-Elemental Things) (Barely Sentient)
The Pica (Hummingbird Things) (Animals)
=====
Statistics and Game System
OLD [spoiler]??Call of Cthulu for the basic body statistics; but for skills, please see the Virtues in this thread.
So, STR, DEX, CON, INT, IDEA all exist.
"Virtues" can have different actions "bought" like supernatural abilities in the HERO system (but only for temporary amounts of time).[/spoiler]
NEW
Main Skills
-D8 Points maximum in each (although items or magic can improve a statistic beyond 8; however it is very rare that anything is higher than 8; perhaps only the most fortunate ever reach 10 in a given statistic.).
-There are no skills other than these. No special "climb" or "lift". All successes in those attributes are determined by adding the strength roll, or whatever would apply from the list of rolls below.
-1 is the lowest starting score in each skill. (Although play may cause the score to fall below 1).
STR (Lift, Climb, Push, Punch)
DEX (Run, Jump, Bend, Dodge)
CON (Take Damage, Resist Illness)
INT (Knowledge, Wisdom, Ranged Attack)
WILL (Willpower, Psychic Strength, Luck)
STAT (Status/Social Prowess, Purchasing Power)
Hit Points - Derived from CON. CON+16.
Zero hit points is unconscious unless succeed on roll over a 10 on a 1d6+WILL.
-10 hit points is dead.
Battle:
(A) Roll 1d6+STR to hit with a punch.
(B) Roll 1d6+DEX to dodge.
(A) A Rolls 1d6+STR or INT for damage (A's choice).
(B) Damage is deducted from HP which is derived from CON. If unconscious, roll over a 10 on 1d6+WILL and can still function until hit again.
VIRTUES
-Gloria, however, does have virtues.
-The twelve virtues are listed on the first post of this page.
-Players do not gain experience, but they do gain virtue points which they can invest or spend as they wish.
-Gloria rewards role-playing more than most pen and paper games. It is designed to reward achievements in the virtues that make Gloria great, so the DM needs to be somewhat creative in the challenges which are provided to the characters.
[ic=Chastity]Chastity (WILL)
Gain Virtue Points - The character is sorely tempted by a beautiful woman/man who is married to a jealous but powerful spouse. If the character deigns to sleep with him/her, the character will gain influence, or wealth, and if the character refuses, the character may be humiliated or ironically, accused of adultery. Yet, the character refuses, at some cost to the player.
Use Virtue Points Virtue points may be used in rolls. The character may use virtue points in Chastity to resist willpower rolls of opposing people. For example, someone trying to seduce the character will roll a willpower if the player is not willing. If the character has Chastity points banked, then they can add extra bonuses to resist the seducer's wiles.
Burning Virtue Points Virtue points can be "burned" or used up when the player wants to do something extremely special with the virtue point.
Examples include:
Chastity * = Can subsist without nourishment of the body or the soul (companionship, talk, enduring criticism) for several days.
Chastity ** = Numb oneself to the world's outer stimulii- walk into a burning building without feeling pain (but not unscathed).
Chastity *** = Your body has become your temple; nothing can impregnate you, nothing can give you diseases; you are at one with nature and the world and all its petty cares wash over you without any harm.
[/ic]
Note self: combine Chastity and Cleanliness.
[ic=Cleanliness]Cleanliness (STAT)
Gain Virtue Points - The character goes out of her way to clean things, both literally and figuratively. She cleans a dirty street, she cleans up corruption, she keeps herself looking immaculate even when a duststorm or oilstorm is brewing around.
Use Virtue Points Virtue points may be used in rolls. The character may use virtue points in Cleanliness to resist status rolls of opposing people. For example, someone trying to assert their power in a social situation will roll against the player. If the player has Cleanliness points banked, then they can add extra bonuses to resist their opponent.
Burning Virtue Points Virtue points can be "burned" or used up when the player wants to do something extremely special with the virtue point.
Examples include:
Cleanliness * = Knows the secrets to seeming preternaturally clean and smells amazingly good regardless the situation. (Bonus for Social situations and for getting discounts).
Cleanliness ** = Cause others to be cowed by your appearance; whether they are social opponents or muggers. (Negatives to their rolls) and others may come to assist you in times of need. You always receive the best prices.
Cleanliness *** = The area around you seems to have its dust quiet, its particles hover around you, and wounds close when you treat them with your virtue. (Heal, etc.)
[/ic]
[ic=Humility]Humility (SOC/WILL)
Gain Virtue Points - The character fails to take full credit for an accomplishment. The character builds-up others. The character helps others. The character donates to the less fortunate.
Use Virtue Points Virtue points may be used in rolls. The character may use virtue points in Humility to resist status rolls of opposing people. For example, someone trying to assert their power in a social or willpower situation will roll against the player. If the player has Humility points banked, then they can add extra bonuses to resist their opponent.
Burning Virtue Points Virtue points can be "burned" or used up when the player wants to do something extremely special with the virtue point.
Examples include:
Humility * = No one notices you as you infiltrate a social gathering. You are able to take insults from others without social damage.
Humility ** = Those around you feel stronger due to your encouragement (allies receive bonuses).
Humility *** = Others feel humiliated by your humility and they at last give you the recognition that you deserve [Mother Teresa Syndrome]. (Bonus in social situations).
[/ic]
The Struggle
REASON v. FAITH
-A character may move on this axis, which can affect how the character interacts with others and especially how they interact with the Demons.
-A character who has a lot of faith will have trouble interacting with the denizens of Gloria, but they will be able to combat the Demons quite well.
-Conversely, a character with a great deal of reason may be able to move effortlessly in Gloria society, but they will have a great deal of difficulty confronting demons that re-emerge.
-Extremely rational characters also have a harder time working the Shimmer Magic.
EQUIPMENT
OLD:[spoiler]Standard; as in Cthulu or in DnD[/spoiler]
NEW: Base equipment is purchased based on the status value of the character
1- You are a pauper. (Character has nothing). Character often goes hungry.
2- You may have a few items of limited use (a ball of string, a dull knife). Character sometimes goes hungry.
3- You may own some okay clothing but your work and your income is not guaranteed. You Character may go hungry.
4- You may own a small apartment. You won't go hungry, but you live a bit on the edge. If a debilitating sickness or a great debt hit, you could easily fall below the hunger-line.
5- You may own a small house. You are lower-middle class... respectable, if not always respected. You are likely a blue-collar or pink-collar worker.
6- You may own a medium house. You are middle class and are generally respected. You are likely white-collar.
7- You may own a large house. You are probably well-educated, and are a professional.
8- You are high society. You are probably a manager.
9- You are extremely rich. You probably don't work.
10- You are one of the very few ultra-rich.
MAGIC
The only magic is the Shimmer-Magic of the trigrams. Theoretically anyone could be a mage, but it takes learning to understand the right portions of liquid to pour into the trigrams. And it takes materials at hand to carry the correct trigrams into which to affect the changes.
---
Classes
Gloria does not, per se, have any classes. It is a classless system. But it does have "concepts". Players can choose certain concepts (detailed on page one) and play as those concepts for the duration of the game. The concepts can help guide the characters and define roles for them in the game, but are not meant to limit ideas. instead, the concepts are intended to facilitate ideas.
---
Taking Damage
There are no Hitpoints per se, but damage "soaks".
Damage is subtracted first against ARMOR, and then against CONSTITUTION. The higher the constitution, the more hte damage soaks.
After constitution is reduced to zero- the damage transfers to STR or DEX damage, reducing them (player's choice). When one reaches zero, the character is disabled; when both are reduced to zero the character is unconscious, then will is subtracted when the character is hit (plus -1 will each round until the player stabilizes)- if Will reaches zero, then the character dies.
Recovering After Damage
-After being damaged, rest can help restore Constitution, STR and DEX, as can healing. Until fully healed, the damaged statistic will be used for all saving rolls.
Other Things to Keep Track of
1. Wealth - Always important in Gloria is the wealth that is carried, the wealth that is worn (the richer one looks may determine other characters' reactions), and the wealth that is accessible in a bank. A character sheet will note all three things.
2. Influence - Often it is not how much you are worth, but who you know that determines your success in life. Influence measures the friends, allies, contacts that you have made in the world.
Adventurers
- There are strange things afoot in the land of Gloria. The Demons have begun gathering in greater and greater numbers...some argue this is because Faith has fallen, year by year, to the relentless push of Reason and Atheism. The Fifteen Virtues are frequently forgotten by fools trying to turn a quick profit. But the true paragons of Gloria, the true women and men who shaped the world and created the successful society still realize that the Virtues are where true Glory can be found.
As Adventurers, you are special people who fulfill these Virtues and who have gained great insights into the working of the natural world.
- Unless Stated otherwise, each Adventurer may only choose one Emblematic Focii from the menu provided.
The Advocate
- A wise orator. The rhetoric rolls off the advocate's tongue, convincing all to follow her attractive ideas.
- Of Faith or Reason
Typical Emblematic Focii: Justice, Luck, Pluck , Sincerity
Similar to: Charismatic Character
The Designers
- The designers create. They design architecture, engineer objects, paint art, or construct any of a number of myriad things. They are very industrious, full of pluck, a thirst for self-improvement and success.
- Creatures of Reason
Typical Emblematic Focii: Industrious , Pluck , Self-Improvement, Success
Similar to: _____
The Faithful
- Seeks the glory and power of all of the 15 Virtues.
- Power through Faith.
Typical Emblematic Focii: Any.
Similar to: Druid
Adventure Example
Hired by the Logician of Nonagon, the Adventurers are supposed to clean up the dock-side and eliminate the smut, gangs, and violence by the most efficient means possible.
- The most straightforward way to solve the problem could be through Force and Destruction; however, the dock-side is a complicated place, and often Force begets more force and misery as the gangs' may have stronger contacts. And even if gangleaders are eliminated, new ones might emerge.
- The true Gloria Hero will practice the 15 Virtues to remove the smut and muck and grime. They might Alter the mindset of the smugglers and gangs by talking with them and discovering their grievances, then present them with different Opportunities and show them how each of the opportunities can lead to greater fulfillment.
- Not everyone will agree with the heroes' solutions, however, and they will need to be mindful of double-agents, backstabbing former-allies, and worse.
- TO FINISH
Shimmer Magic
History
Prehistory
Shimmer existed for millions of years underfoot, unnoticed and uncared for except when it contaminated water sources and caused people to hallucinate. Used for hundreds of years as a mild hallucinogen, Shimmer was first put to practical use when the botanist Ivan Pavlovich decided to experiment on cultivation and breeding of Shimmer which had heretofore been impossible.
Ivan Pavlovich's Grand Discovery
The first strange results happened when Pavlovich placed the shimmer in a plant growing mould that was shaped like the first trigram "˜°". He filled each section 2/3rds with pure shimmer and 1/3rd with water, then left it outside in the sun to grow. The water quickly evaporated as water is wont to do when exposed to raw shimmer. Notably, however, when placing the shimmer in its mold, Pavlovich had sliced a finger quite dreadfully, and he bled within all three of the mold sections.
Pavlovich crawled back to his home and treated his wound. The next day, when he saw the illusion from his kitchen window, he momentarily thought he must have ingested or snorted some of the shimmer or perhaps the wound had made him weak. So he went back to sleep. But even after sleeping off the effects and waking the next morning, he saw the illusion remained. When he moved the box of shimmer, the illusion also moved.
Eventually, after several neighbors and friends had seen the illusion, it was speculated that perhaps shimmer could set off airborne spores that caused mild hallucinations.
The Dawn of Shimmer
People began to experiment and realized that the shimmer actually was altering the quantum foam of reality itself, rather than just the minds of those affected by its presence.
Experimentation began, and the other 4 trigrams were discovered. Oddly, no other shapes of shimmer moulds had any effects save those of the five trigrams.
The Age of Shimmer
Today is the Age of Shimmer; industrious workers mass-manufacture the moulds, entrepreneurs sell, and craftspeople design and test new arrangements.
Extraction
Shimmer is extracted from the ground by the use of massive pumps, then is transported to refining centers that remove impurities. Once refined, shimmer can be shipped to the craftspeople who design and test and mix new arrangements.
Molding/ Implementation
-Shimmer only exhibits magical properties when it is impressed and stamped in one of the Holy Trigram forms.
To create a proper shimmer mold, one pours liquid shimmer into a cast-iron mold. The shimmer will cool and form into magic.
Shimmer molds may be of various sizes and lengths. The longer the mold-the greater the power that will come from it, but with trigrams that have breaks, e.g.: - -, the spaces and the lines need to be proportional or else the mold will be a dud or its effects backfire.
LENGTH: The molds' need to be precisely cast. The lengths control the power, whereas the heft or width of trigrams control what type of magic may be effected.
WIDTH: The trigrams widths do not need to be straight lines- etched widths can vary along the trigrams' length- the etched and twisting variations lead to different magical effects--it is dangerous to not make the lines straight or proportional because twisted forms tend to backfire more often than not.
DEPTH: Shimmer may be stamped in near-2D forms, side by side and assembled to create specific magical rituals; or it may be formed in 3D forms to maximize Shimmer power. There is a great deal of research being done into all possible geometric combinations of Shimmer.
COMBINATIONS: -Cutting edge research also combines Shimmer with nontraditional elements of Argon, Krypton, and the other noble gases as these gases are isolated and injected into Shimmer-Presses. The combination of the gases allows for a wider variety of uses for Shimmer.
˜° Soul Sanguinate- Shimmer and Blood, Heated by the Beating Sun (The Soul) (The Eternal/Faith)
[ic=˜° Soul Sanguinate (sky, heaven)]
Illusions, Divination
- This type of Shimmer Magic is used often by the predictors on the Empyrean Stock Exchange and by some on the Commodity Exchanges.
- The magic that someone like Xue Leavenstaking would use ranges from small near-2D shimmer trigrams that are shaped into a myriad amount of shapes. Each shape is tied to a certain Industry or Commodity. Xue has about 30 different Industries and Commodities.
- The great cost of his outlays lie first in the design, commissioning, and forging of a proper trigram for each industry. The development of a new Shimmer trigram is a laborious process of trial and error that consumes massive quantities of Shimmer in 'dud' experiments before the proper trigram is etched.
- Xue has developed many Shimmer powers himself. He may be considering selling redprints for his designs, but for the moment being he is enjoying the mystique and profits of being the only one able to make proper predictions for certain types of businesses.
[/ic]
˜² Flame - Shimmer and Flame (Fluid) (Creative)
[ic=˜² Flame ]
Alteration (Enchantment), Formation (Building Towers)
- This is probably the most common type of Shimmer.
The International Tower Was constructed from the side of the International Mountain by prodigious use of Flame Shimmer. Moulds were heated, then sunk into the side of the mountain. The process took months as engineers first arranged moulds in an optimal formation, then waited while each mould activated through sequentially timed dynamite explosions. Maintenance requirements and leasing complications after an abnormally cold winter extinguished the smoldering flames and almost caused the tower's initial funding consortium to go bankrupt.
However, angel investors swept in to rescue the project. They extracted the sunken molds, recast their shapes, then repositioned and resank the Shimmer. After several years, the project had reshaped a good deal of the mountain. Eleven years after the project was began, the International Tower opened- one of the largest structures in the world, and by far the sturdiest.
The most prestigious law firms, banking offices, and export trading corporations make their home in the International Tower. Rent is high and there is a waiting list for successful businesses to rent space within the Tower.
The Tower's most famous residents include the rich plutocrat, Eduward Lassik- the speculative investor whose team of engineers patented the process behind Temporary (Temporal) Conjuration from the Earth trigram.
[note=The International Tower] (http://upload.wikimedia.org/wikipedia/commons/5/57/TatlinMonument3int.jpg) [/ic] [/note]
˜µ Cryogen (Water)- Shimmer and Frozen Water, Cooled below 0 degrees celsius (Fluid) (Destructive)
[ic=˜µ Cryogen (Water)]
Evocation (Destruction)[/ic]
˜³ Diamond (Mountain) - Shimmer and Diamond (Permanent/Hard to Break) (Steady)
[ic=˜³ Diamond (Mountain)]
Protective Spells[/ic]
- These spells need to be extremely long to be useful. They were recently discovered by the scientists and some of the wealthier patrons have begun to place these mold trigrams on their buildings and on their clothing.
˜· Sod (Earth)- Shimmer and Wood/Carbon (Decomposes/Breaks) (Inconstant)
[ic=˜· Sod (Earth)]Conjuration (Temporary/Spontaneous Generation), Necromancy[/ic]
˜´ Hu (Lake) - Currently does not produce anything
˜¶ Xue (Thunder) - Currently does not produce anything
˜± Feng (Wind) - Currently does not produce anything
Cultural
- Shimmer Trigrams can be recognized by all people, but the science behind the trigrams is beyond most people's mien. The mathematics involved ranges on the level of higher level Calculus and geometrical engineering.
- People can use a Shimmer trigram if they don't know how to craft one; they can just pour the Shimmer into the molds.
Note To Self:
Concepts to Keep in MindProtect - Fight
Create - Destroy
Acquire - Deny
Alter - Maintain
Discover/Retrieve - Secret/Hide
Think - Act
Agitation - Fighting, Subversive, Terrorism (Protect - Fight)
(Create - Destroy)Analysis - Diplomacy, Thinking, Negotiation
(Think - Act)Exertion - Feats-of-Being (Think - Act)
(Alter - Maintain)Exploration - Discovery, Fetching Goods (Acquire - Deny)
(Discover/Retrieve - Secret/Hide)Investigation - Mystery, Discovery
(Discover/Retrieve - Secret/Hide)Progress - Creation (Create - Destroy)
(Alter - Maintain)Alignment=Old Ideals
=The Current Ideals
=Acceptable, but Odd Ideals
=COMPLETELY UNACCEPTABLE IN GLORIA (EVIL)
Compassionate Conservatives (Charity) | Progress By Any Means | Social Darwinists/Libertarians |
Mkt. Oversighters | Virtuous Small Enterprises | Free Market |
Socialists | Moral Prescriptionists (Faith of Righteous Faith) | Moral Absolutists (Faith of Reason) |
[spoiler=OLD]
Jeffersonianism Small Business/Agrarianism remains in the middle.
Carnegie is in the "Moral" category because of his charity work establishing a library system.
http://www.law.nyu.edu/ecm_dlv/groups/public/@nyu_law_website__journals__journal_of_law_and_liberty/documents/documents/ecm_pro_060883.pdf On Hayek[/spoiler]
This looks promising!
You mention it as a response to New Weird, which is very intriguing (I get the feeling very much that you view worlds/fiction trends in very deliberate dialogue with one another, and that in itself is interesting, and I think often true). Do you mean in a political sense, in that Mieville's particular iteration of New Weird has some Marxist undertones, whereas Gloria has Conservative/Objectivist ones? Or is it more the dystopian aspect of New Weird that you're responding to?
Indeed.
I am looking forward to how the Jazz age and the roaring twenties figure into the equation. I can also see Heidegger's Dasein and destruction themes working into this well, possibly feeding into your 'Suprematism' themes.
Your5 struggles/conflicts are most illuminating, but could you list a few more that are less top-down and more on a personal level? You do a great job here in giving me the organizational/molar-level feeling, but I am left very interested in a more molecular view.
Posts Overflowed:
Festivals in Gloria
Dividend Day- The First (January 1)
The first day of the year is dividend day, when everyone's hard work pays off. Businesses give bonuses, the government returns excess taxes (as few as they may be), everyone takes off from work and the streets turn into a chaotic party. On dividend day, lovers reunite, and everything is given freely. It is the one day a year when no one cares about making money, but about sharing it-- since an ancient philosophical member of the Faith once said; "The key to making money is not what you have, but what you can share with others. Money must be spent before it can be made."
Shopping Day(s) (x 15)
The Shopping Days are held the fifteenth of each month. On those days all stores stay open for 24 hours, people pull double shifts and all staff-members go into work. Of course, they take breaks in which they travel to nearby stores to contribute to the economic wealth of the country. These breaks may last 4 to 6 hours. Often, people do not sleep on these frenetic days of shopping and working.
Recycling and Memorial Day (February 21)
Held at the height of winter, the Day of Recycling is a somber affair where the residents of Gloria remember their dead and remember how everything is important, how all parts of a body are useful and may be monetized, how nothing should ever be thrown away if profit may be made from it and how nothing should ever be forgotten because who knows what use it may bring in the future. Still, Recycling and Memorial day is a day for endings.
Day of Sharing (March 1) [Socialists Only]
On this day, those of the Socialist philosophy give what they have to others; doors are held open to all who wish to enter; gifts are made (within reason), and the less fortunate are taken care of. The day is supposed to be one of happiness, but often the guests overstay their welcome or become too greedy. Even the nicest Socialist has sometimes been pushed too far on this bittersweet day of celebration.
Serviceday (March 1)
A day to commemorate those who serve in Gloria- the soldiers, and private security guards. They are covered in rings of roses and lauded in the news. Often, there are parades and massive floats on which the soldiers sit and wave.
Day of Piracy (April 1) [Libertarians Only]
A day to celebrate piracy and the lifeblood of the Libertarian Lands' society. On this day, many ships are robbed, people are held up, and more. Most in the Libertarian lands choose to stay inside on April 1st.
Adventureday (May 20)
This is a traditional day for setting out on a voyage, for beginning a new life, for starting a new business, or for beginning a marriage. There are few celebrations per se, but everyone holds Adventureday in their minds. It is a most auspicous day for beginnings.
AntiTaxation Day (June 1) [Mostly Libertarians]
Libertarians celebrate the abolition of taxes by hanging and burning tax-men in effigy and throwing them into bodies of water. They also burn symbolic kegs filled with fake coins and paper money, and distribute small firecrackers. Children often receive small green envelopes filled with coins on this day to celebrate their freedom from the shackles of tax.
Students' Day (June 15)
Held at the end of school year on (June 15th), Gloria's students celebrate the end of finals with a raffle, book sale/exchange, and festival. Much carousing is had and the bars tend to fill up with easily inebriated students who range in age from middle school to mid-20-year old graduate students.
National Day (July 1)
In Gloria, National Day is celebrated with banners and the distribution to banks of the year's newly minted money and coins. People flock to banks to collect limited edition coins and to gather the first print-run of paper cash. Hoards at the banks' gates push to get inside, and some have been trampled. But overall, the mood is one of celebration.
Shimmerday (August 1)
Held on (August 1st), Shimmerday commemorates the discovery of the practical applications of Shimmer- the magic of Gloria. The day begins with fireworks at the stroke of midnight and throughout the morning magic displays are demonstrated in neighborhoods that have paid for the spectacles. Traveling magicians and performers also join in the celebration, offering to sell their wares, or performing in the hopes that someone will contribute.
Returnday (August 17)
Students return to classes. Parents rejoice by often receiving time off from work to freely enjoy. (They are, however, required and expected to make up 50% of missed time by working during off-shift hours within the next 3 weeks.)
Bloodletting Day (Aug 20) [Only Socialists]
Among the Socialists, everything should be shared. But they realize that sometimes people forget to act benevolently, so they organize days where donations may be made. This day is particularly notable because it involves the donation of blood. The Socialists have perfected a process of blood transfusion and bodily liquid storage.
On this day, all good Socialists are to go to the nearest blood bank and donate, for the good of society..
Demonswatch (Sept 1) [Only Etterati]
Celebrated solely by the Etterati who remember the Demon War and who fear the return of the demons, this day begins with a candle-light vigil at night. It is a day of somber reflection and morning. If possible, the Etterati do not communicate during this day.
The Day of the Unknown Entrepreneur (Sept 21)
This day commemorates the entrepreneur whose businesses failed, or the person who succeeded, but only to a limited degree-- who was unable to take a business to "the next level". Even though they failed, they should be honored for making the effort, for their work, for their labor, and for the capital they invested in the economy which flowed down to the poor laborers who built their structures. On this day, people are encouraged to patronize small "mom and pop" shops.
Slake Day (Sept 30)
This day of rest, which precedes the March of the Faithful, is less and less honored by the populace who are concerned about remaining at work every possible day in order to maximize earning potential. However, traditionally this day was founded to remind Gloria-residents the importance of rest in order to recharge and to return to earning money.
Sadly, in recent times, politicians and businesspeople have criticized the day as a celebration of sloth. See Slake
March of the Faithful (Oct 1)
The Faithful, such as they are, organize a march once a year held on the first day of traditional harvest-time, dressed in white robes, from Gloria's northern gate to the city center. They march to commemorate the 15 noble virtues and to remind the city-dwellers of their past and the virtues to which they should aspire. Often they are accompanied by members of the Clique who lend their haunting melodies to the procession.
As the numbers of the Faithful have dwindled, the amount of those marching has likewise declined. What once used to be a dazzling parade has turned into a medium-sized march that is mostly ignored by Gloria's citizenry.
Glick-Day (Oct 10)
A day of energy. People are encouraged to go out and run, do sporting activities and to improve their body as they seek to become "as quick as a Glick" and as strong as they can be.
Many sporting events and competitions are traditionally held on Glick-day, and attendance at these events is always near capacity.
Day of Invention (Nov 1)
A day to celebrate invention and innovation. Residents of Gloria eagerly await this day as the traveling Glorious Exposition is held each year in a new city across the continent. At the Exposition, the newest inventions are unveiled to great fanfare and pomp, and the most famous inventors are honored.
Day of Geometry (Nov 5) [Only Floaters]
On this day the Floaters celebrate the creation of their race and the drafting of the world's geometric plan. The God of the World is particularly honored on this day by the Floaters crafting intricate structures and chiseling detailed patterns on stone, mud, and rock walls deep beneath the surface of the earth.
Icingcube! Day (Dec 24)
Celebrating the birth and creation of the Icingcube! The Amazing Cube that Melts In Your Mouth and Fills It With Warmth In the Winter! The Icingcube faery comes every december 24th, bringing Icingcubes to all good Gloria boys and girls.
The Icingcube! company: founded 40 years ago when it first chimed the now-famous jingle; "Always Icingcube!" invented the Icingcube! and marketed it in the dead of winter when people wanted something warm to fill their throats and bellies at night. The first Icingcubes! were distributed in a guerilla marketing campaign where Icingcubes! were delivered door to door to children in every household in Gloria and other selected marketing cities. The children quickly grew enamored of the cubes and demanded more from their parents. The Icingcubes! became favorite winter snacks.
And every year, 100,000 free Icingcubes! are still delivered, based on the results of a national lottery, on Icingcube! day. Those not fortunate enough to get a free Icingcube! go to stores to stock up on the amazing (and proprietary!) product.
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[spoiler]Hello, thanks for the early feedback. I will try to get up new content based on your suggestions as soon as possible.
>>(I get the feeling very much that you view worlds/fiction trends in very deliberate dialogue with one another, and that in itself is interesting, and I think often true)
Yes. You have found me out. :)
I suppose I see the greatest creative endeavors as being either born from imitations of earlier work, or attempts to be the antithesis of those works and to create something completely different. Everything seems to be grounded in or inspired by something else; as the myth builds on myth, something great can be accomplished. (Pray excuse the overwrought semi-philosophical musings)
Tolkien and CS Lewis were both contemporaneous fantasists who competed to create the most compelling worlds. In the end, Tolkien seems to have won their little struggle since his writing and not Lewis' is emulated in the genre.
Lewis wrote tales of oddity and weirdness (that Hideous Strength; the Perelandria Series; The Screwtape Letters) and the fantastic inspired by problems of faith and modernity; Tolkien pursued elves and ancient ideas and mythology. Arguably, both had clear good/evil divides. I'm not so certain about that. But much literary criticism disagrees with my view that Lewis, unlike Tolkien believed in a sea of gray.
[/spoiler]
>Do you mean in a political sense, in that Mieville's particular iteration of New Weird has some Marxist undertones, whereas Gloria has Conservative/Objectivist ones? Or is it more the dystopian aspect of New Weird that you're responding to?
I actually meant in both ways.
1.) Yes, Gloria has Conservative/Objectivist values... But there is more to it than that, just as in Mieville's writing, the Socialist aspect is not always apparent. Within Gloria, there is a war, much as I believe there was a war inside Piet Mondrian when he moved to America and produced "Broadway Boogie Woogie."- the shapes remained defined and orderly, but influenced by jazz, they took on a sense of energy and movement. So too is Gloria influenced by movement and change. The Conservative powers realize they must change, and yet, they are afraid that to change too much will invite danger to themselves, and their world. How to manage that change is up to the players who will be agents of Regents, Reactionaries, and Rebels.
2.) I am going to try to avoid baroque and chiascouro influences. I will also try to avoid Mieville's and Bioshock's Libertarian Dystopia; although that may be difficult (as my WonderWorld proved (!)). I think to avoid this I will try to aim for a spirit of Adventure, like in Eberron or the pulps, but that will also be difficult- since the values of Gloria are ORDER and STABILITY. But Gloria attempts to avoid as much steampunk, biopunk, dieselpunk, and cyberpunk as possible... To make the world interesting and exciting without such images will be a challenge.
But I enjoy challenges!
To use the quote feature its [*quote=name of the person your quoting] The quote [*/quote]. Remove the * and it should work.
Now about your inspiration from ID, how prevalent is this? Will it be an actual element of the setting? Or just that the fact that it is indeed a designed world?
How interwined will the Ubermensch and Phrenology be?
You say social darwinism, would there be some other play on the concept of "dawinism" such as Municipal Darwinism used by Phillipe Reeve?
This looks quite interesting. I look forward tos eeing more from it and will probably rant...err...comment at length on it.
[blockquote=Llum]How interwined will the Ubermensch and Phrenology be?[/blockquote]I don't know my Nietzsche well enough, is the ubermensch usually linked to phrenology?
Cities
In Gloria: The Capitalist Utopia
Gloria
Gloria has no gates, for it needs none. It is open to the world and the world is welcome to enter it. There are no guards at the exits and the city flows seemlessly into the countryside, growing and encompassing pieces of it. Some wise investors purchase the land surrounding Gloria when in middle-age, then sell when they are old, and then retire comfortably in villas skirting the outside of the city.
[ooc]Enjoy yourself in Gloria!
- See Shadowpuppet Illusion Shows! in one of the many viewing-homes scattered across all the cities. Hear the pianos play while the preset Shimmer-Magic images play again and again on the walls. Some of the most cutting-edge Illusion shows, mostly those in larger viewing-halls, have even begun experimenting with hiring choirs to sing the illusion-creatures' words.
- Go to Apothecary Stores! and buy protective skin-coating, then go and impress the proletariat in the dock-side by burying yourself in burning coals, then emerging with nothing seared.
- Hunt Down the Flesh-Puppet-Stores and the animators of dead people's legs and arms. A large minority of wealthy aristocrats have these dancing legs, arms, crawling hands, blinking eyeballs, and more exotic movable parts on display. Although the possession of the body parts is not illegal per se, the parts' users need to prove that the person being buried did not opt-out of the "reusable body" clause in their burial agreement. If the aristocrats cannot track title to their dancing performers, the parts must be confiscated.
- Bet At the YoYo Races! And see if your YoYo Bird is the fastest. At the races, cages are set up and the YoYo Birds emerge from the opened grates, then pounce toward their ever evasive, ever moving prey. The fastest YoYo Bird to catch its prey wins. (The YoYo Birds strike out much quicker than most other beasts because when they strike they can leave half of their mass behind, weighted to a spot while the Birds' fleshy head spools out, wings beating and launched from the base like a jack-in-the-box. When the birds reach the end of their spooling skin, they snap back together. There have been several accidents at the Races, but now all YoYo Birds' necks are measured before they may compete and a standardized size is agreed upon.)[/ooc]
[ic]1. The Aeries The Aeries are a geodesic dome-like structure for part of their location; other parts are massive glass-enclosed structures that hold birds of every species from around Gloria. [ooc]Adventure! 1. Capture a rare flesh-eating bird that has escaped into the city ; 2. A hospital has hired you to extract the bone marrow from a bird in the Poisonous Bird Aerie ; 3. You have been transmuted into birds! How are you to ever escape the aeries? ; 4. The Conservator of the Aeries has hired you to capture several rare specemines that are scattered across the continent.)[/ooc]
The Stairway to Heaven What began as a side project by a ConsumerArtist blossomed into a full-fledged extravaganza. The melding of steel and the welding of discarded steel upon steel began as a design for a roost for birds in the zoological portion of the Aeries. What it evolved into was something amazing and strange. The Stairway is a series of beams and boom wires that ascends hundreds of feet into the air. Soaring high, the Stairway is encased in a wire mesh that raises as the structure soars higher. At several points, the artist built places to sit or stand.
After seven years of building, tourists to the Aerie clamoured to ascend the Stairway and more construction was ordered. An actual staircase blossomed and more steel was added. Then grass and trees and leaves were brought in to fit on the staircase and flowers bloomed and more life came to the staircase.
The staircase is still growing. And some visitors, it is said, never leave. They subsist on fruits that grow on the Aerie. The artist too always labors, always building higher and higher until one day, people say, he will reach the sky. The Staircase is Gloria's tallest structure- taller even than the Stock Exchange.[/ic]
[ooc]ConsumerArtistry - Art for profit. In Gloria, it is the only kind of art these days. It stands in contrast to the People's Art of the Socialist Lands or the Faithful Art of Ancient Gloria when the aesthetic was produced on large-scale through donations for the love of the land to commemorate the destruction of demons.[/ooc]
[ic]2. The Agrocology The Agrocology is a tiered structure built on a hill in the midst of the newest outgrowth of Gloria- Saintly Sandal. The Agrocology is over 250 acres large on one level and is simply gigantic. But beyond the one dimension, the agrocology also makes use of tiered wooden structures on which it grows its crops. The structures are canted to allow for the greatest amount of sun to penetrate to the ground floor. On the top layer, wheat grows, on the bottom layer, in the fertile soil, rice grows along with watermelon and raspberry vines (in the sunnier areas). The Agrocology's food feeds a good portion of Gloria's citizens and its usefulness cannot be underestimated. The Agrocology's owner, the Agronomist, is always searching for new and better ways to nurture and grow crops.[/ic]
[ic=The Neighborhood Watch + Law and Order]3. The Neighborhood Watch and Law and Order What makes Gloria work and what keeps it mostly free of crime is the Neighborhood Watch.
Basically, all of Gloria's citizens are deputized to make citizen's arrests. And many of them do. Some Watchpeople are more seasoned, having been elected, "commissioned", Block (Sgt.), District (Lt.), or Ward Captains. The Commissioned take care of much of the paperwork and are remunerated for their work. They are replaced in scheduled bi-yearly elections or special "snap elections" (scheduled on the signature of 75% of their constituents) if their constituents feel unsafe.
Gloria's citizens believe that the policy of vigilanteeism has worked well, so they continue to support the cheap, and effective, Neighborhood Watch.
Songs are sung about the Neighborhood Watch, and people are proud when their children enter into unions with Captains.
Penalties
Corruption/Embezzlement - The Watchpeople do not have jurisdiction over White Collar Crimes. Instead, the Stock Exchange, Banks, and the Commodity Exchange are expected to self-regulate and they have been known to eliminate people in front of the ConsumerRights wall to make examples of them and to ensure confidence in the system.
If a Bank is ripping off consumers (or even rumored to be doing that), the usual consequence is that the money goes elsewhere. If a Bank ended up stealing money and there is nothing to recover, citizens have been known to hire mercenaries to hunt down and eliminate Bank Presidents, or to join together to employ elaborate schemes on a contingency basis to recover secreted-away assets.
Robbery The penalty for street-robbery is a slit throat- but only if the person is caught in the act, and only if all present witnesses can agree on the situation and the punishment.
Socialism Socialists and suspected Socialists are taken to the Bulletin, where they are branded lightly on the cheek with a frowning face, to express Gloria's deep disappointment with all things Socialist. Some Socialists are imprisoned. The mark functions as a Scarlet Letter and can have grave consequences for future employment possibilities.
Why Few Gloria-Residents Slit Throats
If there are no witnesses, or there are few witnesses, then few Gloria residents will slit throats, since after judging the caught thief, they must deliver the body to a "corpsecounter" and register their actions, then account before a judge in a "Watchhearing". If the judge finds their action ill-advised or their names as being of ill-repute and their opinions as of being of little-weight, fines or worse can be levied. This has led to few actual throat-slittings in practice, as people who often slit others throats, the "Watchbleeds", are looked on with increasing suspicion with each time they are brought before a Judge.
Witness Remuneration
If witnesses do not agree on the facts of the situation, then they must appear at court, where the case is tried before a judge. The witnesses may profit from the endeavor in any way possible, and most do, since the court fees for witnesses are quite low. Witnesses often receive remuneration from both the Plaintiff and the Defendant's sides. However, all remuneration must be registered in the Court's Register, so the judge can review whether or not the witness' testimony has been corrupted by the payment of bribes. Many witnesses also sell their stories to the three-penny dailies to supplement their income; this income must also be recorded.
Penalties for non-reporting income is to have the income confiscated, their testimony stricken, their name shamed, themselves imprisoned, and their names recorded as being of little-weight (which can have strong consequences related to the weight of any evidence they present should they be brought before a court in the future to defend in their own case--When someone's name has been entered on the "light weight" list of shamed people, it is not uncommon to see a barrage of lawsuits filed against them by people looking to capitalize on the "light weight's" misfortune).
The Elected Judiciary
Judges are selected from the richest of society. The theory is that the richer the judge, the less apt s/he is toward corruption. Being selected a Judge is considered affirmation of wealth, of character, and of power. Judges are generally honest either out of their nature or out of fear, because to be de-throned is a quick way for a rich person to rapidly become a "light weight", hounded by lawsuits and creditors.
[ooc]Sander Thomas- Captain of the Watch 53 years old. Sander Thomas rose through the ranks of the Watch after stopping an assassination attempt on the Illuminated Mayor. He was immediately promoted to District Lieutenant, where he showed a remarkable head for numbers and management and inspiration of the volunteer Watchpeople. Within but a few years, the Glorious Hero was raised to Captain.
Sander is good natured, and often partakes of snuff, tobacco, and alcohol while on the job. He is quick to offer a sip to subordinates and to arrested malfeasants. He finds that liberally passing around the intoxicants generally makes aggressors more pliant and restful. (The alcohol he carries often sports higher than 30%).
Sander often walks around in a haze, and is known to make many paperwork mistakes while under the influence. This would be a large problem, except that he realizes he can be rash or foolish while zonked out. So, he hired a Mishu- a private secretary, spending his own coin for half of the investment. The Mishu anticipates Sander's needs and double-checks all his figures and work.
Sander is married to a noblewoman, the Lady Gwendolyn Wexley, a beauteous green eyed lady who met Sander the Summer after he saved the Illuminated Mayor's life. They have one child, a daughter who is 17 years old and who currently attends University in ____.[/ooc][/ic]
[ic=4. The Financial District] The Financial District is the heart of Gloria, and the soul. It is (literally) a cauldron of invention and speculation. From the Seaport Commodity Exchange, and the Empyrian (Celestial) Stock Exchange to the Aerial Nerve Center, information is at a premium, and knowledge flows. The Color Work Creatures push through the crowds to deliver up-to-the-minute information, all the time bleeding their jazz-like music as they snake sinewy through the masses. Far from the masses, Shimmer-Workers sequestered in metal-encased research facilities work on employing Shimmer to prognosticate about rainfall, days of sun, and other astrological events.
Enterprise Street, a wide boulevard, winds its way throughout the Financial District, touching on many of the major exchanges and enterprises from the Empyrian Stock Exchange to the Seaport Commodity Exchange and the Arterial Nerve Center.
At the Seaport Commodity Exchange, Investments may be made in crop types; farmers and their representatives come from miles around pitching their particular geography and explaining why businessmen should invest in their land. Investments also, of course, go into Shimmer technologies, and in shipping ventures. A few adventuring companies have also made names for themselves, and are publicly listed- they are funded by businesspeople and out-kitted, then they distribute profits amongst their investors.
[note]Seaport Commodity Listings -Adventuring Companies, Commodities, Land, Shimmer technologies[/note]
[ooc]
The Floater's Rogues - Consisting of one of the few Floaters who has deigned fit to explore above-ground and to associate with humans, and four humans, the Floater's Rogues is one of the premier adventuring companies. The Floater has extensive knowledge of the crystal and shimmer formations in caverns surrounding Gloria and has done battle with the massive underground Alghoi-Khoroki and has stood strong against the Glimmerwyrms which "blink" and flit around cavern cavities.
The Floater's predictive diagrams have saved the party many a time; and its almost prescient predictions and foreknowledge of the flows of energy underneath the land have served it well in battles.
The Floater's Rogues have recovered vast amounts of wealth from the deepest depths, excavating ancient pirate stashes from bygone ages before Gloria achieved its current sophistication.
Currently, on the stock exchange, the Floater's Rogues are valued the most. They may not bring in the largest sums- The Hoarders probably hold that distinction- yet, despite numerous assassination attempts against the Floater; the people have the most faith in the Floater and his human allies' continued subterranean successes.
[/ooc]
The Empyrian (Celestial) Stock Exchange is a bit different from the common Commodity exchange. The Empyrian Exchange is more cerebral, more abstract, more philosophical. The Empyrian exchange trades in predictions. There are some who believe that its Seats can shape the future through use of Shimmer.
The Exchange sits on massive trigrams-- carved from stone as deep as a tall-ship mast. The stone was quarried and hauled from mountains to the city's east. At night, the molds glow with the after-light of prior filled shimmer-magic. The trigrams are moved when needed, rotating on a turntable that slowly, but reliably can be cranked around and around by a team of elephants and Color-Work creatures.
The entire structure, from the color-work creatures at its base, to the trigrams themselves, to the magic and light at their summit, glows with neon lights as the trades conduct- every night from darkfall until daybreak.
The predictions that are traded in can only be afforded by the richest of Gloria's citizens. Whether or not a storm will ruin the crops in coastal regions can be effected-- people buy and sell possibilities during set bidding periods of days, weeks, months. The winning bid will then shape the prediction of the Seats (or the traders/mystics who operate the massive trigrams and who manage the Exchange's massive stores of excess shimmer), and often-- the wish will happen; or else there will be a refund.
The large magical trigrams are the strongest in all of Gloria. The entrepreneur who ordered them quarried and placed them in the city- Titus Empyrean- is one of the world's shrewdest businesspeople and it is rumored he is the world's most powerful man. Yet, he is rarely seen. It is rumored that he has a debilitating fear of open spaces and of sickness and murder by business rivals, so he spends his days ensconced in a tiny room filled entirely with feathers. He communicates with the outside world and purchases provisions through utilizing Color-Work Creatures who deliver his desires. Some say Titus perished several years before, but a stream of prostitutes to his quarters and the stories they tell insinuates that the man yet lives.
[note]Titus Empyrean is a man of great means and many business ventures. He controls the Empyrean Stock Exchange and the prediction markets. With his wealth, he has constructed seven towers scattered across the city of Gloria (home to four) and the continent.
The four in Gloria are-
1. Titus Tower I
2. Titus Tower III.
3. Titus Tower V
4. Titus Tower VII: Waterfall Park
These towers are home to some of the most famous in Gloria as well as some of the most famous boutique shops.[/note]
Bankers set up shop in the Financial District as well, offering rates that range wide from cut-rate interest to usurious amounts of 100% on some astounding short-term and risky loans. Default is dealt with in many ways, sometimes resulting in indentured servitude, sometimes garnishment of wages, sometimes garnishment of limbs (listed as collateral), sometimes accepted slavery (in the Jungles of Shimmer, or within the Colosseum, or on the Galleys at sea.)
The Bankers' buildings are generally tall, angular, and strong-looking. Many extend down several stories into the ground and almost all soar high overhead- the only taller buildings are those of the Commodity and Stock traders. Bankers are almost universally known for their ostentatious displays of wealth. For students, to gain an internship at a bank is one of the greatest achievements to which they can aspire.
Currencies
The banks each issue their own currency, which is traded and weighed daily. Banks and newspapers have a symbiotic relationship as merchants must somehow discover the proper exchange rate for each banks' currencies. Banks' issuances are audited by stockholder committees and by a government organization that is funded by fees that the banks pay.
Glorians only trust the power of the market for their currencies; gold may be bartered as a shiny gift, but it is not an accepted currency or basis for a currency. The only basis for currency is work.
All currencies in Gloria are backed by individual banks and corporations; however, the pound and the pence is the goal toward which all currencies strive and against which all currencies are weighted. The pound is equal to a days worth of traditional fair agricultural labour and it is comprised of 100 pence; ten for each hour of the day in which an agricultural laborer works.
Penelope Cuiraiss, the Currency Crafter manages the most successful of many firms that arbitrage among the bank currencies. She bundles "packages" of currencies that she values and sells on a forward-looking futures market. She works closely with the Shimmer Psychic, Cassandra Pavlova, who owns the chain Better Predictions and who lives in Titus Tower VII: Waterfall Park.
[ic=Notable Banks]The Cooperative - A socialist experiment. The people who borrow from the cooperative enter into a way of life. They agree to lend all their possessions to everyone else in the cooperative. Each member gains a list of each other member's address and all their known possessions, from their home to their dining utensils. Everything is shared, from items, to marriage partners (if willing). The Cooperative is gaining in popularity, all of which is part of an expatriate Socialist-Lander's (Sevastus Stierpiek) nefarious plan to gradually subvert the city's selfish capitalist values.
Crazy Crow's - Crow's, a one-man operation out of a pushcart specializes in crazy investments. Crow is an eccentric wealthy old man who boasts a six-foot long beard. He sits cross legged, one foot drooping off the side of his cart and listens to petitions for loans from sunrise until noon-time every day. In the afternoon, he meets with the most promising of the recipients.
Eve's - A simple bank with simple terms. Eve's most unique loan is the "growth policy" loan where they lend money to purchase crops and then take "in kind" payment of crops for the future-- but they do not limit themselves to lending to farmers. They even lend to people creating personal gardens in their homes. As collateral, they require receivers of loans to collect their urine and household waste. Eve's then resells the waste to dealers who specialize in acid and in fertilizer.
The Good Neighbor - Loans "in-kind" and facilitates people's transactions and "trade downs"; the Good Neighbor fixes up damaged goods and resells it to other people who need those goods in turn for cash. Less a bank than a rummage market, the Good Neighbor is quite popular among Gloria's underclass and boasts some of Gloria's more skilled repairspeople.
Illych, Jaworski, & Krom - Founded by three ex-adventurers, this bank is a rough-and-tumble place made out of wood. It boasts a big bouncer by the door who also acts as a collection agent. Their slogan is "Few Questions Asked; Low Interest Loans... But We're Interested in Full Payment"
ITC (Ilimden Trading Company)- ITC also operates massive stock operations, trading in cattle futures and property. ITC owns a great deal of property around the city and is constantly trading the property to its bank members- convincing them that the investment will always increase in value since more and more people stream into Gloria each year. This ponzi scheme seems as though it will continue to bring in revenues at least for the next few years since IIC has not yet gotten greedy; a usual guaranteed "flip" to other IIC members is only a gain of 5% on investment per year. The company is uniquely well managed and has yet to have gotten greedy with its investment promises-- perhaps since its CEO, Mars Ilimden lost much of his inheritance thirty years ago during the waning days of the great "stone animal friend" pyramid scheme trading and collecting scam.
Indentured Incorporated - The preferred loan collateral is the labor of the person asking for the loan, or a pound of flesh-- which is considered quite the delicacy by some denizens of Gloria.
Shimmer - The highest end bank. Its logo is a black trigram encircled by floating crystals on a diamond band. Shimmer takes on massive amounts of risk, but has massive amounts of reserve. They are, nonetheless, picky about who they lend to. Their headquarters is one of Gloria's most strongly defended places- boasting guards, mercenaries, traps, surveillance, and more. Many a thief has been found impaled on the walls of the safe- and tens have been caught wandering the halls attempting to impersonate guards. Perhaps some day the safe will be robbed, but that day will not be any day soon- at least as long as the chief of security, Majordomo Schnell is on the job.[/ic]
Arterial Nerve Center - The heart of the city and the place where people come to talk, come to buy, and come to gawk. The Arterial Nerve Center has a dizzying array of the newest styles, the shrewdest inventions, and the most boisterous bowyers of merchandise. Constantly rotating, the Center boasts tiered stages where people construct elaborate displays and attempt to move merchandise. Scanty clothing, amorous aromas, and vibrant colors attract customers.
At the other end of the nerve center is the Speaker's Corner where anyone can speak, for a price. After paying the fee, a person can speak and earn coins from passers-by who debate, or listen. Many new ideas have started in the Speaker's Corner- because the price for speaking is not cheap- so the words must be well-thought.
News also is paramount in the Arterial Nerve Center. Located underground are the massive printing presses, run by Color-Work creatures. From thin holes in the ground poke out broadsheets, which may be purchased by inserting coins into slots. The broadsheets advertise news, and products for the consumers. Some are distributed free of charge, others for a pittance. Each broadsheet, of course, attempts to be louder and attract more attention than the last. Some have included scratch and smell advertisements in an effort to appeal to more senses of the readers. Some broadsheets are experimenting with edible paper. The alchemists, however, have failed to produce such a wonder that is not toxic. Shimmer-Workers have been said to be working on the problem.
The Nerve Center is at the middle of the Financial District on the edge of Enterprise Street and each day thousands pass its streets, walking to and fro to banks, to stock exchanges, law offices, and trading floors. The Nerve Center is kept impeccably clean by scavengers who earn money for reselling every scrap of trash that falls to the ground. They may not earn much, and in fact they live a life on the edge of nourishment and existence, but they can survive by cleaning the district's streets and have organized themselves into a guild of Street Scavengers.
Near the Arterial Nerve Center is the monument to the Shimmer Molds (See Below).
The Shimmer Molds A historical museum that is half indoors and half outdoors. The Shimmer Molds which honor the first pouring of Shimmer into the holy trigrams are placed in the Plaza in front of the Arterial Nerve Center.
Each night there is a display of Shimmer-pouring and magic. Mostly, the shows make use of Soul Sanguinate Shimmer and produce vaporous and alluring illusions of intertwining color, and rarely odor. The shows are not, however, free. The streets are roped off for the nightly shows, admitting only those who have the coin to enjoy the display. Excess revenue from the viewing-fee goes toward improvement of Gloria's public works.
The Chambers of Commerce
The Chambers of Commerce, a glorious 35-story building, and one of the taller business structures is located in the Arterial Nerve Center. On their exterior wall, they project Shimmer-fueled illusions of product advertisements, and at all hours color-work creatures can be seen ascending and descending the Chambers' exterior gear powered lifts.
Inside, the lifts are more safe- they are controlled by pulleys, levers, and color-work creatures which monitor stability and strain and pull to keep the lifts aloft. The lifts are exceptionally fast in bringing workers from the basement to the building's apex.
The building contains about 3,000 workers (and hundreds of temporary workers such as chefs, concierges, busboys, who are not counted in the total). The workers' specialties range from advertising, to networking, to expertise in beginning (incubating) small businesses. Inside, they shuffle papers, organize seminar presentations, host conferences (on floors 2-5), and assist small business people in gaining loans and determining where to locate their businesses.
On the first floor is a massive map powered with shimmer-magic that dynamically changes to demonstrate the traffic flow of pedestrians in the Arterial Nerve Center- which has been ringed with Shimmer-Sensors to determine foot-traffic. Once the information comes into the Chamber of Commerce- 5 workers analyze the pressure on the ground to determine if the pressure is from foot-traffic or from vehicles, or color-work creatures. The workers, then input the data into a "braille" machine that stamps the information into dots that are then read by the map. Eventually, the Chamber hopes to dynamically construct a traffic-flow pattern for every street in the city, but their current plan is quite expensive and so they are limited in what they can accomplish.
The map (The Commerce Map) also demonstrates the location of all businesses in the city. It displays important information such as revenue (given in a range- the exact data is proprietary information), customers/day (another range), and time of day most active. Businesses also have small flags sticking out from them to indicate if there are several businesses in the same place. All businesses are color coded. The map can become quite overwhelming to the beginning entrepreneur, and the Chamber boasts several guides who explain the functions and who can help a beginning entrepreneur make decisions about where they wish to locate their store. The guides are called the Commercialists- they know a virtual library of information about who lives where, who demands what, which areas of the city need what, and more. The Commercialists are in high demand once they leave the Chamber's employ... but the chamber pays well and requires all Commercialists to sign a 12 year minimum contract. Still, most Commercialists leave for private practice after their stint at the Chamber.
The Chamber is a semi-private organization that operates based on donations given by companies and individuals which make use of its services and expertise. Thousands of Gloria-Residents travel to its outposts which are scattered throughout the city to seek advice and help in starting their businesses and in learning the tricks of advertising and in seeing its help in gaining connections and mentors in the business community.
Although others have tried to set up their own advertising-lesson classes, the Chamber's are seen as the most prestigious and the certificate for attending a class is highly prized among small business people and their customers. A certified certificate for the area of business done by the businessman is often posted on the store or restaurant window.
[ic=Some Classes]Some Classes
Restauranteering 101, Maximizing Space Potential, Attracting Customers, A Better Aesthetic, Managing Employees, Disciplining Employees, Making Your First 10,000, Buying Your Next Store, Freeloaders and Your Store, Shoplifiting?, Dealing With Disasters, Franchising?, Dealing With Rude Customers, Maximizing Yearly Returns, Long Term Planning, Short Term Planning, Estate Planning, The Family Business, Investing In Properties, Advertising For Beginners, Using Shimmer To Maximize Your Potential, Outsourcing?.
Tracks Include: Accounting, Advertising, After Retirement, The Family Business, Franchising, Investment, Overhead, Personnel, Restaurants, Scaling, Selling Out, Shimmer and the Store, Shops, Sourcing, Transport. [/ic]
[/ic]
[ic=Adventurers' Quarters] Many retired adventurers make their homes on what was once the outskirts of Gloria- surrounded by farmland. However, the area has since become a mess of merchants, roadies, and Gloria-residents who seek to bask in the Adventurers' reflected Glory.
Outside one Wizard's tower, for example, is a plethora of ramshackle tent-shops that sell artifacts from the Wizard's defeat of a Bone Dragon (they have sold ten bone dragons' worth of knucklebones alone.); shops that sell what they claim are "Jenuine Lissenssed Wizzzards' Aphrodesiaccck"; a "museum" of the Wizards' life history ; shops that sell licensed and unlicensed and "uncut" and annotated versions of the Wizard's life ; shops that sell tiny little statues of the Wizard doing unspeakable things to a Bone Dragon, and more.
That wizard barely descends the tower, for fear of being swarmed by mobs of people who rip off his clothing to sell or trade to their loved ones (or other passers'-by). Once, the wizard, while shopping, was stripped completely naked. And then someone tried to shave off part of his skin while another lopped off some of the wizard's hair. Since that experience, the wizard has taken to hiring bodyguards.
The wizard then began leaving his tower through use of a fly spell. This however, only avoids the lion's share of admirers- but not every single one. In the sky outside his tower a troupe performs and recreates the wizard's showdown with the bone dragon daily (if a certain amount of coin is collected from spectators). And the troupe is only too glad to have the wizard join them when they are practicing.
[/ic]
[ic=Restaurants in Gloria] Gloria is a gourmand's paradise. Boasting flavors and colours from all ends of the world, exotic dishes such as Socialist's Shared Pot Pie, to Libertarian Lentils, Gloria's chefs can cook up almost anything-- and make it taste delicious.
Arbogast's - ***** Boasting a glass wall of Shimmer-oil that flows like water; this decadent glass four-story ziggurat rises near the Chambers of Commerce. The biggest business deals, the most important people, and the richest glitterati all make a visit to Arbogast's at least once in their lives. ($$$$$$$$$$)
Floater's Paradise - *** "They Make Mud Appetizing" is what the commonfolk have to say about the "Paradise" and that is basically true. The Floater's Paradise, located about 25 feet underground, serves common Floater recipes, like dirt turnip, battered worms, and over 300 varieties of dirt (when combined with 200 varieties of spices, this amounts to millions of permutations.) The food is top-quality, but far too strange to a human's taste to merit more than three stars. Trendy youths and floaters can be found in the "Paradise." ($$$$$)
H - **** Brewing the finest sweet beverages in Gloria, H caters to the Hijra and smothers all of their food (mainly vegetables) in sweet gelatinous liquids. The food becomes inundated with the sweetness and titillates the taste buds. Some humans have left H and nearly lost their sense of taste- but almost all agreed that the experience was well worth the sensory torture. ($$$$$$)
[/ic]
[ic=City Parks in Gloria]City Parks City parks are funded by user fees. The fees are relatively low, but everyone pays them to enjoy the open spaces. The parks are generally kept-up very well and there are no poor people sleeping on benches (they cannot afford the price.)
A family can often enjoy a happy day lounging at the park- tossing frisbees, throwing balls, or exercising their family pets.
There are only three "Public" parks where people do not have to pay to enter them in Gloria. These parks include the Northern District Park, which is slightly dilapidated since no one pays for upkeep. The brick sidewalks are filled with overgrown weeds and no one has ever cut the grass.
The Open Park, in the South is in better shape, since its community bought the park about seventy years ago and opened it to the public. The community continues to maintain the park and assess a yearly fee against all residents for use. Periodically there are votes to close off the park- but no one wants to pay for a fence-- which would likely cost 3 years of fee wages-- when the trespass of people into the park has yet to become a problem.
The New City Park is a vast park at the edge of the city which bleeds into farmland. The New City park is free to enter but inside it, the facilities cost money to use. From the volleyball fields, to the bathrooms, to the numerous shops-- the Park is littered with opportunities to spend money. Also, the owners collect all trash from its guests and resell and reprocess the waste.[/ic]
[ic=Public Works in Gloria]Taxes. Why would Gloria have taxes to support roads and sewage. Would not taxes harm the entrepreneurial spirit? Indeed, they would. But all benefit from public services like roads and sewage and police and fire protection (albeit in Gloria the police protection is managed publically without imposing costs on any, see the Neighborhood Watch above.
Private Security and Fire Others may hire private security forces; fire is managed by volunteerism as well- although there have been calls to establish a professional fire-fighting force, those calls have often been shouted down.) In Gloria, the roads and sewage are first assessed against the use of the building. Then, excess fees gathered from city museums, musical shows, the Shimmer Mold shows, City Parks, and other public events, all go towards payment for the roads and for salaries for the city's leaders. The lack of excess money in the improvement game goes a long way towards reducing opportunities for cronyism or overt corruption in the government.
Contractors Still, the government must choose contractors to repair or construct roads. How do they choose these contractors? The government allows the block that is having the construction being done on review the applicants at a meeting of the local chamber of commerce. At that meeting, the bids are made and the people decide who should fix the roads; then the repairs are made.
Corruption?This democratization of government that is run by the capitalists who both pay for the correction and who benefit from it has proved highly efficient and has lead to Gloria being one of the most famous, corruption-free governments (the Chambers of Commerce, however, can at times be favoritist and game the system toward business allies by tinkering with their advice.)
[/ic]
[ic=Adventures in Gloria City]
1. Defend/Rob the Shimmer Bank Seemingly impenetrable. Can you break the bank, or prevent the crime of the century.
2. Hunt Corruption You have been hired to hunt down corrupt officials. Follow their trails, expose them, and bring them to justice. (Hunt corruption at the Chamber of Commerce and follow a seedy trail into the underworld of dark alleys, shady bars, abandoned office-buildings, and construction yards.)
3. Open a Business in Gloria It is an adventure, it is a struggle. Go it alone and confront business traffic and customer interest dilemmas. Advertise, compete against copy-cat competitors, and more! Get help from the Chambers of Commerce. Attend business classes and level-up your skills. (Bribe?) (Fight?) or follow the more traditional paths of out-working and out-thinking your competitors. Open franchises and expand your empire. Invent new and amazing products!
4. Foment A Socialist Rebellion Read the writings of Tybald Glissifur at Tientan University and get inside the mind of a socialist. Then meet a real expatriate from the socialist lands! Sevastus Stierpiek of The Cooperative Bank. Work with him to overthrow the settled interests and establish a socialist paradise. (Strongly Not Recommended.)
5. Crush A Socialist Rebellion Dark forces are working in the underbelly of Gloria-- seeking to take away the wealth that has been created by the productive classes. Infiltrate their organization, discover their leaders, their governing structure, then crush them with extreme prejudicial force.
[/ic]
-The Gloria Underground
Tientan: Tourism, Philosophy, Economy, and Trols
[ic=Tientan]This mountain citadel is the gate to heaven, or so the locals say.
Tientan is a hub of tourists, coming to see the hometown of ancient philosophers, and purchase the latest in philosophical writings. Throughout Gloria, economic philosophy is much in demand. People display pages and cuttings from economic philosophical texts on the walls of their homes in the same way that other people display art. And much of these economic texts are works of art in themselves. The economic models, statistical analyses, expected-valuation charts and revenue curves are of great interest. People collect the proven economic models of successful businesses, and prints are often sold.
Tientan, through the use of shimmer magic, is also Gloria's largest producer of "correction ink" which can be used to 'write over' a previously written-to document. The "correction" can be removed by wiping it off, which will reveal the information below, but will destroy the information above.
Tientan is home to Tientan University, one of Gloria's most famous. It was the home of Ilsildur the Elder, and Orrerey the Econometrician. Current lecturers include Wendy Qwaven, an expert in large-crowd psychology, and the eccentric Tybald Glissifur, who specializes in expanding markets and who studies the sociology of the Socialist lands. He often goes on trips to the North, and some slanderous accusations state that he has gone-native and is not trying to indoctrinate his students into vile Socialist learning.
The Trol of Tientan is an interesting place. The Trol is a fey unsleeping being who appears to be trapped within the bounds of Tientan University. the Trol is three meters tall (nine feet) and is a very dour creature. The Trol continually walks from one end of the University to another, trolling and searching for an escape from the University's bounds. Every time the Trol hesitates, it begins to harden into stone, which hurts it with excruciating pain. The Trol appeared in Tientan some time ago during the descent of the Demons. Some argue that the Trol itself is a demon, but that remains to be proved. The Trol claims it is a transdimensionary creature that exists on several planes of existence and is currently imprisoned on one so it astrally projected itself to this world. That theory has become the most accepted one, but it is unprovable. A small group of people suggest that the Trol really is a minor demon that has managed to cloak itself in a more benign form. The Trol often executes "miracles", crafting stone or other minerals from claps of its hand. But each day the Trol may only create a minor amount of miracles. With each miracle, the Trol hardens and gasps in pain.
The Trol has not, to anyone's knowledge, ever consumed any food, nor has it ever threatened anyone. No one knows exactly WHY the Trol is or what it really is doing within the bounds of Tientan. For a brief time, Professor Gillickuy of the Radicality Department taught a seminar class on Trolism, but when Gillickuy and the Dean (who came from the Rationality Department) had a falling-out over teaching styles, Gillickuy transfered to a third-tier university in Gloria.[/ic]
I'm liking this thing a lot, even though there is hardly anything there.
I'm getting steampunk vibes, and I think it's the name Pavlovich mixed with experiments, miosis, and the identification and separation of noble gasses.
In Gloria Cities
Even in Paradise, there will be those who are lost, who are hampered in some fashion. The poor will always be with us, because some people are just not as accomplished as others, or fate placed them at a more difficult starting point, or they suffered punishment for crime and now must begin anew.
The Disabled
Blind People in Gloria often find employment as masseuses. But competition means that those who offer services in addition to massage can often earn a better living as masseuses, so the blind have been partially crowded out of that particular market.
Many blind have begun to be employed in Shimmer Discos- places where the Shimmer-Impressed sounds of bands and musical artists are replayed. One famous blind woman- Siriana Loquatious- first invented the style of "Shimmer scratching" or placing hands on a record and feeling the grooves, then "twitching" them to achieve a more harmonious quivering sound.
Many blind people who have a heightened sense of hearing have found employment in the Discos as "Scratch Shimmerers", or "Shims".
But not all blind can find gainful employment. Those who do not are forbidden from begging- which is seen as draining the society and is only permitted societally by the crippled and diseased. The blind who do not find gainful employment would like to rely on the kindness of relatives or strangers, but often they do not receive this. Some have been sold into a sort of symbiotic indentured servitude where they are trained to sing or perform a repetitive motion, such as stitching silken spools on a production line, for which they receive a fair, but small wage.
Those who do not work are encouraged to commit suicide rather than to drain society's resources. Many civic-minded blind who are too ill to work choose this route, and some have been known to donate their bodies to become Ripper Suits, but since most blind are able to find employment in some fashion, the route is rarely taken.
The Disambulatory - Those who cannot walk or who have lost the function of their limbs are permitted to beg in the streets and some have made a good living on that begging. Generally, the beggars adopt one of several tactics- they perform a trick, such as standing on one leg, they demonstrate their piety by practicing the 14 Virtues, they attempt to look quite pitiful, or they sing or play an instrument.
They are often seen as a drain on society and many argue that they should be euthanised. However, society has generally permitted them to exist, considering that only a mere mishap at a construction site might separate the ambulatory from the disambulatory.
Those who have lost the ability to walk are also renowned for their upper body strength as rowers who help ferry people across rivers in Gloria. By constantly working their upper-bodies in a single-minded pursuit, they can outperform the fully capable. Many Gloria residents realize this, and they may even choose a less-able disambulatory rower over a full-bodied one due to rumors of the disamblatories' strength.
The best educated of the disabled may be found in banking desk jobs, or stock trading, or insurance underwriting. They are carried to work by porters if they are affluent enough; or they roll to work in their wheeling carts. (Often they live quite close to work).
Workers' Compensation and Insurance
There is no state welfare or disability pension- though if you are smart, you will write that into your business contracts when you sign on the dotted line. Citizens who work for better companies generally have some disability protection.
Others who run their family businesses who have relatives who invest may decide to spread "casualty insurance" between the relatives who will agree to pay medical fees, and run the business during time of disability up to a certain expense.
People may also purchase private insurance that can account for disability- and such purchases are highly recommended, because if you do not look out for yourself, then there is no one who will stand up to take care of you. Gloria is a very self-responsibility-centered society.
Private Workers' Compenation is given by some companies but there is no public Comp. except for the few public workers who might manage to negotiate future compensation deals by accepting current lower pay.
Compensation is seen as part of pay- Gloria residents who fear that they may spend all the money they could earn sometimes ask for insurance benefits to be separated from their general income. But most Gloria residents trust that in the market they can find a better insurer through their own efforts.
Handicapped Access
Handicapped Access is far from mandatory in Gloria. However, a fair percentage of shops are accessible with ramps, for the simple reason that the merchants realized that to maximize patronage potential, in certain cases it is cheaper to make the businesses accessible. Indeed, at times they will need to cart in large boxes or furniture and a ramp would be most useful.
However, this means that the majority of "handicapped" access to buildings is in the back of the places and is often obscured by boxes and crates that need to be moved when patrons seek to enter a building.
Many Gloria businesses have a "Disabled Access" sign posted in their front window, often with instructions on how to get around the back.
Still, not all businesses can profitably operate a disabled access, so buildings that are more than two stories are often inaccessible unless they have a gear-powered "Lift", like the ultra-modern Chambers of Commerce.
The Unemployed
To be unemployed is perhaps one of the worst sins in Gloria. It is a great shame to have no job. Gloria's residents will not speak of being unemployed- they may talk of "searching for work", but even talk of "transitioning" is looked on with derision, fear, and pity. Friends, relatives, and anyone who is met on the street will try to help the unemployed not by giving them handouts but by handing them leads on jobs, names of contacts and anything that can help their acquaintance return to productivity.
Typically, when a business lays off workers, they may provide a list of places where the worker can find occupational counseling or a list of nearby hiring employers.
In an ideal case, an employee who is laid off will within a week find a new job into which to transition. That ideal is accomplished well over half the time, but the other forty percent of the time, the Gloria resident undergoes a significantly stressful period of soul searching.
The Underemployed
In Gloria there are some who barely earn enough to support themselves. Since Gloria is a country of two-person earning households, it can be difficult for a single parent to support a child or two. However, since Gloria knows little about welfare or government handouts, inflation has been kept low and the arms-race of minimum wage against welfare against price increases and value added tariffs is a war that is not waged within Gloria's borders. Generally, no one who works can starve in Gloria unless they are severely unemployed and only work for part of the day.
Gloria residents strive for full employment. But the old, for example, may find it hard to work a full day's period. To help facilitate full employment, the Chamber of Commerce tries to link businesses that seek low cost workers with these low productive workers. Restaurants that need an extra server, typing houses that need an extra typist, and janitorial services that could use another hand on the job will often hire these people for several hours a week at minimal pay and with minimal training.
It might make more sense to fire minimally productive elderly workers, but Gloria runs close to full employment. When a society approaches full employment, even if the marginal returns from an additional worker are low- the worker can if managed correctly (and if they only work a few hours each day) take off some of the load from other workers' responsibilities and can perhaps increase company morale.
Insurance
Gloria's insurance industry certainly merits a discussion. It generally eliminates the need for government support. If everyone purchases insurance, then it is not as necessary for the government to step in and manipulate the system.
Retirement
In Gloria, there is no set retirement age. People are generally expected to work until they die. Work is seen as a virtue- idleness is a vice. When one is no longer contributing to society, they are but a parasite and are considered far less worthwhile than the young.
This is not to say, however, that retirement is universally frowned upon. If a couple has savings, they are lauded for their hard work during their life- they really have earned whatever rest they have saved. If people could not save for retirement, then they might not be incentivized to work as hard when young, the society figures, so even though early retirement may not be ideal- it is understood as a reward.
Adventurers who retire very young are looked on with more suspicion by Gloria's residents than an elderly couple who retire. People will constantly ask the adventurers if they are looking for work, and many will give the adventurers ideas and leads on new jobs that they could do. The suggestions may, to some, become unbearable. In fact, most retired adventurers either live in private quarters that are walled off from the rest of the city, or they reside in the Adventurer Quarters on the outskirts of the city where it is more difficult for well-meaning neighbors to harass them.
Inheritance
Gloria does have a small problem with "Old Money" folk who inherit the bulk of their wealth from earlier generations. These people have become generally drains on society- contributing little because they do not have to. Many of course take over the family businesses and finances and create something bigger and better than their forefathers. But far too many merely become millet-stones around society, slowly spending and never creating new things or giving.
The squandering of inheritance is a very terrible thing to do in Gloria-- but although others may be jealous of the foolish ones' squandering, the others do realize that as the wealth is spent-- the economy is stimulated. However, the stimulation is nowhere as much as when a person works.
There are some in Gloria who have proposed not an estate tax to solve the problem, but a retirement tax-- for every year a person is not at work, they suggest-- 5% of their wealth should be redistributed to society for public road improvements. The rationale is that since the inheritors are not contributing their talents to society-- they should contribute their money in a rather outsized way. The suggestions of forced "taxation" on the retired has met significant resistance.
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Gloria: System of Governance
TODO
Elections
TODO
[ic=Law in Gloria] Gloria's laws are fairly simple and easy to understand. Most business people can prepare their own taxes, because taxation is almost non-existent. Criminal laws generally are based around the ancient principle of "Interfere Not With Another's Personal Space". Punishment can range from tit-for-tat to hard labor and fines (for the most egregious offenses). The death penalty is controversial, because it eliminates a potential producer to society, and the appeals process is quite lengthy and expensive-- it can sometimes make keeping the perpetrator in jail for twenty years more cost-effective. However, for crimes such as murder and for people who are arguably criminally insane and dangerous to society; death is the preferred penalty.
There are no public defenders in Gloria. The accused needs to defend themselves unless they can afford representation. However, if they seem to perhaps have a good case- a young attorney looking to make a name for herself may jump in and offer to take their case pro bono (for free). If she wins, then she might be able to finagle a good position in a top law firm. Thus, most of the criminals who have even passable cases often find willing free representation.
Bail Bonds - Are given except in the most egregious of cases.
[/ic]
Organizations
Floaters
The Sand Merchants - The Floaters' most respected trading organization. The Sand Merchants brave the Overland to collect new and intriguing flavors of sand which they bring back to the Extractors' for eventual processing into edible (and TASTY!) sand.
The Extractors - The Extractors are the Floaters' scientists and chefs. They extract nutrients from the sand and combine them with spices to please the Floaters' pallets. They are also renowned for their work with geometric designs, predictive science, and alchemy.
To join the Extractors, a Floater must prove exceeding aptitude for "feeling" the world. The Extractors must keep their body preserved perpetually in health. To have even one injured limb might end an Extractor's career because their sensory organs might be damaged.
To discourage damage, the Extractors hire bodyguards and have had special casts made for their bodies. To other Floaters' the Extractors look like giant floating mummies due to the gauze-like white protective wrappings they wear when they are not experimenting or combining sand, dirt, and muds.
Humans
Brazen Images Specializing in recreating ancient artifacts and statues and selling them to the nouveau rich and those who hope to impress the upper crust, Brazen Images is a network of somewhat shady entrepreneurs who may chip off a chunk of an ancient frieze, or who may abscond with the arm of a statue which will then be placed in a plaster mold and through use of Shimmer Magic and the proper trigrams, reform the plaster into rock or paint of the same carbon-quality. With Brazen Images' process for dating their artwork, the counterfeits are nearly impossible to tell from the real creations.
The Clique (See Above)
The Faithful (See Above)
The Magnificent A group of Gloria's "Old Money" elite, The Magnificent have invested in the finest of places for their clubhouses and their diversions. Hundreds of years ago, they gathered their income, invested some and spent others to reserve places for their descendants to enjoy in comfort. Many of the most famous clubs, bars, restaurants, and museums have a special "Magnificent" wing or room to which entrance is restricted.
It is quite difficult to join the Magnificent; traditionally membership has only been open to someone who could prove wealth dating back three generations. Some apply when they are in their thirties, only to be able to join after maintaining wealth for fifty years. The obstensible reason for the "fifty years of wealth" requirement is to ensure that the holder of the wealth will remain prudent and invest the money rather than squandering it.
Grounds for removal from the club include a person's individual net worth falling too far- although exceptions can be made and friends of the lacklustre fellow may prop the unfortunate one up for a time.
[ic=Equipment]
Equipment
LARGE
- The Counting Machine
Located deep underneath Gloria's Arterial Nerve Center; this counting machine is the greatest in the world. It is a gigantic abacus, that stores information like a vaccum-vac computer on large discs that have performations. Pistons flare and the abacus rises and falls while it performs ten thousands calculations a second. The abacus stretches for nearly a mile in length.
Applications for use of the Counting Machine range in the tens of thousands. It is said to be powerful enough to be able to predict the weather for up to a week at a time.
- Carbon-Rod Towers
Casting bright illumination for nearly a half mile in every direction, the carbon rod towers burn extremely flammable gases that sputter and spark. However, the flammable gases are contained in thick powerful containers and are managed every night by the Tower-Minders.
- Steam-Combustion Generators
TODO.
SMALL
- Gatling Gun
TODO.
- Opti-Glass
TODO.
[ooc]Note on Mathematics In Gloria, Math is conducted by use of abacii and slide rules. There are no electronic calculators here.[/ooc]
[/ic]
--
Patent Office
TODO
Burned (1812 DC)
Customs
TODO.
Imports/Exports
Currency
Currency in Gloria is backed by the Glorious Silver, although there have been arguments to replace Silver with Shimmer-- since Shimmer is far more useful to society than the sparkling silver metal.
The actual currency which people use however, is the Glorious Tin- an octagonal shaped bit that rings when hit. The unique ringing sound is what makes the Glorious Tin difficult to replicate. When the Glorious Tins are created, they are imbued with pockets of air into which the Tinmaker inserts several ball bearings. Thus, when the Tins are struck against metal, the ball bearings jump and make the ringing sound.
The process is quite difficult to replicate and since all Glorious Tins are produced at three mints- one in Gloria, one in Tientan, and one in XXX, they all have the same unique sound placement each time when struck, due to the magnetic alignment of the ball bearings at the place where they are manufactured. To one with a good ear, fakes from different locations are easy to tell. However, fakes from the same cities are more easy to tell. The Neighborhood Watch generally keeps their ears open for news about Glorious Tin-knockoff manufacturers in the cities, however, and many counterfeiters have been shut down.
Important Figures
TODO.
History of Gloria
Migrations. Leadership. Etc.
Reveal insight into the society.
It's interesting... to many, Gloria will feel like a utopia. To others, there's going to be something very deeply insidious about the whole thing - not nearly as overt as the idea-fascism in WonderWorld, but still unsettling. Like America in the 1950's. Creepy...
The Hijra are biazarre! Wonderful - a really unique and original race.
Thank you for the comments Steerpike.
Part of the idea for the Hijra came from biology and study of ancient lifeforms; the other part of the idea came from a magazine article I read on an actual Human group. Here they are on Wikipedia: http://en.wikipedia.org/wiki/Hijra_(South_Asia)
You also gave me some good ideas to think about for added content.
--
I tried to set up a moral-values system above to demonstrate the basic world-view layout distribution of the characters and the factions in the world.
* Most people are in the green area.
* The Blue people are accepted and in some cases still embody the ideal, but they lost power long ago as freedom won out over rules, for better or worse.
* The green people are considered very odd and strange, but accepted.
* The red people are considered borderline evil- their ideas conflict with everyone else's.
In the book THAT HIDEOUS STRENGTH. MacPhee, the Character CS Lewis wrote to make fun of his moral atheist former self would fit in the top left; the books nemeses who were trying to genetically re-engineer the human race by killing most of it, would fit in the bottom right.
I found it interesting pondering how many different views of conservativism there can be !
My real life analogues may need some refinement, however, I realize. A discussion of what belongs where the most might be interesting to do in another thread if someone thinks it would be exciting.
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Stargate and Raven BloodmoonThank you for the comments.
It is my goal to avoid steampunk, but it may have to happen :) We will see how this develops!
LlumQuote from: VreegI am looking forward to how the Jazz age and the roaring twenties figure into the equation. I can also see Heidegger's Dasein and destruction themes working into this well, possibly feeding into your 'Suprematism' themes.
Your5 struggles/conflicts are most illuminating, but could you list a few more that are less top-down and more on a personal level? You do a great job here in giving me the organizational/molar-level feeling, but I am left very interested in a more molecular view.
- Thank you for the comment. I hope I am beginning to get at that molecular view as I gradually add more content.
- The roaring twenties will come in time, but I see it as generally linked to the growing hedonism and selfishness of the current age.
Quote from: Light Dragon- Municipal Darwinism seems a bit too dark for the setting. Here, social darwinism is a generally good thing!
Oh I wasn't trying to suggest you take Municipal Darwinism itself, but something akin. A new/different play on Darwinism.
On the ID part, your referrence reminds me of the pitch for this one science fiction novel (I can't find the name of the novel, I remember its something about a philosopher swordmaster who travels the galaxy to find out who made the universe, because the sky is actually full of giants gears or something. Never read the book but ya)
Quote from: LlumOn the ID part, your referrence reminds me of the pitch for this one science fiction novel (I can't find the name of the novel, I remember its something about a philosopher swordmaster who travels the galaxy to find out who made the universe, because the sky is actually full of giants gears or something. Never read the book but ya)
That's amusing. The idea of the Divine Clockmaker originally came from Benjamin Franklin, I believe.
Hm. I do not particularly see any place in the world for anything like municipal darwinism or something akin, but I will try to brainstorm new ideas that would be appropriate. The Hijra's struggle and the demons are about as dark as the world is intended to get. I think I might be able to dream up something inventive though... something inspired by Mondrian. Hmm...
[ooc]Note: Under "Tranquility" there is a new race for the Musically inclined; the Slake.[/ooc]
You've got some of the most original and strange races I've ever seen... they're making me quite jealous, actually.
Oh, thank you. I try to imagine the races from the ground up- I define a role, then brainstorm why and how they could have been created and what sort of place they would carve out for themselves in the world. Some of my ideas came from brainstorming I did a long time ago for races on different planets. I found the majority of Star Trek and Star Wars' aliens too pedestrian and predictable; so I tried to imagine how a real alien race would have evolved.
I must say though, I really admire the Waxborn from your thread. :)
[ooc]Also Updated:Enjoy yourself in Gloria!
...It's odd the flesh-puppet stores I describe below certainly belong in Gloria since there is nothing inherently evil or wrong with their existence; but I fear that I could also see them in the Cadaverous Earth's dystopia as evidence of twisted debauchery. (!)
[spoiler]
- See Shadowpuppet Illusion Shows! in one of the many viewing-homes scattered across all the cities. Hear the pianos play while the preset Shimmer-Magic images play again and again on the walls. Some of the most cutting-edge Illusion shows, mostly those in larger viewing-halls, have even begun experimenting with hiring choirs to sing the illusion-creatures' words.
- Go to Apothecary Stores! and buy protective skin-coating, then go and impress the proletariat in the dock-side by burying yourself in burning coals, then emerge with nothing seared.
- Hunt Down the Flesh-Puppet-Stores and the animators of dead people's legs and arms. Many debauched aristocrats have these dancing legs, arms, crawling hands, blinking eyeballs, and more exotic movable parts on display. Although the possession of the body parts is not illegal per se, the parts users need to prove that the person being buried did not opt-out of the "reusable body" clause in their burial agreement. If the aristocrats cannot track title to their dancing performers, the parts must be confiscated.[/spoiler][/ooc]
AM enjoying every much the alignment post. I balked at Hamilton, then you mention that he would be controversial. Who owns the press here, and how? What forms of communication dominate? what is the state of commercialism and advertising? Could soul-shimmer be used so crassly?
I loved the Demons being bound to their id. (and what race acts out their superego?)
*Moved.
...No steampunk or clockwork, but there needed to be something to fill a specific role in this technologically advanced world.
[ooc]Color-Work Creatures (Colour-Work Creatures)
-Shimmer-Based in creation; these living paint line creatures (see the Kandinsky painting at the beginning of the Gloria post for an artist's rendition) produce jazzlike music when they travel: "oozing" due to sympathetic vibrations. When they communicate or have orders placed for them, the orders must be punched on a music line-bar chart, then fed into the Color-Work creature.
Color-Based creatures have a good deal of autonomy in fulfilling their tasks. They are similar to an automated Roomba Vacuum cleaner in that aspect; but far more advanced.
Walking in metropolitan areas, one can sometimes see the Color-Work creatures slinking along to and fro in the financial districts, carrying out tasks.
Color-Work creatures may be stepped on or pushed aside- they are very thin and difficult to harm or destroy. Rain does not damage them due to their protective lacquer. But if exposed to flame or oppressive heat, they quickly melt- their colors running together in a dreadful bleed.
The origin of Jazz music is in the Color-Work creatures' unique sounds, as is a common expression used to demonstrate inspiration; "I'm seeing colors!". To "Think in Music" means to be inventive, but to have your creative expression controlled by another person (This is a mildly positive thing in Gloria. Entrepreneurship is best, but to "Think in Music" is not bad; there need to be some worker-bees.)[/ooc]
---
Hamilton is very difficult to place on the axis. I briefly considered putting him in the center, but then what would I do with Jefferson and the Fascists? They do not exactly belong in the highest freedom squares, and Hamilton and Jefferson's ideas are quite different. I could put him in the Laissez Faire square, but that does not seem right either. I have considered putting him in the "Market Regulators" square and sticking Ayn Rand in the square currently occupied by Hamilton. I am open to suggestions for improving the squares or the iconics who go in each one.
Communications- good point. In a world based around consumption like this one they will be extremely important. I will give some thought to that.
Re: Superego- Hmm... No race is tied to that as of yet; The Faithful probably best fulfill that role. And considering how they are opposed to the demons, I think the analogy works. I may edit in some comments to more overtly tie them to the concept.
Thank you again.
[spoiler]
Updated above:[ooc]- Bet At the YoYo Races! And see if your YoYo Bird is the fastest. At the races, cages are set up and the YoYo Birds emerge from the opened grates, then pounce toward their ever evasive, ever moving prey. The fastest YoYo Bird to catch its prey wins. (The YoYo Birds strike out much quicker than most other beasts because when they strike they can leave half of their mass behind, weighted to a spot while the Birds' fleshy head spools out, wings beating and launched from the base like a jack-in-the-box. When the birds reach the end of their spooling skin, they snap back together. There have been several accidents at the Races, but now all YoYo Birds' necks are measured before they may compete and a standardized size is agreed upon.)[/ooc][/spoiler]
[ic="Bada-Bing-Bada-Boom"]
Voice 1 "Part III: The Glory of Gloria; Chapter 12: The Love of Business"
Voice 2 "...Looking out the stained glass window; seeing stained-glass buildings rise on top of concrete-shimmer-hardened structures I cannot help but reflect on the past seven years- years of plenty, plenty of things going on and you never know what's going to turn up when you turn on the semaphore and listen to the newest geegadgets and grimshaw that the shimmer-engineers are churning out at downtown design shops, and they've certainly got my respect for their ten-hour a'day industrous laboring, I only work nine hours myself-the rest is spent in travel between the spires to the underground through the color-districts and the shimmer-factories, I can't count that for work because it's all downtime even though I have a runner to drag me 'round the places and I do my best to listen to the semaphore while we're moving and read the press that matters, and even some that doesn't, but it's hard to concentrate even encased in the runner's rickshaw run-a-ma-jig- there's simply too much to absorb that is going on in the streets, there is too much a'change, and inspiration and ideas that I could use to make something great, to twist and turn into profit- watching the waifs ripping copper from the sewer-grates gave me a great idea the other day, what if you use rubber to mask the sewer grates, and then no one would want to rip out the necessary sewer grating and try to turn it into something reusable and recyclable so that other people can use it and that the engine of growth and progress and prosperity can continue to wind-it's terrible to waste and to keep something locked up like that type of copper when it is worth so much-why shouldn't the city just use something that no one really cares about which is more economically viable and if the city did that then the city could make tons not having to replace the metal that the industrious little waifs steal- by the way, if they'd just reinstitute the hand-cutting laws and resell the little miscreant's greedy little hands as oddities and display-pieces or maybe graft pieces for some of the shimmer-doctors who are trying to stitch the injured rich back together, I doubt that anyone would make money by crime any more, but with the decadance that has gotten into the City these days, the inertia of the management is probably going to supersede and supplant anything else- oh bother and rot and all- I forget myself for I have talked far too long assembling this oral propaganda travelogue for the unfortuantes up North, we will have to continue later with the sessions because a caller will be coming along in a minute or two, and regrettably her money is much better than yours- although I have been known to accept bonuses and to keep people waiting from time to time when the project is an honorable one as yours certainly happens to be."[/ic]
OOC: Yes. One sentence. It is a fast-paced world. Try to read it like a beat generation author infused with jazz, and sing-songy.
Note2: "The Unfortunates Up North" - The Socialist Lands.
Notes: Organ Donation. The Rich and Shark Battles.
---
Notes for self
[spoiler]Aborted Game
Gloria is a game of bureaucracy, business, espionage, and trade. Capitalism is good and Socialism is evil.
Gloria is here: http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?65170.
The adventure will take place in the City of Gloria.
Each character has Virtues held and lacking. The GM will from time to time notify players of what particular virtue is being tempted, and the characters will react accordingly. Sometimes the players will confront a problem and they can notify the GM that they are using their virtues to overcome the problem. Weaknesses are generally provided for players' characterization purposes. Knowledges are skills that are used in a similar fashion to the Virtues.
--
[ic]Characters
The characters that you choose are all acquaintances or old friends to some degree. They will be thrown together in one of the scenarios below and they all have opinions on their traveling companions.
Dr. Alexander Shostakovich, Esq.
"Licensed" Doctor of Business Incorporation and Law.
Former Poor; Technically Upper-Middle Class
Reason
Virtues Held: Luck, Pluck, Industry
Virtues Lacking: Chastity, Humility, Moderation, Order.
Knowledge: Setting Up Businesses, Anti-Takeover Techniques, Harsh Competition, Legal Work-Arounds.
Weakness: The Truth (inchoate liar)
[ic=Alexander]You are a real inglorious bastard; slick, in a used-car salesman sort of way. You worked your way up from the docksides and threw that past behind you. You forged a degree, took a few self-enrichment classes from the Chamber of Commerce, got a real degree from a medium-ranked law school and set up shop as a Doctor of Business Incorporation and Law in the Exchange District just West of the Financial Center.
Twelve people work under you and you have nearly the maximum of 75 permitted investors in your S-Corporation (more investors would invite higher taxation). You have been doing well and are well capitalized. You're a self-made man.
Despite your successes, you have debts. You borrowed heavily to get your business going and the accounts are coming due. You put out an advertisement on the local "Seeking Work" bulletin and waited to see what would come back. When you saw who else responded to the message, you were surprised, since you knew a few of them. You just hope that some of them don't remember you.
Pavel once investigated you for your bribery of a minor bureaucrat who gave you (and others) permits at cut-rate prices. (It was really the only way that business got done in that district, others must understand). You bribed Pavel. The problem went away and other people were put up against the ConsumerRights Wall for their corruption. You're a bit worried that Pavel might try to hold the situation over you.
Maxine - You bought a few paintings from her to decorate your offices. You noticed her office on one of your trips downtown and went in trying to flirt with her. She was business, but her paintings were brilliant, and she might warm to you eventually.
Bolivar - Bolivar rigged up a few inventions for your business. They worked, not as well as advertised, but good enough for your purposes. He's your go-to guy when you need to bounce ideas off. He's brilliant and he comes up with three ideas in a brainstorming session for your every one, so the conversations are well worth-it.
Liam - He used to patrol in your neighborhood; was a decent sort, he caught a few miscreants who were defacing your office under orders from a rival businessman.
Xue - Heard of the guy; He's supposed to be some whiz at the Stock Exchange- one of the top moneymakers three years ago. He'd be a good connection to have and butter up.
Patricia - Got a couple of kidney transplants from her. She's the best at what she does. She even found the donor one time. The other time, she didn't ask questions when I provided my own.
Llyrian - Sometimes you need muscle; Llyrian's my muscle. He's done a few jobs for me and he's tight-lipped.
Flinn - Flinn approached me about investing in a geophysical exploration company. I turned him down, but he seems to be a bright Floater. They're a weird race.
[/ic]
Pavel Gershwin, 43
Private Investigator and Rescuer of Socialists
Lower-Middle Class
Reason
Virtues Held: Industry, Pluck, Luck
Virtues Lacking: Order, Sincerity, Tolerance
Knowledge: Interrogation, Intimidation, Propaganda
Weakness: Greed.
[ic=Pavel]You are a sting officer, searching out and receiving fat contracts for searching out Socialist dissidents in Gloria's underbelly. Old wealth and new wealth pay you your wages as you specialize in "rescues" of Gloria residents youth from the Socialist cults and reeducating them into the glories of Capitalism.
You don't take crap from anyone and all save the most zealous capitalists garner your disdain. Altruism and charity-giving "coinflippers" are questionable at best and immoral at worst-- by donating to the poor, coinflippers and their ilk are creating a moral hazard that threatens to incentivize others to join the "gimmies" on the welfare rolls.
Corrupt capitalists are problems, but they're nowhere near as bad as Socialists or Coinflippers. They're all about making money at least. And everyone's corrupt--if they say they aren't, then they're lyin'.
In private though, you are lazier than a Slake. You only work when you need the money. Other times, you lounge around and read comics, dirty magazines, and newspaper broadsheets.
If you feel like busting someone, you might run them up to the Bulletin and get them branded on the cheek as a Socialist, and take your usual commission after presenting proof to the Commissioned Watchofficers. Usually re-education pays a lot better than that, though.
You have little tolerance for people who think different from you, but you don't show it- instead you smile sweetly and then do something passive-aggressive that will hurt them some time later... something that can never be traced back to you. Those who do not live up to your rigid code may regret having lived at all after they encounter you.
Your public life is the one that benefits society. You do a good job. And people respect you for it; you even have a few groupies and "thankful relatives" from whom you enjoy pleasure and pensions and loans from time to time. You have probably done more good for Gloria on balance, than bad.
You have never been to the Socialist lands, but you've told stories about them in order to build your reputation. These stories revolve around tracking someone through the bitter north and bringing them back to justice. (Your long absences are more due to drug-fueled hazes in Hijra dens of iniquity in Gloria's undercity).
Bad news though... One of your "thankful relatives" of the rescued kids isn't so thankful any more. She's threatened to get you brought up on charges of rape- and she is no "light weight"--her words are probably even stronger than yours. You could slander her name, but the fact that her twin sons are both back in the Socialist underground and are slandering your name throughout it, saying that you helped get them in touch with the principles and the principals (of Socialism), is going to be a difficult problem to overcome. They weren't branded and technically even though you rescue kids from Socialism, you are supposed to get them branded when you rescue them if they're too far gone... and these two were too far gone- but the Lady convinced you not to have them branded. She wants the kids back safe, or she wants you to pay her a huge settlement.
Figuring that the settlement would be easier than finding the kids, you answered the "Seeking Work" bulletin.
Alexander - He's a corrupt cad. I've got dirt on him. But he's broke, leveraged in debt over his head. A'int got no relatives. Not worth the trouble for extortion--but he doesn't know that. I'll let him live in fear.
Maxine - She works near the building where you live. She's probably a socialist. You saw her giving charity to a kid once. She's also one of the hottest women you've ever seen. Maybe her socialist-leanings can be overlooked.
Bolivar - An inventor. Weird guy. Don't want anything to do with him, but you have to respect that he's made a bunch of cash through entrepreneurship. Since he's clearly not a socialist, there's no reason to exert any effort to undermine the fellow.
Liam - Down and out Watch Captain; worked his way up from the gutter, but he did it by public service--something's got to be wrong about him. Question is, there doesn't seem to be any way to profit from ratting him out. He's already hit rock bottom. Maybe he can be built up and extorted later or something. He had the spark once, maybe he could have it again?
Xue - He's rich, that's about all I know. Maybe he's a sucker?
Patricia - You've brought a few socialists on plea bargains to this lady, who cut them up and made them useful. You pocketed a lot of coin for that trouble. She's good, but harsh.
Llyrian - He's been a valuable Hijra, lurking in the docks, feeding me information. Reliable guy. Tough though, and a bit unpredictable.
Flinn - A Floater Shimmer prospector... f*** that s***, right now I'm laughing so hard.
[/ic]
Maxine Huntress, 28
Consumer-Artist, Sole-Proprietor
Former Noble; Now Bohemian
Reason
Virtues Held: Justice, Resolution, Sincerity
Virtues Lacking: Humility, Order, Moderation
Knowledge: Artwork and designs, Bohemians, High Society, Imagination, Salesmanship.
Bonus Language: Piepulspeak (GM will work with you on this)
Weakness: Flattery
[ic=Maxine]
You're inventive and related to a rich family, but set out on your own after a quarrel over whether it was better to pursue life as a "decent" manger or to make your own ConsumerArt to inspire others. You may be disinherited, but you haven't asked. Inheritance is a crutch anyway and you wouldn't want to depend on others when you're obviously brilliant.
You have refused to employ anyone in your shop since you don't like to exploit people since you feel you can never pay them the money that's due if they do good work; but you also don't think that anyone is as talented as you.
This refusal to hire other workers has hampered your business--you can only earn as much as you put in, so you are known for working 20 hour days. Still, you have been looking into manufacturing processes to mass-produce prints.
Alex - A charming businessman. He's bought a bunch of my works. We seem to be on the same wavelength and I'd like to spend more time with him.
Pavel - Pavel is a lecherous and annoying "customer" who never buys, but who keeps coming around, chatting me up, threatening me and insinuating things about me being a Socialist.
Liam - A disgraced Watch Captain. If the allegations are true, I want nothing to do with him because it would be very bad for business. If the allegations are false, then he certainly deserves pity and I will be more than willing to weather any bad business to help him get back on his feet--that's the right thing to do.
Bolivar - Interesting inventor with whom I recently contracted to design a manufacturing process that could create pressed copies of her three-dimensional pieces of edible ConsumerArt. This creation could do wonders for my business.
Xue - Dressed in black, in the deep of night, he came to purchase an Icingcube! painting commissioned on the sly (the Icingcube! corporation owns the trademark to this piece of art). Together, we dined on the Icingcube! and enjoyed an excellent night, and then he was gone, leaving only his business card and a note that future commissions would be forthcoming.
Patricia - A shadowy doctor. I suspect that some of her patients might not be as willing as it appears.
Llyrian - (Does not know)
Flinn - Amusing, but slightly crazed Shimmer Prospecting Floater. It's fascinating to hear his swashbuckling stories, however.
[/ic]
Bolivar Beck, 38
Inventor
Middle-Class
Faith
Virtues Held: Resolution, Order, Industry
Virtues Lacking: Luck, Sincerity, Tranquility
Knowledge: Clockwork, Shimmer
Weakness: Logic/The Truth
[ic=Bolivar Beck]
Bolivar, the restless inventor and entrepreneur speaks a good talk, but half his inventions don't quite live up to the promise that he makes. He tries hard, but he always wants something to be better than it turns out to be--and he sells based on the wish, rather than the reality.
Bolivar is a dreamer and he is not poor at heart--he just lives in the reality of what he wants rather than what is the truth.
Alex - Intriguing and interesting fellow- very brilliant and always brings ideas to me to brainstorm. He's a catalyst and a great one with whom to have conversations.
Pavel - A person who hunts down Socialists must have some intriguing stories about their inventions. It would be well worth the time to sit down with him and pick his brain about his travels in the Socialist lands.
Maxine- Bolivar recently contracted with the ConsumerArtist Maxine Huntress to design a manufacturing process for her that could create pressed copies of her three-dimensional pieces of edible ConsumerArt.
Liam - A disgraced Watch Captain. Not worth talking to. Persona non grata.
Xue - An extremely rich stock predictor. He can read the shimmer lines. He must be brilliant. I must learn his secrets !!! !!! !!!
Patricia - A doctor well-versed in her craft.
Llyrian - (Does not know)
Flinn - A Floater philosopher-shimmer-seeker. I must discuss history with him! History is the best crucible for invention!
[/ic]
Liam Vernal-Davies
Former Captain in the Neighborhood Watch; Current Lush
Former Poor; Now Middle Class
Faith
Virtues Held: Justice, Sincerity, Toleration
Virtues Lacking: Moderation, Tranquility, Resolution
Knowledge: The Neighborhood Watch, Criminal Elements, Fighting, Chasing
Weakness: Wilting Under Pressure
[ic=Liam]
Humiliated and saddened after losing a democratic election for Captain of his Ward Watch and a subsequent divorce, Liam descended into drink and glim. He lost in part because he killed an innocent man. His words now carry especial "light weight" and creditors hound him. He is looking to redeem himself.
Once, Liam was a great star of the Neighborhood Watch. He had hoped to go to college, but lacking money, the Watch was the best way for advancement outside of entrepreneurship. And Liam was never too inventive about making a buck--but he was very observant about others. This quality of observance led him to break up many attempted thefts--which led to his popularity and his election.
But his observance failed--he made a wrong decision and killed an innocent who had not been stealing. Liam wonders if the Judge's decision might have been wrong and the person he captured may have been truly guilty, but since justice has spoken, Liam is forced to accept its consequences.
Alex - We were on speaking terms. He's a fairly-successful businessman in my Ward.
Pavel - A Socialist-rescuerer and reformer.
Maxine - A successful ConsumerArtist.
Bolivar - An inventor.
Patricia - A respectable organ transplanter. Too good to have time for me.
Xue - Rich and famous. Too good for me.
Llyrian - A Hijra tough who you investigated a few times for strange disappearances. He was not responsible for any of them, but he was associated with many of the top suspects who would benefit from the disappearances. Still, he was helpful in the investigations.
Flinn - I heard about him. He's a weird one.
[/ic]
Xue Leavenstaking
Stock Analyst/Fortune Teller
Upper Class
Faith
Virtues Held: Tranquility, Resolution, Moderation
Virtues Lacking: Humility, Industry, Pluck
Knowledge: News, History, The Weather, Cosmology, Mysticism, Shimmer (basically Magic)
Weakness: Ironic Witticism (Holds Self Too Aloof)
[ic=Xue]Entering a zen-like stake at the Empyrean Stock Exchange, Xue analyzes stocks and comes up with predictions about prices based on prior data. He reads the stars and the Shimmer signs in order to make the best predictions about how commodity prices can affect stock prices. He is surprisingly successful for someone who lounges around and reads great novels and news most of the day. Xue is surprisingly unapproachable; not because he is reclusive, but because he is acerbic--playing word-games of insult and verbal joust with everyone-not allowing them to get close to him or know his true thoughts.
Xue's motives are inscrutable, and surprisingly well-informed.
Alex - Probably a cheat and a cad. Easy to manipulate.
Pavel - A lazy liar. Worth avoiding.
Maxine - Beautiful, brilliant, arrogant.
Bolivar - Imperfect genius. Open to flattery.
Liam - Framed former Watch-Captain. Do I want to put him in my debt?
Patricia - Emotionless killer. She will never anger. No need to fear.
Llyrian - Several of my contacts used him once on a sabotage job. I would never stoop to that level.
Flinn - Intriguing adventurer.
[/ic]
Patricia Lilliana Drake
Organ Seller/Doctor (Resurrection Lady)
Upper Class
Reason
Virtues Held: Pluck, Luck, Sincerity
Virtues Lacking: Toleration, Tranquility, Chastity
Knowledge: Medicine, High Society, Trapmaking, Explosives, Shimmer (basically Magic)
Weakness: Emotionless
[ic=Patricia]Patricia's obstinance and composure under pressure is legendary. Once, when a poor living patient donated his heart to a rich dying patient, she kept going with the transplant despite a raid of her office by the poor patient's girlfriend and several thugs she persuaded to assist her in rescuing her lover. Using one hand to ignite a Shimmer-explosion-trap at her doorstep, while removing the heart with a few snips of her left, she succeeded in the heart transplant, then went on to kill one thug, frighten the other, and subdue the girlfriend until the Neighborhood Watch arrived.
Patricia has no friends, no empathy, no nothing. She sees her work as a sacred duty, however, to ensure that those with the money who deserve treatment receive it; and those without money who donate are properly recompensed for their surrender.
She needs a new temporary job though because her organ transplant practice is currently under injunction due to an investigation of whether her patients were all willing. She took out a large amount of debt to expand just before the injunction and she suspects that a jealous competitor may have set up the situation to harm her.
Alex - Good customer. Although I suspect that one of his donors wasn't fully willing. If that is the case, he probably should be punished at some point. But right now it seems I need to work with him.
Pavel - He brought me several subjects. Useful man.
Maxine - She comes from a rich family that has often made use of my services due to their prodigious consumption of alcohol and drugs and other evidence of high living. She probably will want to in the future.
Liam - Disgraced former Watch captain. He brought me some subjects. Useful fellow, dangerous now for my reputation to have to deal with him unless absolutely necessary.
Bolivar - (No comment)
Xue - Rich. Famous. Potential customer.
Llyrian - Has harvested parts for me before. Efficient but surly fellow.
Flinn - Parts are useless to transplant. Can't help the human race so not that useful.
[/ic]
Llyrian Reljik, 89. (a Hijra)
Former Sweatshop Supervisor.
Faith
Virtues Held: Industry, Resolution
Virtues Lacking: Moderation, Tranquility, Sincerity
Knowledge: Factory Protocol, Hard Work, Kicking Ass
Weakness: His Temper
[ic=Llyrian]You work hard and you do not complain, act meek, scrape or grovel. You are a noble Hijra and are stronger and more determined than any human. Yet, you serve them because you spend your money before it can accumulate. You indulge in many vices. You are not above harming other humans through doing acts outside or beyond the law because the pay for that is so good. Thankfully, the watch has not punished you for any of your actions, although they came close more than once.
Alex - A good employer.
Pavel - (No comment)
Maxine - (No comment)
Bolivar - (No comment)
Xue - (No comment)
Liam - He came close to catching me many times. I am far superior to him and any other human, however, since I escaped.
Patricia - (no comment)
Flinn - (no comment)
[/ic]
F'lissis F'llinn "Flinn"
Floater Wildcatter and Inventor
Reason
Virtues Held: Pluck, Resolution, Flinn
Virtues Lacking: Order, Toleration, Tranquility
Knowledge: Invention, Obscure History, Demonic History, Geophysical and Geological Data, Floater Dance
Weakness: Not Listening To Others Ideas
[ic=Flinn]
After finding a way to anchor himself and to not blow away in the wind through using ballast, Flinn emerged and entered the world of the humans, gaining respect as a dowsing rod for Shimmer. He was exploited for a time, but he eventually broke off on his own and started his own Shimmer-locating geophysical survey company- "Floater Wildcatters".
In his free time, however, he frets that the Shimmer extraction and industrial benefits will not be enough to combat the demons when they emerge. Flinn studies histories of the battle between the species' and the demons and he works on inventions and ideas that can be used to combat the creatures. He does not, however, share his species' interest in Faith, believing that only pure Reason can combat the Demons.
No comment on any of the characters, although he'd probably be interested in Bolivar and Patricia to some degree with respect to their knowledge of Shimmer.
[/ic]
[/ic]
Adventures:
[ic=The Socialist Revolution]A message arrived yesterday in your study, it was addressed in lilting, cursive script. It came in an envelope, kissed closed with waxen lips; droplets of wax fell off as you twisted the paper open.
"A most unfortunate event has come to pass." The letter began. "My protectors have deserted after receiving threats inspired by that dreadful Socialist Minstrel. The Authorities have their hands full dealing with the fallout from Uldred Mac's banking pyramid real estate investment scheme and give no time to my complaint. Fifty trading credits are included in this envelope. More will follow when you accept.
"And you will accept."
Included in the envelope package is some evidence of blackmail. (Individualized via PMs)
Objectives:
1.Protect the Lady's company from whatever her enemies throw at it (slander, assault, economic warfare, bureaucracy, etc.)
2.Find who sold you out and how the blackmail leaked.
[/ic]
[ic=Tax Collection]
The citizens have risen up against taxation, even the minimal amount Gloria collects, for its roads and general maintenance. The city needs people to collect taxes and you are the ones who responded to the call.
Objectives:
1.Collect Taxes
2.Subdue the Rebellion's leaders.
[/ic]
[ic=Shimmer Wildcatting]
You head off into the wilderness around Gloria, looking to make a buck, led by a Floater, Flinn, who claims to be able to dowse the proper location for Shimmer.
Objectives
1.Deal with environmental hazards, and the hazards of a competing group.
2.Extract the shimmer and get it back safely, then market it successfully (make sure it's properly refined and is good quality and that you have the correct markets whereby you can sell it.)
[/ic]
[ic=Dealing With Demons]
Demons are coming back to the world in Gloria's undercity- the Shimmer mines below... or so the stories of half-crazed miners have stated. Are the stories truth, or are they a ruse?
Objectives:
1.Discover the source of the rumors.
2.Restore Mining. (By defeating the Demons?)
Recommendations: Flinn and Bolivar should probably be played.
[/ic]
[ic=Labor Dispute]
There has been a renegotiation of the proper wage at the Empyrean Stock Market in Gloria. It is possible, and there are rumblings that people are organizing in order to create a Union. Some say that a shadowy Socialist is behind the organization, but no one knows for sure. Xue is the chief suspect, and he is eager to clear his name. But do those he hired believe him? And can they save him before he is hauled into court or killed by an overly-zealous Neighborhood Watch?
Objectives:
1.Clear Xue's name and protect him.
2.Stop the Labor Union's organization
[/ic]
--
Conflicts are resolved by RP-ing out the Virtues, Flaws and using Knowledges.
Scuffles are resolved by rolling a D20; people with certain knowledges (like kicking ass), receive bonuses.
[/ic]
--
Notes for all:
-Remember, you're the GOOD guys in Gloria. You're not evil, you don't just kill people... unless you're Llyrian- it's sort of hardass like that. Try to approach the characters from the standpoint that they are very driven capitalists- like the characters in Bioshock. To them; Hard work= good, Money=good, Order=good. Laziness=bad, Excessive Charity=Bad, Altruism=Bad.
-The Knowledges represent what you probably know a lot about and which I can give you information.
-Virtues Lacking are to suggest that when I type, say, this is a MODERATION situation- you should probably do something entertaining and completely immoderate if you LACK moderation.
-Also feel free to act up if you think it is a MODERATION situation and I have not yet declared it as one.
-The Virtues you hold help you in situations when you can explain how they help you succeed. "I am Industrious enough to succeed here by doing x y z."
[/spoiler]
*Cities Moved Up to an earlier post.
Heh I love the monster names... they strike me as very Lewis Carrol. Worrybeasts and Ivory-Tusked Brobdignagannelids in particular.
Kierkegaard is a city, eh? Any hints on what that one's going to look like?
Are there going to be hardline fascists states?
Is there any kind of McCarthyesque Inquisition in Gloria? Is socialism banned?
Quote from: Light Dragon[ic="Bada-Bing-Bada-Boom"]
"Looking out the stained glass window; seeing stained-glass buildings rise on top of concrete-shimmer-hardened structures I cannot help but reflect on the past seven years- years of plenty, plenty of things going on and you never know what's going to turn up when you turn on the semaphore and listen to the newest geegadgets and grimshaw that the shimmer-engineers are churning out at downtown design shops, and they've certainly got my respect for their ten-hour a'day industrous laboring, I only work nine hours myself-the rest is spent in travel between the spires to the underground through the color-districts and the shimmer-factories, I can't count that for work because it's all downtime even though I have a runner to drag me 'round the places and I do my best to listen to the semaphore while we're moving and read the press that matters, and even some that doesn't, but it's hard to concentrate even encased in the runner's rickshaw run-a-ma-jig- there's simply too much to absorb that is going on in the streets, there is too much a'change, and inspiration and ideas that I could use to make something great, to twist and turn into profit- watching the waifs ripping copper from the sewer-grates gave me a great idea the other day, what if you use rubber to mask the sewer grates, and then no one would want to rip out the necessary sewer grating and try to turn it into something reusable and recyclable so that other people can use it and that the engine of growth and progress and prosperity can continue to wind-it's terrible to waste and to keep something locked up like that type of copper when it is worth so much-why shouldn't the city just use something that no one really cares about which is more economically viable and if the city did that then the city could make tons not having to replace the metal that the industrious little waifs steal- by the way, if they'd just reinstitute the hand-cutting laws and resell the little miscreant's greedy little hands as oddities and display-pieces or maybe graft pieces for some of the shimmer-doctors who are trying to stitch the injured rich back together, I doubt that anyone would make money by crime any more, but with the decadance that has gotten into the City these days, the inertia of the management is probably going to supersede and supplant anything else- oh well, I've got a caller coming along in a minute or two so thanks for the chance to chat."[/ic]
OOC: Yes. One sentence. It is a fast-paced world. Try to read it like a beat generation author infused with jazz, and sing-songy.
Notes: Organ Donation. The Rich and Shark Battles.
Ok, I'm all about this, but it starts as a bemused diary entry and ends as a communique. However, I love the personality and details you effortlessly cram into it.
Quote from: SPHeh I love the monster names... they strike me as very Lewis Carrol. Worrybeasts and Ivory-Tusked Brobdignagannelids in particular.
Kierkegaard is a city, eh? Any hints on what that one's going to look like?
Are there going to be hardline fascists states?
Is there any kind of McCarthyesque Inquisition in Gloria? Is socialism banned?
Existential[/i]...
-Also updated the city of Shimmer with a few more places of interest.
-Also added the libertarian city of Malebroge.
Small Update.
Why this and not a Choir? ... A mere choir seemed a bit too predictable. And this suited Gloria's Jazz and entreprenurial inspirations better. :)
[ic=Chastity Human Emblematics]
The Clique - High-pitched voices and twittering sounds travel in the sound-tunnels of the Clique. These monks of harmony travel together, bound within a tunnel of sound. Everywhere they go, they project their music and remain protected from the defiling views of the world. They walk surrounded by a plaster and paper-mache model; and tirelessly heft the structure around them wherever they go.
- Several traveling Clique Harmony troupes often perform at the Faith's functions. Others have been known to perform at high society events.
- Several noble-women have made a game of it to try to flirt with one of the Clique and draw one away from his Harmony. Cliques who stray are often abandoned and ostracized by all Harmonies for having lost their purity. Some have become constant lovers, others are quickly discarded by their coquettish temptresses and then wander the world alone, their eyes burdened by the harsh sun.
- The abandoned Clique members are not completely lost to society however; Hijra have been known to take some into their society since they look so interestingly alike. Others have tried to survive by making personal performances. These performances are not as good as a full Clique performance, but the lower middle classes and upwardly mobile lower classes enjoy hearing the individual Clique tunes; patronizing the lone former Clique-member allows the proletariat to have a feeling of wealth.[/ic]
Evil Socialist Lands have begun to be fleshed out:
Introduction to the Socialist Lands:
When you die, your estate is taxed at 100% and then redistributed to all, with regard to their need.
The weak, the poor, the huddled masses, the eyeless, the armless, the half-witted are given the most, and the able bodied are given the least.
Everyone is made equal and lifted up to have the same opportunities, except in Svain which believes with an almost religious-zeal that they have found a more efficient way to achieve equality.
[ic=Morbyl]
You have a duty to the whole world.
The Beggars of Morbyl
- When someone asks for money, without which they would go hungry, citizens are required to give or else they will be liable to indigent for any discomfort suffered from their inability to procure food. This stringent policy has led many in the city to avoid the poorer parts of town; and has lead others to wear blinders and ear plugs to avoid being accosted for payment.
Policefolk patrol the alleys and streets and identify citizens who refuse to feed the hungry. At the end of the night, if the hungry have not located a target, they will be taken in by the police, bathed, fed, and put up for the night in sleeping cots, with costs spread between all taxed citizens of the city.
The Obsequiousness of Morbyl
- In Morbyl, each neighbor is her neighbor's keeper. If a neighbor notices a fire spreading in someone's backyard, or sees that a fence is broken, or that a rusted nail is sticking out of a gate, they are required to warn that person of the danger and alternatively may be required to correct the dangerous instrumentality themselves. Similarly, if there is a fight in a dining establishment, every Morbyllian is required to intervene to stop the pummeling.
If a Morbyllian neglects to intervene and it is proven that the Morbyllian noted and understood the danger, then they will be held liable as if they had caused the dangerous instrumentality.
Lack of Stores, Farms
- Morbyl is a city of tiny patches of greenery. Half of what everyone grows is to be shared with others in the city, so most people grow about twice what they need. Some hide the excess and may try to sell it to others. This act is highly frowned upon, and when a citizen commits such a crime, they will soon be visited by the local block patrol committee who will sit down with them and discuss, in detail, how much harm they are doing to society by holding back the fruits of the city's labor.
- Stores do not exist in Morbyl; there is little point in selling or buying items when everyone is supposed to share in equal amounts. Instead, there are redistribution centers, run by the city block governing council. There are four such centers placed around the city. In them, people can trade items, or present petitions for necessary objects.
[/ic]
Phaede-Oestral (Scientific-Development)
Svain (Sacrifice)
[ic=Svain]We Must Become As the Greatest-Least, Lest They Be Scorned
In Svain, the able-bodied weigh themselves down, much as those do in Vonnegut's tale Harrison Bergeron, in order to sacrifice and ensure that none discriminate against the disabled and sickly in their society. In Svain you can see thin, lithe runners weighted down by chains so they will walk slow, you can see women who wear mounds of makeup to look more homely, you can see strong men who willfully break their arms and cripple themselves so that they can only carry as much as the least of those in Svain's society.
Svain is occasionally wracked by famine since the society's non able-bodies are often unable to harvest crops or conduct strenuous activities. However, Svain's citizens are often saved from starvation by distribution from moral Morbyl denizens. [/ic]
I'm not sure if Vonnegut's tale of Harrison Bergeron is the same as I'm talking about, but I seen a trailer for a movie where everyone with abilities shackle themselves to be "equal", the strong wear waits, those with good eyesight wear glasses to make them see worse, etc.
This reminds me of that trailer quite a bit.
It seems someone may have adapted the short story to a movie.
Here it is (http://io9.com/5043978/dystopian-futures-and-cowboy-aliens-invade-your-cult-cinema), first video. Its called 2081.
[ic=The Glick]
"Oh, to be as quick as a Glick."
The positive-energy Glick are fey and wild; they float in the lightning and the thunder, arcing from one blast to another; they live in the sparks of hammer on stone, they emerge new-born from shimmer extracted and scraping against the walls of the bore-hole. These picayune creatures are hermaphroditic in nature and gain pleasure from certain interactions; but like a mule are unable to reproduce. Instead, they are created by lucky spontaneous generation. Sparks, electricity, and explosions are all likely to create new Glicks. When "Interacting", Glicks glow like a lightning bug and warm to super-heated temperatures that have been known to start fires.
In ancient Gloria, Glicks were captured in jars and used to provide light at night. Some old Glorians even used Glicks as incendiary devices. After capturing a Glick in a tube and wrapping the Glick tight with twine, the Glorians would rotate the tube around their head like a bolo and then toss at the animal or enemy they wished to harm. On impact, the Glick would explode and send out a wave of heat, radiation, and flame.
Glicks are rarely captured, except by guile. Glicks can be attracted by sparks, and draw near when they believe that others of their race are about to be birthed.
In some parts of Gloria, entrepreneurs have taken to creating Glick-Factories, where the creatures are produced en masse, then marketed in jars to the citizens who need lighting, and to the armies who need ammunition for their newest weapons (DISCUSS LATER).
But why are Glicks lucky, one asks? Well, allegedly Glicks never age. They can only die by explosion- which happens fairly often. Or they can perish by losing their charge. A Glick without access to lightning or spark is a Glick which soon whithers and fades. Still, Glicks often do not need to fear lack of lightning or sparks, in rainstorms, lightning tends to seek out exposed Glicks and strike them due to ionic attraction, which is quite lucky for the Glicks. There are some Glicks older than centuries who live on the highest mountains and who dance around the stratosphere, up and through the stratus, to the black and heavy cumulonimbus hammerheads.
The Glicks are a simple race, without writing or a spoken language. Still, they seem to have a rudimentary method of communication. When a Glick wishes to express an emotion, they will change color. A yellow Glick is quite happy and excited; a red Glick is nervous or angry or worried, a blue Glick is tired, and a green Glick is sick.[/ic]
New Race! The Glick!
---
And the Etterati:
The Mystical Etterati
- The Etterati "stand" about three feet tall. Their Etterati's heads, legs, and bat-like velveteen wings protrude from grey birthing-eggshells which remain attached to the creatures for their entire lives, shielding them from the elements and from predators.
- The Etterati feast on nectar, blood, sweat, and bile. They can only ingest liquids.
- When threatened, the Etterati retract their head, legs, and wings into their egg, which may then roll.
- The Etterati can fly, albeit clumsily and lopsided due to the weight and shape of their relatively heavy eggshells.
- The Etterati tap to communicate, from whence their name originated. The tapping sounds like (ett-ett-ett). Their writing is a form of "Etterati-Scratch", a collection of scrawls and scribbles that has meaning in its intricacy. The Etterati's beaks are extremely strong, able to scratch and embed into stone tablets. (In ancient Gloria, humans would sometimes kill Etterati to use their beaks as hunting tools. The Etterati have not forgotten this insult.)
- The Etterati are on average two to three feet tall (in SI measurements)
- Etterati live between 15-30 years, on average. The oldest Etterati was 46. A fully formed, reproductive Etterati can be as young as 4.
History
- Why are the Etterati Mystical?, Why are they asserted with Pluck?
- The Etterati are Gloria's most persistent denizens. They can be found in most any biome, seeking food, companionship, and wisdom.
- Etterati are known for their scrawled rock carvings, their obsession with numerology and predestination, and their collections of knowledge of astrology.
- The Etterati believe that the world's climate can be foretold from variations in the position of the sun and the moon and the stars and that the world's seasons and history is cyclical, like an egg. The Etterati were also the first to propose that the world was round, also like an egg.
- Long ago, during the time of the Demons, the Etterati were one of the few races unshackled by the Demonic Chaos. The Etterati hid within their shells and secreted themselves in the highest mountains and lowest caverns. The Etterati as a species observed the Demons, noted their movements, and made numerical calenders and predictions. They gathered data from the Floaters, from the Humans, and from others who would communicate with them, then generated a "Probability Web" which mapped out likely places Demons would be and actions that Demons would take. The Etterati discovered the method to the madness and chaos of the Demons, inventing the study of Chaos Theory.
- The Etterati scoff at human claims to have exorcised the Demons. Although the humans dealt the demons their death-blow, the only reason the Faithful humans were able to even strike at all was because of numerological predictions made by Etterati sages and related to the human survivors who had escaped the Demonic influences.
- Etterati are rightly proud of their accomplishments during the Order War. and they are forever vigilant, should the Demons come again. Sadly, the astrological signs indicate that the second coming of Chaos is nigh, and the Etterati are currently very concerned about this coming. They have begun to make preparations to deal with the demons, contacting their non-human allies. They will not make the mistake of notifying the greedy humans of their discoveries this time and often become quite reticient when discussing ideas with humanity. Far too many times they have been taken advantage of.
- Their plan for dealing with the demons, when they escape, is complicated. The Etterati believe that by teaching the other races (sans humans) the secrets of numerology and Chaos Theory, they can avoid the demons and render the chaos irrelevant. Few take the Etterati seriously, for most believe the Demons nearly eradicated, and if the Demons are not eradicated, then they would rather just kill the Demons outright. The Etterati know better- the Demons can never be truly slain, only avoided.
-And so the Etterati preach and study and think, mostly alone, but not in vain.
---
--
Also did some reorganization.
The Glick are pure comedy... could they be generated by, say, a flintlock weapon?
What makes the Etterai mystical?
There's a slightly cartoonish quality to both creatures I find refreshing - they strike me as very Carrolesque, as I mentioned in reference to some of your other creatures.
Oh, and also Floaters!
The Floaters
The Floaters are a sentient race of literally string-thin creatures. Every inch of the Floaters is used for some genetic purpose or another. They stand about three feet tall and unless weighted or tied down, float off into the air. The floaters fear high winds which can tear apart their fragile bodies. They evolved in underground reservoirs from annelids, but retained neither the annelids' mass nor their stickiness. When the occasional gust of air traveled down to the caverns, Floaters were transported out through cracks in cavern ceilings, then across the world until they crawled to other caverns where they founded new communities.
Floaters have a long thin string for the center of their body and from that string there sprout thousands of tiny digits which can manipulate objects. The Floaters have two eyes that are connected to the string by long, movable antennae. The eyeballs can twist to allow Floaters to perceive objects behind them. The eyeballs are very vulnerable, though, and are often kept concealed, tucked, and wrapped behind the Floaters' digits. As a secondary sensory mechanism, the Floaters are highly attuned to tremors and the feel of different variations in dirt quality.
The Floaters subsist on nutrients often found in the soil. They have evolved a highly sophisticated shape language which is also written. When communicating, they twist themselves into pictographs. When writing, they sketch diagrams of their ideas. Throughout caverns, the geometrical diagrams of the floaters can be found. The diagrams often discuss soil quality, dangerous underground denizens, magma vents, and most importantly, shimmer boreholes. Shimmer is poisonous to Floaters so they strive to avoid it.
Many a Shimmer wildcatter has used the Floaters' diagrams to extrapolate the best places to drill.
Floaters' main form of art is that of performance. By manipulating the airflow in enclosed rooms, the Floaters find ways to shape themselves into myriad aesthetic forms.
---
Zoology
Sentient
(73%) Humans (Playable)
(12%) Etterati (Playable)
(8%) The Floaters
(3%) The Demons
(2%) The Hijra "The Endless" (Playable)
(1%) The Slake
Constructs
Colour-Work Creatures (Golem Things) (Arguably Unsentient) (Playable)
Flying-Things
The Glick (Fey-Elemental Things) (Barely Sentient)
The Pica (Hummingbird Things) (Animals)
-Thank you Steerpike. :)
-I posted the Etterati before I finished writing everything about them, and I apologize. Now the writeup should be more complete and tied to the history of Gloria.
-The Glick could certainly be produced from the explosion of a flintlock pistol of our world if the spark were great enough. (More likely, they would arise from exploding fireworks.) In Gloria, however, I sort of imagine the pistols to actually "BE" powered by Glicks, and Glick-sparks cannot, sadly, produce other Glicks. (Or else the world would soon be overrun by frentic, dancing Glicks!)
-I suppose you are right. It seems that Lewis Carroll is an influence for Gloria. He wrote a very political and bizarre farce, which seems to be similar to what I am attempting here. Similarly, L. Frank Baum's Oz series and CS Lewis' Perelandra and Screwtape Letters could probably also be counted as an influence.
It is difficult to walk the fine line between farce and dramatic steampunk when writing up a compelling Roaring Twenties world that parodies/is a pastiche of our real world's history and politics, especially when I am attempting to write something generally positive and hopeful, that nevertheless is weird and wonderful and strange and foreign.
You have given me something to think about regarding how much of Gloria should be amusing and just how fine a line I can walk with humour.
I think Gloria should be amusing to some degree, it is a Utopia with bizarre, inane, little problems, and its way of thinking is a bit alien. But, that being said, I do not want it to be a joke... Just like Carroll and Baum and CS Lewis certainly wanted a sense of underlying humor, but Lewis at least did not want the world to be a joke.
I don't think its as absurd as Carrol. It is very, very strange, to the point where at first glance I'm alienated from some of your creations. I had an identical response to Mieville's creatures when I first encountered them (cactus-people? Women with entire scarab beetles for heads? What the hell?), and he became my favorite author (or one of them); they have an ecology and a logic rather than being merely weird, which is where your creatures, like Mieville's, transcend the cartoon/absurd dimension which nonetheless makes them so distinctly otherworldly.
Its a hard line to walk. I don't think, for example, that my races/monsters ever truly accomplish it; they're often disgusting and sometimes, I hope, quite creepy but I don't think they achieve that particular alienating effect.
Tikal updated slightly... with a character!
And Tientan!
[ic=Tikal]
Everything is for sale
This city of hustlers exists in a constant state of creative destruction. Oddly though, other than incremental designs, it boasts few inventors. The lack of intellectual property protection means that Tikal is a city of theft; of ideas, of goods, and of human beings.
Shisters, scammers, medicine-men, traveling freak shows, itinerant magicians, mystical etterati, and more make their homes in or near Tikal.
The etterati make their homes in the mountains just north of the city, feasting on the nectar therein. Some entrepreneurs have attempted to claim the nectar and the plants and sell those to the etterati. Most of those entrepreneurs have ended up pecked to death. Other entrepreneurs returned with weapons. The etterati's shells, however, were too tough to penetrate. And, rolling in their shells, they were difficult to capture. At night, the etterati would steal the entrepreneurs' provisions and weapons. Generally the whole proposition became too expensive to conclude and the etterati were allowed their nectars.
Several fast-running citizens, however, stole nectar-plants' seeds and sow them in the ground closer to the city. Managing the plots of land, they were able to coax some of the sweet nectar-plants. From the nectar, they distilled potions and teas that helped cure disease and colds. The tea-nectars are in high demand. The brand name for most is "Mystical Tea."
http://www.morocco-holidays-guide.co.uk/meknes/img/meknes-souk.jpeg (The markets) ; http://en.wikipedia.org/wiki/File:Entrance_Souk_Hamidiyya_near_Masjid_Ummayid.jpg (Market Entrance); http://en.wikipedia.org/wiki/File:Grand_Bazaar_Istanbul_2007.jpg (An Inner Courtyard... a "Mall") ; http://www2.hiren.info/desktopwallpapers/natural/the-ruins-of-machu-picchu_peru.jpg (The scenery... Imagine the ruins here is a bustling city)
http://imagecache.allposters.com/images/pic/LPIPOD/BN16146_20-FB~Fresh-Spices-for-Sale-at-Sunday-Market-Pisac-Cuzco-Peru-Posters.jpg (Tikal Spices) ; http://img5.travelblog.org/Photos/93638/336709/t/3004875-Peruvian-Market-0.jpg (Tikal Chickens) ; http://www.letsgoistanbul.com/images/galata2.jpg (View of City and ocean)
Description of the city : 1. The sea-side city is a place of stone, and brick, and change. Always baking in the hot sun, new adobe bricks are slapped on old with wild abandon. No building codes reign, and people expand where they will and when they want. The only limit is that of gravity- and the rich with magic can sometimes shore up building's strength to overcome even that great force.
2. The city's largest buildings, however, are not too tall. Most boast but two to five stories, and the ones with five are somewhat shaky, though supported with beams of forest-wood.
3. City of Enclaves. Tikal is a city of enclaves, enclosed by tents, to shield the place from the sun's harsh glow. Tiny little courtyards dot the land with goods for sale at every corner. Tolls have been set up on some non-public alleys, for maintenance and protection while travelers walk on shortcuts through the warrens. Little boys act as guides, and then pick people's pockets. Maps, both true and false, of the city proliferate.
4. City of Signs. Signs. Everywhere in Tikal there are signs. The signs direct people to places to buy goods, or services, and advertise directions, prices. Some even dispense advice. The Tikalese take the art of sign making, and sign placement contracting to a high-art-formed level. Some Tikalese even wear signs on their bodies, on their clothing, advertising the fashion-designer, or describing where to find good food. "Eat at Rho's" is perhaps the most commonly seen garb, advertising Rho's Rhudimentary Restaurant, a place where one can pick up high-quality simple food for a simple price. The other famous sign is that of Merremeck's Caverns, a place of natural beauty that is tramped on and seen by thousands of tourists each month. The place boasts vast geological formations such as stalactites, crystal formations, and stalagmites.
5. Undercity The city also, however, builds down. And in fact, this is where, in the simmering summer months, the majority of things get done in Tikal. Aboveground is often too hot in the equatorial sun for people to turn out of their beds and alight to conduct business during summer months. But underground in the Summer is the place of commerce. Underneath the city is a network of tunnels that are lit intermittently by skylights, as well as lanterns. Far far beneath the city in the mine shafts, men mine peat, and tar and salt. At sea, the Whalers make a good living killing and bringing in tons of blubber to fuel the lantern-fires.
6. The Saltmines The saltmines are the lowest part of Tikal in more ways than one. The saltminers are isolated from the rest of the society, so deep do they delve. They work hard and then work their way up to another job. Saltmining is a deadly, dangerous job, with constant threat of collapse. After working 80 hour weeks for several years, most miners will have amassed enough of a fortune to buy their way into a better line of work- but each saltminer must replace themselves first with a willing take. Often, the abandoned orphans find their way down to the saltmines, because none will take them and in Tikal- idleness leads to starvation.
6b. Grig- The Saltmaster "I smoke the cee-gar because it's poison. And poison makes the salt grow. I know that because the gases kill tens o' my men each year. The 'spolsions when they crack through a weak wall wrack the city 'bove 'n have led to mild distruption. But tha' topdwellers, they put up with things. Leastways they gotta, if they wanna have their salt. N' without tha' salt, food ain't gonna be preserved. An' if food ain't gonna be preserved, it'll rot, and that whole lot'll starve ta' death." 51 years old. Black hair with white streaks. Squints and prefers to wear two eyepatches, one covering each eye, while he moves around sensing the sounds of the underground. His Hands are black and his fingers are stunted. He has worked and managed here for longer than any other. He started as a saltboy, worked his way up to saltforeman, then instead of buying out and moving up, he stayed and bought into the managing class. He is perhaps the lowest ranked in the class, but he is the one on the ground who does the reports of how much salt is coming in. He controls the initial counting, and even though he does not manage the ledgers, he can direct the salt to wherever he wants it to go- the other rich managers do not want to risk their lives by trudging into the sooty, dank caverns, so they only send representatives. Grig is the only saltmaster tough enough to deal with the work.
Description of fashions : The innovations of Tikal are myriad, and the fads flash though the city so quick that by the time Well-fjord's deepest denizens of the salt mine learn the latest, the merchant-class and the upper crust of society have already changed their styles (having worn them for less than two weeks). The profusion of scrappers, and untaxed inventive forces fosters a cauldron of creativity as people throw together styles and fabrics slapdash in an attempt to appeal to the locals' overtaxed sensory nodes. On the streets, all types of styles can be seen- from peacock-stuffed Mad-Hatter top hats, to shaved heads with silver dice bored into the skin above the skull (a painful fad inspired by the Dicemen), to a brief flirtation with public nudity, and a slightly longer fascination with body paint (that persists among many denizens today), to the somewhat bizarre "Refusewear" and "Toilettarb" periods.
1. Some of Tikal's most famous trend-setters are the Lord Rothmyten, a flamboyant bedazzler, magician, and importer of fabrics. He is the best-known stylist of "edible clothing" in which he weaves beef jerkey and salted preservatives, along with sprouts of vegetables that may grow in the cloth's embedded soil. On some days, he can be seen walking about town, wearing a bowl-shaped hat and intermittently taking a scoop of soup from the bowl on top. The invention, he argues, can save time- the soup cooks in the hot sun, meaning that no time is needed to heat or to wait at a restaurant-- and as everyone in the world of Gloria knows, time is money. (The soup-hat has, regrettably, not caught on. Although a thick layer of cotton does protect against burning of the head, many are skeptical.) That being said, there are rumors in one of the innumerable penny broadsheets of Tikal that the soup-hat is due to sweep Society in a craze.
Lord Rothmyten stands about six foot three, and he towers above most in Tikal. He is from Gloria originally. His father was taken by a pirate ship on which sailed his mother. While his mother raided abroad, the father stayed home and cooked and raised the son, so Rothmyten took on many of Gloria-bred-people's characteristics. He is frugal, and not a spendthrift like most of Tikal, he is organized, he believes in order, and he is more cautious.
He also quivers when approached by most women, remembering the lash and branding prongs his mother so expertly handled when punishing him and his father during the periods that she descended into a drunken rage, which was nearly every time she set foot on shore-- thus, why she usually spent her time out at sea. She has not been seen in several years. Some say she was taken captive by the Octogram, and others say her ship was lost in a storm. Rothmyten's father passed away peacefully eleven years ago after being poisoned by a poorly-extracted blowfish consumed at a backalley Blowfish and Piranah snackstand. To this day, Rothmyten refuses to eat seafood and many of his daring designs involve violence against fish.
2. The Church of the Intelligent Designer also has its hand in fashion. The Church has no set meeting-house; instead the members spread the good news (that the world is beautiful and it was designed to make everyone and everything within it beautiful and that the only way to achieve eternal happiness is by embracing the beauty and spreading its gospel) by word of mouth, and attempting garish new fashions that are inspired by The Designer's will. On sunny days, they will strut in the nude, or paint themselves, or wear silks. On overcast days, some will walk around in lifelike pinatas. When it rains, they will cover themselves with mud. The rewards for their toil are few, which is why many consider them mad. However, several, during their more lucid states, find themselves employed as harlequin actors.
Although they inspire many designs, few are paid for their toils- because they gift the fashions for free, all can see them as they strut.
3. Bing The Iron Man. He walks throughout the streets with needles stuck in his hand, his head, and his body. Needles cover him every inch from head to toe. Several stick around his eyes and one would think that they obscure his peripheral vision, but he says they only force him to see more sharply- and see sharply is indeed what he does.
People make room for him, and he needs no body guards. Someone once tried to cut off his head, but the sword caught on the needles and bent. The sword remains lodged below Bing's neck. Bing is a connoseuir of fashion. He says very little, but his word is gospel. He can make or break a designer. Every day, he travels through the markets, from east to west, north to south, up to down, and he evaluates and he samples. Behind him tag his coterie, two ladies (one old, and one young; one fat, and one thin) and two men (likewise). They try on the styles and Bing sits, hand on chin, and thinks (like Rodin's The Thinker).
Few can withstand the needles other than Bing, and he has told no one how he had so many implanted in his skin. Some postulate that he may have been inspired by the Etterati and their work with needles and numbers. It is rumored that he speaks the Etterati's obsfucatory language. Before his hermitage, Bing claims to have been a coconut driller from the southern side of the peninsula. He left, one day, he says, driven by the need to seek inner peace. He claims he has not yet found that peace, but that he is always looking. Perhaps, he postulates, in some of his more lucid moments, inner peace can be found in simple, abstract, and marvelous beauty.
Why his words are valued so much is a bit of a mystery, but one day he appeared, walking out of the jungle and he sat and ordered people to bring him clothing. Then he judged the clothing and bought nothing. But the spectators around him saw what he liked, and they rushed to purchase all of the merchant's stock (Perhaps thinking that such a cool-looking guy would have to possess an amazing sense of fashion). In Tikal amongst the youth, there are no Chuck Norris jokes- instead, there are Bing rumours. And so began a legend.
http://static.jewelry-weblog.com/jewelry-weblog.com/imgname--jewelry_bargains_at_breast_cancer_site_store---50226711--images--fashion_jewelry_31eec62708179b807ef32c7319669f74.JPEG (Silver and Opal)
http://www.overstock.com/images/products/T10825854.jpg (Colourful Clothing; motley in many aspects; the more colours in each ensemble, the better.) ; http://images.google.com/imgres?imgurl=http://coloranddesigntrends.com/wp-content/uploads/2008/09/tights41421.jpg&imgrefurl=http://coloranddesigntrends.com/tag/colorful-tights/&usg=__WnMZ97zn-9xvyv-9hLqxUfgh7rI=&h=741&w=549&sz=213&hl=en&start=497&um=1&tbnid=2oa2gzIUQrgdqM:&tbnh=141&tbnw=104&prev=/images%3Fq%3Dcolorful%2Bfashion%26ndsp%3D18%26hl%3Den%26safe%3Doff%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-US:official%26sa%3DN%26start%3D486%26um%3D1 (Yes, even stockings.)
Personality of Tikal: Gren Haciendarez ; "The Trickster of Tikal" ; "Oh, That Bastard"
"I made this flame dance from fingers. No shimmer. No cost. No nothing. Just let me teach you this. One upfront payment. It help you well."
Haciendariz is often running scams, and they often work quite well. He usually works alone, but has been known to hire a fall-guy from time to time, just in case things go wrong.
Haceindariz is of average height, and is a master of disguise. He can appear to have no legs, one leg, one eye, no eyes, scars, no scars, brown hair, black hair, blond, or white. He can be everything and anything. He can sing sweet, he can dance, his manners are impeccable, and his cursing, colourful.
The Trickster of Tikal knows a little about everything, and can talk forever about nothing. He stutters, he slurs, he stammers, he equivocates, he speaks fast, he drolls. He is kind, he is jovial, he is sour, and he is mean. He is a thousand things to a thousand people.
Haciendariz may not even be a real person, his name has become synonymous with being tricked out of one's money. For some, it is a badge of honor to become "Haciendized", or taken for a ride.
The Trickster's career started about twelve years ago, so at the youngest he could be 21, but he can seem any age from a very tall ten to a very ancient one hundred and seven.
Tikal produced Haciendariz, that much is certain. He is a product of its boiling inventiveness and parasitic creationism. He takes and he takes and he takes, but he does it inventively. He even authored a book, some say. Although the book is less of a book than a collection of pamphlets. After every con, Haciendariz writes a short piece of advice; on paper, on vellum, on bark, on stone, on flesh... with chalk, with pen, with needle, with etch, even once in sand with urine.
Haciendariz' works were collected by inspired followers, two of whom were subsequently arrested and interrogated by one of Tikal's roving groups of thugs whose protection-target had been ripped off by Haciendariz, causing them to lose their contract. Within two days, however, the followers were freed by a strange man of medium build, but portly gain. The man claimed to be a slaver of the Continent, interested in houseservants. His documentation checked out and his coin was good... Except that the thugs had not believed his tale, and after one coin turned out to be made of chocolate; each had bit a coin to test for reality. Soon thereafter, the thugs found themselves poisoned, and lethargic. They collapsed on the floor, and then the targets were gone, and a note, sewed into the undergarments of the lead thug was discovered. It spoke of "Tasting victory is best done by the losers."[/ic]
[ic=Tientan]This mountain citadel is the gate to heaven, or so the locals say.
Tientan is a hub of tourists, coming to see the hometown of ancient philosophers, and purchase the latest in philosophical writings. Throughout Gloria, economic philosophy is much in demand. People display pages and cuttings from economic philosophical texts on the walls of their homes in the same way that other people display art. And much of these economic texts are works of art in themselves. The economic models, statistical analyses, expected-valuation charts and revenue curves are of great interest. People collect the proven economic models of successful businesses, and prints are often sold.
Tientan, through the use of shimmer magic, is also Gloria's largest producer of "correction ink" which can be used to 'write over' a previously written-to document. The "correction" can be removed by wiping it off, which will reveal the information below, but will destroy the information above.
Tientan is home to Tientan University, one of Gloria's most famous. It was the home of Ilsildur the Elder, and Orrerey the Econometrician. Current lecturers include Wendy Qwaven, an expert in large-crowd psychology, and the eccentric Tybald Glissifur, who specializes in expanding markets and who studies the sociology of the Socialist lands. He often goes on trips to the North, and some slanderous accusations state that he has gone-native and is not trying to indoctrinate his students into vile Socialist learning.
The Trol of Tientan is an interesting place. The Trol is a fey unsleeping being who appears to be trapped within the bounds of Tientan University. the Trol is three meters tall (nine feet) and is a very dour creature. The Trol continually walks from one end of the University to another, trolling and searching for an escape from the University's bounds. Every time the Trol hesitates, it begins to harden into stone, which hurts it with excruciating pain. The Trol appeared in Tientan some time ago during the descent of the Demons. Some argue that the Trol itself is a demon, but that remains to be proved. The Trol claims it is a transdimensionary creature that exists on several planes of existence and is currently imprisoned on one so it astrally projected itself to this world. That theory has become the most accepted one, but it is unprovable. A small group of people suggest that the Trol really is a minor demon that has managed to cloak itself in a more benign form. The Trol often executes "miracles", crafting stone or other minerals from claps of its hand. But each day the Trol may only create a minor amount of miracles. With each miracle, the Trol hardens and gasps in pain.
The Trol has not, to anyone's knowledge, ever consumed any food, nor has it ever threatened anyone. No one knows exactly WHY the Trol is or what it really is doing within the bounds of Tientan. For a brief time, Professor Gillickuy of the Radicality Department taught a seminar class on Trolism, but when Gillickuy and the Dean (who came from the Rationality Department) had a falling-out over teaching styles, Gillickuy transfered to a third-tier university in Gloria.[/ic]
I very much like the sound of Tikal, but I'm curious what it looks like. Mongrel architecture (stolen?)? Fashions? Is it a cramped city of towers and gantries or a bustling sprawl?
Also, how does religion operate in Gloria and surrounds? We've had hints of a kind of deism and Intelligent Design, and a few erferences to the Faith, but with the predominance of fascism/existentialism and its ilk, atheism would seem to be the norm (?). Was religion once prominent, now in decline? The world's politics are, obviously, fairly right-leaning, so are there any kooky theocracies out there to correspond to the religious right? I don't know that much about Mussolini-type fascism but from what I recall his take on fascism was less anti-religious than the Nazi branch, right?
For example, does Tikal have any temples/churches?
The vision of Tikal has been expanded in the post above yours.
Re: The discussion of my chart and fascism... I have thought long and hard about it and am a bit concerned that my chart may have been misleading. After re-reading historical information, my understanding is thus:
1.) Early Fascism - 1920s. Belief in small businesspeople/Personal empowerment (Mussolini works with other parties.) [Brown Shirts begin- presaging later troubles]
2.) Middle Fascism - Mussolini finally gains power, believes in the need for larger state-involved businesses/starts the brown shirts' reign of terror.
3.) Later Fascism - Hitler. National Socialism. Agrarianism is much approved of, but in the cities, a rigid structure is imposed.
And yes, you are right that Mussolini embraced religion. After considering everything, I think that my pegging of Mussolini in the center square is wrong- he was too much of an absolutist and consolidationist to be directly associated with Jefferson. Perhaps early fascism belongs in the center square- but early fascism may not even rightly be called fascism because it was never implemented into real government for very long at all.
Note: I realize some of these classifications of "pinpoint alignment" are going to be controversial-
Fascism (The Middle Type) has been moved down to Moral Prescriptionists.
Jeffersonianism Small Business/Agrarianism remains in the middle.
Carnegie is in the "Moral" category because of his charity work establishing a library system.
And I would not necessarily call Gloria a place of extremism or a place where ideas are stifled. In Gloria, ideas are spread, and welcomed- for only through accepting ideas can people attain progress.
Religion and belief has been ebbing for the past several hundred years. Most Glorians will tell you that is a good thing. It has been a peaceful decline, almost utopic, into atheism, or (for the most part) agnosticism. Glorians live for the here and now.
The Socialist Lands are much more into pseudo-religion and real religion.
The Faithful are the real adherents to the old religion. They are mostly seen as very strange, sad people who do not really understand how to live and to enjoy life- like many people nowadays see priests who choose not to marry. The Faithful, for the most part, are dedicated to their choice and are happy with their lot in life.
Perhaps a discussion of the city of Gloria will help:
Gloria - Gloria has no gates, for it needs none. It is open to the world and the world is welcome to enter it. There are no guards at the exits and the city flows seemlessly into the countryside, growing and encompassing pieces of it. Some wise investors purchase the land surrounding Gloria when in middle-age, then sell when they are old, and then retire comfortably in villas skirting the outside of the city.
[ic]1. The Aeries The Aeries are a geodesic dome-like structure for part of their location; other parts are massive glass-enclosed structures that hold birds of every species from around Gloria. (FINISH)
The Stairway to Heaven What began as a side project by a ConsumerArtist blossomed into a full-fledged extravaganza. The melding of steel and the welding of discarded steel upon steel began as a design for a roost for birds in the zoological portion of the Aeries. what it evolved into was something exceedingly amazing and slightly strange. The Stairway is a series of beams and boom wires that ascends hundreds of feet into the air. Soaring high, the Stairway is encased in a wire mesh that raises as the structure soars higher. At several points, the artist has built waiting points and places to sit or stand.
After seven years of building, tourists to the Aerie clamoured to ascend the Stairway and more construction was ordered. An actual staircase blossomed and more steel was added. Then grass and trees and leaves were brought in to fit on the staircase and flowers bloomed and more life came to the staircase.
The staircase is still growing. And some visitors, it is said, never leave. They subsist on fruits that grow on the Aerie. The artist too always labors, always building higher and higher until one day, people say, he will reach the sky. The Staircase is Gloria's tallest structure- taller even than the Stock Exchange.[/ic]
[ic]2. The Agrocology The Agrocology is a tiered structure built on a hill in the midst of the newest outgrowth of Gloria- Saintly Sandal. The Agrocology is over 250 acres large on one level and is simply gigantic. But beyond the one dimension, the agrocology also makes use of tiered wooden structures on which it grows its crops. The structures are canted to allow for the greatest amount of sun to penetrate to the ground floor. On the top layer, wheat grows, on the bottom layer, in the fertile soil, rice grows along with watermelon and raspberry vines (in the sunnier areas). The Agrocology's food feeds a good portion of Gloria's citizens and its usefulness cannot be underestimated. The Agrocology's owner, the Agronomist, is always searching for new and better ways to nurture and grow crops.[/ic]
[ic]3. The Neighborhood Watch What makes Gloria work and what keeps it mostly free of crime is the Neighborhood Watch. Basically, all of Gloria's citizens have been deputized to make citizen's arrests. And many of them do. The penalty for robbery is a slit throat- but only if the person is caught in the act, and only if three disinterested witnesses are present. If only two can swear to have witnessed the crime, then the thief must be tried to a judge.
But if three are present, then the thief may be disposed of. This hard-core policy has done wonders for reducing the crime in the streets. But it has also escalated it. Murders of storekeepers are relatively high. And breaking and entry often begins with the murder of the the homes' occupants. However, Gloria's citizens believe that the policy of vigilanteeism has worked for them for the large part, so they continue to support the cheap, and effective, Neighborhood Watch.
Songs are sung about the Neighborhood Watch, and people are proud when their children enter into unions with Watchpeople, or when their children themselves join the Watch.
[ooc]Sander Thomas- Captain of the Watch 53 years old. Sander Thomas rose through the ranks of the Watch after stopping an assassination attempt on the Illuminated Mayor while only a Private. He was immediately promoted to Lieutenant, where he showed a remarkable head for numbers. Within but a few years, the Glorious Hero was raised to Captain.
Sander is good natured, and often partakes of snuff, tobacco, and alcohol while on the job. He is quick to offer a sip to subordinates and to arrested malfeasants. He finds that liberally passing around the intoxicants generally makes aggressors more pliant and restful. (The alcohol he carries often sports higher than 30%).
Sander often walks around in a haze, and is known to make many paperwork mistakes while under the influence. This would be a large problem, except that he realizes he can be rash or foolish while zonked out. So, he hired a Mishu- a private secretary, spending his own coin for half of the investment. The Mishu anticipates Sander's needs and double-checks all his figures and work.
Sander is married to a noblewoman, the Lady Gwendolyn Wexley, a beauteous green eyed lady who met Sander the Summer after he saved the Illuminated Mayor's life. They have one child, a daughter who is 17 years old and who currently attends University in ____.[/ooc][/ic]
[ic=4. The Financial District] This is the heart of Gloria, and the soul. The Financial District is (literally) a cauldron of invention and speculation. From the Seaport Commodity Exchange, and the Empyrian (Celestial) Stock Exchange to the Aerial Nerve Center, information is at a premium, and knowledge flows. The Color Work Creatures push through the crowds to deliver up-to-the-minute information, all the time bleeding their jazz-like music as they snake sinewy through the masses. Far from the masses, Shimmer-Workers sequestered in metal-encased research facilities work on using Shimmer to prognosticate about rainfall, days of sun, and other astrological events.
At the Seaport Commodity Exchange, Investments may be made in crop types; farmers and their representatives come from miles around pitching their particular geography and explaining why businessmen should invest in their land. Investments also, of course, go into Shimmer technologies, and in shipping ventures. A few adventuring companies have also made names for themselves, and are publicly listed- they are funded by businesspeople and out-kitted, then they distribute profits amongst their investors.
[ooc]
The Floater's Rogues - Consisting of one of the few Floaters who has deigned fit to explore above-ground and to associate with humans, and four humans, the Floater's Rogues is one of the premier adventuring companies. The Floater has extensive knowledge of the crystal and shimmer formations in caverns surrounding Gloria and has done battle with the massive underground Alghoi-Khoroki worms and has stood strong against the Glimmerwyrms which "blink" and flit around cavern cavities.
The Floater's predictive diagrams have saved the party many a time; and its almost prescient predictions and foreknowledge of the flows of energy underneath the land have served it well in battles.
The Floater's Rogues have recovered vast amounts of wealth from the deepest depths, excavating ancient pirate stashes from bygone ages before Gloria achieved its current sophistication.
Currently, on the stock exchange, the Floater's Rogues are valued the most. They may not bring in the largest sums- The Hoarders probably hold that distinction- yet, despite numerous assassination attempts against the Floater; the people have the most faith in the Floater and his human allies' continued subterranean successes.
[/ooc]
The Empyrian (Celestial) Stock Exchange is a bit different from the common Commodity exchange. The Empyrian Exchange is more cerebral, more abstract, more philosophical. The Empyrian exchange trades in predictions. There are some who believe that its Seats can shape the future through use of Shimmer.
The Exchange sits on massive trigrams-- carved from stone as deep as a tall-ship mast. The stone was quarried and hauled from mountains to the city's east. At night, the molds glow with the after-light of prior filled shimmer-magic. The trigrams are moved when needed, rotating on a turntable that slowly, but reliably can be cranked around and around by a team of elephants and Color-Work creatures.
The entire structure, from the color-work creatures at its base, to the trigrams themselves, to the magic and light at their summit, glows with neon lights as the trades conduct- every night from darkfall until daybreak.
The predictions that are traded in can only be afforded by the richest of Gloria's citizens. Whether or not a storm will ruin the crops in coastal regions can be effected-- people buy and sell possibilities during set bidding periods of days, weeks, months. The winning bid will then shape the prediction of the Seats (or the traders/mystics who operate the massive trigrams and who manage the Exchange's massive stores of excess shimmer), and often-- the wish will happen; or else there will be a refund.
The large magical trigrams are the strongest in all of Gloria. The entrepreneur who ordered them quarried and placed them in the city- Titus Empyrean- is considered one of the world's shrewdest businesspeople and it is rumored he is the world's most powerful man. Yet, he is rarely seen. It is said that he has a debilitating fear of open spaces and of sickness and murder by business rivals and that he spends his days ensconced in a tiny room filled entirely with feathers. He communicates with the outside world and purchases provisions entirely by Color-Work Creatures who deliver his desires. There are some who say Titus perished several years before, but a stream of prostitutes to his quarters and the stories they tell tends to insinuate that the man yet lives.
Bankers set up shop in the Financial District as well, offering rates that range wide from cut-rate interest to usurious amounts of 100% on some astounding short-term and risky loans. Default is dealt with in many ways, sometimes resulting in indentured servitude, sometimes garnishment of wages, sometimes garnishment of limbs (listed as collateral), sometimes accepted slavery (in the Jungles of Shimmer, or within the Colosseum, or on the Galleys at sea.)
The Bankers' buildings are generally tall, angular, and strong-looking. Many extend down several stories into the ground and almost all soar high overhead- the only taller buildings are those of the Commodity and Stock traders. Bankers are almost universally known for their ostentatious displays of wealth. For students, to gain an internship at a bank is one of the greatest achievements to which they can aspire.
[ic=Notable Banks]The Cooperative - A socialist experiment. The people who borrow from the cooperative enter into a way of life. They agree to lend all their possessions to everyone else in the cooperative. Each member gains a list of each other member's address and all their known possessions, from their home to their dining utensils. Everything is shared, from items, to marriage partners (if willing). The Cooperative is gaining in popularity, all of which is part of an expatriate Socialist-Lander's (Sevastus Stierpiek) nefarious plan to gradually subvert the city's selfish capitalist values.
Crazy Crow's - Crow's, a one-man operation out of a pushcart specializes in crazy investments. Crow is an eccentric wealthy old man who boasts a six-foot long beard. He sits cross legged, one foot drooping off the side of his cart and listens to petitions for loans from sunrise until noon-time every day. In the afternoon, he meets with the most promising of the recipients.
Eve's - A simple bank with simple terms. Eve's most unique loan is the "growth policy" loan where they lend money to purchase crops and then take "in kind" payment of crops for the future-- but they do not limit themselves to lending to farmers. They even lend to people creating personal gardens in their homes. As collateral, they require receivers of loans to collect their urine and household waste. Eve's then resells the waste to dealers who specialize in acid and in fertilizer.
The Good Neighbor - Loans "in-kind" and facilitates people's transactions and "trade downs"; the Good Neighbor fixes up damaged goods and resells it to other people who need those goods in turn for cash. Less a bank than a rummage market, the Good Neighbor is quite popular among Gloria's underclass and boasts some of Gloria's more skilled repairspeople.
Illych, Jaworski, & Krom - Founded by three ex-adventurers, this bank is a rough-and-tumble place made out of wood. It boasts a big bouncer by the door who also acts as a collection agent. Their slogan is "Few Questions Asked; Low Interest Loans... But We're Interested in Full Payment"
ITC (Ilimden Trading Company)- ITC also operates massive stock operations, trading in cattle futures and property. ITC owns a great deal of property around the city and is constantly trading the property to its bank members- convincing them that the investment will always increase in value since more and more people stream into Gloria each year. This ponzi scheme seems as though it will continue to bring in revenues at least for the next few years since IIC has not yet gotten greedy; a usual guaranteed "flip" to other IIC members is only a gain of 5% on investment per year. The company is uniquely well managed and has yet to have gotten greedy with its investment promises-- perhaps since its CEO, Mars Ilimden lost much of his inheritance thirty years ago during the waning days of the great "stone animal friend" pyramid scheme trading and collecting scam.
Indentured Incorporated - The preferred loan collateral is the labor of the person asking for the loan, or a pound of flesh-- which is considered quite the delicacy by some denizens of Gloria.
Shimmer - The highest end bank. Its logo is a black trigram encircled by floating crystals on a diamond band. Shimmer takes on massive amounts of risk, but has massive amounts of reserve. They are, nonetheless, picky about who they lend to. Their headquarters is one of Gloria's most strongly defended places- boasting guards, mercenaries, traps, surveillance, and more. Many a thief has been found impaled on the walls of the safe- and tens have been caught wandering the halls attempting to impersonate guards. Perhaps some day the safe will be robbed, but that day will not be any day soon- at least as long as the chief of security, Majordomo Schnell is on the job.[/ic]
Arterial Nerve Center - The heart of the city and the place where people come to talk, come to buy, and come to gawk. The Arterial Nerve Center has a dizzying array of the newest styles, the shrewdest inventions, and the most boisterous bowyers of merchandise. Constantly rotating, the Center boasts tiered stages where people construct elaborate displays and attempt to move merchandise. Scanty clothing, amorous aromas, and vibrant colors attract customers.
At the other end of the nerve center is the Speaker's Corner where anyone can speak, for a price. After paying the fee, a person can speak and earn coins from passers-by who debate, or listen. Many new ideas have started in the Speaker's Corner- because the price for speaking is not cheap- so the words must be well-thought.
News also is paramount in the Arterial Nerve Center. Located underground are the massive printing presses, run by Color-Work creatures. From thin holes in the ground poke out broadsheets, which may be purchased by inserting coins into slots. The broadsheets advertise news, and products for the consumers. Some are distributed free of charge, others for a pittance. Each broadsheet, of course, attempts to be louder and attract more attention than the last. Some have included scratch and smell advertisements in an effort to appeal to more senses of the readers. Some broadsheets are experimenting with edible paper. The alchemists, however, have failed to produce such a wonder that is not toxic. Shimmer-Workers have been said to be working on the problem.
The Nerve Center is at the middle of the Financial District and each day thousands pass its streets, walking to and fro to banks, to stock exchanges, law offices, and trading floors. The Nerve Center is kept impeccably clean by scavengers who earn money for reselling every scrap of trash that falls to the ground. They may not earn much, and in fact they live a life on the edge of nourishment and existence, but they can survive by cleaning the district's streets and have organized themselves into a guild of Street Scavengers.
Near the Arterial Nerve Center is the monument to the Shimmer Molds (See Below).
The Shimmer Molds A historical museum that is half indoors and half outdoors. The Shimmer Molds which honor the first pouring of Shimmer into the holy trigrams are placed in the Plaza in front of the Arterial Nerve Center.
Each night there is a display of Shimmer-pouring and magic. Mostly, the shows make use of Soul Sanguinate Shimmer and produce vaporous and alluring illusions of intertwining color, and rarely odor. The shows are not, however, free. The streets are roped off for the nightly shows, admitting only those who have the coin to enjoy the display. Excess revenue from the viewing-fee goes toward improvement of Gloria's public works.
The Chambers of Commerce
The Chambers of Commerce, a glorious 35-story building, and one of the taller business structures is located in the Arterial Nerve Center. On their exterior wall, they project Shimmer-fueled illusions of product advertisements, and at all hours color-work creatures can be seen ascending and descending the Chambers' exterior gear powered lifts.
Inside, the lifts are more safe- they are controlled by pulleys, levers, and color-work creatures which monitor stability and strain and pull to keep the lifts aloft. The lifts are exceptionally fast in bringing workers from the basement to the building's apex.
The building contains about 3,000 workers (and hundreds of temporary workers such as chefs, concierges, busboys, who are not counted in the total). The workers' specialties range from advertising, to networking, to expertise in beginning (incubating) small businesses. Inside, they shuffle papers, organize seminar presentations, host conferences (on floors 2-5), and assist small business people in gaining loans and determining where to locate their businesses.
On the first floor is a massive map powered with shimmer-magic that dynamically changes to demonstrate the traffic flow of pedestrians in the Arterial Nerve Center- which has been ringed with Shimmer-Sensors to determine foot-traffic. Once the information comes into the Chamber of Commerce- 5 workers analyze the pressure on the ground to determine if the pressure is from foot-traffic or from vehicles, or color-work creatures. The workers, then input the data into a "braille" machine that stamps the information into dots that are then read by the map. Eventually, the Chamber hopes to dynamically construct a traffic-flow pattern for every street in the city, but their current plan is quite expensive and so they are limited in what they can accomplish.
The map (The Commerce Map) also demonstrates the location of all businesses in the city. It displays important information such as revenue (given in a range- the exact data is proprietary information), customers/day (another range), and time of day most active. Businesses also have small flags sticking out from them to indicate if there are several businesses in the same place. All businesses are color coded. The map can become quite overwhelming to the beginning entrepreneur, and the Chamber boasts several guides who explain the functions and who can help a beginning entrepreneur make decisions about where they wish to locate their store. The guides are called the Commercialists- they know a virtual library of information about who lives where, who demands what, which areas of the city need what, and more. The Commercialists are in high demand once they leave the Chamber's employ... but the chamber pays well and requires all Commercialists to sign a 12 year minimum contract. Still, most Commercialists leave for private practice after their stint at the Chamber.
The Chamber is a semi-private organization that operates based on donations given by companies and individuals which make use of its services and expertise. Thousands of Gloria-Residents travel to its outposts which are scattered throughout the city to seek advice and help in starting their businesses and in learning the tricks of advertising and in seeing its help in gaining connections and mentors in the business community.
Although others have tried to set up their own advertising-lesson classes, the Chamber's are seen as the most prestigious and the certificate for attending a class is highly prized among small business people and their customers. A certified certificate for the area of business done by the businessman is often posted on the store or restaurant window.
[ic=Some Classes]Some Classes
Restauranteering 101, Maximizing Space Potential, Attracting Customers, A Better Aesthetic, Managing Employees, Disciplining Employees, Making Your First 10,000, Buying Your Next Store, Freeloaders and Your Store, Shoplifiting?, Dealing With Disasters, Franchising?, Dealing With Rude Customers, Maximizing Yearly Returns, Long Term Planning, Short Term Planning, Estate Planning, The Family Business, Investing In Properties, Advertising For Beginners, Using Shimmer To Maximize Your Potential, Outsourcing?.
Tracks Include: Accounting, Advertising, After Retirement, The Family Business, Franchising, Investment, Overhead, Personnel, Restaurants, Scaling, Selling Out, Shimmer and the Store, Shops, Sourcing, Transport. [/ic]
[/ic]
[ic=City Parks in Gloria]City Parks City parks are funded by user fees. The fees are relatively low, but everyone pays them to enjoy the open spaces. The parks are generally kept-up very well and there are no poor people sleeping on benches (they cannot afford the price.)
A family can often enjoy a happy day lounging at the park- tossing frisbees, throwing balls, or exercising their family pets.
There are only three "Public" parks where people do not have to pay to enter them in Gloria. These parks include the Northern District Park, which is slightly dilapidated since no one pays for upkeep. The brick sidewalks are filled with overgrown weeds and no one has ever cut the grass.
The Open Park, in the South is in better shape, since its community bought the park about seventy years ago and opened it to the public. The community continues to maintain the park and assess a yearly fee against all residents for use. Periodically there are votes to close off the park- but no one wants to pay for a fence-- which would likely cost 3 years of fee wages-- when the trespass of people into the park has yet to become a problem.
The New City Park is a vast park at the edge of the city which bleeds into farmland. The New City park is free to enter but inside it, the facilities cost money to use. From the volleyball fields, to the bathrooms, to the numerous shops-- the Park is littered with opportunities to spend money. Also, the owners collect all trash from its guests and resell and reprocess the waste.[/ic]
[ic=Public Works in Gloria]Taxes. Why would Gloria have taxes to support roads and sewage. Would not taxes harm the entrepreneurial spirit? Indeed, they would. But all benefit from public services like roads and sewage and police and fire protection (albeit in Gloria the police protection is managed publically without imposing costs on any, see the Neighborhood Watch above.
Private Security and Fire Others may hire private security forces; fire is managed by volunteerism as well- although there have been calls to establish a professional fire-fighting force, those calls have often been shouted down.) In Gloria, the roads and sewage are first assessed against the use of the building. Then, excess fees gathered from city museums, musical shows, the Shimmer Mold shows, City Parks, and other public events, all go towards payment for the roads and for salaries for the city's leaders. The lack of excess money in the improvement game goes a long way towards reducing opportunities for cronyism or overt corruption in the government.
Contractors Still, the government must choose contractors to repair or construct roads. How do they choose these contractors? The government allows the block that is having the construction being done on review the applicants at a meeting of the local chamber of commerce. At that meeting, the bids are made and the people decide who should fix the roads; then the repairs are made.
Corruption?This democratization of government that is run by the capitalists who both pay for the correction and who benefit from it has proved highly efficient and has lead to Gloria being one of the most famous, corruption-free governments (the Chambers of Commerce, however, can at times be favoritist and game the system toward business allies by tinkering with their advice.)
[/ic]
[ic=Adventures in Gloria City]
1. Defend/Rob the Shimmer Bank Seemingly impenetrable. Can you break the bank, or prevent the crime of the century.
2. Hunt Corruption You have been hired to hunt down corrupt officials. Follow their trails, expose them, and bring them to justice. (Hunt corruption at the Chamber of Commerce and follow a seedy trail into the underworld of dark alleys, shady bars, abandoned office-buildings, and construction yards.)
3. Open a Business in Gloria It is an adventure, it is a struggle. Go it alone and confront business traffic and customer interest dilemmas. Advertise, compete against copy-cat competitors, and more! Get help from the Chambers of Commerce. Attend business classes and level-up your skills. (Bribe?) (Fight?) or follow the more traditional paths of out-working and out-thinking your competitors. Open franchises and expand your empire. Invent new and amazing products!
4. Foment A Socialist Rebellion Read the writings of Tybald Glissifur at Tientan University and get inside the mind of a socialist. Then meet a real expatriate from the socialist lands! Sevastus Stierpiek of The Cooperative Bank. Work with him to overthrow the settled interests and establish a socialist paradise. (Strongly Not Recommended.)
5. Crush A Socialist Rebellion Dark forces are working in the underbelly of Gloria-- seeking to take away the wealth that has been created by the productive classes. Infiltrate their organization, discover their leaders, their governing structure, then crush them with extreme prejudicial force.
[/ic]
Some extremely contrary, kind of destructive bit of me wants to run a Socialist Revolution game in Gloria, where the players are underground rebels trying to desseminate leftist literature, overturn the capitalist government and execute the "old money" dynasty-leaders. It would be quite the uphill battle.
:( Evil, evil Steerpike. Did you get that idea from the Runagate Rampant?
I would be interested in seeing how a game like that would turn out, especially considering that most people would be on the side of the old-money leaders.
Feel free to check out the post directly above yours- particularly the new section on the banks.
SYSTEM:
Main Skills
D10 Points maximum in each (although items or magic can improve a statistic beyond 10; however it is very rare that anything is higher than 10; perhaps only the most fortunate ever reach 12 in a given statistic.). Note: There are no skills other than this. No special "climb" or "lift". All successes in those attributes are determined by adding the strength roll, or whatever would apply from the list of rolls below.
STR (Lift, Climb, Push, Punch)
DEX (Run, Jump, Bend)
CON (Take Damage, Resist Illness)
INT (Knowledge, Wisdom)
WILL (Willpower, Psychic Strength)
VIRTUES
-Gloria, however, does have virtures.
-The fifteen virtues are listed on the first post of this page.
-Players do not gain experience, but they do gain virtue points which they can invest or spend as they wish.
-Gloria rewards role-playing more than most pen and paper games. It is designed to reward achievements in the virtues that make Gloria great, so the DM needs to be somewhat creative in the challenges which are provided to the characters.
Chastity
Gain Virtue Points - The character is sorely tempted by a beautiful woman/man who is married to a jealous but powerful spouse. If the character deigns to sleep with him/her, the character will gain influence, or wealth, and if the character refuses, the character may be humiliated or ironically, accused of adultery. Yet, the character refuses, at some cost to the player.
Use Virtue Points Virtue points may be used in rolls. The character may use virtue points in Chastity to resist willpower rolls of opposing people. For example, someone trying to seduce the character will roll a willpower if the player is not willing. If the character has Chastity points banked, then they can add extra bonuses to resist the seducer's wiles.
Burning Virtue Points Virtue points can be "burned" or used up when the player wants to do something extremely special with the virtue point.
Examples include:
Chastity * = Can subsist without nourishment of the body or the soul (companionship, talk, enduring criticism) for several days.
Chastity ** = Numb oneself to the world's outer stimulii- walk into a burning building without feeling pain (but not unscathed).
Chastity *** = Your body has become your temple; nothing can impregnate you, nothing can give you diseases; you are at one with nature and the world and all its petty cares wash over you without any harm.
The Struggle
REALISM v. FAITH
A character may move on this axis, which can affect how the character interacts with others and especially how they interact with the Demons. A character who has a lot of faith will have trouble interacting with the denizens of Gloria, but they will be able to combat the Demons quite well. Conversely, a character with a great deal of realism may be able to move effortlessly in Gloria society, but they will have a great deal of difficulty confronting the demons when the creatures decide to re-emerge.
Extremely realistic characters also have a harder time working the Shimmer Magic.
EQUIPMENT
Standard; as in Cthulu or in DnD
MAGIC
The only magic is the Shimmer-Magic of the trigrams. Theoretically anyone could be a mage, but it takes learning to understand the right portions of liquid to pour into the trigrams. And it takes materials at hand to carry the correct trigrams into which to affect the changes.
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Classes
Gloria does not, per se, have any classes. It is a classless system. But it does have "concepts". Players can choose certain concepts (detailed on page one) and play as those concepts for the duration of the game. The concepts can help guide the characters and define roles for them in the game, but are not meant to limit ideas. instead, the concepts are intended to facilitate ideas.
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Taking Damage
There are no Hitpoints per se, but damage "soaks".
Damage is subtracted first against ARMOR, and then against CONSTITUTION. The higher the constitution, the more hte damage soaks.
After constitution is reduced to zero- the damage transfers to STR or DEX damage, reducing them (player's choice). When one reaches zero, the character is disabled; when both are reduced to zero the character is unconscious, then will is subtracted when the character is hit (plus -1 will each round until the player stabilizes)- if Will reaches zero, then the character dies.
Recovering After Damage
-After being damaged, rest can help restore Constitution, STR and DEX, as can healing. Until fully healed, the damaged statistic will be used for all saving rolls.
Other Things to Keep Track of
1. Wealth - Always important in Gloria is the wealth that is carried, the wealth that is worn (the richer one looks may determine other characters' reactions), and the wealth that is accessible in a bank. A character sheet will note all three things.
2. Influence - Often it is not how much you are worth, but who you know that determines your success in life. Influence measures the friends, allies, contacts that you have made in the world.
Festivals in Gloria
Dividend Day- The First (January 1)
The first day of the year is dividend day, when everyone's hard work pays off. Businesses give bonuses, the government returns excess taxes (as few as they may be), everyone takes off from work and the streets turn into a chaotic party. On dividend day, lovers reunite, and everything is given freely. It is the one day a year when no one cares about making money, but about sharing it-- since an ancient philosophical member of the Faith once said; "The key to making money is not what you have, but what you can share with others. Money must be spent before it can be made."
Shopping Day(s) (x 15)
The Shopping Days are held the fifteenth of each month. On those days all stores stay open for 24 hours, people pull double shifts and all staff-members go into work. Of course, they take breaks in which they travel to nearby stores to contribute to the economic wealth of the country. These breaks may last 4 to 6 hours. Often, people do not sleep on these frenetic days of shopping and working.
Recycling and Memorial Day (February 21)
Held at the height of winter, the Day of Recycling is a somber affair where the residents of Gloria remember their dead and remember how everything is important, how all parts of a body are useful and may be monetized, how nothing should ever be thrown away if profit may be made from it and how nothing should ever be forgotten because who knows what use it may bring in the future. Still, Recycling and Memorial day is a day for endings.
Day of Sharing (March 1) [Socialists Only]
On this day, those of the Socialist philosophy give what they have to others; doors are held open to all who wish to enter; gifts are made (within reason), and the less fortunate are taken care of. The day is supposed to be one of happiness, but often the guests overstay their welcome or become too greedy. Even the nicest Socialist has sometimes been pushed too far on this bittersweet day of celebration.
Serviceday (March 1)
A day to commemorate those who serve in Gloria- the soldiers, and private security guards. They are covered in rings of roses and lauded in the news. Often, there are parades and massive floats on which the soldiers sit and wave.
Day of Piracy (April 1) [Libertarians Only]
A day to celebrate piracy and the lifeblood of the Libertarian Lands' society. On this day, many ships are robbed, people are held up, and more. Most in the Libertarian lands choose to stay inside on April 1st.
Adventureday (May 20)
This is a traditional day for setting out on a voyage, for beginning a new life, for starting a new business, or for beginning a marriage. There are few celebrations per se, but everyone holds Adventureday in their minds. It is a most auspicous day for beginnings.
AntiTaxation Day (June 1) [Mostly Libertarians]
Libertarians celebrate the abolition of taxes by hanging and burning tax-men in effigy and throwing them into bodies of water. They also burn symbolic kegs filled with fake coins and paper money, and distribute small firecrackers. Children often receive small green envelopes filled with coins on this day to celebrate their freedom from the shackles of tax.
Students' Day (June 15)
Held at the end of school year on (June 15th), Gloria's students celebrate the end of finals with a raffle, book sale/exchange, and festival. Much carousing is had and the bars tend to fill up with easily inebriated students who range in age from middle school to mid-20-year old graduate students.
National Day (July 1)
In Gloria, National Day is celebrated with banners and the distribution to banks of the year's newly minted money and coins. People flock to banks to collect limited edition coins and to gather the first print-run of paper cash. Hoards at the banks' gates push to get inside, and some have been trampled. But overall, the mood is one of celebration.
Shimmerday (August 1)
Held on (August 1st), Shimmerday commemorates the discovery of the practical applications of Shimmer- the magic of Gloria. The day begins with fireworks at the stroke of midnight and throughout the morning magic displays are demonstrated in neighborhoods that have paid for the spectacles. Traveling magicians and performers also join in the celebration, offering to sell their wares, or performing in the hopes that someone will contribute.
Returnday (August 17)
Students return to classes. Parents rejoice by often receiving time off from work to freely enjoy. (They are, however, required and expected to make up 50% of missed time by working during off-shift hours within the next 3 weeks.)
Bloodletting Day (Aug 20) [Only Socialists]
Among the Socialists, everything should be shared. But they realize that sometimes people forget to act benevolently, so they organize days where donations may be made. This day is particularly notable because it involves the donation of blood. The Socialists have perfected a process of blood transfusion and bodily liquid storage.
On this day, all good Socialists are to go to the nearest blood bank and donate, for the good of society..
Demonswatch (Sept 1) [Only Etterati]
Celebrated solely by the Etterati who remember the Demon War and who fear the return of the demons, this day begins with a candle-light vigil at night. It is a day of somber reflection and morning. If possible, the Etterati do not communicate during this day.
The Day of the Unknown Entrepreneur (Sept 21)
This day commemorates the entrepreneur whose businesses failed, or the person who succeeded, but only to a limited degree-- who was unable to take a business to "the next level". Even though they failed, they should be honored for making the effort, for their work, for their labor, and for the capital they invested in the economy which flowed down to the poor laborers who built their structures. On this day, people are encouraged to patronize small "mom and pop" shops.
Slake Day (Sept 30)
This day of rest, which precedes the March of the Faithful, is less and less honored by the populace who are concerned about remaining at work every possible day in order to maximize earning potential. However, traditionally this day was founded to remind Gloria-residents the importance of rest in order to recharge and to return to earning money.
Sadly, in recent times, politicians and businesspeople have criticized the day as a celebration of sloth. See Slake
March of the Faithful (Oct 1)
The Faithful, such as they are, organize a march once a year held on the first day of traditional harvest-time, dressed in white robes, from Gloria's northern gate to the city center. They march to commemorate the 15 noble virtues and to remind the city-dwellers of their past and the virtues to which they should aspire. Often they are accompanied by members of the Clique who lend their haunting melodies to the procession.
As the numbers of the Faithful have dwindled, the amount of those marching has likewise declined. What once used to be a dazzling parade has turned into a medium-sized march that is mostly ignored by Gloria's citizenry.
Glick-Day (Oct 10)
A day of energy. People are encouraged to go out and run, do sporting activities and to improve their body as they seek to become "as quick as a Glick" and as strong as they can be.
Many sporting events and competitions are traditionally held on Glick-day, and attendance at these events is always near capacity.
Day of Invention (Nov 1)
A day to celebrate invention and innovation. Residents of Gloria eagerly await this day as the traveling Glorious Exposition is held each year in a new city across the continent. At the Exposition, the newest inventions are unveiled to great fanfare and pomp, and the most famous inventors are honored.
Day of Geometry (Nov 5) [Only Floaters]
On this day the Floaters celebrate the creation of their race and the drafting of the world's geometric plan. The God of the World is particularly honored on this day by the Floaters crafting intricate structures and chiseling detailed patterns on stone, mud, and rock walls deep beneath the surface of the earth.
Icingcube! Day (Dec 24)
Celebrating the birth and creation of the Icingcube! The Amazing Cube that Melts In Your Mouth and Fills It With Warmth In the Winter! The Icingcube faery comes every december 24th, bringing Icingcubes to all good Gloria boys and girls.
The Icingcube! company: founded 40 years ago when it first chimed the now-famous jingle; "Always Icingcube!" invented the Icingcube! and marketed it in the dead of winter when people wanted something warm to fill their throats and bellies at night. The first Icingcubes! were distributed in a guerilla marketing campaign where Icingcubes! were delivered door to door to children in every household in Gloria and other selected marketing cities. The children quickly grew enamored of the cubes and demanded more from their parents. The Icingcubes! became favorite winter snacks.
And every year, 100,000 free Icingcubes! are still delivered, based on the results of a national lottery, on Icingcube! day. Those not fortunate enough to get a free Icingcube! go to stores to stock up on the amazing (and proprietary!) product.
Incingcube! Day is great. Like Christmas but instead of being a religious holiday that has degraded into the commercial its a commercial holiday that has accreted an aura of the mythological. Funny.
Days like Day of the Unknown Entrepeneur make me curious about more of Gloria's economic structures/landscape. I get the feeling that the system encourages and is full of entrepeneurs of various stripes. What is big business like? We have the old money families, of course, but are there large corporations or conglomerates (Blue Sun/Walmart?)? Companies with technological edges attempting to establish monopolies? How easy is it to start a small business in Gloria? Are small businesses occasionally forced out of business by the presence of larger companies selling at a loss in order to squash competition?
EDIT: some more questions. Obviously the gap between rich and poor is fairly large in Gloria, but since (at least in theory) most of the world is a laissez-faire meritocracy this gap is, in a sense, justified - at least if the formula holds. I'm curious, though, about the very poor. Are there many unemployed people in cities like Tikal? Is homelessness a problem? What is done about the mentally ill? Obviously there would be no welfare or government-funded community housing; do large charitable organizations (corporate-sponsered?) run sanitoria and soup kitchens? Are the very poor driven to crime? In fact - what is crime like in general in Gloria? We've seen the legitimized street-gangs of Tikal and I would assume that very few substances would actually be illegal in the more libertarian states, which would tend to inhibit blackmarket drug traders, if not addiction. Are there crime syndicates? Thieves' guilds?
Steerpike- you always ask very good questions. I will take some time to ponder the answers.
If you notice, above, your namesake is attempting to foment a class-rebellion in Gloria (!)
Heh excellent. He sounds sort of Eastern European. It actually fits really well, considering that Steerpike the Gormenghast character is also definitely a class rebel for whome "equality is everything," though this is really a front for his Machiavellian opportunism, rather than real idealism.
In Gloria Cities
Even in Paradise, there will be those who are lost, who are hampered in some fashion. The poor will always be with us, because some people are just not as accomplished as others, or fate placed them at a more difficult starting point, or they suffered punishment for crime and now must begin anew.
The Disabled
Blind People in Gloria often find employment as masseuses. But competition means that those who offer services in addition to massage can often earn a better living as masseuses, so the blind have been partially crowded out of that particular market.
Many blind have begun to be employed in Shimmer Discos- places where the Shimmer-Impressed sounds of bands and musical artists are replayed. One famous blind woman- Siriana Loquatious- first invented the style of "Shimmer scratching" or placing hands on a record and feeling the grooves, then "twitching" them to achieve a more harmonious quivering sound.
Many blind people who have a heightened sense of hearing have found employment in the Discos as "Scratch Shimmerers", or "Shims".
But not all blind can find gainful employment. Those who do not are forbidden from begging- which is seen as draining the society and is only permitted societally by the crippled and diseased. The blind who do not find gainful employment would like to rely on the kindness of relatives or strangers, but often they do not receive this. Some have been sold into a sort of symbiotic indentured servitude where they are trained to sing or perform a repetitive motion, such as stitching silken spools on a production line, for which they receive a fair, but small wage.
Those who do not work are encouraged to commit suicide rather than to drain society's resources. Many civic-minded blind who are too ill to work choose this route, but since most blind are able to find employment in some fashion, the route is rarely taken.
The Disambulatory
Those who cannot walk or who have lost the function of their limbs are permitted to beg in the streets and some have made a good living on that begging. Generally, the beggars adopt one of several tactics- they perform a trick, such as standing on one leg, they demonstrate their piety by practicing the 14 Virtues, they attempt to look quite pitiful, or they sing or play an instrument.
They are often seen as a drain on society and many argue that they should be euthanised. However, society has generally permitted them to exist, considering that only a mere mishap at a construction site might separate the ambulatory from the disambulatory.
Those who have lost the ability to walk are also renowned for their upper body strength as rowers who help ferry people across rivers in Gloria. By constantly working their upper-bodies in a single-minded pursuit, they can outperform the fully capable. Many Gloria residents realize this, and they may even choose a less-able disambulatory rower over a full-bodied one due to rumors of the disamblatories' strength.
The best educated of the disabled may be found in banking desk jobs, or stock trading, or insurance underwriting. They are carried to work by porters if they are affluent enough; or they roll to work in their wheeling carts. (Often they live quite close to work).
Workers' Compensation and Insurance
There is no state welfare or disability pension- though if you are smart, you will write that into your business contracts when you sign on the dotted line. Citizens who work for better companies generally have some disability protection.
Others who run their family businesses who have relatives who invest may decide to spread "casualty insurance" between the relatives who will agree to pay medical fees, and run the business during time of disability up to a certain expense.
People may also purchase private insurance that can account for disability- and such purchases are highly recommended, because if you do not look out for yourself, then there is no one who will stand up to take care of you. Gloria is a very self-responsibility-centered society.
Private Workers' Compenation is given by some companies but there is no public Comp. except for the few public workers who might manage to negotiate future compensation deals by accepting current lower pay.
Compensation is seen as part of pay- Gloria residents who fear that they may spend all the money they could earn sometimes ask for insurance benefits to be separated from their general income. But most Gloria residents trust that in the market they can find a better insurer through their own efforts.
Handicapped Access
TODO.
The Unemployed
To be unemployed is perhaps one of Gloria's worst sins. It is a great shame to have no job. Gloria's residents will not speak of being unemployed- they may talk of "searching for work", but even talk of "transitioning" is looked on with derision, fear, and pity. Friends, relatives, and anyone who is met on the street will try to help the unemployed not by giving them handouts but by handing them leads on jobs, names of contacts and anything that can help their acquaintance return to productivity.
Typically, when a business lays off workers, they may provide a list of places where the worker can find occupational counseling or a list of nearby hiring employers.
In an ideal case, an employee who is laid off will within a week find a new job into which to transition. That ideal is accomplished well over half the time, but the other forty percent of the time, the Gloria resident undergoes a significantly stressful period of soul searching.
The Underemployed
In Gloria there are some who barely earn enough to support themselves. Since Gloria is a country of two-person earning households, it can be difficult for a single parent to support a child or two. However, since Gloria knows little about welfare or government handouts, inflation has been kept low and the arms-race of minimum wage against welfare against price increases and value added tariffs is a war that is not waged within Gloria's borders. Generally, no one who works can starve in Gloria unless they are severely unemployed and only work for part of the day.
Gloria residents strive for full employment. But the old, for example, may find it hard to work a full day's period. To help facilitate full employment, the Chamber of Commerce tries to link businesses that seek low cost workers with these low productive workers. Restaurants that need an extra server, typing houses that need an extra typist, and janitorial services that could use another hand on the job will often hire these people for several hours a week at minimal pay and with minimal training.
It might make more sense to fire minimally productive elderly workers, but Gloria runs close to full employment. When a society approaches full employment, even if the marginal returns from an additional worker are low- the worker can if managed correctly (and if they only work a few hours each day) take off some of the load from other workers' responsibilities and can perhaps increase company morale.
Insurance
Gloria's insurance industry certainly merits a discussion. It generally eliminates the need for government support. If everyone purchases insurance, then it is not as necessary for the government to step in and manipulate the system.
TO FINISH.
Quote from: Light DragonGloria residents strive for full employment. But the old, for example, may find it hard to work a full day's period. To help facilitate full employment, the Chamber of Commerce tries to link businesses that seek low cost workers with these low productive workers. Restaurants that need an extra server, typing houses that need an extra typist, and janitorial services that could use another hand on the job will often hire these people for several hours a week at minimal pay and with minimal training.
Wouldn't it make more sense for them to just fire the old geezer and hire a new full-time employee?
[blockquote=Light Dragon]But competition means that beautiful men and women can often earn a better living as masseuses, so the blind have been crowded out of that particular market.[/blockquote]The blind can't be beautiful?
The treatment of the disambulatory seems to constitute a sizeable chink in Gloria's utopian facade. You never find them in cerebral jobs, such as banking?
I get that there isn't welfare or a disability pension in Gloria cities, but is there any form of worker's comp?
Steerpike- perhaps I misimplied in my statement of blind not= beautiful; I meant to imply that a sighted masseuse can offer other somewhat shady benefits that are not really connected to the business that some people might want that a blind masseuse may not be want to deliver (although they certainly could deliver that as well).
The comment about disambulatory in banking and cerebral jobs seems like a good idea to add- they can certainly work there.
And certainly Gloria will have trouble with how to treat the disabled to some degree- they definitely want to give full employment if possible; but for people who cannot be employed-- what do they have to offer gloria? And why should gloria support them. The morality of taking care of a "useless" person is dubious at best for a Gloria resident. That would be something an inefficient Socialist lander would do. A Gloria citizen however will do everything possible to find some job that the disabled can do just as well as an active person, and they will (as noted) cut the disabled some slack-- allowing them to beg and encouraging them to take specific jobs for which they may be seen as particularly suited and better than the non-disabled (even if that is untrue).
Yes, there is no state welfare or disability pension- though if you are smart, you will write that into your business contracts when you sign on the dotted line (I should mention that). So if you work for a better company, then you have some protection. Others who run their family businesses who have relatives who invest may decide to spread "casualty insurance" between the relatives who will agree to pay medical fees, and run the business during time of disability up to a certain expense. People may also purchase private insurance that can take care of disability.
Gloria's insurance industry certainly merits a discussion. It generally eliminates the need for government support. If everyone purchases insurance, then it is not as necessary for the government to step in and manipulate the system.
Workers Compensation... a subject close to my heart considering I worked in a Bureau of that particular item. In Gloria there is private Comp given by some companies but there is no public Comp. except for the few public workers who might manage to negotiate those deals by accepting lower pay.
Compensation is seen as part of pay- Gloria residents who fear that they may spend all the money they could earn sometimes ask for insurance benefits to be separated from their general income. But most Gloria residents trust that in the market they can find a better insurer through their own efforts.
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Ghostman- It might make more sense to fire the old person, but Gloria runs close to full employment. When a society approaches full employment, even if the marginal returns from an additional worker are low- the worker can if managed correctly (and if they only work a few hours each day) take off some of the load from other workers' responsibilities and can perhaps increase company morale.
Unemployment has a lot of stigma atached to it: that makes sense. How about retirement? Does that carry a sense of pride? What if someone made a fortune while young (let's say as an adventurer) and decided to invest the bulk of his wealth in stable industries (and maybe a couple of entrepeneurial ventures) and retire at thirty. Would he be viewed as a parasite, or do those in Gloria see money and social contribution as 100% equatable (therefore the adventurer has already directly contributed much more than most would in their lives)?
Notes: In preparation for the Q&A I moved all the information on page 2 to page one and updated and cleaned up some of the things.
Also added Restaurants:
[ic=Restaurants in Gloria] Gloria is a gourmand's paradise. Boasting flavors and colours from all ends of the world, exotic dishes such as Socialist's Shared Pot Pie, to Libertarian Lentils, Gloria's chefs can cook up almost anything-- and make it taste delicious.
Arbogast's - ***** Boasting a glass wall of Shimmer-oil that flows like water; this decadent glass four-story ziggurat rises near the Chambers of Commerce. The biggest business deals, the most important people, and the richest glitterati all make a visit to Arbogast's at least once in their lives. ($$$$$$$$$$)
Floater's Paradise - *** "They Make Mud Appetizing" is what the commonfolk have to say about the "Paradise" and that is basically true. The Floater's Paradise serves common Floater recipes, like dirt turnip, battered worms, and over 300 varieties of dirt (when combined with 200 varieties of spices, this amounts to millions of permutations.) The food is top-quality, but far too strange to a human's taste to merit more than three stars. Trendy youths and floaters can be found in the "Paradise." ($$$$$)
H - **** Brewing the finest sweet beverages in Gloria, H caters to the Hijra and smothers all of their food (mainly vegetables) in sweet gelatinous liquids. The food becomes inundated with the sweetness and titillates the taste buds. Some humans have left H and nearly lost their sense of taste- but almost all agreed that the experience was well worth the sensory torture. ($$$$$$) [/ic]
And added some random things.
[ic]
Retirement
In Gloria, there is no set retirement age. People are generally expected to work until they die. Work is seen as a virtue- idleness is a vice. When one is no longer contributing to society, they are but a parasite and are considered far less worthwhile than the young.
This is not to say, however, that retirement is universally frowned upon. If a couple has savings, they are lauded for their hard work during their life- they really have earned whatever rest they have saved. If people could not save for retirement, then they might not be incentivized to work as hard when young, the society figures, so even though early retirement may not be ideal- it is understood as a reward.
Adventurers who retire very young are looked on with more suspicion by Gloria's residents than an elderly couple who retire. People will constantly ask the adventurers if they are looking for work, and many will give the adventurers ideas and leads on new jobs that they could do. The suggestions may, to some, become unbearable. In fact, most retired adventurers either live in private quarters that are walled off from the rest of the city, or they reside in the Adventurer Quarters on the outskirts of the city where it is more difficult for well-meaning neighbors to harass them.
Inheritance
Gloria does have a small problem with "Old Money" folk who inherit the bulk of their wealth from earlier generations. These people have become generally drains on society- contributing little because they do not have to. Many of course take over the family businesses and finances and create something bigger and better than their forefathers. But far too many merely become millet-stones around society, slowly spending and never creating new things or giving.
The squandering of inheritance is a very terrible thing to do in Gloria-- but although others may be jealous of the foolish ones' squandering, the others do realize that as the wealth is spent-- the economy is stimulated. However, the stimulation is nowhere as much as when a person works.
There are some in Gloria who have proposed not an estate tax to solve the problem, but a retirement tax-- for every year a person is not at work, they suggest-- 5% of their wealth should be redistributed to society for public road improvements. The rationale is that since the inheritors are not contributing their talents to society-- they should contribute their money in a rather outsized way. The suggestions of forced "taxation" on the retired has met significant resistance.
---
Gloria: System of Governance
TODO
Elections
TODO
[/ic]
And some fun:
[ic=Adventurers' Quarters] Many retired adventurers make their homes on what was once the outskirts of Gloria- surrounded by farmland. However, the area has since become a mess of merchants, roadies, and Gloria-residents who seek to bask in the Adventurers' reflected Glory.
Outside one Wizard's tower, for example, is a plethora of ramshackle tent-shops that sell artifacts from the Wizard's defeat of a Bone Dragon (they have sold ten bone dragons' worth of knucklebones alone.); shops that sell what they claim are "Jenuine Lissenssed Wizzzards' Aphrodesiaccck"; a "museum" of the Wizards' life history ; shops that sell licensed and unlicensed and "uncut" and annotated versions of the Wizard's life ; shops that sell tiny little statues of the Wizard doing unspeakable things to a Bone Dragon, and more.
That wizard barely descends the tower, for fear of being swarmed by mobs of people who rip off his clothing to sell or trade to their loved ones (or other passers'-by). Once, the wizard, while shopping, was stripped completely naked. And then someone tried to shave off part of his skin while another lopped off some of the wizard's hair. Since that experience, the wizard has taken to hiring bodyguards.
The wizard then began leaving his tower through use of a fly spell. This however, only avoids the lion's share of admirers- but not every single one. In the sky outside his tower a troupe performs and recreates the wizard's showdown with the bone dragon daily (if a certain amount of coin is collected from spectators). And the troupe is only too glad to have the wizard join them when they are practicing.
[/ic]
[ic=Law in Gloria] Gloria's laws are fairly simple and easy to understand. Most business people can prepare their own taxes, because taxation is almost non-existent. Criminal laws generally are based around the ancient principle of "Interfere Not With Another's Personal Space". Punishment can range from tit-for-tat to hard labor and fines (for the most egregious offenses). The death penalty is controversial, because it eliminates a potential producer to society, and the appeals process is quite lengthy and expensive-- it can sometimes make keeping the perpetrator in jail for twenty years more cost-effective. However, for crimes such as murder and for people who are arguably criminally insane and dangerous to society; death is the preferred penalty.
There are no public defenders in Gloria. The accused needs to defend themselves unless they can afford representation. However, if they seem to perhaps have a good case- a young attorney looking to make a name for herself may jump in and offer to take their case pro bono (for free). If she wins, then she might be able to finagle a good position in a top law firm. Thus, most of the criminals who have even passable cases often find willing free representation.
Bail Bonds - Are given except in the most egregious of cases.
[/ic]
This really feels like a very massive project. Every time OI add something, I think of about 3 other things that the setting probably needs before It can even approach being complete.
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Organizations
The Sand Merchants - The Floaters' most respected trading organization. The Sand Merchants brave the Overland to collect new and intriguing flavors of sand which they bring back to the Extractors' for eventual processing into edible (and TASTY!) sand.
The Extractors - The Extractors are the Floaters' scientists and chefs. They extract nutrients from the sand and combine them with spices to please the Floaters' pallets. They are also renowned for their work with geometric designs, predictive science, and alchemy.
To join the Extractors, a Floater must prove exceeding aptitude for "feeling" the world. The Extractors must keep their body preserved perpetually in health. To have even one injured limb might end an Extractor's career because their sensory organs might be damaged.
To discourage damage, the Extractors hire bodyguards and have had special casts made for their bodies. To other Floaters' the Extractors look like giant floating mummies due to the gauze-like white protective wrappings they wear when they are not experimenting or combining sand, dirt, and muds.
[blockquote=Light Dragon]Outside one Wizard's tower, for example, is a plethora of ramshackle tent-shops that sell artifacts from the Wizard's defeat of a Bone Dragon (they have sold ten bone dragons' worth of knucklebones alone.); shops that sell what they claim are "Jenuine Lissenssed Wizzzards' Aphrodesiaccck"; a "museum" of the Wizards' life history ; shops that sell licensed and unlicensed and "uncut" and annotated versions of the Wizard's life ; shops that sell tiny little statues of the Wizard doing unspeakable things to a Bone Dragon, and more.[/blockquote]Oh this is so perfect - very funny.
Thanks for putting up responses to some of those questions - I have a better feel for the society now.
I was actually pleased that you handled the problems of inheritance nicely, though societal pressure, instaed of creating some hokey police or law. It seems much more realistic.
At last. An update!
Magicantal Located on the opposite side of a massive gorge from Cantileval, Magicantal looks down on the Magicant valley below where splendid springs, multicoloured paint pots and glorious black shimmer wells to the surface, erupting at regular intervals at one of four designated "national scenic and historic" locations. At the other shimmer spouts, massive rigs loom, harnessing and pumping the all-important magical essence.
Magicantal was formerly renowned for its feather gatherers, its glacial explorers, its salt mines (in the valley), and for being a place of relaxing retreat for when people came down with Tuberculosis and summered in Magicantal's fine sanatariums. The city however, lost much of its bedroom community flair when Shimmer was discovered to be magical. The discovery sparked a land-rush to Magicantal, one whose effects are still felt to this day.
All across Magicantal's once pristine cliffs sit the decaying remains of foolishly sited shimmer wells. The shimmer is mostly located at the foot of the valley, near the salt domes, but during the rush people erected drilling rigs everywhere. Land prices soared during the rush, with a five meter square location fetching over 5,500% of its original price less than a year after discovery. Within but four years, several of the most famous gushers, the Spirit and Opportunity, both of which yielded over 3,500,000 barrels/year at their peak, were played out. And with the discovery of Shimmer in many other locations around Gloria, the price of Shimmer itself went down and with it, the price of land.
Cartelization of Shimmer Markets
Magicantal still does well for itself, however, as landowners quickly realized the importance of cartelization for both keeping prices high, and for ensuring that Shimmer is not wasted. During the Rush, millions of barrels were stored in rotting kegs because the market supply was greater than the demand of engineers who could work with the Shimmer. The stored shimmer however turned "potted" after over two years in storage and became wild and nearly unseable.
The Shimmer producers of Magicantal then decided to make an agreement pooling their territory voluntarily and allocating maximum "allowables" that each landowner could withdraw from the land.
The system worked well when everyone was willing to voluntarily pool, however, not all pooled voluntarily- some argued that contrary to the landowners' claims that Shimmer flowed equally under all landowners tracts that Shimmer was present in reservoirs under certain places and that the landowners directly over the reservoirs should have larger allowables or else they would suffer drainage from neighboring owners.
Those who did not voluntarily pool, however, found themselves in a bit of difficulty when time came to get their Shimmer to market. First, few in Magicantal were willing to transport the Shimmer-- many were "bought off" by the pooling cartelized landowners. So the "Refusers" who did not pool offered a higher buy out price. Then, once the Shimmer was in transit, those who pooled offered to purchase the excess Shimmer. Some Refusers gave in, and sold out at current market price; others, being greedy went to market and the first to market realized gains, the slower ones however sold at lower market prices and regretted not selling out to their neighboring pooled landowners.
Still, this presented a problem for the Pooled ones, they were out money for purchasing the excess Shimmer and they could only store the excess Shimmer for so long, so they needed a new solution. They found this solution by attempting to pump the Shimmer back into tapped out salt dome formations of Shimmer- where the shimmer rests under a former salt mine. Once sealed, the salt prevented the Shimmer from leaking back and the Shimmer could later be extracted-- this prevented waste and allowed for Shimmer storage.
Still, the re-injection of Shimmer into salt domes imposed costs upon the Poolers and many grumbled and decided they wished to join the Refusers in order to escape overhead. Then the Poolers crafted perhaps their greatest threat. Because property rights had traditionally ended at the surface, they argued that they were within their rights to do something heretofore unheard of-- horizontally drill into their neighbors' reservoirs! Since they argued that Shimmer flows and is not stationary in reservoirs, by drilling upstream, they were not significantly "taking" Shimmer from their neighbors. This "Horizontal Forced Pooling" option frightened and annoyed upstream Refusers. Then the Refusers started realizing that the upstream drilling took much of their Shimmer and caused their wells to play out faster.
As more and more Refusers joined the Poolers, the system of draining, then storage by re-injection took off, and the Refusers gradually dwindled in power, profit, and influence.
For an analogous situation, check out Daniel Yergin's book "The Prize" http://www.google.com/url?sa=t&source=web&ct=res&cd=2&ved=0CBEQFjAB&url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FSearch%3Fsearch%3DThe%2520Prize%253A%2520The%2520Epic%2520Quest%2520for%2520Oil%252C%2520Money%252C%2520and%2520Power&ei=qmnVStfSA4eqtge0m5yrAw&usg=AFQjCNEXnNrLi2lfZXjy7I7wVh9qbjy3GQ&sig2=HregwCHbUFllI6W9VPA6_Q
(And now, nearly 2 years after writing this, I realize that the movie There Will be Blood also demonstrates this theory with its infamous "I Drink Your Milkshake" explanation).
Feather Hunting in Magicantal
People love feathers in their caps. Traditionally, one is presented with a feather for one's cap when one achieves a particularly noteworthy accomplishment.
* One's 15th Birthday is marked by the presentation of a Noble BlueBird black spotted feather if one is a male, and if one is a female, one receives a piece of the Pink Rose Flowery Reticulated Sparrow's plumage.
* Marriage is celebrated by the ringing of one's head in a wreath of Rainbow Bird plumes.
* Birth is celebrated by the Orange Wraithbeast's fiery and optimistic adornment.
* Embarking on Entrepreneurship is celebrated by a medallion encircled by green Economy Bird foot plumes.
* Opening of a Second Store is celebrated by a bouquet of green Economy Bird foot plumes surrounding a red flower, symbolizing the green shoots of success and the red symbolizes new challenges.
These feathers sometimes are gathered from the ground, but most often they are produced from hunted birds in Magicantal. In some cities, the birds are raised in captivity as a renewable resource, but those birds' feathers do not shine as bright, nor do they "keep" as long, so wild feathers are particularly sought after.
Bird populations have experienced some decay as a result of the hunting near Magicantal. It is believed that several species, such as the Red-Feathered Warbler, and the Sallow-Faced Grouse have become extinct due to the predations of zealous feather hunters.
Note Also Some distasteful hunters have also been known to scrape the tightly woven penny-wide purple and black feathers from living Mystical Etteratis' leathery wings. The Etterati consider this to be a grave insult, and when Etterati see someone with one of their compatriots' plumes, they will often demand the plumes' return and will sometimes fight the possessor to the death. (This is one of the few actions that will drive the usual cowardly Etterati to violence).
I'm refamiliarizing myself with Gloria a bit and found myself wondering if there were any Luddite-equivalent movements around as a result of industrialization/Shimmer putting laborers out of jobs?
Thanks for asking. It was also probably a good idea to check things out. I've been changing things here and there since the last post here in October 2009.
After some reflection, the answer to that question is : No. The Socialists managed to recruit some people who were displaced as a result of Shimmer, but ultimately the people of Gloria are willing to re-invent themselves; and the net economic effect of Shimmer has been an economic boom.
As for its effects on the alignment system:
Some Compassionate Conservatives gave more to Charity,
the Market Oversighters cautioned about market concentration, monopolies, and conglomeration,
Socialists agitated for equality for workers,
the Moral Perscriptionists worry about the Shimmer and the rise in Faith, because a large amount of them are like the real-world Theosophical society and they worry about ghosts and demons leaking into the world due to the Shimmer's destruction of the rational reality. They believe very much in righteous faith and the virtues- but they fear that too much faith will lead to a hippie-like existence where no one follows the laws of society, or the laws of nature.
The Moral Absolutists generally stood by the entrepreneurs and developers, although some opposed the Shimmer magic as not scientifically-enough based and too tied to Faith--they worried that this might cause a return to the great conflict of Faith and Reason. Many of them, however, have tried to claim Shimmer for Reason, since they recognize its high value.
All the mainstream points on the alignment chart (the lime green labeled alignment sections) generally agree with the situation, even if they did not profit from it. Many returned to University or tried to stake their own claims.
In Gloria, people generally see things like the Puritans did. If they fail, it's because of their fault- not because of Society's. So if they fail, they tend to work harder rather than become discouraged.
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I'm not sure if I should go back in the character creation thread and set an alignment for each character- what do you think? I'm thinking of ignoring the formal alignments as being too restrictive for a one-shot. But anyone who plays is welcome to choose an alignment. The ones in lime green are the mainstream. Everything else is fairly rare and I can only think of one character on the listed choices who might possibly qualify for Socialist; and even then there are probably more appropriate choices for that character.
I love that your alignments are as much economic ideologies as they are descriptions of personal spirit.
A frightening comment about Icingcube! Day.
Remember how you mentioned that it was sort of like the opposite of Christmas? A secular consumerist holiday that acquired trappings of the transcendental and spiritual?
Here's an attempted real world analogue: http://en.wikipedia.org/wiki/Pepero Pepero day in Korea.
Quote from: PeperoPepero Day is an observance in South Korea similar to Valentine's Day. It is named after the Korean snack Pepero and held on November 11, since the date "11/11" resembles four sticks of Pepero.[3][4] The holiday is observed mostly by young people and couples, who exchange Pepero sticks, other candies, and romantic gifts. Lotte denies starting the holiday and instead states that they noticed a bump in Pepero sales around November 11th and after continued popularity they decided to then encourage the holiday with special gift boxes and other promotions.[2] Some consider it to be a contrived holiday and some teachers have encouraged children to exchange healthy snacks to help combat obesity. An alternative "Garaetteok Day" (sticks of white tteok) has been proposed.[5]
According to one story, Pepero Day was started in 1994 by students at a girls' middle school in Busan, where they exchanged Pepero sticks as gifts to wish one another to grow "as tall and slender as a Pepero".[6]
And thanks! re "I love that your alignments are as much economic ideologies as they are descriptions of personal spirit. "
-I am looking forward to further fleshing-out details of the alignments and providing references to articles by Hayek, Hamilton, the Mercantilists, the Keynesians/Galbraithians, Reaganomics and more.
What's fashion like in Gloria? Is it stratified by gender, or does the egalitarianism elsewhere present extend to the sexes? Is the business world stratified, hierarchized, and otherwise sorted by rigid fashion laws, or do self-expression and sartorial freedom of choice trump the economically sculpted conformist workplace capitalism has typically promoted IRL? If someone went to a job interview with a tattoo taking up half their face, would they generally be judged a miscreant or applauded for their bold taste? Is the dress norm modest, immodest, or wildly variegated? Is dress very class-conscious or does everyone wear T shirts? Can you provide any real-world influences to give a good picture?
My sense is of a kind of anarcho-punk mishmash of fashions from the first half of the twentieth century, mostly American, with some Victorian oddments and then some really weird stuff (Bauhaus-inspired dresses or something) thrown in. Probably more bold, sparsely ornamented, colourful garments than baroque or intricate pieces. But that's just the vibe I get.
Cross-Posted Response from IRC Thread regarding Gloria Literature[spoiler]
Quote from: Steerpike
Xue seems to be a literary aficionado. What sort of tastes does he have? Who are some of Gloria's more distinguished authors and what sort of works do they produce? Gloria's core values seem to be focused on things like work, utility, function, virtue, and justice rather than leisure, artistry, form, or pleasure; is this reflected in literature, or has the more aesthetic/"frivolous"/non-didactic side of literature earned it a dubious and/or suspect reputation as something fundamentally "useless"? Are some novels or plays regarded as subversive, and are there any forms of censorship for politically revolutionary literature? Is literature predominantly in the Randian "romantic realist" tradition, presenting the world as the author believes it "could and should be"? Or do we find dystopias and the literature of discontent i.e. social realism, satire etc? What about transgressional literature i.e. erotica/pornography, obscene works, etc? How about Horror/Gothicism?
These are really good questions. I'll let you dream up some of the books and literary traditions and whatever you want Xue to read (though I have one suggestion below that he may be interested in), but here are my thoughts on a workable guideline:
REASON-based literature (almost all non-fiction).1. Business literature. How to get ahead in business. Who Moved My Cheese-like books. "Seven Highly Effective Habits of Salespeople", "Stock Picking for Smarties!", "Smiling Money, with Evhyn Kranmer".
2. Children's literature reflects business literature in teaching the youth concepts about the world; like "Gwenny Appleseller", "
3. Economic History. Examines all aspects of history through economic analysis. (But no Marxist analysis! Although oddly, Hegelian cycles are discussed with a degree of rigour...they just tend to revert from Faith to Reason and from Capitalism to Libertarianism- Socialism is often ignored, although Denis Nostramadus Dideryon--a disfavored author--once suggested that Socialism could be included in the cycle and if it is included in the cycle, then that would explain the time of the Demons. According to his prognostications, which Xue may know about, the cycle of demonic and socialist rise should be returning soon. Denis has a small "cult" following of readers who devour all scraps of his writing and there is a rise in black market trade of his "Nostranomicon" and knock-off Gnostic Nostranomic scrolls reputed to be his "lost literature" and reputed to have been the last things he wrote before he "went mad". Denis spent the last years of his life in an asylum in Gloria, scrawling out sayings on whatever scraps he could find, after being tricked by his sister to admit that he was insane, which resulted in his self-committance. She inherited all his wealth and some say she perverted his works by editing into it a stream of virulent Anti-Libertarianism. Some say she would have excised his Socialist comments but that she decided against it when she realized that is what sold the books.
4. Inspirational Works and Comics. Instead of Chicken Soup for the Soul, they have Horatio Alger; Moneyman! and his sidekick Five a' Penny; Real True Stories of Wealth!; ShimmerProspector!
5. Advertising magazines. Gloria circulates magazines with coupons and other information on products. These are read diligently by folks searching for deals.
6. Textbooks (on economics, making money, entrepreneurialship)
FAITH-based literature-This literature is less popular in Gloria, but it is more traditional. For thousands of years "faith" ruled along with a high sensibility of payment of some wealth to the poor or the less fortunate.
1. Historical literature (literature about what was, without relation to money).
2. Poetry (generally it concerns artful ways to talk about money and society. It does not delve much into social criticism. The poets are viewed with suspicion as many have become Socialists or have been labeled as such over the years. There is also an undercurrent of libertarian poets. Poets are generally revolutionaries and they cause problems-but their literature also excites the mind, so some of the best CEOs do stock some poetry as idea-generators.
3. Popular Fiction about Occupations (Gloria's genre-literature is genre in the sense that it concerns a particular occupation and the struggles of its members. The literature is often told in episodic format with moral lessons in every chapter- like Aesop's Fables or like a 1930s serial radio show.)
- Detective Literature
- Medical Literature (Rosi Lesion, the flesh seamstress mistress of Electronic Conductor Street)
- Shimmer-Prospector Literature
- Chef Literature
- Florist Literature (discussing the extremes that florists go to to acquire the best flora)
4. Trash literature (This is adventure literature. Its reading is frowned upon as it gains nothing for the reader except excitement. But many read them as dirty secret pleasures- like SciFi in our world)
- Guilliver-Travels like tales (Among the Socialists...) (Dealing with Floaters) (Sitting with Slakes) (Hijra Orgy!)
5. Ancient Myths and Legends
-This includes the myths and legends of the Floaters, Etterati, and the Slake.
-This also includes that ancient myths and legends of the world's creation and the time of the demons' ascendance.
6. Subversive literature (These may be confiscated).
- Socialist Manifestos (they love to write), Libertarian tracts (usually written in scrawls, barely able to make out the words-barely able to follow the thoughts as they jump around on a hodgepodge of frankenstein pages in a potpourii of colour and slapdashery).
A Word on LeisureThere is space for leisure, as the consumer-artist Maxine character above demonstrates, but you are right that leisure is generally frowned upon. However, some less scrupulous members of Gloria's elite actually promote leisure of the lower classes so that they can sell them more products. Without leisure time, there would be less of an economy because people would not have time to read books. Generally even 'leisure' books contain economic morals or advice in them, so that people don't have to be embarrassed that they are relaxing. The books are considered part of one's lifelong education, not as good as reading a textbook, but they still have value by analogy and by stimulating the brain to invent new ideas.
Quote" Is literature predominantly in the Randian "romantic realist" tradition, presenting the world as the author believes it "could and should be"? Or do we find dystopias and the literature of discontent i.e. social realism, satire etc? What about transgressional literature i.e. erotica/pornography, obscene works, etc? How about Horror/Gothicism?"
Randian RealismAmusingly the Randian Realism is more of a FAITH type of literature, more traditional. The REASON type literature, which is in vogue, is of how the world is and how to get ahead. It's like reading a history book or the Wall Street Journal (non-Opinion pages) rather than watching the US networks FOX or MSNBC news on television. With the exception of the Inspirational Faith works, randian realism is faith literature. Atlas Shrugged would fit in category FAITH3:Popular occupations- Entrepreneur as it tells an inspirational story of a man in a non-realistic world where socialists have taken over and where the nasty consequences of that fact are elucidated. If Atlas shrugged was done in a REASON:Inspirational fashion, it would be set in the world of Gloria and it would tell the story of someone who really suffered those things and who overcame adversity.
Art v. LiteratureArt for arts sake is valued more than books for books sake, since art can be looked at and admired and it can cause people to buy things that they otherwise would not buy. ConsumerArtistry is big bucks. Thus, being an author is very low on the totem pole of desirable jobs in Gloria. To marry an author is to starve, many mothers tell their children. But to marry a propagandist is to grow rich. (That demonstrates the difference between FAITH and REASON authors).
Social Realism and Satire... I don't think there is social realism per se, that would drag too much into the Socialist-literature. Satire does exist. Along the lines of "An American Carol" starring Leslie Nielson, it's crude and it's highly racist against Socialists and non-patriotic Glorians. Satire against the social order also exists, but it's mostly poking fun at old money Glorians who inherit and are lazy against new money Glorians who don't have the family connections that the old ones do. It also pokes fun at people who donate to the poor and at the poorer Glorians. The poor generally take this in good spirit because they realize that only the truly poor will stay poor and that hard work is rewarded.
Obscene works... Only socialism and laziness are considered obscene, though a few ConsumerArtists have sought to satirize these taboo topics. "Sloth" is an avant-garde piece about a Slake. It is 1000 pages and there are seven words. "I .... moved .... and ...... ate ..... a ..... food .... slept." spread throughout the pages. It did not sell well, although it is present in the libraries of those who study the Slake creatures in an attempt to sell to them--the Slake do not purchase much, however. There is only a taboo against sexuality among certain people. Some of REASON are against it because it is an urge that can lead people to spend too much money. Some of FAITH are against it because it takes one away from the self and makes one a slave to something other than oneself. Generally though in Gloria, if it can be sold, no one would forbid it--although it could be frowned upon.
Horror/gothic-literature... not much. Horror exists but is not popular. Horror generally is of the sense that--"Mr. X. lost all his money by gambling. Now Mr. X is poor and will die alone on the streets." That's what passes for horror- no cosmic creatures, just shimmers of fear and concerns of society at large reflected in the popular literature. There is no horror genre, but children are told "fare-y tales" (so called because they can be told in the time it takes for a rickshaw cab fare to take one a few blocks) about what not to do- like "Small Olaf and the Poor Investment" and "Fat Pietr and the Compounding Problem" (he spent all his money on food instead of investing it, which then led to health problems), etc.
Gothic-literature does not exist. People of Gloria always tend to look on the brighter side of life. Socialists write Gothic-literature in their lands, and libertarians have been known to write almost anything, but Gloria Residents do not like Gothic Literature with its decay.[/spoiler]
Some more very good questions from Steerpike. You certainly help as the right things to properly develop a world!
First, some excerpts related to clothing from what has been written earlier in the thread:
QuoteArterial Nerve Center - The heart of the city and the place where people come to talk, come to buy, and come to gawk. The Arterial Nerve Center has a dizzying array of the newest styles, the shrewdest inventions, and the most boisterous bowyers of merchandise. Constantly rotating, the Center boasts tiered stages where people construct elaborate displays and attempt to move merchandise. Scanty clothing, amorous aromas, and vibrant colors attract customers.
QuoteThat wizard barely descends the tower, for fear of being swarmed by mobs of people who rip off his clothing to sell or trade to their loved ones (or other passers'-by). Once, the wizard, while shopping, was stripped completely naked. And then someone tried to shave off part of his skin while another lopped off some of the wizard's hair. Since that experience, the wizard has taken to hiring bodyguards.
I'd actually like to think that there are clothing styles that go in and out of vogue. There are upwardly mobile types of clothing styles. Generally, the more expensive and rare the clothing, the more likely that the rich will be wearing it.
Ideas:1. "DoppleSuit" "Twin Skin" "Flayed Skin" "Ripper Suits"One type of opulent clothing is that of a human-skin suit, or a "DoppleSuit". Socially acceptable DoppleSuits are owned by the rich in society and are constructed from synthetically grown skin cells that can be worn as a mask or grafted onto one's skin (although most who would graft choose facial reconstructive surgery instead). The DoppleSuits are worn as masks and as costumes. Instead of putting on a tuxedo, one might put on a dopple suit that is made through biological engineering.
The less opulent version and the more socially questionable version is that of the "Flayed Skin" or "Ripper Suits." Some of the tackiest Shimmer-prospectors and socially-upward mobile people have invested in these creations. These creations are cheaper when compared to the DoppleSuits and people on inspection cannot always tell the difference between a Ripper Suit and a "DoppleSuit." The Ripper Suits are actually ripped from the flesh of willing or unwilling donors.
a. Cheap Versions and Knock-Offs (Ripper Suits/ Flayed Skin)The cheap skins are sometimes looted from graves, sometimes purchased from unscrupulous doctors who then 'lose' a dead body, or sometimes purchased from very poor people who want to give the money for their families to have a better life. People look with suspicion on any skin suit that has notable scars because it was likely unwillingly given and it certainly is not a synthetically created Dopple Suit. Many have entered trials to determine if their skin is a Dopple Suit or a Ripper Suit. If a court finds that something is a Ripper Suit, then the trial shifts to whether it was freely given and if the donor was compensated.
Willing donors of Ripper suits are often compensated well after the donation (or their next of kin are). Almost all die, but some survive, sitting in mineral vats and in anti-germ areas while their skin slowly regrows and while they feast on painkillers for the pain. These "flayed humans" are looked on with awe for their grit in surviving the donation process.
[note]
Marigold. The only twice-skinned person. Her suits are well sought after and they fetch high bidding, even though the second is nowhere near as beautiful as the first. She lives in opulence as her first suit fetched a good price, but her second suit fetched the highest price ever paid for a Ripper Suit--a price as high as that of some of the better Dopple Suits.[/note]
b. Expensive Versions (Dopple Suit/ TwinSkin)These biologically constructed suits are created through synthetic growing of skin in vats. Shimmer magic and oils are used to give them vibrancy and they can be worn. They are extremely expensive and are sometimes worn at masquerade balls. The rich often talk about "putting on a new skin" when they seek romantic partners and many have intercourse whilst wearing the skins, essentially buying a new body.
[note]Was that too disturbing? :yumm: Support Mario's Tanooki Suit! :wub: http://www.forbes.com/sites/davidewalt/2011/11/14/peta-attacks-mario-for-wearing-tanooki-fur/[/note]
c. Problems with Ripper Skin DonationThe legally tricky standard is when a Ripper skin donor demands recompense either wholly before or in part before and part after. Enforcement of the donation is difficult and needs to be done by bodyguards, so only the ultra-rich will allow a donor to receive benefits before the donation process in the event that a donor decides to flee. Donors who feast and survive on boons before donation are closely watched. A donor who changes his/her mind will be shunned by society for their duplicity, but custom dictates that the donor should be freed.
d. Social Acceptability- Flayed skin that has scars is looked on highly negatively as people assume that the subject was tortured or killed for the skin. This creates a huge demand for professional Flayers who can do the job without scarring or stretching the body.
- Wrinkled Dopple Suits or Ripper Skin is sometimes laughed at as a symbol of someone trying too hard to appear to be upper class. If something is obviously a ripper suit, the wearer is often shunned.
- Donors of Ripper Suits are looked on with pity that they chose to donate their skin rather than to work hard and to progress. They are also looked on with confusion because they are trying to benefit others and act with altruism rather than to serve their own impulses, but the accumulation of money for one's descendants isn't considered too strange since children are considered property until they reach legal age. Donors are also respected for the grit that donation presupposes. Donors who receive their benefits first are looked on with envy by many. Many suspect that they will try to back out before donating and reap benefits without paying the cost, so they are seen with suspicion. Surviving donors are viewed with honor and surprise by others. Most willing donors choose to die rather than to waste the majority of the largess they received.
- Skin-Purveyors are purchasers of would-be Ripper Suits. They scour the undercities for likely looking desperate people without blemishes or with interesting skin formations to sell their bodies. Skin-purveyors are looked down on and are perhaps the only business class of Gloria residents who are hated. Some will throw rocks at them due to a few unscrupulous skin-purveyors who have tricked the underaged to donate or who have convinced the weak-willed to donate when their families did not wish it to be that way. A few neighborhoods welcome them, seeing them as an option for a family to rapidly become upwardly mobile.
More to be added later...
Somehow the Cadaverous Earth and Gloria don't seem as opposite as they once did.
Was my rough guess at fashion - variegated mashup of early twentieth century stuff - suits, ties, hats, skirts, modernist styles - broadly correct?
>>Somehow the Cadaverous Earth and Gloria don't seem as opposite as they once did.
hehe. Remember, this is essentially the Capitalist Happy Optimistic world reaction to the usual Dystopic Sad New Weird version, so there will be analogies. :D There are nuances though :D The suits are generally not viewed as an 'evil' in society.
--
QuoteMy sense is of a kind of anarcho-punk mishmash of fashions from the first half of the twentieth century, mostly American, with some Victorian oddments and then some really weird stuff (Bauhaus-inspired dresses or something) thrown in. Probably more bold, sparsely ornamented, colourful garments than baroque or intricate pieces. But that's just the vibe I get.
You are correct about that. Less baroque, more streamlined. Mondrian, Bauhaus, Malenkov for REASON characters; and Impressionism, Pointillism, Escher for FAITH characters. There is no place for a Jackson Pollack.
QuoteWhat's fashion like in Gloria? Is it stratified by gender, or does the egalitarianism elsewhere present extend to the sexes? Is the business world stratified, hierarchized, and otherwise sorted by rigid fashion laws, or do self-expression and sartorial freedom of choice trump the economically sculpted conformist workplace capitalism has typically promoted IRL? If someone went to a job interview with a tattoo taking up half their face, would they generally be judged a miscreant or applauded for their bold taste? Is the dress norm modest, immodest, or wildly variegated? Is dress very class-conscious or does everyone wear T shirts? Can you provide any real-world influences to give a good picture?
1. Egalitarianism among the genders...because anyone can get rich. Although feminine garb tends to be more baroque, but hoop skirts, corsets, and other dresses that inhibit the ability to do work are in disfavor. Those complicated types of clothing are been inventive, but they promote too much laziness, so no one wears them.
2. If someone went to a job interview with a tattoo taking up half their face they would probably not get the job. A tattoo can be distracting. In some jobs that can be seen as a good thing, but usually it isn't. Some people will like the tattoo, but other customers may be turned off by it- so an employer is taking a risk by hiring someone with a huge tattoo on his face. I would say that they are more accepting of tattoos and spiked hair or rastafarians than would be Canada or the US in the 1950s, but they're still conservative for business reasons. The more glamorous and inventive jobs like Consumer Artists will see people with tattoos or spiked hair.
3. Dress norm is wildly variegated by the type of job that people are doing and the type of job that they are aspiring to work at. There is a lot of mimicry of the well-to-do's styles and in cheap knockoff versions of wealthy people's styles.
4. Dress is very class-conscious. People dress up. Think 1920s when everyone wore suits to work.
Quote from: Light DragonThink 1920s when everyone wore suits to work.
Except those suits are made out of
human skin.
I don't mean to jump on one thing and start being negative, but, in my opinion, that doesn't click at all with the concept of a happy optimistic world. It seems rather savage and morbid; more like the ideals of Gloria taken too far, like, someone whose desire to show wealth has eclipsed their basic human decency. There is a certain hardwired revulsion to signs of death, after all, because not being around dead bodies is a good way to ensure that whatever happened to them won't happen to you. Unless part of the point is even what we could consider basic human decency and instinct is, in Gloria, considered to be corrupt socialist influence-- but, again, then it doesn't seem too happy and optimistic.
Hm. I understand your comment and objection.
How about this reasoning:
1. From the standpoint of the Gloria residents, wearing a human suit is like wearing a fur. Furs were often worn by the rich until the 1960s.
2. People today wear costumes of human skin suits. I've seen more than a few during halloween- full body baby suits, for example. Also, people have plastic surgery to change their miens. This is one aspect of Gloria's plastic surgery. Thus the wearing of simulated human skins or the alteration of one's own skin is not considered morbid.
3. The people who sacrifice themselves are pitied to some degree, but they are fairly compensated for their sacrifice. Life has a value, and their families benefit from the donation. These people are making a huge sacrifice--the disconnect with Gloria comes in that these people are sacrificing for others-they are being altruistic towards their children or their extended family. Imagine these people like coal miners in places like China. These people are people of great faith and who are not like other Gloria people who are completely self interested. (Except for the donees who get their money first...they're just as self-interested as their fellows are).
4. A concept of "basic human decency" presupposes that universal morals exist in humans. I don't believe that is the case except possibly the moral of "self-interest" as Rand would identify it (although I can't call myself a Randian). Some Humans (mostly non Hispanic-Europeans) don't like death because they've been trained to not like death. The existence of psychopaths presupposes that evolution could have taken a different turn, as it did in Gloria. Also note, in the real world people celebrate Dia de Los Muertos where they camp in graveyards, people keep urns of relatives, others keep bodies on display in their homes for extended periods, others keep saintly or relatives' relics of handbones. The early Christians kept mass in crypts. And icky modern gaming threatens to de-sensitivize todays youth (crucifixtions and blood, severed heads, and gore in games like Bioshock, Fallout 3, Fallout: NV, and other more brutal games) It is mostly that modern society has demonized death. When death was a closer friend to more ancient people, it was often more celebrated rather than feared.
5. Consider this an anthropological experiment. The people of Gloria don't see this fleshwearing as wrong except when it is coerced. They certainly frown upon the coerced fleshwearing. When it is freely given and money is exchanged, then that is celebrated--because both parties are benefitting from the transaction.
The families of the flesh donors are happy for their relatives' sacrifice. The relative has helped them get ahead in the world much quicker than they otherwise could have. They may not be proud of the sacrifice since in Gloria one can always get ahead through hard work, pluck, and perseverence, but the riches they receive are a grand benefit.
Maybe I need to ramp up the positive aspects of the sacrifice instead of dwelling on the potential complications in the description? Above, I toned down some of the more negative reprecusions of the donation process.
Does that help?
Forgive my possible naivete in this post. My next question hinges on education. Is education privatized in Gloria, or is it a rare public service? If the former, doesn't the obvious disparity in educational quality between rich and poor completely undermine the possibility of a true meritocracy, since the rich effectively get a head-start in life, only reinforcing divisions instead of allowing for the mobility a real meritocracy would reflect? If the latter, is parallel, private education actually outlawed - since it would give unfair advantages that have nothing to do with personal merit, thus once again breaking the meritocracy? Do the children of the rich meet in secret for illegal tutoring, to maintain their parents' fortunes and gain an illicit advantage over the disenfranchised?
In essence, the question might be rephrased like this: how meritocratic is Gloria in actuality? If I'm born the son of a ditch digger but have the smarts to become a brilliant theoretical mathematician/economist/investment analyst or whatnot, how good are my chances of realizing my potential?
Sorry, no, it doesn't really help. I just find the concept really dissonant with what I thought Gloria was about. Perhaps I'd misread your intent and its main traits-- after all, it is your setting, so whatever you say is the definitive version-- but I never really saw this kind of thing fitting in at all. I don't think I'm totally alone here, as Steerpike also expressed a little surprise. I admittedly find the whole thing kind of squicky as well, which is probably biasing me, too.
I really don't see the relevance of any comparison with fur or Halloween. Fur is from animals, not humans. Humans still eat animal meat, but most human cultures, especially "civilized" ones, would find the eating of human meat to be repulsive. Halloween costumes are often intentionally morbid, whereas this is supposed to be some kind of normal fashion thing.
As for your point #4, perhaps I misspoke. I'm not really talking about any sort of high-minded concepts that philosophers like to debate. I'm certainly not talking about things that are trained by cultures. More like instinct, really-- the visceral (no pun intended) revulsion to seeing bad stuff, for the simple reason that avoiding it is a good way to ensure that whatever happened to them won't happen to you. Even if some cultural stuff is seeping in, it's not the most incompatible, because a lot of the values held up by Gloria seem to be from the same cultures, too: I get a lot of a vibe of 19th century Britain (the sun never sets!) and America (westward ho!) especially.
Like I said, it's your setting, so whatever you say goes, of course. I'm just going to reiterate my opinion that this seems really dissonant and I don't like it much.
I'm going to be honest here LD - I've loved Gloria so far, but I'm having a huge trouble reconciling the flesh-suits with everything else too. Part of it is what Sparkle mentioned, but a big part of my own difficulty here is that it forms a major aesthetic dissonance - if I'm picturing a Randian dream-world/capitalist paradise, I picture bright, clean colors mixed with neon advertisements and flashing marquees and glitz and glam, the 50's style we could imagine on Rapture prior to it going to all, all that lovely stuff...and then I try and picture people walking around that wearing flesh-suits, and the image just doesn't form.
How obvious is it that these outfits are made out of human skin? Are faces intact? Fingers? Hair? other distinguishing features? Or are they just like somewhat pale leather suits that happen to be made with human skin? The latter is something I can reconcile. The other is just very hard to mesh in my head.
What if people like gangsters and fiendish arch-criminals and the most outre decadents (which, come on, with all the wealth going around in Gloria, there must be a few of, even if "work hard and be content!" is the standard ideology) were into flesh-suits?
If people wearing the flesh suits are bad - not in the capital E gar-blahrgle EVIL way, but in the "represent the wealthier parts of the criminal element" - that'd be something I'd be able to more easily rationalize. :P
There certainly are class divisions. The old money v. new money divide as discussed above exists. Although taxation is sparse, other controls on the agglomeration of wealth exist.
Gloria encourages investment and spending, so the rich either buy gadgets or they hire servants or they start new businesses. The rich in Gloria don't save in anywhere near the amounts that people in the real world save...because they are culturally acclimated to not giving large inheritances (since those are frowned upon) since their children must work.
Because the money is always circulating, there are less problems with huge wealth disparities. Gloria is a land of action and progress rather than stagnation and accumulation.
Regarding Education-
1. There is a lot of self education and education from parents to children; however, Gloria residents do know about the value of division of labor so they realize there is a large benefit in not doing-it-yourself.
2. There is no public school system per se... but see 5.
3. There are many many private tutors. The private tutors are preferred to the private schools because they can provide one-on-one instruction. Private schools can range in class size and in quality.
4. People hold fast to the belief that education is important in self-advancement and although the facilities may be of lower quality in poor neighborhoods, they still gain education. The schools have older editions of books, but they still have books. The motivation to learn exists even though the materials and the teaching methods may not be the most expensive.
5. Charter Schools The children who have private tutors have an advantage in that they have a greater chance to learn. The children in private schools are generally equal. The children who are at a disadvantage are the children whose parents have mental defects or who choose to work rather than to support the childrens' learning. This is where Gloria's Charter schools come in.
The Compassionate Conservative branch of Gloria's elite does believe in philanthropy. They don't want to suffer a proliferation of ingrates due to bad blood and poor parenting. So, they have founded meritocratic schools where students compete to stay in the educational pyramid. The schools start with 1000 students who attend for "free". The students pay their way by sweeping the halls and by completing tasks like sewing pouches or by scavenging scrap from trash heaps. Each year a certain amount of students are winnowed out of the herd until by middle school there are only 850 and by high school there are only 725. The competitive nature of the schools encourages the students to work hard.
Students who drop out enter regular private schools where they also work for their learning, but where they have to pay larger amounts and work longer hours--they gain valuable skills by working more--just not white collar skills. Or the students who drop out end up in a trade school or an apprenticeship; trash collector and trash sorter are respectable, if not well sought-after occupations. There is no auto-sorter or robots outside of the colour-work creatures...yet... Scientists may very well soon invent new machines that risk the creative destruction of jobs and that may lead to social problems.
6. Trade Schools and Apprenticeships are very important. Most Glorians have a mentor.
Cool. So it basically is a crack in the meritocratic system, albeit one with an attempt at a patch. A genius kid from a poor background who does well at Charter School can excel, but with two average-merit kids, the one whose parents pay for better schooling will have the advantage.
As the setting begins: even utopia needs maintenance!
EDIT: it does seem that if someone (namely a wealthy someone - perhaps a ruthless corporate sociopath) were able to transcend the cultural conditioning (easier when you don't give a flying f*ck what everyone else thinks) they could agglomerate enough wealth to form a "nasty dynasty" within the letter but not the spirit of Gloria's laissez-faire economic system. Perhaps BBEG material? A family of psychos who threaten to screw up the system itself by hoarding wealth (and power) rather than distributing it? They'd probably wear flesh-suits :P. Just a thought.
>>it does seem that if someone (namely a wealthy someone - perhaps a ruthless corporate sociopath) were able to transcend the cultural conditioning (easier when you don't give a flying f*ck what everyone else thinks) they could agglomerate enough wealth to form a "nasty dynasty" within the letter but not the spirit of Gloria's laissez-faire economic system. Perhaps BBEG material? A family of psychos who threaten to screw up the system itself by hoarding wealth (and power) rather than distributing it? They'd probably wear flesh-suits tongue. Just a thought.
Yep. That's suits perfectly :)
You seem to have the feel down fairly well.
>>As the setting begins: even utopia needs maintenance!
Haha!
Note: based on IRC discussions I'll be revising the flesh suits somewhat.
Update: DoppleSuits have been updated. I may work on the grammar and flow somewhat, but I changed their theme. The rich people buy essentially lab-grown suits to wear at certain functions. The people who want to seem rich may buy a Ripper Suit, which is human flesh and try to pass it off as a Dopple Suit- Ripper Suits are considered very questionable and people don't particularly like the people who wear them. Ripper Suits are relatively rare. Dopple Suits are worn only at specific functions because they are too expensive to reach damage.
I hope that fixes concerns. Some tweaks will still be done, but with luck that works.
[ic=Money]
Money
- The Pound is the common unit of commerce. It represents a pound of blood, sweat, and happiness. The Libertarian counterpart is the Util. The Socialist Counterpart is the Favor, a paper fiat currency. A Pound itself has about a tenpenny of value if redeemed for the metals inside it.
- A solid Pound is a pound that actually is made out of a pound of value. It is worth about ten times that of a pound.
- Tenpenny is worth about 10 pennies. 5 Tenpennies equal one Pound.
- The Penny is the smallest official unit of currency and it is 1/50th of a pound. But, people have been known to create "Shaved Pennys" and "Half a Pennys" by splitting a penny in half.
- A Slug is a counterfeit Pound. A Penny Slug is a counterfeit Penny.
[/ic]
[ic=Bookkeeping]
In bookkeeping, Blue represents a loss. Red represents a profit.
To be "In the Red" is to be profiting greatly.
To be "Blue" is to be losing money. "Feeling Blue" is also a euphemism for being sad. The Blues are a type of music that laments the loss of money and success.[/ic]
Myriad Stock Markets
[ic=Penny Stocks]
The Penny Stock Issuances and Penny Stock Markets
-By paying even a penny, individuals can help fund a project. Penny Aggregators facilitate the issuance of Penny purchases and the annual distribution of dividends. Distribution is annual rather than quarterly due to the low possiblity of returns. Sometimes dividends are paid in commodities rather than Half a Pennys because the exertion to create Half a Pennys would make the project economically unprofitable.
-The Humble Slake (Promising long-term investments, the Humble Slake has given standard income to families for hundreds of years, compounding interest and reinvesting dividends for an eventual payoff. Some parents encourage their children to invest at the Humble Slake when they are age 2 to 5 so that each of their pennies turn into a pound by the time the child reaches age 60. Of course, if the child dies before reaching 60, the survivors do not gain the income.)
-PENNY MADNESS (A standard Penny Stock Market)
-Bundler's Joy (A standard Penny Stock Market)
-SRM - Standard Return Market (A standard Penny Stock Market)[/ic]
[ic=Truth Markets]T.I.M.'s Truth Markets, the Truth Markets
T.I.M., The "Incredible" Marquis made his money by creating and popularizing the Truth Markets about 40 years ago. The Truth Markets are places where people's reliability and honor is bought and sold and wagered upon. Many viewed them with suspicion when they first opened, seeing them as easily gamed by piling on accusations in a court of law. The Markets have proved even more stable than the Stock markets, however, since many false accusers are often found out and punished by having their own truth stock fall.
One thing that cannot be done on the Truth Markets is that no short selling is permitted. 20 years past, the Disreputability Scandal hit the markets where an alliance of several people agreed to drive their own respectability down by creating crimes while their friends enriched themselves. The friends then allowed the disreputable ones to live at their homes on their largeese. With no property to seize, no one could sue the disreputable ones and they profited at the expense of the market.
T.I.M. at the time took the frightening, and some said "Socialist" step, to outlaw short selling to prohibit future occurances of this dilemma. Over time, the restriction has become respected as a firm guard against rampant "Libertarianism" and an honest attempt to protect the integrity of the Market.[/ic]
[ic=Commodity Exchanges]
The Seaport Commodity Exchange
At the Seaport Commodity Exchange, Investments may be made in crop types; farmers and their representatives come from miles around pitching their particular geography and explaining why businessmen should invest in their land. Investments also, of course, go into Shimmer technologies, and in shipping ventures. A few adventuring companies have also made names for themselves, and are publicly listed- they are funded by businesspeople and out-kitted, then they distribute profits amongst their investors.[/ic]
[ic=Stock Exchanges]
Enterprise Stock Exchange (The Good Red Lady)
Painted in the forward-looking colour red, the Enterprise Stock Exchange, or the Old Red Lady has been the old standby in Gloria. Rising from the ashes of the burned Arterial Stock Exchange several hundred years past, the Good Red Lady sees the lion's share of stock listings. It is governed by a Board of Governors who include many famous luminaries and inventors. It despises the NGSX and ran an advertising campaign a few years back advocating: "Better Red Than Dead-Bereft of Investors", often shortened to "Better Red Than Dead.".
NGSX (New Glorian Stock Exchange)
General Stocks are listed on this relatively new competitor to the Enterprise Stock Exchange. The founding cabal of the NGSX claimed that their new exchange would break the Enterprise Stock Exchange's monopoly and this new one's lower rates charged to listing companies would lead to higher profits. The main drawback of the NGSX for the common people is that its transaction fees are rather high. Independent Traders rather prefer the Enterprise Stock Exchange.
Other Glorian Stock Markets (not in the City)
There are also notable competing Stock Markets in the city of Kierkegaard (Individualist's Market) and in the cliffs of Tientan (The Air Market).
[/ic]
[ic=Empyrean (Celestial) Stock Exchange]
Empyrean (Celestial) Stock Exchange
History
The former Celestial Stock Exchange was renamed the Empyrean Stock Exchange when the World's Richest Man, Titus Empyrean, purchased the exchange for the highest sum ever spent by a single entity in Gloria.
Ownership
Titus Empyrean, the owner, is considered one of the world's shrewdest businesspeople and it is rumored he is the world's most powerful man. Yet, he is rarely seen. It is said that he has a debilitating fear of open spaces and of sickness and murder by business rivals and that he spends his days ensconced in a tiny room filled entirely with feathers. He communicates with the outside world and purchases provisions entirely by Color-Work Creatures who deliver his desires. There are some who say Titus perished several years before, but a stream of prostitutes to his quarters and the stories they tell tends to insinuate that the man yet lives.
Description
The Empyrean (Celestial) Stock Exchange is a bit different from the common Commodity exchange. The Empyrean Stock Exchange is more cerebral, more abstract, more philosophical. The Empyrean Exchange trades in predictions. Some believe its Seats can shape the future through use of Shimmer.
The Exchange sits on massive trigrams-- carved from stone as deep as a tall-ship mast. The stone was quarried and hauled from mountains to the city's east. At night, the molds glow with the after-light of prior filled shimmer-magic. The trigrams are moved when needed, rotating on a turntable that slowly, but reliably can be cranked around and around by a team of elephants and Color-Work creatures.
The entire structure, from the color-work creatures at its base, to the trigrams themselves, to the magic and light at their summit, glows with neon lights as the trades conduct- every night from darkfall until daybreak.
The predictions that are traded in can only be afforded by the richest of Gloria's citizens. Whether or not a storm will ruin the crops in coastal regions can be effected-- people buy and sell possibilities during set bidding periods of days, weeks, months. The winning bid will then shape the prediction of the Seats (or the traders/mystics who operate the massive trigrams and who manage the Exchange's massive stores of excess shimmer), and often-- the wish will happen; or else there will be a refund.
The large magical trigrams are reputedly the strongest in all of Gloria.[/ic]
I find it interesting, and perhaps somewhat contrary to the "spirit" of Gloria, that there is an official currency, particularly one whose face value is higher than the value of the metal within. This seems more like central banking, fiat money, and the sorts of concepts that good, enterprising people of Gloria would be strongly opposed to. After all, when one uses fiat money, one is placing one's faith in an artificial construct that can be manipulated by the government, rather than relying solely on the market and the intrinsic value of the media of exchange.
Quote
Titus Empyrean, the owner, is considered one of the world's shrewdest businesspeople and it is rumored he is the world's most powerful man. Yet, he is rarely seen. It is said that he has a debilitating fear of open spaces and of sickness and murder by business rivals and that he spends his days ensconced in a tiny room filled entirely with feathers. He communicates with the outside world and purchases provisions entirely by Color-Work Creatures who deliver his desires. There are some who say Titus perished several years before, but a stream of prostitutes to his quarters and the stories they tell tends to insinuate that the man yet lives.
A question, if Titus has a debilitating fear of sickness and murder by his rivals, why does he allow a steady stream of prostitutes into his presence?
Now I don't know where you are going with this character, but to me it seems that he would a cloistered harem or a regular concubine, someone that he can control and ensure that they are not an assassin or a carrier of any illness. What you have so far , a revolving door of prostitutes doesn't seem to fight a person who is a afraid illness or assassination. But that is just my two cents.
Also there is a very Howard Hughes vibe from Titus, don't know if that is a way you are going, but would make a nice bases.
>>I find it interesting, and perhaps somewhat contrary to the "spirit" of Gloria, that there is an official currency, particularly one whose face value is higher than the value of the metal within. This seems more like central banking, fiat money, and the sorts of concepts that good, enterprising people of Gloria would be strongly opposed to. After all, when one uses fiat money, one is placing one's faith in an artificial construct that can be manipulated by the government, rather than relying solely on the market and the intrinsic value of the media of exchange.
It's a worthy point for debate. However, fiat money is relying on the market to give it value, which is a very Glorian concept. To some extent, capitalist economies couldn't have the economy we have today without the move to fiat money-we'd have been crucified on a cross of gold, so to speak because there isn't enough of Gold or Silver to go around. Now, suggestions to fix that would be to keep chopping the golden and silver coins in half to keep them exactly equivalent-- but every society throughout time has used money as a representational object to some degree. Even the Romans' coins were devalued. And the US may have started on a gold standard, but then they started using Silver too, If I recall properly. And also, if the coins had too much intrinsic value then you'd have problems like the US now faces with corn ethanol... you can either EAT the corn or your can melt it down to use as fuel... And the more you melt down, the less you can eat, so you get massive inflation.
The value of money in Gloria isn't based on a particular metal like gold or anything though. I think they would see that as too easily manipulated--e.g. Find a seam of some ore and you're suddenly a millionaire if you're smart and don't flood the market all at once. So Gloria in that sense rejects the pre-Fiat direct-convertibility regime of monetary exchange.
The value of money in Gloria instead is based on the industry of the entire populace, which can be measured by the strength of Gloria's productivity-it's GNP so to speak. While GNP can be fiddled with (as the West often accuses China of doing), it can also be estimated by auditors and auditing houses, which scrupulously inter-rate each other like Moody's v. Standard and Poor, etc..
I don't know if Gloria has invented currency trading though, which is to some extent how dollars and pounds and euros are valued today--in relational terms. It may make sense to have if each individual city in Gloria has its own currency based on the industry of its populace, but then that creates problems of arbitrage. For simplicity's sake, I think the entire country of Gloria has a currency that is based on the GNP productivity of its citizens--what they produce and trade in an entire year averaged out by the population's number then divided by the amount of wealth in circulation.
If I went to a virtual economy where there are no physical manifestations of wealth, I could avoid many of the problems of debt and the government mint inflating things, but Gloria doesn't have that technology.
I think it's impossible to work around a need for a central mint that would produce some sort of currency. Barter economies can't exist on the large scale.
Options I saw:
1. Barter - Can't support a large, complex economy with stock exchanges.. at least it would be very chaotic managing the conversion rates and different things mean different amounts of money to different people. Not impossible, but it's difficult.
2. Ore Standard - Glorians see as too manipulable.
3. Fiat Currency Based on Currency Trading - A possible solution. The current World economy is based on this.
4. Fiat Currency Based on GNP - Gloria's solution. It's measurable and people know how much everything is worth divided by the amount of people. You have a more productive society with more market transactions, you increase the value of wealth for everyone.
I'm open to some economics suggestions, but the above is my best attempt to address the issue.
Quote from: Steampunk Knight
Quote
Titus Empyrean, the owner, is considered one of the world's shrewdest businesspeople and it is rumored he is the world's most powerful man. Yet, he is rarely seen. It is said that he has a debilitating fear of open spaces and of sickness and murder by business rivals and that he spends his days ensconced in a tiny room filled entirely with feathers. He communicates with the outside world and purchases provisions entirely by Color-Work Creatures who deliver his desires. There are some who say Titus perished several years before, but a stream of prostitutes to his quarters and the stories they tell tends to insinuate that the man yet lives.
A question, if Titus has a debilitating fear of sickness and murder by his rivals, why does he allow a steady stream of prostitutes into his presence?
Now I don't know where you are going with this character, but to me it seems that he would a cloistered harem or a regular concubine, someone that he can control and ensure that they are not an assassin or a carrier of any illness. What you have so far , a revolving door of prostitutes doesn't seem to fight a person who is a afraid illness or assassination. But that is just my two cents.
Also there is a very Howard Hughes vibe from Titus, don't know if that is a way you are going, but would make a nice bases.
Thank you. That's a good point you make about his visitors. The reason I added it in was-you guessed correctly-the Howard Hughes reason. I didn't want him to be a direct analogue because he was the inspiration I had for the fellow.
Your solution of a harem makes some sense, but I want him to seem a bit shady in the sense of sampling many flavours and Glorian Women are generally too independent to cloister themselves away. (Although some would do it for the money...most wouldn't want to limit their opportunities so much).
The solution might be to add some detail to the description regarding the extensive screening process and medical check-ups that his visitors undergo?
The fear of assassination is more difficult to address, but I think his Vice of lack of Chastity overcomes the fear. The Virtues/Vices system plays a large part in Gloria.
Quote from: LightDragonThe fear of assassination is more difficult to address, but I think his Vice of lack of Chastity overcomes the fear. The Virtues/Vices system plays a large part in Gloria.
This particular part of your last post had me rolling in my chair with laughter!
This quote translated like this in my brain, "He's so horny he forgets that he's terrified of being killed."
On a constructive note: I don't think I realized just
how important the Virtues/Vices were in Gloria until you posted this. I'll have to keep that in mind while we're playing because I definitely want to immerse myself in this system (as it's striking me more and more like it's going to promote a very intensive rp style from everyone playing).
Quote from: Light DragonHowever, fiat money is relying on the market to give it value, which is a very Glorian concept.
No, fiat money relies on the
government to give it value. That's why it's fiat money. If it were solely up to the market, the money would only be worth the value of the metals that made it up. The greater exchange value is only because the government mandates that it will be of greater value. Note that this also means that the whole idea of fiat money is pretty much nonsensical if the government doesn't significantly interact in the economy, because then it would have no reason to impose anything on anyone, except maybe to ensure that exchanges were taking place for their fair value-- e.g., punishing people who shave little bits off coins or engage in other hijinks.
Quote from: Light Dragonthere isn't enough of Gold or Silver to go around
Any amount of gold or silver works as a medium of exchange if the society accepts paper money. That is to say, not paper
fiat money, but money that is a more convenient representation tiny amount of gold or silver. You might need a month's wages to get an ounce of it, but you could get it, and it'd be fully redeemable.
Quote from: Light DragonThe value of money in Gloria isn't based on a particular metal like gold or anything though. I think they would see that as too easily manipulated--e.g. Find a seam of some ore and you're suddenly a millionaire if you're smart and don't flood the market all at once.
I could see this being a topic of contention in Gloria. Some would argue your side. Others would argue that it requires work to mine the gold, so a flood is unlikely, and the labor that is being performed and the gold being extracted is enriching the economy, so it is a valuable service that
should allow one's personal wealth to grow.
Quote from: Light Dragonit can also be estimated by auditors and auditing houses, which scrupulously inter-rate each other like Moody's v. Standard and Poor, etc..
What's to stop them from forming into a sort of cabal and manipulating the market, instead of keeping each other honest? Maybe this
is what's happened-- who has the real power in Gloria?
Quote from: Light DragonI don't know if Gloria has invented currency trading though, which is to some extent how dollars and pounds and euros are valued today--in relational terms. It may make sense to have if each individual city in Gloria has its own currency based on the industry of its populace, but then that creates problems of arbitrage.
Again, this could be a divided issue. Some people think it's bad, others think it's a service and worth the profit that people who do it make.
Quote from: Light DragonI think it's impossible to work around a need for a central mint that would produce some sort of currency. Barter economies can't exist on the large scale.
That might be true, but that doesn't mean it has to
manipulate the currency. It could exist solely to keep everyone honest, like I talked about before with making sure coins aren't debased or shaved off or whatever.
Quote from: Light DragonI'm open to some economics suggestions, but the above is my best attempt to address the issue.
I hope my thoughts have helped somewhat.
Forgive my ignorance, but why does fiat money mean that the government *must* interact with the economy? Can't we imagine a government which prints notes and declares them legal tender but doesn't tax its populace or plan its economy to any significant extent? Essentially the "government" here is just a glorified central bank without the rest of the state apparatus. My economic knowledge is limited, but this seems possible to me.
EDIT: alternative (http://en.wikipedia.org/wiki/Free_banking)? Sort of? Here private banks, not governments, are the ones issuing money. Maybe I'm not understanding this correctly, but can't the money issued by said banks (i.e. banknotes) still be representative rather than intrinsic?
Quote from: SteerpikeForgive my ignorance, but why does fiat money mean that the government *must* interact with the economy? Can't we imagine a government which prints notes and declares them legal tender but doesn't tax its populace or plan its economy to any significant extent?
If the government doesn't pay its debts with its own notes, doesn't loan money from its central bank to other banks using its notes, doesn't collect taxes in its own notes, doesn't try to get foreign countries to accept its notes, and so on, why would it even bother printing them? It costs resources and labor to design a currency, institute anti-counterfeiting, etc., so if the government isn't going to get some use out of it, it has no advantage to creating its own currency when there are probably perfectly good commodity currencies (like gold) floating around.
(As an aside, due to fractional reserve banking, it might be pretending to be using gold and creating a sort of fiat currency anyway, just like large banks do)
This may be getting too far into speculative economic theory...
Commodity CurrenciesThe commodity currencies don't make sense to Glorians- the commodities don't represent any intrinsic value. Gold is worthless-it's not an efficient thing in Glorians' eyes since it's just pretty. Glorians are more practical. Something more useful in Gloria would be Shimmer, but Shimmer is a recent phenomenon. Potentially iron ore could be used, since that's used in construction, but consumption and exhaustion of the resource presents the same problems I explained in my post above with my analogy to biofuels.
QuoteI could see this being a topic of contention in Gloria. Some would argue your side. Others would argue that it requires work to mine the gold, so a flood is unlikely, and the labor that is being performed and the gold being extracted is enriching the economy, so it is a valuable service that should allow one's personal wealth to grow.
I could see that argument, but it's better to directly value the work that everyone does. Mining Gold doesn't benefit the community. Someone who is just mining gold isn't helping Gloria- they're hurting it by causing inflation and enriching themselves.
Fiat MoneyFiat money is how every economy in the world today operates. It seems that your concern is that fiat money can be inflated by central banks that control the money supply. With the currency being based on GNP that could potentially happen, but I don't see it as a practical problem that Gloria has had to face (see below).
QuoteWhat's to stop them from forming into a sort of cabal and manipulating the market, instead of keeping each other honest? Maybe this is what's happened-- who has the real power in Gloria?
Well they don't manipulate the market. Having a proliferation of rating agencies acts as an effective check on each other. Think about real life- the government might regulate things, but that's really just essentially adding +1 rating agency into the mix- except one that can "regulate" the others and post rules for their governance. Some Glorians like monopolies and laissez faire; others are like Theodore Roosevelt and are about smashing monopolies and good governance. In the end it all works out. Doesn't mean that people don't try to corner the market; but they don't last long given the honor system of Gloria's laws--once corruption is found out and proved by one muckraker, then the entire structure falls down and the agency and its members would be bankrupted.
QuoteNo, fiat money relies on the government to give it value.
Sparkle, you are right, but I think that is only half of the truth and I may have said the other half when I said that the market gives it value. A government has both fiscal policy (I'm lumping in Trade Policy with fiscal policy when I discuss it) and the government also has monetary policy. Currencies are traded and valued at the international level. Monetary policy arguably has a larger effect on currencies, but recall all the consternation about China allegedly "pegging" the Yuan to the Dollar and the US' attempts to make it "float" and be "freely convertible." If it is freely convertible, then its price will be determined based on its strength vis-a-vis other economies. It's more complicated than that and I agree with you that monetary policy, determined by interest rates, plays a large role (e.g. Japan devaluing the Yuan to encourage its exports), but the market also plays a role- and in Gloria, the market's role is much larger than the government's role.
I see that Hayek supported the concept of Free Banking. Thank you for the link Steerpike. It's a good option though and I could see Gloria potentially using it, but I would posit that the GNP-based system I propose is similar and it doesn't have Free Banking's problem of a myriad of confusing proliferating currencies that need to be verified. I'm not against changing to that idea, since it avoids a monopoly of currency, but I think I'll stick with the GNP-idea at least for now unless Sparkle is also going to jump on the Free Banking bandwagon and I become convinced by further thought...since my proposed system below may be ridiculous (I am uncertain if it's been done in the real world).
Here, Gloria has one currency. Alexander Hamilton, one of the inspirations for my setting, realized it was important for the US to have a national bank and to have monetary policy, so I can see the Bank as a creation of Gloria. I don't foresee it as having problems of inflating ad infinitum though because the money supply always needs to be expressed in terms of GNP--if people stop working then the market crashes--if people keep working, then GNP functions like a commodity. It also becomes a matter of national pride to work and to produce- the more you produce, the more that each unit of currency is worth. If Glorians stopped working, then the economy would collapse.
If anything, Gloria may have to confront deflation, like the US saw under Carter. I'm also not certain how debt can be handled in this situation--if banks issue debt then that would weigh down the GNP as they essentially cause inflation by themselves.
This might be the issue of the disconnect- I wasn't talking about Gloria having a central bank that causes inflation- the central bank mints X number of GNP-representative units each year based on the rating agencies' analyses, then the banks bid for the units and part of that bidding price pays for the minting.
Maybe I made a mistake in putting an actual value on the currency. If the banks are bidding for the units and issue their own debt and notes, then they are already creating a sort of "shadow economy." The debt notes would by necessity exceed the actual issued coin units... which would mean that Gloria has 1000 units in circulation and there are 2000 in loans out on any one day. So the 1000 units are worth twice as much, effectively. And then a new bank opens that makes 1000 more in loans, so the units become worth three times as much because the "Free Banks" are essentially "creating" more money but instead of creating it on their own currency, they're creating it on the state's currency. Potentially, they would lack any restraints on issuing debt. Bank A could issue 10,000 debt and only collect 1,000 from the debtor and it could call it even because the intervening 9,000 never existed? I think I really need to sit down and work out the mathematics and the economics of this. My system appears to work up until the point where Banks issue debts--all workarounds that I see would require the Banks to interact closely with the Central Bank in keeping the money supply limited- which could lead to deflation. The simple solution, as you state above, is to go with commodity currencies, but for reasons outlined here I just don't think those suit. I may indeed end up going with Hayek and Steerpike's suggestion of Free Banking.
Thank you for your feedback!
Currency TradingQuoteAgain, this could be a divided issue. Some people think it's bad, others think it's a service and worth the profit that people who do it make.
I think I'll use your comments on currency as a philosophical debate in Gloria. If the cities actually are trading currencies, then the act of trading would be a moot issue. It could be a proposed idea.
SabrWolfQuoteOn a constructive note: I don't think I realized just how important the Virtues/Vices were in Gloria until you posted this. I'll have to keep that in mind while we're playing because I definitely want to immerse myself in this system (as it's striking me more and more like it's going to promote a very intensive rp style from everyone playing).
Thanks for noting that. Out of curiosity... I was going to ask this in IRC, but I'll ask it here- how did you come to find this site and already figure out how to use IRC so quickly and jump right into things? You are to be applauded for that. :) Did another CBGer introduce you here? Regardless, I do appreciate your arrival!
And you are wholly correct about your other comment. :)
I was actually forced into coming to the CBG by Xathan. He's been up in arms for me to participate on the boards shortly after he decided I was "cool" (which wasn't that long after we met ... god 5 years ago?). Anyway, I owe him a debt of gratitude since I've been loving reading the active threads as they develop and perusing the Homebrews section.
Random Introspection Moment
I'm not sure if I've been particularly inspired by the boards tho. I definitely don't feel a need to pull up a fresh Notepad and Word file and start working on a new setting. However, I find most of the settings intriguing and I like seeing how the authors here go about using different systems to achieve the kinds of effects they want within the settings they've developed. I've always been more of a "Constructive Criticism" person than an author to be sure, but I realize that more now that I've been reading the threads/settings here. I just don't have the same kinds of deep, setting oriented ideas that most of the authors here tend to have.
Point in case: the currency discussion in this thread is WAY over my head. I'd have said the currency had a relatively set value (determined by an unspoken understanding on part of the Glorians) that might fluctuate with the bust/boom cycle of import/export trade and have expected that to be the end of it. But you guys have gone and totally blown the economy circuitry in my brain. IT'S A MADHOUSE!!!
... But I digress.
At the very least, I think I'll keep looking at the stuff you guys have here and I'll likely keep posting little things (like the comment you quoted) as they occur to me. Glad to be here and I'm glad that my commentary is (at times) somewhat helpful.
(NOTE: Apologies in Advance (AiA) if this derails the thread. I always hate it when that happens.)
QuoteI was actually forced into coming to the CBG by Xathan. He's been up in arms for me to participate on the boards shortly after he decided I was "cool" (which wasn't that long after we met ... god 5 years ago?). Anyway, I owe him a debt of gratitude since I've been loving reading the active threads as they develop and perusing the Homebrews section.
Just to go with the derailment for only a moment, that's why I wanted you on these boards - because you do Constructive Criticism so well, and it felt selfish to not let other people benefit.
On a related note, I'm having a hugely difficult time following the currency thing myself - but it's interesting to read. However...
Quote from: SteerpikeSort of? Here private banks, not governments, are the ones issuing money. Maybe I'm not understanding this correctly, but can't the money issued by said banks (i.e. banknotes) still be representative rather than intrinsic?
I actually think this (which might have gotten lost in the discussion) would be a great middle ground - private banks issuing the money, perhaps as lines of credit - would create a stable economic marker in a Capitalist Utopia like Gloria (though it'd likely fall apart IRL). Any thoughts on this?
Quote from: Light DragonThis may be getting too far into speculative economic theory...
You're probably right. I've thought/written too much about this kind of stuff for my own settings, so it probably bleeds over in me talking about it too much.
Quote from: Light DragonGold is worthless-it's not an efficient thing in Glorians' eyes since it's just pretty. Glorians are more practical.
All sorts of very pragmatic real human societies throughout history have used a precious metal currency, so this isn't really an obstacle in some ways, but it's your setting, so of course you can and should do whatever you want. The issue of gold-as-currency is a completely different issue, probably something to do with anthropology, and would probably make this already complex discussion even more so. I doubt I'm informed enough to contribute much on that topic.
Quote from: Light DragonThink about real life- the government might regulate things, but that's really just essentially adding +1 rating agency into the mix- except one that can "regulate" the others and post rules for their governance.
I
was trying to think about real life. Sometimes the rating agencies stay independent, but sometimes they form a sort of cartel. The government getting involved might just lead to regulatory capture, like, quite arguably, the FAA and the SEC (among others) in real life. Then the government agency is essentially part of the problem as opposed to part of the solution.
Quote from: Light Dragononce corruption is found out and proved by one muckraker, then the entire structure falls down and the agency and its members would be bankrupted
That seems pretty optimistic. It seems entirely possible they'd dig in their heels, wage a counter-PR campaign, try to discredit the muckraker, etc. Again, what happens in real life to whistle-blowers. :)
Quote from: Light DragonA government has both fiscal policy (I'm lumping in Trade Policy with fiscal policy when I discuss it) and the government also has monetary policy.
Your post was interesting, and quite a deep analysis, but I think it read a lot more into what I said than I meant. All I meant by "fiat money relies on the government to give it value" is that the fiat money is only money because the government says so. In the free market, it is worthless, or only worth the value of its components, or whatever. It only has any greater value because the government is there saying that it does, and has the power to back up that decree through legal tender laws and the like.
Xathan-
QuoteI actually think this (which might have gotten lost in the discussion) would be a great middle ground - private banks issuing the money, perhaps as lines of credit - would create a stable economic marker in a Capitalist Utopia like Gloria (though it'd likely fall apart IRL). Any thoughts on this?
As you stated, The more I mull Steerpike's Free Banking solution over, the more it seems to make more sense than what I am currently using (which would tend to turn into a banking tragedy of the commons). I still need to give the matter some more thought though (as I discussed buried somewhere in my long above-post- I am considering it :)).
SabrWolf: Thanks for your history- I had been wondering about that!
Thanks also for your reply Sparkletwist-- I'm going to digest it for a bit. I really appreciate the level of thought you put into your questions and your replies.
After some more thinking about the situation; Steerpike's Free Banking suggestion might be the best solution. I think I'll go for it as the basis of the monetary system. Therefore, things are going to get a bit 'cyberpunkish' in the sense that corporations and businesses and companies are all issuing money and the assessors are valuing the value of their notes and there are going to be currency exchanges, etc. But it's still an optimistic world; banks that don't issue proper money collapse and their assets are bought and then the notes can be redeemed for quarters on the dollar. So people are careful to watch the financial statements of their banks and from places where their currencies originate. There may also be a Currency Creator (of an over-currency) who promises a very standard currency and who buys and tries to arbitrage some of the other myriad currencies.
Quote from: sparkletwist
Quote from: Light DragonGold is worthless-it's not an efficient thing in Glorians' eyes since it's just pretty. Glorians are more practical.
All sorts of very pragmatic real human societies throughout history have used a precious metal currency, so this isn't really an obstacle in some ways, but it's your setting, so of course you can and should do whatever you want. The issue of gold-as-currency is a completely different issue, probably something to do with anthropology, and would probably make this already complex discussion even more so. I doubt I'm informed enough to contribute much on that topic.
Final verdict: Glorians only trust the power of the market; to them gold is a questionable basis for a currency.
Thank you again.
*Bumping for the game tomorrow. Monday. 7PM EST.
Hey LD,
I may be a very short bit late tomorrow. Not too badly; I will definitely be there. I'll sign in so that I can catch up on what's happened in the event I miss the beginning. Feel free to NPC my character for the first little while if I can't be there on the dot.
Thank you for the warning!
Hey, I'm giving you a heads up (wish I could have given Steerpike one too, wasn't sure what was going on until was way over my head), but totally swamped with school so probably won't be able to make it tonight - hopefully will be able to join in later!
Question:
-In playing I was having some difficulty in differentiating between Industry, Resolution, and Pluck as far as mechanics goes... can anyone suggest a good way to differentiate them? I can fold some of the Virtes/Vices into each other to move from 12 to 10, but I'd rather not have 11.
-If you think a different Virtue should be added to the list, please also suggest that.
-It is possible also that Tranquility and Tolerance should be folded into each other?
-And should Self-Improvement be split out into its own category (and possibly renamed- ideas?)
Here's what I have:
C H A S T I T Y
- Will be respectful to all others and will not flirt unless its already been initiated. Incorrigible by temptation of the one-night-stand sort. Can sometimes be taken to extremes.
- Opposite: Sexpot.
H U M I L I T Y
- The opposite of prideful. Will give credit when it is due. Will not be boisterous or loud or rude.
- Opposite: Pride.
I N D U S T R Y
- "Lose no time. Be always employed in something useful. Cut off all unnecessary actions. " - Benjamin Franklin
- Always have something to do and is good at getting things done.
- Opposite: Procrastinator. Someone who takes twice as long to do something. Someone who produces worthless crafts.
J U S T I C E
- "Wrong none, by doing injuries or omitting the benefits that are your duty." - Benjamin Franklin
- Has a strong moral compass and will go out of one's way to right a wrong.
L U C K / S U C C E S S
- You have an unnatural knack about having things work out in your favor.
M O D E R A T I O N / T E M P E R A N C E
"Avoid extremes. Forebear resenting injuries so much as you think they deserve." - Benjamin Franklin
O R D E R / P R A C T I C A L I T Y
"The emotion of beauty is always obscured by the appearance of the object. Therefore the object must be eliminated from the picture."
- Piet Mondrian
-Has all one's thoughts in order. Can easily access notes and ideas.
P L U C K
- Gets back up again and keeps trying again and again.
- Tenacity
- Game effect: Recover any other virtue that has been 'burned'.
- Lack of Pluck: Game Effect- When any two virtues cancel out in a challenge, will give up rather than requiring a separate challenge to be made.
R E S O L U T I O N / S E L F - I M P R O V E M E N T / C L E A N L I N E S S
- Improves oneself and holds strong views that are well supported.
- Opposite: Does not hold strong views, will not self-improve. Lethargic and wishy-washy.
S I N C E R I T Y
- Is very sincere. Says what one means and is known for being forthright.
T O L E R A T I O N
-Is tolerant to others who have different beliefs or who are different from them.
T R A N Q U I L I T Y / A D A P T A B I L I T Y
- Is adaptable to new situations without being worried.
- The Opposite: Is generally annoyed and will be quick to anger when one does not get what one wants.
Bump?
Any chance I can get feedback on vices/virtues before the next game (19th probably)
On the subject of the game in general, it was pretty awesome, and tense, and challenging. It's strange to have a game without any violence, but that's not a complaint! Sometimes the descriptions flowed very fast, but that actually simulated the crowded square very well!
I really enjoyed it. A little more info on how Xue's shimmer powers work might be cool. I should reread the thread...
On the subject of Industry/Pluck/Resolution, maybe you can use Pluck to like regain a Virtue early or something? To represent persistence. Resolution would be for determination and pressing a point home, and Industry would be to impress someone with hard work of some kind. That sort of thing.
EDIT: Slightly misread something... but the above comments stand.
I enjoyed it too!
To me, they are different things. Here is my opinion:
Resolution and Self-Improvement can stay together, and help to differentiate them. This is the virtue of staying true to oneself and one's own character. Pluck, on the other hand, is more tenacity. When the going gets tough, the character with pluck gets going. It has more to do with tenacity than the other one-- because the character with pluck may be doing it for all the wrong reasons. The resolute character may be using that resolve to steel himself to the concept that sometimes a failure can teach more than a success, whereas the plucky character might just keep on going. The industrious character, to contrast with the other two, is pragmatic. She'll do whatever the situation warrants. It's a little like resolution, and a little like pluck, but it's neither, really. She is just good at making the best out of the situation.
Thank you for the feedback on the virtues and on the vices and on the game :). Your feedback helped me clarify some things and I edited in the clarifications.
-
Steerpike: I see where some confusion may have originated. The characters I was using as trigrams to represent the shimmer magic appear to have been corrupted by the board...and I was always uncertain if they really displayed for everyone who was using them... So that could have led to some confusion.
[ic]Molding/ Implementation
-Shimmer only exhibits magical properties when it is impressed and stamped in one of the Holy Trigram forms.
To create a proper shimmer mold, one pours liquid shimmer into a cast-iron mold. The shimmer will cool and form into magic.
Shimmer molds may be of various sizes and lengths. The longer the mold-the greater the power that will come from it, but with trigrams that have breaks, e.g.: - -, the spaces and the lines need to be proportional or else the mold will be a dud or its effects backfire.
LENGTH: The molds' need to be precisely cast. The lengths control the power, whereas the heft or width of trigrams control what type of magic may be effected.
WIDTH: The trigrams widths do not need to be straight lines- etched widths can vary along the trigrams' length- the etched and twisting variations lead to different magical effects--it is dangerous to not make the lines straight or proportional because twisted forms tend to backfire more often than not.
DEPTH: Shimmer may be stamped in near-2D forms, side by side and assembled to create specific magical rituals; or it may be formed in 3D forms to maximize Shimmer power. There is a great deal of research being done into all possible geometric combinations of Shimmer.
COMBINATIONS: -Cutting edge research also combines Shimmer with nontraditional elements of Argon, Krypton, and the other noble gases as these gases are isolated and injected into Shimmer-Presses. The combination of the gases allows for a wider variety of uses for Shimmer.
Soul Sanguinate (sky, heaven)
Illusions, Divination
- This type of Shimmer Magic is used often by the predictors on the Empyrean Stock Exchange and by some on the Commodity Exchanges.
- The magic that someone like Xue Leavenstaking would use ranges from small near-2D shimmer trigrams that are shaped into a myriad amount of shapes. Each shape is tied to a certain Industry or Commodity. Xue has about 30 different Industries and Commodities.
- The great cost of his outlays lie first in the design, commissioning, and forging of a proper trigram for each industry. The development of a new Shimmer trigram is a laborious process of trial and error that consumes massive quantities of Shimmer in 'dud' experiments before the proper trigram is etched.
- Xue has developed many Shimmer powers himself. He may be considering selling redprints for his designs, but for the moment being he is enjoying the mystique and profits of being the only one able to make proper predictions for certain types of businesses.
Flame - Shimmer and Flame (Fluid) (Creative)
Alteration (Enchantment), Formation (building towers)
- This is probably the most common type of Shimmer.
Cryogen (Water)- Shimmer and Frozen Water, Cooled below 0 degrees celsius (Fluid) (Destructive)
Evocation (Destruction)
Diamond (Mountain) - Shimmer and Diamond (Permanent/Hard to Break) (Steady)
Protective Spells
- These spells need to be extremely long to be useful. They were recently discovered by the scientists and some of the wealthier patrons have begun to place these mold trigrams on their buildings and on their clothing.
˜· Sod (Earth)- Shimmer and Wood/Carbon (Decomposes/Breaks) (Inconstant)
˜· Sod (Earth)
Conjuration (Temporary/Spontaneous Generation), Necromancy[/ic]
-
The second session, building on the first, will perhaps be a bit more ambitious in what it may require from the players--but since you solved the first I think there should be little trouble in solving this second set of problems.
--
I have also been working on a few physical statistics for the characters- I'll post those in the game thread when I finalize how I think they can work.
I seem to have lost some text related to the socialist lands. There appears to be a 20 page limit to each post and at some point I exceeded it...
[ic=Magicantal]
MagicantalThe Shimmering Mountain Located on the opposite side of a massive gorge from Cantileval, Magicantal looks down on the Magicant valley below where splendid springs, multicoloured paint pots and glorious black shimmer wells to the surface, erupting at regular intervals at one of four designated "national scenic and historic" locations. At the other shimmer spouts, massive rigs loom, harnessing and pumping the all-important magical essence.
Magicantal was formerly renowned for its feather gatherers, its glacial explorers, its salt mines (in the valley), and for being a place of relaxing retreat for when people came down with Tuberculosis and summered in Magicantal's fine sanatariums. The city however, lost much of its bedroom community flair when Shimmer was discovered to be magical. The discovery sparked a land-rush to Magicantal, one whose effects are still felt to this day.
All across Magicantal's once pristine cliffs sit the decaying remains of foolishly sited shimmer wells. The shimmer is mostly located at the foot of the valley, near the salt domes, but during the rush people erected drilling rigs everywhere. Land prices soared during the rush, with a five meter square location fetching over 5,500% of its original price less than a year after discovery. Within but four years, several of the most famous gushers, the
Spirit and
Opportunity, both of which yielded over 3,500,000 barrels/year at their peak, were played out. And with the discovery of Shimmer in many other locations around Gloria, the price of Shimmer itself went down and with it, the price of land.
Cartelization of Shimmer MarketsMagicantal still does well for itself, however, as landowners quickly realized the importance of cartelization for both keeping prices high, and for ensuring that Shimmer is not wasted. During the Rush, millions of barrels were stored in rotting kegs because the market supply was greater than the demand of engineers who could work with the Shimmer. The stored shimmer however turned "potted" after over two years in storage and became wild and nearly unseable.
The Shimmer producers of Magicantal then decided to make an agreement pooling their territory voluntarily and allocating maximum "allowables" that each landowner could withdraw from the land.
The system worked well when everyone was willing to voluntarily pool, however, not all pooled voluntarily- some argued that contrary to the landowners' claims that Shimmer flowed equally under all landowners tracts that Shimmer was present in reservoirs under certain places and that the landowners directly over the reservoirs should have larger allowables or else they would suffer drainage from neighboring owners.
Those who did not voluntarily pool, however, found themselves in a bit of difficulty when time came to get their Shimmer to market. First, few in Magicantal were willing to transport the Shimmer-- many were "bought off" by the pooling cartelized landowners. So the "Refusers" who did not pool offered a higher buy out price. Then, once the Shimmer was in transit, those who pooled offered to purchase the excess Shimmer. Some Refusers gave in, and sold out at current market price; others, being greedy went to market and the first to market realized gains, the slower ones however sold at lower market prices and regretted not selling out to their neighboring pooled landowners.
Still, this presented a problem for the Pooled ones, they were out money for purchasing the excess Shimmer and they could only store the excess Shimmer for so long, so they needed a new solution. They found this solution by attempting to pump the Shimmer back into tapped out salt dome formations of Shimmer- where the shimmer rests under a former salt mine. Once sealed, the salt prevented the Shimmer from leaking back and the Shimmer could later be extracted-- this prevented waste and allowed for Shimmer storage.
Still, the re-injection of Shimmer into salt domes imposed costs upon the Poolers and many grumbled and decided they wished to join the Refusers in order to escape overhead. Then the Poolers crafted perhaps their greatest threat. Because property rights had traditionally ended at the surface, they argued that they were within their rights to do something heretofore unheard of-- horizontally drill into their neighbors' reservoirs! Since they argued that Shimmer flows and is not stationary in reservoirs, by drilling upstream, they were not significantly "taking" Shimmer from their neighbors. This "Horizontal Forced Pooling" option frightened and annoyed upstream Refusers. Then the Refusers started realizing that the upstream drilling took much of their Shimmer and caused their wells to play out faster.
As more and more Refusers joined the Poolers, the system of draining, then storage by re-injection took off, and the Refusers gradually dwindled in power, profit, and influence.[/ic]
For an analogous situation, check out Daniel Yergin's book "The Prize" http://www.google.com/url?sa=t&source=web&ct=res&cd=2&ved=0CBEQFjAB&url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FSearch%3Fsearch%3DThe%2520Prize%253A%2520The%2520Epic%2520Quest%2520for%2520Oil%252C%2520Money%252C%2520and%2520Power&ei=qmnVStfSA4eqtge0m5yrAw&usg=AFQjCNEXnNrLi2lfZXjy7I7wVh9qbjy3GQ&sig2=HregwCHbUFllI6W9VPA6_Q
[ic=Feather Hunting]
Feather Hunting in MagicantalPeople love feathers in their caps. Traditionally, one is presented with a feather for one's cap when one achieves a particularly noteworthy accomplishment.
*
One's 15th Birthday is marked by the presentation of a
Noble BlueBird black spotted feather if one is a male, and if one is a female, one receives a piece of the
Pink Rose Flowery Reticulated Sparrow's plumage.
*
Marriage is celebrated by the ringing of one's head in a wreath of
Rainbow Bird plumes.
*
Birth is celebrated by the
Orange Wraithbeast's fiery and optimistic adornment.
*
Embarking on Entrepreneurship is celebrated by a medallion encircled by green
Economy Bird foot plumes.
*
Opening of a Second Store is celebrated by a bouquet of green
Economy Bird foot plumes surrounding a red flower, symbolizing the green shoots of success and the red symbolizes new challenges.
These feathers sometimes are gathered from the ground, but most often they are produced from hunted birds in Magicantal. In some cities, the birds are raised in captivity as a renewable resource, but those birds' feathers do not shine as bright, nor do they "keep" as long, so wild feathers are particularly sought after.
Bird populations have experienced some decay as a result of the hunting near Magicantal. It is believed that several species, such as the
Red-Feathered Warbler, and the
Sallow-Faced Grouse have become extinct due to the predations of zealous feather hunters.
Note Also Some distasteful hunters have also been known to scrape the tightly woven penny-wide purple and black feathers from living Mystical Etteratis' leathery wings. The Etterati consider this to be a grave insult, and when Etterati see someone with one of their compatriots' plumes, they will often demand the plumes' return and will sometimes fight the possessor to the death. (This is one of the few actions that will drive the usual cowardly Etterati to violence).[/ic][/ic]
Cantileval
Soleila
Heugeal
Essenstal
Liebnizal
Altrial
Selenecia
Kierkegaard
Ectheliona
Paschal
Deschartesal
Mobius: Libertarianism and the Freemarket RampantTikal : Home of the Privateers, the Mobius-Men; the Scavengers; the Bloodmen, and the Arcanix
[ic=Tikal]
Everything is for saleThis city of hustlers exists in a constant state of creative destruction. Oddly though, other than incremental designs, it boasts few inventors. The lack of intellectual property protection means that Tikal is a city of theft; of ideas, of goods, and of human beings.
Shisters, scammers, medicine-men, traveling freak shows, itinerant magicians, mystical etterati, and more make their homes in Tikal.
The etterati make their homes in the mountains just north of the city, feasting on the nectar therein. Some entrepreneurs have attempted to claim the nectar and the plants and sell those to the etterati. Most of those entrepreneurs have ended up pecked to death. Other entrepreneurs returned with weapons. The etterati's shells, however, were too tough to penetrate. And, rolling in their shells, they were difficult to capture. At night, the etterati would steal the entrepreneurs' provisions and weapons. Generally the whole proposition became too expensive to conclude and the etterati were allowed their nectars.
Several fast-running citizens, however, stole nectar-plants' seeds and sow them in the ground closer to the city. Managing the plots of land, they were able to coax some of the sweet nectar-plants. From the nectar, they distilled potions and teas that helped cure disease and colds. The tea-nectars are in high demand. The brand name for most is "Mystical Tea."
Personality of Tikal: Gren Haciendarez ; "The Trickster of Tikal" ; "Oh, That Bastard""I made this flame dance from fingers. No shimmer. No cost. No nothing. Just let me teach you this. One upfront payment. It help you well."Haciendariz is often running scams, and they often work quite well. He usually works alone, but has been known to hire a fall-guy from time to time, just in case things go wrong.
Haceindariz is of average height, and is a master of disguise. He can appear to have no legs, one leg, one eye, no eyes, scars, no scars, brown hair, black hair, blond, or white. He can be everything and anything. He can sing sweet, he can dance, his manners are impeccable, and his cursing, colourful.
The Trickster of Tikal knows a little about everything, and can talk forever about nothing. He stutters, he slurs, he stammers, he equivocates, he speaks fast, he drolls. He is kind, he is jovial, he is sour, and he is mean. He is a thousand things to a thousand people.
Haciendariz may not even be a real person, his name has become synonymous with being tricked out of one's money. For some, it is a badge of honor to become "Haciendized", or taken for a ride.
The Trickster's career started about twelve years ago, so at the youngest he could be 21, but he can seem any age from a very tall ten to a very ancient one hundred and seven.
Tikal produced Haciendariz, that much is certain. He is a product of its boiling inventiveness and parasitic creationism. He takes and he takes and he takes, but he does it inventively. He even authored a book, some say. Although the book is less of a book than a collection of pamphlets. After every con, Haciendariz writes a short piece of advice; on paper, on vellum, on bark, on stone, on flesh... with chalk, with pen, with needle, with etch, even once in sand with urine.
Haciendariz' works were collected by inspired followers, two of whom were subsequently arrested and interrogated by one of Tikal's roving groups of thugs whose protection-target had been ripped off by Haciendariz, causing them to lose their contract. Within two days, however, the followers were freed by a strange man of medium build, but portly gain. The man claimed to be a slaver of the Continent, interested in houseservants. His documentation checked out and his coin was good... Except that the thugs had not believed his tale, and after one coin turned out to be made of chocolate; each had bit a coin to test for reality. Soon thereafter, the thugs found themselves poisoned, and lethargic. They collapsed on the floor, and then the targets were gone, and a note, sewed into the undergarments of the lead thug was discovered. It spoke of "Tasting victory is best done by the losers."[/ic]
Metzca : War of the Large Conglomerations
Malebroge : Heavy-Handed Individualism
[ic=Malebroge]
City of soot and progress.
In Malebroge the Shimmer Engineers have discovered, and patented, a proprietary way to create endless heat from Flame Shimmer to power giant printing presses that manufacture clothing pre-slotted and pre-sorted, along with books pre-printed. The quality of the materials is quite terrible, they fall apart within months, but the cost is perfect.
In Malebroge, everyone who can afford a bodyguard travels with one. To not travel with a bodyguard is to open yourself to "assessment." "Assessment" is made by groups of roving gangs who guarantee upkeep and safety of buildings and people. If you pay them, then these tattooed gangs are actually quite useful. Some serve as butlers, others repair shingles on homes, iron clothing, or hold ones seat at crowded social events whilst one travels to the loo. But if the Assessors are not paid, then they can turn nasty; assessing the costs of their time spent speaking to you, for their opportunity cost lost by trying to persuade you to accept their services. Assessors have been known to take people's money, their possessions, their clothing, their hair, their skin, their organs, and (infrequently) their lives as payment.
All "assessed" payment is compiled in neat accountants books and then submitted to the city guard who often audit the assessors. As long as the assessors can create an economic justification for their brutality, they are permitted to operate. Assessors are only licensed to operate negatively if at least 75% of their business contributes positively to the upkeep of the city and society. This 75% number is quite easily for them to reach however due to creative accounting.
[/ic]
Liebsraum : Shimmerduel, Swordplay, and Survival of the Fittest
Cuetzal : City of a thousand quack cures
At the Edge of the Impenetrable Jungle: Exploration and DiscoveryShimmer : Hope, Exploration, and Wild Chances
[ic=Shimmer]The trade-city and home of wild-catting Shimmer drillers abuts the writhing tendril-branches at the edge of the impenetrable jungle. Limitless timber, endless entrepreneurial possibilities, and prodigious amounts of Shimmer bubbling from the earth below make this fortified outpost the city of hope, exploration, and wild chances.
(http://upload.wikimedia.org/wikipedia/commons/d/d8/Lucas_gusher.jpg)
What to Do?-Register for salvage rights to explore for wreckage from the hundreds of ships sunk at the Rocks just north of city. Then dive beneath the waves and explore the inky depths. Dodge Kraken and Worrybeasts while trying to recover hundred year old unspoiled wine-casks and preserved ivory.
-Enforce law on the outskirts of the city after the local enforcement's power was compromised at the insistence of a group of tough, tattooed Mobius-Men.
-Help enforce the building code and keep the streets straight. Evict unlicensed street vendors, make sure everyone's food is up to inspection-par. Register people in homes of ill repute, and generally ensure that the law is being followed.
-Join the Local
Explorer's Society and help map the inner-lands, discover strange beasts, excavate odd and ancient fossils, achieve unique and strange feats of wonder (Think: Guinness Book of World Records), Meet strange and exotic people.
-Take an exploration party into the impenetrable jungle. But make certain to draft and have a notary cosign your will before you go. It is also recommended to draft a living will in the event that you return, but your mind is shattered. In Shimmer there is a brisk business for lawyers and notaries public.
-Sink exploratory pits, then drill wells for shimmer; Participate in wild-west style shootouts protecting investments from shady parasitic competitors all the while dealing with the jungle's horrifying animals and while staving off disease.
-Hunt wild beasts like the Lykenswing, and the Ivory-Tusked Brobdignagannelids, then return with trophies and equipment to fashion ivory-keyed pianos.
-Assess taxation in Shimmer for the Privateers of Mobius. Count all windows, not just those that face the street. This will likely involve much wall-climbing and perhaps even the peeling back of hastily applied plaster, or the overcoming of magical spells that conceal windows from prying eyes. (No one likes to pay taxes, the rich who can afford magic to evade wish to avoid the impositions most of all.)
Feature of Interest: Tendril Branches-The tendril branches are only incidentally dangerous. The tendril trees' roots delve deeper than any building in Gloria grows high, and when a tree is burned or cut, the branches will shoot up out of the ground and try to re-establish. There are literally millions of tendrils trying to sprout at any one time and they wreak havoc on homes' foundations. For every single one that is cut, five more reform. These hydra-trees are the biggest pests and are cursed more in Shimmer than anything else besides the
Shimmerbugsand the
Mobius-Men.
-It has been an endless struggle to eliminate the Tendril Branches from the outskirts or even the city center. And the tendril-branches suck much of the freshwater dry. If something could be done to eliminate the Tendril Branches, then the city of Shimmer could grow exponentially.
Point of Interest: Giant Hole-In the center of the city, there is a giant hole that goes down thousands of feet. The first hundred feet are criscrossed by guy-wires, and planks. Around a hundred and fifty feet down the city has built a floor that is more or less secured by bracing. There is a trap-door and a rope that leads further down. No one has ever explored successfully much farther than four hundred feet. To determine the ultimate depth of the hole, people have tossed stones, but no sound was heard. People have also dropped rope, but no rope could be dropped deep enough, not even a six-hundred foot Diamond-Shimmer stiffened coil. No one is quite certain what is at the hole's bottom, but it should be interesting to find out.
-The city charges all visitors to the Giant Hole a charge of 2 pence for the right to visit observation deck C, 5 pence to visit observation deck B, and a whole pound to see observation deck A (the lowest) and to peer through the trap door. Viewing-Goggles are available for rent at the entrance to the Giant Hole. Mimes, Jugglers, Fortune-Tellers, and Magicians put on shows near the Giant Hole and the general atmosphere is one of carnival. There is also a fun-house, the "Wondrous and Mysterious Giant Holey Place" nearby. It has several stomach-churning and gravity-defying rides along with an infininte hall and maze of mirrors.
Note: Inspiration: "THIS IS SHIMMMMMEEEERRRRRR"Point of Interest: The Honor Statue-Each year wealthy businessmen participate in a great auction for the right to place a statue of their choosing in the center of the city. Only two statues are allowed per year, one at the port greeting the incoming ships, and one in the ciy center. Often these statues are staid, honor-giving facades of their purchasers. Sometimes the statues are of a lover an ancestor, or an honored teacher.
-
Adventure This year however, there are a few odd bidders in the process. One, Jonas Salk, a noted prankster and medical experimenter who has grown rich from virus-vaccines has had an obscene statue cast- and he is in danger of being able to outbid the others unless something is done. Can you manage to cobble together a coalition of townspeople to outbid Salk? Will you let his obscene statue stand? Will you petition the city government to censor the statue, to relocate it, to alter the monstrosity?
-The other main bidder, Willard Baron, the mustacioed and wig-wearing Shimmer-Entrepreneur is rumored to have killed competitors in the Jungle and stolen their land-claims. He also studies Soul-Sanguinate Shimmer Magic and has been working with a succession of recently imported former criminal Shimmer engineers on a top secret project that some argue revolves around Shimmer Mind Control. Could he be intending to incorporate mind control in the statue if he wins? Will he be outbid? Will his plan be found out?
Point of Interest: The Grand Canal-At the edge of the city a great project is underway, the Grand Canal. When completed, the canal will cut shipping costs by thousands. Regrettably, many of the workers on the project fall ill due to jungle diseases. The only creatures which seem to be immune are the Hijra, and not enough of them are willing to work on the ambitious project.
Adventure: Free the enslaved Hijra! But who will work the Canal if the Hijra are gone? Maybe something can be arranged to deal with the disease.[/ic]
Evil Socialist LandsIntroduction to the Socialist lands
(authored by Ivan Salesmensch, Gloria Resident)[ic]In the far north, the hideously freezing north, the weak, the poor, the huddled masses, the eyeless, the armless, the half-witted are given the most, and the able bodied are given the least. Everyone is made equal and lifted up to have the same opportunities, except in Svain which believes with an almost religious-zeal that they have found a far more efficient way to achieve equality.
When a Socialist-lander dies, their estate is taxed at 100% and then redistributed to all, with regard to their need.
What has caused these curious people to choose to live in the fashion they make? Some argue that it is the desperateness of their land-- because the land is so harsh, all must band together in order to survive. I however, differ in my conclusion-- would not a dog scratch the parasite off from its fur if the parasite was taking too much? And yet the Socialist landers do not even seem intelligent enough to eliminate the dead-weight of their society. They coddle the old, the sick, the weak and nurse them in their infirmity. No where else in the World have I seen such curiosity.[/ic]
[ic=Dretch (Equality)]
Dretch (Equality)The Yurts of Dretch stretch on for miles, surrounded by cooking tripods and drying furs. The citizens of Dretch raise domesticated Tundrabears and Mammothbeasts for their hides. The animals run in the common-fenced area surrounding the city, protecting the city from incursions of Sabre-toothed Tigers, long ivory-nosed Vicious Stalkers, Bottlenosed Extractors, and even from the sneaky little snub-nosed Frost Gremlins[/ic]
[ic]Soccath (Justice)]
Soccath (Justice)Carved out of the massive Soccathian Cliffs and overhung by the solid Soccathian Glacier, Soccath is a network of tunnels both natural and hewn that stretches all the way until the Demonic Era shales. In the shales are found strange fossils of long-extinct races, the Predecessors who existed side-by-side with the Demons for thousands of years before the evolution of the current races. There are many theories on the Predecessors, but few archaeologists make their way to Soccath due to the heavy regulations placed on visitors.
Every visitor to Soccath must labor in its mines for a year before they may retrieve fossils or even before they are allowed to depart, once they have partaken of the common goods that are given to all on their arrival to Soccath. And for everything taken from the city, something of equal value must be returned. This has resulted in only the most determined of explorers (usually academics), traveling to Soccath.
Soccath's laws are overseen by every able-bodied resident, all of whom carry ice picks and hammers to hew their way through the rock and to tunnel through and ascend the glaciers to harvest Glimmersun berries that can only grow where the sun's albedo reflectiveness is at its greatest.
Adventure - Infiltrate Soccath and return with wondrous fossils of Predecessor races. The Predecessor races were mostly monstrous and frightening- demonic spawn. But some scientists believe that it is possible the current races all evolved from these frightening creatures.
Such a hypothesis is terrifying to capitalist Glorians say the least-- to believe that our ancestors came from such humble origins may be inspiring in a way, it is very disturbing to believe that our ancestors came from such a strange faery tale regarding the hideous demons.
The Faithful however, hold fast to the evolutionary hypotheses and are very interested in
I am probably going to have to start a new thread to accommodate all the new information since it's started to get too scattered in this thread. I'll put it on my to do list. Maybe today, maybe tomorrow, maybe some time far in the future... hmm..
New thread here: http://www.thecbg.org/index.php/topic,209486.0.html
Still incorporating data, but all the important posts are there in order, so it's not as ramshackle as this thread has become.