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Post by Pudding on Oct 31, 2004 21:25:20 GMT -5
the Guardian bit was in response to something way back in this thread (i think...) about how the Eldar raised Guardian squads.
re: the rest:
tatoos, yeah, it's not that i'm against tatoos, but rather that i don't see political affiliations as being important enough for the Eldar to mark themselves with unless they were professional politickers. i see tats as being more associated with war and family, a la Saim Hann, but again, that's just me.
the 3rd Ed Craftworld Codex also gives a good example of multiple governance styles. Saim Hann has strong family ties, Biel Tan has an exarch government council, Ulthwe has an increased reliance on seers etc. in these varied structures, i think there's plenty of room for different ways for clans to work. i agree that Eldar are anarchists at heart, and generally leave everyone to themselves as long as they live within the structures that be.
truth be told, i don't see any reason that we have to come to a consensus on every minutia of this issue. since there's already a craftworld in the sector i won't be trying to move mine in, so there's no need for both visions be identical. we agree on enough that there are no fundamental disagreements.
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Post by Kage2020 on Nov 1, 2004 12:37:18 GMT -5
The government system is flexible enough that it mimics any of the 'governments' represented in the 'fluff', though is predicated upon the idea that outside interpretation is they key interpretation of the eldar. That is to say that the 'observer' does not have all the facts at their fingertips and so can misrepresent the various features... This post was made elsewhere: [/li][li] Ancestor Council. These individuals, selected from the most 'powerful' (? or something) voices within the Infinity Circuit, represent that which was. They are a living memory ( kinda) and repository of the wisdom of the past. They speak with the voice of the undifferentiated souls of the deep Infinity Circuit and, by default, the voice of the Craftworld. They advise, but do not govern. [/li][li] Clan Council. Individuals elected to position by their age and former choice of Path, they understand not only the forces within eldar craftworld society but those without. They determine the policy of the craftworld based upon the preferences of the individual Clans and the balance between them. They govern, insofar as it is many ways not a true 'clan' system but rather a combination of participatory and representative 'democracy'. [/li][li] Seer Council. These represent that which shall be; the future. (Amongst other things.) It is composed of represenatives of the different Ways of the Path of the Seer. They advise, but do not govern. The Councils do not necessarily have equal sway. It all depends upon the 'history' of the individual craftworld. There is, for example, a tacit assumption by practically everyone that there must be a Farseer present upon a craftworld. After all, the limited argument works on the principle that they are the leaders therefore there must be a Farseer... The Importance of the PathWe must not, however, lose sight of what the eldar Path is and the Farseers relationship to that Path. They are the "paramount practitioners" of the Path of the Seer just as Exarchs are to the Path of the Warrior. The Path dominates their lives such that they do nothing in exclusion to that Path. Their dedication enhances their abilities, true, but it also limits the way in which the operate and, even, think. Not the best choice for leaders... With that said, the Path of the Wariror has the " Menshad Korum", or 'Warriors in Search of Themselves'. Unlike other Exarchs who remain trapped within a specific Way, the Menshad Korum continually cycle betwen the various Ways. It would thus seem reasonable to suggest that there is a Seer equivalent... But I would personally imagine that such individuals are extremely rare. I'm rambling now, but hopefully some of the above will give the basic tools for discussion.. So what do we have in this system? Three different voices, two guiding and one determinant. But the froopy thing is that the determinant voice also listens. The Clan Council may make the decision, but the Ancestor and Seer Councils operate on so many different levels (within the Clan Structure, interacting with the Ancestors, the Ancestors interacting with the individual, etc.). How does this conform to the 'fluff'? In many regards the voice of the Farseers, if present, is in part the voice of the Seer Council. Indeed, if they are "Menshad Korum" then this would be compounded, since they are not limited by the Way upon which they walked before becoming a 'paramount practitioner'/Farseer. In this they can be said to lead, since their determinations are the basis for politicals decisions of the Clan Council (which becomes in essence a version of privvy council). A particularly charismatic Farseer might even literally guide all decisions of the Craftworld (e.g. Dukhat = Eldrad! ). If the Seer Council does not have a Farseer, or the Council does not hold sway as it does not on, say, Iyanden? A different voice is 'heard' and arguably 'directs'... The Clan Council becomes, in essence, the hand which is directed. The Path, the Councils and "Leadership"The system is therefore both flexible and robust, conforming to the 'fluff' while creating an integral approach to eldar government which can be used as a framework of interpretation. Similarly the acknowledgement of the importance of the Path in 'governance' and leadership, as well as the awareness of the difference between someone who walks a Way and who is trapped on a Way (or in the case of Menshak Korum, trapped on a Path) creates a specific system where leadership becomes dependent upon adoption of perceived responsibility and function... Pardon? Put it this way. If a Seer becomes trapped on the Path of the Warlock and becomes a "Battle Seer", do you send them on a mission of diplomacy? Would they even be interested in going? (Indeed, given the eldar approach to the Path of the Warrior and the Path of the Seer, a "Battle Seer" would be a rare indiviudal anyway.)[/quote] And why must there be consensus... We are, as far as possible, trying to 'properly represent' the 40k universe, and not necessarily buy into all the "get out clauses" that are present in the 'fluff'. Of course, to use my own words "If it ain't broke, don't fix it." But then again I do see the eldar 'fluff' as horrendously broken, much as Phillip sees the entire imagery of the eldar as broken.
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Post by Pudding on Nov 2, 2004 2:04:16 GMT -5
so i don't know anything about Babylon 5, so those references have gone over my head. if it's important to know B5 background, then i'm probably missing someting; if not, no problem.
uh ... okay. i'd always understood Balkanisation to mean the fracturing of geographically close but culturally distant populations, as happened in the Balkans, so if the Eldar were candidates for Balkanisation then you wouldn't expect i/emmigration to prevent it. i mean, would you see someone from Ulthwe to move to Saim Hann and feel at home? so i'm kind of missing your point here.
this might be a moot point now, but i don't see the old fluff as necessarily conflicting with the idea of a political body in the craftworld. if a Farseer says x will happen if we do y, then there still has to be a decision based on that information. i'm getting, from reading various things you've posted, mixed signals about how flexible the system you're advocating is; on the one hand, you say it can fit any of the fluff governments, but then on other you seem to imply that all craftworlds must have parallell structures.
i get a gut reaction that i don't like the 'clan council.' it's the name, it's the description, i don't know. on the one hand, you seem to want the idea of the 'clan council' to be all encompassing, to be a catch all for any kind of political body made of living, non-seer Eldar; on the other hand, you seem very attached to the idea of 'clans' as the base of this organization, and i think that's what bothers me. on its face, any political orgnization is divided into interest groups, so that's not really a big innovation of concept or at all controversial, but at the same time it's very clear that you have a distinct, and potent, vision of how these groups work together.
how would you react to the idea of the Eldar organizing their political bodies by Path? rather than having Eldar come together based on their political views, what if they organized based on their Path at the moment, and then each Path had a spokesperson to decide the course of the craftworld? of the Saim Hann model of family based representation. or a totally anarchistic system where no one labeled themselves at all, which would erase the concept of the 'clan' from the political body?
etc. my point is that, as a new guy who is working off just the stuff you've posted here in the Eldar forum, that i don't think the idea of the 'clan council' is as all-encompassing or as flexible as you suggest. implicit in the idea are certain assumptions that don't hold true for everyone's idea of how they see the Eldar, or their own Eldar. just for instance, i don't see the 'ancestors' as being seperate from the living Eldar when it comes to decisions, nor do i see the Farseers as being a seperate powers, rather than a facet of the whole that brings special information to the table. as such, conceptually, seperating the three into distinct parts of the whole gives what i think is a distorted image of how decisions are made. i don't see, for instance, three different voices in the Eldar government, and in that statementwe pile on all kinds of implicit assumptions about how the factions within the craftworld work.
i brought up consensus because i don't see the need for everyone to agree on how the Eldar run their own governments. putting your system out there is fine, but i'm uncomfortable with saying it's the definitive system to be used to describe or analyze the Eldar. i don't think we have to agree on how the Clan Council works, or whether to call it the clan or the glor, or how the Eldar view the younger races; i definately do not ascribe to the 3rd Ed idea that all Eldar look at all other races as necessarily inferior, rather than young and impetuous. i don't see why some Eldar couldn't beleive they had a duty to help the younger races just like adults have a duty to help children. i bring this up because you mentioned that, to you, the Eldar view other races as 'cockroaches.'
etc. i just don't see the need for everyone to agree on everything. i don't see the Eldar fluff is broken either, provided you're willing to put in a few hours filling in your own blanks.
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Post by Kage2020 on Nov 2, 2004 7:54:47 GMT -5
so i don't know anything about Babylon 5...then i'm probably missing someting; if not, no problem. It's not a problem. In reference to literature and televisual entertainment one tries to refer not just to a specific fact but an image or relations that have been detailed extensively. It sometimes makes understanding that much quicker and easier. i'd always understood Balkanisation to mean the fracturing of geographically close but culturally distant populations... That is, in essence, the seeming presence for the eldar, yes. ...then you wouldn't expect i/emmigration to prevent it. i mean, would you see someone from Ulthwe to move to Saim Hann and feel at home? The assumption in the 'fluff' - one that I feel is flawed - works on this principle, yes, both in terms of the 'origins' of the craftworlds (i.e. they have different cultures now so they must have had different cultures then) and the current 'state' (i.e. they are represented as different now and therefore they must be different). In part it is a result of the wargame: quite simply they need a simple setup by which they can justify conflict. I'm jiggy with that, but it's always struck me was... wrong, at least the way that they have achieved that. That and there is very little information on the craftworlds beyond the superficial nothingness that you normally get. if a Farseer says x will happen if we do y, then there still has to be a decision based on that information. The point being that an obvious reading of the 'fluff' suggests that because Farseer x says that something will happen if they do y, then Farseer x determines what course of action must be taken to make y happen or to ensure that it doesn't happen. That is to say they are the automatic leaders... on the one hand, you say it can fit any of the fluff governments, but then on other you seem to imply that all craftworlds must have parallell structures. Then you must have missed the point. Remember that all information from the eldar - and indeed most of the races - comes from biased sources, either Imperial scholars (or whatever), manifestations of limited information (battles, etc.), or in the image-heavy text where GW try to set something up (much of the so-called 'third person' or 'god text'). Put in simples terms, everything that you seen in the 'fluff' is a partial (mis)intepretation of the 'truth'. Furthermore, eldar society pre-Fall (not peri-Fall) was broadly similar across the various worlds because communications/travel was so easy and quick... (Note the above assumption by many that the eldar homeworlds were all cuturally different as counter-argument. This is where it comes down to preference.) The desire, therefore? To create a 'standard' system to which variation and exceptions can be made, rather than merely everything being different (i.e. exceptions are always made). The 'fluff' generates information that variously has 'historical figures' as being important, Seer Councils, Clan Councils or whatever... Given that the eldar were of the same (ish) culture before, then it is reasonable to infer that they would have the same (ish) start-up. (Again, there are some other features which argue against this, i.e. the nature of craftworlds, but these themselves can be argued against... It all depends on whether you 'believe' automatically in the difference of the eldar craftworlds and whether this shades your interpretation.) but at the same time it's very clear that you have a distinct, and potent, vision of how these groups work together. I believe they call that a government. how would you react to the idea of the Eldar organizing their political bodies by Path? I've seen this suggestion made before and, unsurprisingly given the viewpoints of the majority of the posters, everyone puts an amazing influence on those that follow the Path of the Warrior and those that follow the Path of the Seer. It's strange that, isn't it! This is, for me, self-evidently true since there should be no reason why one Path is considered more important than the other. But if you're having government by Path, then there is no reason that you cannot have a true participatory democracy: government by the decision of all members of the craftworld. Given the 'fluff' on the various ruling bodies of the canonical craftworlds and the premise of integration rather than segregation, however, this does not work as a valid interpretation. For me.
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Post by Kage2020 on Nov 2, 2004 7:55:13 GMT -5
of the Saim Hann model of family based representation. Lineages have an importance all to themselves, though primarily a historic/cultural one and not, in the basic setup, a political one. While the specific motivations for the maintenance of the 'family' as important is not really known, it is possible to maintain this since all the features are in place. In many ways the system presented is 'bland', to which you add colour... (With reference to Saim-Hann, GW argue that they were one of the first craftworlds to 'leave', thus presumably sharing something in common with the equally glitchy Exodites. Of course, this never takes place in a timeline (really) and conflicts with some of the concepts about craftworlds themselves, how they operated towards the Fall... blah blah. But, again, I personally work from a core model that you 'tweak' to create the system rather than automatically working on the requirement that they are different to pay homage to the 'thematic army' concept.) or a totally anarchistic system where no one labeled themselves at all, which would erase the concept of the 'clan' from the political body? This is what is known as an exception, but at least there is something to made an exception to. that i don't think the idea of the 'clan council' is as all-encompassing or as flexible as you suggest. Perhaps it isn't as all-encompassing, but it is a place to start. just for instance, i don't see the 'ancestors' as being seperate from the living Eldar when it comes to decisions... <grin> And it is not that simple. The 'ancestors' are integrated into eldar society on a number of different levels. Saying that they have a completely separate influence is much like saying that woman have no influence on men in pre-WWI European society, or indeed many other 'patriarchal' or mysogenstic societies out there. However, it is difficult if impossible to represent every feature... One must offer a setup for interpretation. The main problem with GW 'fluff' is that they have an 'end result' and no inbetween. rather than a facet of the whole that brings special information to the table. You will essentially see that is how they are described. The fact is, however, that in the 'fluff' they can be separate powers. as such, conceptually, seperating the three into distinct parts of the whole gives what i think is a distorted image of how decisions are made. Did you see the bit about them representing different aspects of the eldar history, i.e. past (Ancestor), present (Clan) and future (Seer)? Eldar society is highly ritualised, I would argue, and their government manifests itself as such. But that doesn't mean that they do not work together. This is not the Imperium. i'm uncomfortable with saying it's the definitive system to be used to describe or analyze the Eldar. That's fair enough with you. I feel that it is inherently weak that you deal with the 'every craftworld is unique' model. Well, when you take everything into consideration (past eldar civilisation, culture; origin of the craftworld and actions; actions since the Fall, movements around the galaxy... blah blah). i definately do not ascribe to the 3rd Ed idea that all Eldar look at all other races as necessarily inferior... Arguably that has been around since 1E if you considered the eldar to be 'alien' rather than 'humans with pointy ears'. i don't see why some Eldar couldn't beleive they had a duty to help the younger races just like adults have a duty to help children. Neither do I... and it really depends on what species your talking about with regards to adults and children. i bring this up because you mentioned that, to you, the Eldar view other races as 'cockroaches.' Generally speaking. In the same way that all "heretics, aliens and mutants" are 'bad' for the Imperium. A generic statement... i don't see the Eldar fluff is broken either, provided you're willing to put in a few hours filling in your own blanks. <grin> Then by definition the 'fluff' is broken, but you have your own interpretation.
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Post by Pudding on Nov 2, 2004 9:28:03 GMT -5
broken fluff is fluff that sucks, or contradicts itself, or doesn't make sense (like the war in heaven, on all counts). fluff that is widly incomplete is also broken, but i don't see the Eldar fluff as wildly incomplete as much as intentionally non-specific. you can't describe every craftworld or Imperial world because 1) it's too much information and 2) you've got to let people make up their own stuff.
which is the trouble i'm having with your government fluff: you've thought this out so thoroughly that its kind of limiting if i, for instance, accept it as canon. this is your vision, and i'm not trying to take anything away from it, but like GW fluff, there has to be room for 'this is not always the case' if other people are going to use it.
if Rule 8 applies to characters (if you submit them you have to accept what happens to them as the story unfolds), it has to apply to fluff in some degree as well, in that your ideas are going to inspire other people to have new ideas, so there's a certain amount of surrender that goes into putting your ideas into public.
my point is, if you want other people to participate in building this new fluff you're going to have to let them do it their way sometimes. i'm feeling a lot resistance to different takes on certain ideas, which works if this is your fluff, but if it's collaborative it can't be closed.
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Post by Philip on Nov 2, 2004 9:57:03 GMT -5
But if you're having government by Path, then there is no reason that you cannot have a true participatory democracy: government by the decision of all members of the craftworld. Given the 'fluff' on the various ruling bodies of the canonical craftworlds and the premise of integration rather than segregation, however, this does not work as a valid interpretation. For me. I agree, the idea of the Eldar running there society as a democracy is just wrong, and doesn’t tale into account the way the Eldar work, Democracy is too ‘human’ a way of doing things, hierarchy spring to mind, but again it feels wrong. If the Eldar are as intelligent and as ordered as they are made out to be, it would seem that any Eldar could lead in a specific event if their skills and abilities warrant it. I would guess that in ‘parliament’ any Eldar would speak if they had a reason to, and would self censor if their input wasn’t required. Being ‘highly evolved’ and lacking human emotions a system such as this would work (it would be a complete failure if adopted by humans). When thinking about Eldar society their increased intelligence has to be taken into account, they can make thing work that humans would simply see as ‘impossible’, and they can do this because they lack human nature.
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Post by Pudding on Nov 2, 2004 10:18:22 GMT -5
If the Eldar are as intelligent and as ordered as they are made out to be, it would seem that any Eldar could lead in a specific event if their skills and abilities warrant it. this is called a technocracy, and was championed by Veblen around the turn of the 20th century, thus is a human system as well. is it invalid? not at all, nor should we rule out majority rules as a possible way for some craftworlds to make decisions?
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Post by Philip on Nov 2, 2004 10:35:24 GMT -5
What I am describing in not a technocracy (government by technicians), I’m saying any Eldar with an applicable ability would speak and be heard, and it could be about anything relevant to the discussion.
As for democracy, I think it wouldn’t work as a system of decision, as all Eldar would agree on a particular coarse of action because they all understand that it is the correct coarse of action. This would mean unanimous votes in favour. So yes it would be the rule of the majority, but not in the way humans would use it.
I think the Eldar given the outcome would just dispense with the whole voting thing, as for them it is redundant.
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Post by Kage2020 on Nov 2, 2004 12:35:47 GMT -5
Exactly. And completely shaded by the 'theme' of the eldar as well as misinformation. Which implies that you are caught up - or fond - of the idea that every craftworld is significantly different, or different enough to notice the difference with ease. As with worlds of the Imperium, however, I personally find it is the commonalities that are interesting. In this case, I would - and do - personalyl argue that the eldar were far more homogenous than a seeming consideration of only one end member would indicate... A human body shares broadly the same characteristics with every other human body, yet once you put the flesh on it everything begins to change. There are no real ways of reconstructing the face of an individual, despite what the TV might suggest. It all comes from the same rough structure, though. The structure advocated here operates as a basic under-pinning that, again, you can alter to bring your own interpretation, or copy one of GW's interpretations, or whatever. Or you can throw it out to make an 'exception'. The idea that every craftworld is unique except through the armies, which have to conform to the same rules set, is... strange. While I thank you for the compliment about the 'thorughness' of the system, I do not feel that it is remotely exclusive in any way. It looks at the 'fluff' and the eldar and attempts to identify common features and how these might be altered if you wanted to get different effects... Again, the system is flexible since, remember, the 'influence' of any one particular Council can vary tremendously, even to being displaced by what might otherwise be a subsidiary (i.e. Council of the Young King, a by-product of Clan Council by reasonal inference). Perhaps that might be how you vision extra detail? I view it as a skeleton upon which you build things. Your arguments would seem to imply that you view them as a cage? Discuss your point, argue the relative merits and how they are appropriate and interesting to the universe. You'll find that I change my approach when things work better, though not strictly 'cooler'. The system was created when reading through the 'fluff' and realising that there was in no way enough information to make a half-assed attempt at a 'detailed' culture breakdown of the eldar. When I have seen something which I consider 'better' I have always integrated it, even though I might have resisted it and argued against it. So, if you have something that you feel is not covered then perhaps you could mention it rather than making generic statements...? (This is an invite, not a challenge.) Technically speaking the 'fluff' woud suggest that a democracy wouldn't be a "human" way of doing things, at least in the 40k universe! This is why I see that personal responsbility is paramount of the eldar, as is an awareness of ones own abilities and past experience. Given that I personally argue that the "Clan Council" deals with not only the internal forces of the craftworld, its primary job is detailing how the eldar are going to interact with the rest of the universe. After all, when it comes down to it, how often do the eldar have to make foreign policy decisions? The "Clan Council", just like any of the others, do not spend their times in meetings! Hmmn... this seems to imply that there is some huge misunderstanding as to the nature of the "Clan Council", since this is the major bug-bear that you seem to be having. That is what the concept of the 'clan as interest group' was meant to provide a context for.
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Post by Pudding on Nov 2, 2004 13:34:11 GMT -5
Which implies that you are caught up - or fond - of the idea that every craftworld is significantly different, or different enough to notice the difference with ease. As with worlds of the Imperium, however, I personally find it is the commonalities that are interesting. In this case, I would - and do - personalyl argue that the eldar were far more homogenous than a seeming consideration of only one end member would indicate... that's just unrealistic; on Earth, which is the only real model we have for intelligent life, or life at all, we have instant communication across the globe (like we're doing right now), incredible ease of travel, and we don't have anything even resembling a common human culture. how the hell could the Eldar, with their people spread across many worlds, who live a life of leisure and pursue whatever interest takes them, even come close to a single, homogeneous culture? if the Path is the rejection of the old ways, then wouldn't the Eldar have been more anarchistic prior to the Fall? to compare the Eldar to Humanity, in how its fluff is depicted by GW, the diversity of human culture within the Imperium is staggering. look at all the different IG regiments: Cadiants, Mordians, Praetorians, Tallarns, Vallhallans, Catachans, Guys with Gas Masks On, and that's just the military. the cultures that produce them are equally diverse; there were good peices about the various worlds that produced these regiments in WD. some Imperial worlds are extremely devout, others are on the edge of rebellion, others have rebelled (Kreig), etc etc. just within Anargo there's plenty of diversity. so why should the Eldar be afflicted with everyone being the same? the Humans get to be different; and if you consider the Human worlds that aren't part of the Imperium, they get it double? i see no reason that the Eldar must have this universal structure. is it a skeleton or a cage? it's a cage to someone who doesn't agree with your vision, because they are relegated to being an exception. i don't want to argue or debate this, i'd rather just share ideas, but that requires all parties understanding that no one's ideas trump other ideas, and unless i've totally misread this, you seem intent on building fluff that you want to apply to all Eldar. i don't have a problem with your fluff per se, it's just i don't agree with everything you've come up with, and i don't think either of us should have to change their mind. we're realy getting into narcissisms of small differences, and there's no need to have to agree on everything. put it out there, and if someone likes what you've done they'll emulate it in their own fluff. if not, it's a big galaxy: the milky way is a land of contrast. and re: all the Eldar militaries being the same, two words: counts as. if you've ever seen Agis' site, he came up with a very good idea: you wanna play Harlequins? use the DE Wych Army list, it's pretty close. one thing i really like about BFG is that they don't make a new weapon for everything, they built one simple system and apply it to all the races. so the Eldar have more powerful weapons? they need fewer actual batteries to match Imperial firepower whatever. GW built a balanced list (IN THEORY!) and i doubt anyone would give you flak if you renamed the Striking Scorpions your own Aspect, converted the models, and showed up at a Games Day. no one says they have to be the same, they just have to use the same balanced stats. but then, the Craftworld Codex and GW's interest in making new SM and IG specialist lists, seems to indicated they are interested in diversifying the army lists, at least to some degree.
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Post by Sikkukkut on Nov 4, 2004 1:58:36 GMT -5
it's a cage to someone who doesn't agree with your vision, because they are relegated to being an exception. i don't want to argue or debate this, i'd rather just share ideas, but that requires all parties understanding that no one's ideas trump other ideas Although I see your point, I think that that approach is more suited to a pure discussion forum at Portent than here. Here, we're working not just to punt a bunch of ideas around but to build, from foundations upwards, a detailed and vital portrait of a piece of Imperial space. Although it would be nice if every conversation organically evolved into a picture of each aspect of the 40Kverse that everyone subscribed to, that isn't going to happen: several of us have come into the project with fundamentally different pictures of the setting that just aren't going to mesh without someone giving way somewhere. For the project to go anywhere there has to be someone whose ideas do trump the rest of them to break these deadlocks. That person is Kage. Kage is the guy who thought up the idea for the project, laid the foundations, set up the original Portent threads and created these forums and recruited the rest of us. That means that, while it's designed to get input from many people and will benefit from a mixture of minds, when you get to the crunchy end it's Kage who has the right to step in and say "I've considered the different points, and now this is what the Project is going to use." It's not really much of an issue IMO. Look, there are several things that have become part of Anargo canon that I don't agree with, from particular aspects of the background to general principles about the "tone" and defining imagery that's assumed into the groundwork. But that's cool. I just work on the bits of the project that appeal to me, float my ideas when it seems that they'll be useful and where they don't clash too much with the prevailing views of the setting, and remember that the version of the 40Kverse that we're building here is one possible version of it, not laws carved in stone which will bind the whole hobby. When I'm working on stuff to go into the Project, I accept that other people's input is going to modify what I invent and the final word about its validity for the Project, should one ever become necessary, will be Kage's. In conclusion, the Project will try to accommodate as many people's ideas as possible. By all means argue for your ideas, as vigorously as you wish. However, for the Project to work as a coherent whole there will be times when it needs to be laid down that this piece of fluff is going to work in that way. When a decision like that has to be made, it's always going to contradict some people's personal 40Kverse - sometimes it will be yours. That's unavoidable. And because it's Kage's house, it's Kage's rules.
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Post by Destecado on Nov 8, 2004 17:45:15 GMT -5
For the project to go anywhere there has to be someone whose ideas do trump the rest of them to break these deadlocks. That person is Kage. Here here! In the end, it always comes down to whose going to play god. For the ASP, that position is currently held by Kage. The position of Lucifer is still open though, if your interested... Pudding, a discussion on how decisions are reached in the APS is valid and welcome, but please start it as a seperate thread in the General Discussion forum. This is not the only thread on which this issue has been raised and while an interesting subject, I personally feel that it is a distraction from the original focus of this thread....which I will now get back to. With regards to the Eldar government, one thing that we need to rememebr is that the craftworlders are not so much refugees as religious emigrants. In much the same way that the Puritans fled pursecutions and what they viewed as a corrupt society in England, the Craftworld Eldar fled the debased society of the homeworlds. This diaspora was done in stages, with each craft world representing a seperate group of those reacting to the troubles at home. Originally, I had thought to define these seperate craftworlds as beening similar to the cantons of switzerland (see the previous page of this thread). I have come to beleive that rather than being the way the culture is on craft worlds, this may have been how the eldar government existed before the fall. It allows for the greatest amount of personal freedom, while at the same time continuing or supporting the existance of a greater cohesive state. The craftworlders were exercising their right under this cantonal system to "vote with their feet", by leaving their canton of origin and moving. The difference lay in the fact that they did not move to another canton, but left the homeworlds entirely. This was in an attempt toinsulate themselves from the corrupting influences of their bretheren. Though there exodus may not have been one of religion, it was centered around morals. The craftworld eldar rejected the moral decay of their bretheren and struck out on a new path. They would have carried the basics of the cantonal system with them, but changes would need to be made in light of the creation of the path system. It may be that the communes that had existed previously were replace by the paths or the path system might have emulated the commune system that had existed previously. This may sound odd, but I view the paths or the communes to be similar to support groups at least for the Craftworlders. The pull to give into their baser desires are still there...in much the same way for alcoholics the urge to take a drink is ever present in their lives. The path and the support group established by the commune help the eldar make it through each day. each canton or commune would have its own dome or share a dome with other communes in a single dome (canton). The memebrs of a given commune or canton would oversee the daily management of their dome. the central government of the craftworld would be in charge of descision or services that effected the craftworld as a whole. This is a representative style of government. With so many decisions made at the local level, each eldar is closely involved with the laws and regulations which affect their lives. The Farseers and Spirits of the Infinity circuit definitely have a say in matters that effect the entire craftworld, but not in matters that affect a single canton or commune. Also, with regards to the Farseers ruling based on their visions, I don't see this as happeneing. In this form of representative government, they would be one voice among many. Another reason is that the Farseers are somewhat divorced from the concers of everyday life. Their visions need to be weighed against everyday practicallity. the same goes for the input of the spirits of the Infinity Circuit.
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Post by Kage2020 on Nov 13, 2004 11:37:39 GMT -5
I'm going to have to come back to this thread when I've got the ISP sorted out, but many of the points are covered in the SR of Uuranor en'vesta which will be posted later.
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