A Bridge To The Quiet Planet: Politics

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Let’s get to know more about the setting of my upcoming novel, A Bridge To The Quiet Planet.  It’s out late this fall but you can find out about the world now . . .

Politics

“Never trust a person without divided loyalties.”
– The Sixth Sage

The politics of Telvaren and all the human worlds orbiting Avenoth can best be summed up by that pithy statement from the ancient thinker. A further motto from the Reformation also adds some insight.

“Peace is when people agree on 60% of everything.”
– Unknown

The politics of all the worlds of humanity are thus summed up as follows:

  • It is considered natural and indeedp healthy for people to be involved in multiple organizations, churches, temples, unions, political groups, and more. It is by these multiple involvements that the reconciliation and truce-making necessary to politics comes about.
  • As long as people can agree on an (at-times slim) majority of things, peace is assured.

This leads to a mix of practicality and idealism, where people aspire to reconcile and fix issues while being members of their community, while assuming they’ll disagree with each other. Politics is soaked into the post-War culture, and it is assumed that all people to some extent engage in political actin. The idea of this endless cycle is called The Dance.

The Dance

The Dance is the nickname given to the various ways unions, guilds, companies, Great Cities, The Military, and more attempt to both get along and disagree. Everyone wants the Dance to go on, and thus does nothing radical to disrupt the world, meaning a great deal of politics is arguing, avoiding, bribery, negotiation, backstabbing, or just giving up. This constant low-level political activity is considered far better than the alternative of ignoring things until they go wrong.

This means for anyone in a remotely controversal, active, dangerous, or public profession that they’re always going to be involved in some conflict. Dealing with this conflict in a way that doesn’t spiral out of control is considered par for the course.

As an example, the relic-hunters of the mage’s guild Phoenix Ascendant may find themselves clashing with the guild of Radiant Visage, who hunt down and destroy rogue mages and dangerous magic over a trove of artifacts. There may be no violence (well, more than a broken nose or a display of magic), but there may be theivery, bribery, or deal-making. When open violence occurs, it is considered a failure.

One does not stop The Dance.

Political Parties

There are multiple political parties on all the worlds of Avenoth. Some may be as local as the Ward of a city, others may be planetary or interplanetary. Most people so inclined belong to multiple political parties, depending on their interests. Powerful Guilds, Unions, and Universities also act as political parties.

The parties respect The Dance as well, though some people find the arguing among them (especially in rather verbal places like Grand Ivar and Zafrel) to be cathartic.

Common Political Beliefs

Despite the acceptance of differences, thee are a few common political attitudes among the people of Avenoth.

The Need For Human Unity: Is very common – humanity must be united politically. This causes conflicts with the Unaffiliated Territories and large parts of Lindhaem for obvious reasons – they don’t want to be part of The Government. Fortunately this unity is often pursued in passive-aggressive means.

The Need For Division Of Politics: Most politics is split between The Government, The Cities, local territories, and assorted organizations. This is seen as good and healthy, in that certain areas of society have certain responsibilities. Its just people argue about what they are.

Multi-Level Identity: One’s political identity is assumed to be multi-faceted – one’s City, one’s professional association, your neighborhood, etc. THe idea of people having one “party” or “loyalty” is seen as unhealthy – and fanatic.

Caution over Innovation: Though how cautious people are varies, the culture/cultures of Telvaren and its worlds do not assume innovation is always a good thing. There’s so much history of dangerous magic and technology that “hey look what I came up with” isn’t something people always want to hear. Needless to say, mages and technics and scientists tend to overstep these bounds.

We Are Better Than Before The War: Though the Lindhaemi might disagree to an extent, there’s an assumption that humanity learned so many lessons from The War and The Reformation, that they are better people for it.

Fear of Another War: Built into the culture and politics of all the peoples whose worlds orbit Avenoth is a fear of another War, a great global (or now interplanetary) conflict. Though it’s seen as very unlikely, this fear is woven throughout everything.

A Minimum Standard Of Living: Povery and assumed poverty were both part of the times before The War, and after it. Between The Government and The Great Cities, there’s a large amount of financial, educational, and other support for citizens. Going hungry or without medical treatment is rare.

A Need TO Be Involved: Being part of society, functioning in it, contributing, is also woven throughout the culture. It is considered normal to do charity work, go to political rallies, be involved in public institutions, etc. A duty to society (and its parts) is considered normal.

The Inevitability of Politics: Finally, most citizens accept politics and political involvement, with all its ugliness and strangeness, to be completely natural. This leads to a kind of cynical idealism.

– Steve

A Bridge To The Quiet Planet: Mages’ Guilds

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Let’s get to know more about the setting of my upcoming novel, A Bridge To The Quiet Planet.  It’s out late this fall but you can find out about the world now . . .

Mage’s Guilds

Mage’s Guilds are part of the culture of Telvaren and the human worlds that are so historical, so commonplace, that no one remarks on them. They’re a part of life, like rain, if rain wore funny outfits and threw spells around

Historically, there have been Mage’s Guilds since various witches, wizards, sorcerers, and alchemists decided it was time to get organized, support each other, and outrun the occasional mob. Some Guilds trace their history back for thousands of years, though as the term “Guild” is a catch-all term for magely organizations, the modern Guilds are often removed from their historical counterparts. Except for historians, this is often of little concern in day-to-day life.

Mages usually enter guilds after formal education, usually the university level. Though there is often some experimentation in career, the majority stay with their Guild, and after five years some ninety percent stay with the Guild they are part of at the time – if that guild is still in business. Choosing a guild is obviously important, and modern career counselors do their best to keep up on them.

Guilds all have their own uniform, color scheme, and logo or badge to make them stand out. As there are a huge number of Guilds, this means that except for truly noteable ones (or stylish ones) people can mix up mages between guilds. It also means any hopeful new guilds will inevitably make style decisions that either conflict with known guilds, or look horrible.

The Guilds provide a large amount of services to their members that, if they choose to, cover almost all of their life needs. There is housing assistance, dining, job placement, training, and retirement benefits. Once a mage is in a Guild, barring any extreme behaivor (well, extreme for a mage), their life is defined if they so wish.

This is unfortunately not just due to convenience or social consciousness, but because to not belabor the point, most magical practitioners are a bit “off” or eccentric. They have radically different life experiences, they wield great forces, and they have to twist their minds into convoluted shapes to bend reality. The Guild ensures full support, and in a few cases, just makes sure no one does anything dumb and destructive.

By ancient agreement and modern politics, all teachers of magic and related professions are approved by a Guild – which of course provides various Universities with a reliable certification program. Some guilds with a teaching or investigative focus, like Phoenix Ascendant, certify non-mages in various historical and technical practices related to magic.

All mages are required to wear their guild colors and badge at all times to identify themselves. This allows people to know when a magic-user walks among them, and to respond accordingly. Though this has meant mages are now fully recognizable as a class of uniformed professionals, this casualness was hard-won over the last few hundred years. Because mages are seen as everyday citizens, Guilds go to great lengths to make sure no one upsets their golden apple cart.

Due to politics, personal preference, and the occasional collapse of Guilds, some mages loose their Guild status. These mages are required to register at a local University magic department. They dress in gray and are known as “unguilded.”

A mage that repeatedly does not identify themselves can be subjected to various sanctions, from expulsion to Guildmarking or Branding – magical tatoos on the face to make their magical nature unhideable. Some mages do this anyway to look impressive since they get to choose the style.
In some cases, Mages may belong to more than one guild; there are a slew of minor specialist guilds. Other guilds also sponsor spinoff or new guilds, often to expand their own power or deal with divisions in their own ranks.

Guilds are regulated by a council where each Guild of a certain size is represented. In theory guild population and seniority decide the votes each Guild has. It’s not that easy, and Mage politics are often quite underhanded and border on the bizarre.

The following is a list of noteworthy guilds:

Abiding Herald

The Guild of diviners, researchers, seekers, analyzers. Abiding Herald is a small but powerful and respected guild known for it’s knowledge and high standards. Despite these standard (or because of them) It’s a surprisingly relaxed guild – getting in is a mark of honor and the guild is mostly free of politics if only for its small size. If you’re in, you’re family.

Abiding Herald’s members wear black and silver. Their logo is a stylized eye, and because of it’s simplicity other guilds are jealous.

Celestial Foundation

The largest Magician’s Guild by a hair, and respected member of the Guild Council. Celestial Foundation has a well-earned reputation, but is very bureaucratic This is because many members end up managing its interests which include property, money, and more. It does produce and attract talented mages, but is riven with internal politics which has caused it not just to stagnate, but to slowly begin a decline.

Members of Celestial Foundation wear blue with gold details as well as blue hats or caps. They tend to wear blue jackets. Their logo is a four-pointed star on a horizon. They are always impeccably dressed and polite, and in “higher society” have a reputation for being charming.

Cerulean Compass

Cerulean Compass is a generalist guid of mages that is also one of the oldest – but not as old as Celestial Foundation. They have an emphasis on developing skills outside of straight-up magic and thus have an educated (and surprisingly functional) group of members.

Cerulean Compass openly sponsors new guilds as a way of cultivating power and keeping the world of magic shaken up.

Cerulean Compass outfits are blue and their logo – unsurprisingly – is a compass.

Crystal Tapestry

The guild of Illusionists. Crystal Tapestry has a long history, but is relatively small and thus has little say in the Council. They are big on ethics, proper practice – and kind of need to be considering what they do.

The guild itself is more a professional association like a union – focusing more on activism and training as illusionists easily find employment. Most work in the military/intelligence, entertainment, law enforcement – some are secondary guildsmenbers in other guilds.

Crystal Tapestry members wear white robes. Their badge is a black point radiating red, yellow, blue, and green lines.

Crimson Cornerstone

Crimson Cornerstone are construction-mages, specializing in working stone and metal and the like for buildings, repair, and recovery. They take great pride in their work, and have developed a strong presence on Gellitar as well as Telvaren.

They employ a large amount of specialty mages – those using only one form of magic. Many guilds look down on “level one” mages, but this GUild prefers specialists for some areas of work.

Members wear black and red, and shoulderpads fit prominently into guild robe designs. Their logo is a black cube on red.

Mirror Mountain

A relatively new and fast-growing Guild, Mirror Mountain is a generalist guild that openly challenges many of the older ones – mostly Celestial Foundation. Because of their willingness to do so, other guilds back them at least temporarily.

Mirror Mountain members wear vibrant purple robes with black highlights, their logo is a triangle-and-eye logo.

Obsidian Moon

Obsidian Moon is a Guild of Necromancers operating in the east of Telvaren, usually among Grand Ivar, Brightguard, Allanax and Kalstaff. They are a straightforward guild, focused on practice of their craft, and have little time for politics.

As they often have little time for social skills, they have taken to outsourcing certain delicate tasks to other guilds.

Members of Obsidian Moon wear black and purple. Their logo is a three-faced skull.

Phoenix Ascendant

Phoenix Ascendant is the guild of Reclimators and Reliquers, those that seek old technology, unusual technology, and reclaim it or defuse it. It is a respected, if workmanlike guild that attracts mostly practical mages and some suicidlaly weird ones the former keep in line. It is not a glamorous guild, but it is respected – and often wealthier than people expect.

Phoenix Ascendant keeps a large selection of scientists, historians, technics, and more on hand and certifies them as well. They are extended full Guild benefits upon becoming full members, aka a Signed Technic or Member.

Members of Phoenix Ascendant wear red wraps or robes with some gold trim, but usually its sober. A flame logo like a wing is their mark.

Radiant Visage

Radiant Visage is a guild that deals with rogue mages, magical dangers, and unusual monstrosities. They are the Telvaren branch of Silent Mask, when the guild split apart centuries ago.

Members of Radiant Visage wear light gray and gold, and wear masks that cover their upper faces when on the field.

Silent Mask

Silent Mask is a guild of exorcists, Demon Fighters, monster-fighters and at times trackers of rogue mages and magical experiments. Silent masc split from Radiant Visage some 2-300 years ago, and they are only found on the worlds of Gellitar and Telvaren.

They are known as a ruthless and at times fanatical guild, and they have an unpleasant rivalry with Radiant Visage. They also cross paths with Phoenix Ascendant.

Their outfits are always white and a mask is always involved, with various faces drawn in black – the faces tell something of their ranks. High-ranking members may have additional details in red and gold, while truly high ranking ones have blank masks.

Splendid Sunset

Splendid Sunset is a very “modern” Necromancer Guild operating out of Grand Ivar and Allanax. They specialize in raising the dead and contacting the dead for forensic and personal reasons.
They were founded by several other guilds some hundred years ago as a way to develop a team of Necromantic professionals with actual social skills, and to settle conflicts over “proper” use of Necromancy. It was easy to shut off people who seemed a bit too sensitive about the whole dealing-with-the-dead thing at the time.

Splendid Sunset’s members are trained in therapy, in speaking, and in etiquette as well as necromancy. Depending on your situation they are thus welcome and comforting or terrifyingly friendly. Other Guilds have found themselves outsourcing important tasks requiring a human touch as well as death-magic to them because they’re just so good at handling it.

Splendid Sunset members wear yellow and their logo – unsurprisingly – is a sunset. They also are known for fashionable hair and dress and use of makeup.

– Steve

A Bridge To The Quiet Planet – The Reformation

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Let’s get to know more about the setting of my upcoming novel, A Bridge To The Quiet Planet.  It’s out late this fall but you can find out about the world now . . .

The Reformation

If the War that scarred Telvaren is remembered as a hideous occurrence, enshrined in history and dramas, The Reformation is viewed proudly – and at times with whimsy. Comedies set during the Reformation are not uncommon.

The Reformation is the name given to the period of time where humanity reassembled itself and civilization on Telvaren and outreach was made to the other worlds. All dates are now reckoned from the start, and thus time is often done as AR (After Reformation) and BR (before reformation).

The Reformation was a seemingly near-endless series of meetings, councils, and committees that solidified the new laws and social policies that would govern the recovering world. Humankind and the gods both took part in the proceedings over the decades.

This was an era of comparative peace, but military conflicts between the remaining smaller nations, regions fallen into chaos, and even Great Cities was not unknown. The Reformation is officially reckoned to have lasted some fifty years, though the major work was accomplished in the first decade – but smaller conflicts over land and military bases and territioes occured for over a century.

War had been shrunk down to a managable, intermittent thing, mostly when City Guard units faced off over some piece of land that people assumed were important, but couldn’t prove why.

The major achievements of the Reformation were, in very rough chronological order.

  • Establishment of a planetary government (well most of the planet – the Unaffiliated Territories weren’t invited) run by an elected Parliament, represented by population for the most part, and a Prime Minister and a set of specialist Ministers elected within the Parliament.
  • Establishing the divisions among the armed forces and peacekeepers. Constables operated within cities and were armed only if needed. City Guard operated within the City Provinces and were armed as well as working on civic works. The Military operated outside the Provinces and on any cross-Province activities – in time this also came to claim most of the Ocean and airspace.
  • Recognition of the importance of the Network and making the technical organization known as the Technmoni the keepers of The Network. Led to the establishment of the Third Network.
  • Recognition of the Bridgers and their role in establishing and maintaining the Bridges.
  • Codification of universal laws shared by all Great Cities (though agreement took decades longer)
  • Moving the Parliament of the Great Cities to Allanax, a former capital of the most powerful nation of the West. Arguably Parliament moved to a city just outside of Allanax, but that didn’t work out considering the living conditions. There was also an attempt to establish it on the Moon, but no one wanted the commute.
  • Adsorption of assorted Knightly groups, warrior cults, and monster-hunting organizations into the Military.
  • Recognition of major Guilds, unions, and other professional organizations (which also helped lend the new Government credibility).
  • Establishing a more organized set of laws and policies for interaction between humans and gods – this also resulted in the recognition of Triad True as the major center of theological activity. Encouraging Warrior cults and groups not interested in becoming part of the Military to form organized Warrior Lodges and to engage in public service. It is apparent, if ignored by many, that the goal was to make them more into sports teams than military groups – and it seems to have succeeded, especially with the product endorsements rolled in.  However it took about fifty or more years.

Within a lifetime, the world saw peace, or if not peace, at least a place where conflict was highly localized so you could call it peace if you squinted. As of moder times, in the era of roughly 250 AR, war is unknown and conflict among Cities is mostly sniping, economic, and competitive.

The reformation’s exact end is not unknown, but is assumed to be between 48 AR and 53 AR. Most people round off at 50 AR and are done with it. History records that it didn’t even get a name for a good fifteen years, and was only named after someone realized there was an ongoing process and filed a petition to name it. Even then the term didn’t on for for another three years.

Because it is so well regarded – and because there were incredible amounts of debate, arguing, negotiation, and strange goings-on – The Reformation is oftern portrayed in a humorous light in popular culture. Several notable comedies are set during the time, and almost always focus on jokes about elaborate argumentation, characters wittily putting each other down civilly, comedies of manners, and bureaucracy. “Reformation-style” comedy refers is sometimes used to refer to humor of this nature generally.

The end of the Reformation is celebrated with the Unity Festival, though for over 200 years the festival’s exact activities and date keep changing because no one quite agreed on what it should be. Fortunately, people still argue about it peaceably – which may be the best way to celebrate the rebuilding of the world.

 

– Steve