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Monday, November 30, 2009

Contents

OUTLINE

Cosmos innumerate, volition pervasive
World & space

Island & Islet
Why the focus on goodness winning
-

Mythic times

Frontier
River Town folk
Plateau City

Cabal
-
Modern times
Qualities of modern nations
Roles in modern nations

The Cooperate
-

Future times

The vanishing of Island

Space vessels
Interacting with future cultures
-

SERIES

The historic urge 1
The historic urge 2
The historic urge 3

DESIGN

Interactions

Qualities of modern nations
Roles in modern nations


Contents

The vanishing of Island

Island & Islet, by the closing of Modern Times, was crowded out by the expanding power of War-machine, soon to be named Warmongers, and the ever-presence of the Secret, at the threshold of becoming the Hidden.

The Cooperate had largely fallen, as a region, to the encroachment of the War-machine and its servitor states, the subversion from within by the Secret and its clandestine revolutions.
Whoever & whatever still aligned with Island had converged upon the lands, waters & skies relatively closest to it.

During one sudden day in these end times, Island and the ex-Cooperate suddenly physically vanished.
Where their locations and planetary spaces once lay claim, either neighbouring regions sewed up to seamlessly adjoin each other, or these places simply became bare of sentient life & artifices, or some things else existed in coherence with War-machine or Secret culture, depending on which had taken deeper root.
These 2 so-called forces on-planet either seemed unaware that another state of affairs ever existed, or appeared unconcerned, or would not ever tell.

Where had these now former nations gone?
They were now reformed as the Wise, and they existed, in outer space near & far from the World as it was used to be known.
The open secret was, they existed even more now in an alternate reality to World & Space, far more reached out across the galaxies than was ever thought possible.

Remembering their origins, the Wise had instantaneously returned to guide the other now-spacefaring civilisations, towards the one direction they would eventually take.

The now-Hidden likely secretly rejoiced at the vanquishing of one major enemy which never really left.
But soon, they were kicked out of World and forced to re-establish among the stars.
But how could the now-Warmongers, boorish & ignorant as always, possibly ever suspect their existence, and know how to exploit their limitations?

Contents

Saturday, November 14, 2009

Interactions

World:

required for:
Myth & Modern
Space

triggers:
lands, waters, skies
Island, Islet; Frontier
-

Space:
required for Future
triggers outer space: star systems, galaxies

Myth: required for magic
Modern: required for present reality
Future: required for ultra technology

Island:
required for Islet
triggers Frontier

Islet

Frontier:
triggers:
Kingdom, Unseen Living Wall
Hostile, Infest, Tyranny
Cabal

Kingdom:
requires: Frontier
triggers:
Unseen Living Wall; Tyranny, Cabal

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The historic urge 3

The Builder cast working awareness farther out than this world, this space, seeking to go back beyond their origins.
It was known, where it became known, that individual universes followed their own absolute, immutable laws, which not only might not work outside of their spaces of jurisdiction, but became far worse than meaningless anyway.
And so this allowed the Builder, while shaping the world, to assuredly follow its dimensional peculiarities, which allowed for variable, dynamic distances between renowned locations.
This means that to those denizens familiar with the waters, skies & lands, between major settlements, travel was only a certain matter of days, weeks, months.
To aliens upon the world, it might take years, or never, to find sites they were unfamiliar with.

The equivalent of a dry chuckle released from the Builder, upon thinking of further implications.
This indeterminate nature of distances meant that this world was an infinite scroll, in any direction, towards all other native places, unknown or suspected, across the firm or the wet, AND even to other locations & realms created by others!
So a sailor might travel weeks 'northwest' with intent, and arrive at cold swamps of another rare continent, knowing the port he sought awaited him.
And a flying dragon would travel against the sun (or suns), passing dawns & dusks in succession, until plunging into a vast subterranean cavern encapsulating a conurbation of cities.

The Builder felt somewhat a rush of excitement, much like what occupants of this world would, when some would eventually know what can be known.
Some landmass, containing fluid, surrounding space and living awareness will traverse more than this alternative reality, which was all that almost all would ever perceive.
That civilisation would then spread not just in multiple dimension, but multiple alternatives too.
But why would the Builder, mightier than local deities and minor gods, feel anything approaching awe, when to achieve this structure required but the merest of tools?

Because with what was being built, humble appreciation of cosmic wonders was fundamental to existence itself.

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Thursday, November 12, 2009

Cosmos innumerate, volition pervasive

The entirety of the cosmos, with its multitudes of universes, cannot be fully, thoroughly, easily be perceived and conceived of, all at once, by the mortal mind.
Yet ultimately underlying all endeavours by sentiences, is the prevailing urge to do right, to gravitate towards the fundamental, beneficial order of things, to flow harmoniously onward from the death-knell of entropy, and the turbulence of chaos & creation.
From the moment of great expansion, to the inexorable rip-apart of the utter, distant end, at least in this portion of space, that primal urge drives all diversity towards the refined, pure end.

Good & evil, as humans understand it, for example become such narrow, self-centred concepts.
In World & Space, the local governing laws of the greater galaxy, and finally universe, congeal into 3, not 2, opposing forces, those of Right, Power & Ego.
From here, the unfolding histories, sagas, epics, stories never-endingly emerge.

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Wednesday, October 14, 2009

Why the focus on goodness winning

Some story places are based on powerful evil existing & growing, and epics enacted as good, in the form of fallible, mortal heroes, striving mightily against great odds, often failing and turning traitor in tragedy after tragedy, before the hard won, temporary victories.

Some fiction universes feature not the bipolar struggle between good & evil, but with order versus chaos instead.
Or they go further, where considerations of morals & ethics subsume amidst the diversity of other considerations, such as gain, advantage, benefit, profit & power.

I believe in the right, the sensible and the practical ultimately holding supreme over all else.
I see it as the inexorable outcome of all strivings and struggles.
It is about optimism, about cheer despite adversity, about learning from the past and starting from the present towards a better future.

The latest form of this belief is here in World & Space, Island & Islet, and the Wise.

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Roles in modern nations

fiction

Island Folk move effortlessly, from their state out amongst the seas, to many places all over the Cooperate, and also undeterred in dangerous lands of conflict under the yoke of War-machine and Secret.
The all-reaching yet unassailable nature of their pathways and Islet facilitate their frequent travelling, and ensures instant recall home in the event of threat or actual harm, or very rarely, demise.
This connectedness extends in the perpetual state of networking and mutual awareness of fellow citizens, which enhances their already formidable capabilities to overcome any obstacle and withstand any foe.
Their consistently versatile person-of-trades profiles, which quickly specialise & upgrade in needed narrower aspects, make them top experts in whichever mission they happen to be pursuing at a given time.

Island also has the Unreturned, individuals most often living in the Cooperate, who do not realise they are sleeper Island folk, and have not realised the unbeatable potency within, which activate upon being convinced of their true identities.
The Unreturned are not always well-known as outstanding, upstanding persons within their adopted countries; they also exist inconspicuously, with seemingly mundane actions & lives.
One common pattern seldom detected of them, is that they are uncommonly aware of the world, and uncannily able to sidestep even sure death or ruin; whatever positive causes they work towards, invariably & eventually succeed and bear fruit.

Cooperate's best are often Professionals, highly educated in a particular field, and devoted to bringing out the best work through their expertise.
They prove what ordinary people can do, usually without any special gifts beyond their integrity and determination to succeed.

Those particularly attuned to innovation, trailblazing and the avant-garde become Entrepreneurs in Cooperate.
Not just focused on making wealth through trade and other means, these Entrepreneurs lead in their own chosen fields, from improved new methods in technology, through new expressions of communication in entertainment media and knowledge production, to new systems of thought or survival training.

War-machine expansion is led by Warlords, who mostly initiate hostilities from their territory bases through overt conflict, and less commonly engage in propaganda and spin to achieve expansion.

Complementing their goals are War-machine's Sowers, who move into target future acquisitions to spy towards an understanding of the target land's vulnerabilities, before generating discontent and dissent, until countries and communities are ripe for invasion & takeover.

Hostile denizens are most strongly represented by Havocs, who promote the Hostile ideology of spreading chaos and violence, by generating extreme terror in regions unfortunate to be in the vicinity.
This is done similarly through physical force and mental trauma, as War-machine might do, but more disruptively and aimed towards devastating rather than absorbing territories.
Because of this, Hostile and War-machine appear to be converging to common cause, and their expected merger in the foreseeable future is also seen as given.

Secret's Latents are found in every community, except where they have been rarely but repeatedly and thoroughly weeded out.
They are highly adept at fishing for intelligence, to be later used to Secret's advantage and the community's detriment, especially by Puppeteers.
In this they are more effective than War-machine's Sowers, but pale in comparison to Island Folk.

Which brings in Secret's elite workers, the Puppeteers.
Besides maintaining ever control on preferably all major cultures, or ideally all creatures on World, at the same Puppeteers also have to maintain a strong semblance of authentic volition, on the part of the countries they have infested, such that compromised Cooperate towns and infiltrated War-machine bases appear to be what they are expected to seem like.
So far, utter failure continues where Island & Islet are concerned, and an unexpected handful of Cooperate settlements.

Contents

Tuesday, October 13, 2009

Qualities of modern nations

fiction

Island folk are Very Sensible, they do what is right & practical, and this cultural strength makes them immune to deception.
They are Very Defensive, suffering minimal injury & destruction from hostility, aggression & violence.
They are also Very Truthful, being unaffected by deception and undeflected by secrecy in gleaning actual realities.
They are at least Strong, Agile, Tough & Smart, with a constant option to become Very much so, as required.

Cooperate denizens are Sensible, conferring them considerable resistance to manipulation and intimidation.
They are Defensive, and reduce injuries & fatalities suffered in hostile encounters.
They are Truthful, which makes them a challenge to convert via illusion or threat.
They are Tough & Smart, requisites for surviving in the dangerous modern frontier of liberty & democracy.

War-machine populations are Very Aggressive, with physical offense following closely after failure at forcing others into submission; at times happening anyway even after they enjoy capitulation.
They are Very Proud, steadfastly refusing to admit wrongdoing, vigorously covering up for any present weakness or perceived limitation, rejecting advice & suggestions that do not seem to originate from themselves, and attempting to squarely put the blame for any hitches on others.
They are at least Strong & Tough, often tending towards Very much so.

Infest creatures are also Very Aggressive, rarely preferring parley, dialogue or diplomacy, over crushing every other group & individual, whether by overwhelming brute force, or devastating treachery & cunning; not surprisingly, they don't even keep up a semblance of discourse with other states, on the modern world platform.
They are usually Very Strong, Very Tough and Very Agile, and within their borders hold the largest majority of human-like forms which have become something widely considered far worse.

Secret operatives are Very Secretive, highly hoarding against revealing even the merest mundane scrap of information, preferring to gather & keep data to the extent of depriving all others of the same, and even until such knowledge rots, becomes obsolete and is rendered useless.
They are very Deceptive, earnestly pursuing misdirection, delusion & lies, however destructive that becomes to other nations & cultures.
They are also very Controlling, preferring to preserve the appearance of free will in all other foreigners, when in actuality they have been manipulated towards making every move in accordance to some undivulged master-plan and overarching strategy.
The denizens known as Secret are Smart, frequently Very much so.

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Interacting with future cultures

fiction

What often happens to cultures interacting with these 3 space forces?
The Wise have subtle & emphatic first contact, followed by the Hidden and their insinuations & puppetry.
Warmongers eventually appear with much drama & spectacle, to cause mayhem & devastation.

In the aftermath, the Hidden leach as much as possible of the original victims, who are weakened, absorbed or destroyed by violations of the Warmongers, depending on their comparative strengths.
The Wise instead positively enhance surviving cultures, or help save fallen ones by offering community.

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Wednesday, August 19, 2009

The historic urge 2

fiction

"Good always wins in the end."
"The truth will out."
Cliches, cliches.
Time to affirm something more original.

With that subvocal barely leaving the throat, the Builder shaped an island, the waters round it, the air above, and its foundation beneath.
Ever thrifty the Builder was, using adequate matter to create space of best value.
There was enough left over to draw forth a wisp that could extend anywhere nearby, and drew from the full capabilities of this space.

Those who lived here, and after a semblance of death passed on into forever memory, were all extensions of the Builder, deliberately focused & narrowed into mortal purpose, but already they would be seen as gods & supers, on most worlds fantastic or probabilistic.

So the Builder knew that they were best located on the island, it becoming some kind of paradise or utopia, while people lesser in capability but equal in spirit ventured forth into the vaster lands beyond. This would become their Frontier, in more than the mere tangible sense.

Because they were more fallible, Frontier folk could frequently and easily convert to the powerful influences of Power & Deception, forming the fuel, fodder & impetus of their empires' growth.
But all this was at it should be.
Wisdom after all blossomed when facing much tribulation from its opposites.

And so the Builder released the solids, fluids & gases to arrange themselves, at random and by mystic will, to form the rest of the playground, upon which World would make its own history.

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Copyright Alan HEAH Kian Chye. All rights reserved.