Difference between revisions of "The Thracian Hegemony"

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These are setting essays by Nick the Nevermet for the [[The_Wyzard_Setting_Essays|Wyzard's fantasy setting]]
These are setting essays by Nick the Nevermet for the [[The_Wyzard_Setting_Essays|Wyzard's fantasy setting]].  It is currently written "in character" from one standpoint.  Over time, I hope to write from other standpoints.
[[Welcome_to_Freedom|Welcome to the Thracian Hegemony. Welcome to Freedom]]
== Welcome to the Thracian Hegemony. ==
Welcome to the Thracian Hegemony. Welcome to freedom.
Long ago, humanity did not dream of freedom.  Rather, its leaders
dreamed of power.  This hubris caused the downfall of the Amaranthan
Empire, a downfall that was as inevitable as it was disasterous.
The sorcerer-kings were replaced by Vampire Princes, demonic patrons,
and alien intelligences who erected the Dark Kingdoms on the backs of
humanity.  The Dark Kingdoms were the natural conclusion to the
vicious pursuit of power began by the Amaranthans: sectarian, war,
suffering, alienations, and hopelessness reigned supreme.  Humanity
dreamed of little beyond survival.
The rise of the Thracian Hegemony was a successful rejection of this
social order.  There was no revolution creating a new kingdom, as that
would merely continue the cycle of oppression.  The Hegemony was
something new and distinctly, wonderfully human.
The Hegemony can be thought of as a web, though not for prey like a
spider’s web.  Freedom is a product of the Hegemony’s collective
effort, and through integration into the Hegemony a nation’s people
gain access to freedom in ways it could not have dreamed of before.
The Hegemony can be thought of as fabric that clothes humanity,
helping to protect it from a hostile world.
The Hegemony it is a network of organizations and institutions
dedicated to helping humanity transcend the provincialism.  The
Hegemony is composed of combines, formal organizations with specific
missions (“threads”) in accordance with the Hegemonic worldview.  Some
promote particular industries, others general economic growth, or a
political concern, a form of government, or any number of countless
other matters.  However, each combine is defined by an interest it
promotes in the name of the Hegemony: humanity shall be free to have a
full life of opportunity to be assembled as they see fit.
The Hegemony is not a government, and it does not serve governments.
It is not the market, nor does it serve the market.  It serves
humanity in all its infinite possibilities.  Markets and governments
are inevitable and necessary, but they must serve humanity, rather
than force humanity to serve them.  The Hegemony calls its attitude
toward governments and markets “parameterism:” a few key ideals
regarding universal human rights must be recognized by all nations
within the Hegemony.  Beyond these core ideals (“The Parameters”),
humanity is allowed to self-organize as it sees fit.  Two of the most
basic are democracy, the will of the people directs the nation’s
course, and functionalism, societies are to be sustainable and
efficient.  The Hegemony sees these as interrelated, and offers
assistance in the form of experts and technocrats to ensure integrated
nations can be maintained within the acceptable parameters.
=== Life in the Sunrise. ===
The Sunrise Realms, also known as the Selvaged Realms or
(derogatorily) the Salvaged Realms, are those nations which have been
newly integrated into the Hegemony.  They exist in a thick, long arc
beyond which the Dark Kingdoms still stand, dominated by dark and
inhuman rulers.
More than in the Core, the people in the Selvaged  feel the continuing
threat of the Dark Kingdoms.  The Vampire Princes range from
inscrutable to alien to mad, and the general populace thus finds their
attacks and plots utterly beyond comphrehension.  Hegemony technocrats
manage the situation best they can, but perfect security is simply not
The technocrats do everything they can to keep the Dark Kingdoms at
bay.  Intelligence operatives track and predict attacks.  Military
officers constantly adjust forces to repel the enemy where they can.
Not all threats, however, can be correctly met by cold, impersonal
efficiency.  For all others, the Sunrise turns to heroes.
== Heroes ==
“Hero” is a generic term for individuals who, through whatever means,
have amassed a great deal of power attached to their person and
personality.  Some have powered armor.  Some are wizards.  Some are
even genetically modified.  All, however, are spectacular: powerful in
a way that demands attention.
There are a number of descriptive categories heroes can fall into.  If
a hero is employed or sponsored by a nation, the hero is a magistrate
or a magisterial hero.  If, however, a hero is primarily attached to a
Combine or combines, then the hero is a champion.
Most heroes are retained or attached to a particular government or
Combine.  The Free City of Ion retains the Maul of Comets to defend
their city from whatever demonic monsters come its way.  Jessica the
Windguilder, on the other hand, is attached to the OVDA, the Outer
Valley Development Authority, a Combine organized to re-populate and
develop a region decimated by the Dark Kingdoms.  They are well funded
and have a predictable mission.  Retained heroes are very different
than freelance, or less politely, mercenary heroes, who move from one
patronizing entity to another.
Eccentric heroes are those who do not fit cleanly onto the retained –
mercenary spectrum.  Lord Rail funds his personal vendetta against the
Dark through the spoils of war.  Brother Break, on the other hand,
primarily makes draws his wealth from his exclusive sponsorship deals
and his regular video specials.  There are even a few, like Faithful
William, who scrape together enough resources through amassing
Hegemonic development grants.
Magistrates are heroes associated with a particular nation’s
government, a situation that creates certain inevitable tensions.  On
the one side, there are faceless, expert technocrats keeping society
running.  On the other, there are the heroes, walking spectacles that
defy formalization by their very nature.  And in between, there is the
public.  The public may want many things, but more often than not, it
rejects the idea that there is an irreducible tension between heroism
and technocracy.  This dynamic exists throughout the Sunrise.
Meanwhile, the Technocrats constantly attempt to minimize the role
heroes play within ‘real’ government matters, and the heroes in turn
are constantly fighting for either more freedom in their actions, more
influence over the government, or both.
Different nations have attempted to balance this tension with various
political institutions.  One nation may have a select group of
magistrates with life-long terms selected by its parliament.  In
another, they are the cream of the military, given a chance to become
more than human in the name of the nation.  One nation is even ruled
by an aristocracy of genetically enhanced humans who form various
political parties which are then elected by the voting normal
Magistrates generally have a “built in audience” in their homeland.
Simply by representing the nation, they are worthy of adoration.
Champions are, if anything, even more diverse than the Magistrates.
All champions are defined in part by two questions: what is the thread
of their Combine, and how much autonomy they have from the Combine.
Some Champions are nothing but agents of the Combine, others are
part-time agents, and part-time supporters of the public good (often
in the name of good public relations).  The popularity of a Champion
varies widely depending on what its Combine’s interests are.

Latest revision as of 20:57, 13 November 2012

These are setting essays by Nick the Nevermet for the Wyzard's fantasy setting. It is currently written "in character" from one standpoint. Over time, I hope to write from other standpoints.

Welcome to the Thracian Hegemony. Welcome to Freedom