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Human Concordat - An Alternate Setting for Fading Suns

The Human Concordat was originally conceived and pitched to Shadis magazine as the first “AlterWorld”. My idea was to create a new “mini-setting” that would nestle into an existing setting and then develop that setting over the course of 12-18 issues of the magazine with more detailed articles and adventure scenarios. Additional AlterWorlds would have followed. The two ideas I remember being discussed were a city for the World of Darkness (which would have included material for all the different World of Darkness games) and an isolated planet in the Mechwarrior universe.

The idea was that the extended focus on a single campaign resource would create a unique audience for the magazine. What I found appealing about the AlterWorld concept was that it would allow me to explore radical ideas for settings that the original creators weren’t interested in: For example, when I first read Fading Suns I was fascinated by the idea of a gate connection opening up that would lead not just to one world, but to an entire lost civilization of worlds. And, thus, the Human Concordat was born.

Shadis folded in 1998, however, and the Human Concordat got shelved. About a year later I repackaged the pitch for Pyramid Magazine. They weren’t interested in the AlterWorld concept, but they expressed interest in the “Human Concordat” as a stand-alone article.The only problem was that it was too long for their budget: They asked me to cut it down to roughly half the size so that they could afford to pay me. I made a counter-offer: They would pay me for the article length they wanted and I’d give the rest of it to them for free.

In order to see the material realized the way I wanted it, I also personally commissioned the artwork for the various religious and political symbols. (The gorgeous jumpweb map by Keith Johnson I can take no credit for, however.)

Part 1 – The Fall
Part 2 – Government & Religion
Part 3 – Worlds of the Concordat
Part 4 – More Worlds of the Concordat
Part 5 – The Concordat as Campaign Setting

As a young author, I secretly held the hope that the article would prove to be such a huge success that Pyramid would come back and ask me to develop more material in the setting. Unsurprisingly, that never happened.

One thing that never got executed properly: The symbol for the Seven Pearls was supposed to be varied for each of the Pearls. This is what it ended up looking like:

Human Concordat - Seven Pearls

But the original conception was that each planet in the Pearls would have a variation in which its corresponding circle-star would be the largest on the string. (So Lyonesse would have the first circle-star larger than the others, while Leicester would have had the second circle-star larger than the others.)

Reading through The Human Concordat today, I can also see that the setting comes across as significantly more utopian than I’d originally intended: The “culture of universal acceptance and emancipation” should have its dark side. (You might also note the number of terraforming engine problems found throughout the setting. The bit about terraforming technology being “the one true secret which remains, as yet, unmastered by Concordat scientists” was also unfulfilled foreshadowing.)

As a final point of miscellaneous interest, here’s my original rough draft of the Concordat jumpweb map:

Human Concordat - Jumpweb Map (Rough Draft)

Which you can compare to Keith Johnson’s superb work:

 

Human Concordat - Jumpweb Map by Keith Johnson

(click for larger version)

 

Tagline: Let us review the review policy.

Okay, this one needs some explanation. On January 25th, 2000, John Wick gave an interview at the Gaming Outpost. (Although now defunct, the Gaming Outpost was a major online RPG nexus at the time.) As part of that interview, John Wick issued “The Official John Wick Review Policy”. This notably included stuff like claiming that reviewers should never say they didn’t like something. That no one should ever read a review. That no one should ever write a review. And then a strong suggestion that nobody (including fans) should express an opinion about an RPG unless they had personally published an RPG.

There were also a couple pieces of advice that weren’t complete shit.

This “review policy” came out shortly after Wick’s game 7th Sea had been inundated with bad reviews. The “Official John Wick Review Policy” poured gasoline on the fire: Wick was trying to tell an entire community of people who were disappointed with his game that they literally weren’t allowed to have an opinion about it because they hadn’t put in the “blood, sweat, and tears that make up the creative process”. I decided it would be particularly clever if I couched my own commentary on the “thou shalt not write a review” review policy in the form of a review.

So this particular review was written very much in a historical moment. I’m uncertain that it has any real meaning 15 years later, but if I’m archiving all of my historical content here on the Alexandrian, then I guess I should archive all of it.

(This is a review of The Official John Wick Review Policy, which was included as part of a Gaming Outpost interview which can be located here. You might want to go there before you read this – or after. Then again, you might not.)

Gaming OutpostJohn Wick’s Review Policy sucks.

What else can I say? The very idea of Wick dictating the policies people will be using to review his own material is nauseating. He seems to think that his opinion has some sort of relevance to the rest of us. I just didn’t like it.

And you won’t like it either. I guarantee it.

Not that that matters, because if you’re reading this you’re a brain dead asshole. Didn’t you read Rules #5 and #6? What part of “never read reviews” didn’t you get? This is clearly being written by someone who has no idea of the blood, sweat, and tears that makes up the creative process (as if that somehow has some relevance to the merits of a product; as if the Cleveland Browns should have been in the Superbowl because they really, really wanted to be good and worked really, really hard). And I definitely have a personal agenda to condemn the product in question, considering that I am – by default – one of those evil reviewers. I violated Rule #7 (“never write a review”) right off the bat, so why are you paying any attention to me?

Of course — don’t blink now! — Wick has definitely written reviews before (some of which can be found in his columns right here on RPGNet) – so he’s a hypocrite. I can’t testify with absolute certainty that he has ever read a review – but I suspect so, which makes him a hypocrite twice over. And if he hasn’t, then he’s speaking from ignorance.

Which just makes him an idiot.

Which brings us to Rule #9: “Before you buy a book, read a few pages first.” A good point. Feel free to go check out the policy itself before continuing. I’ll wait.

Dum de dum. Ho de do. Dum dee-dee.

Ho, ho, ho!

You’re back? Great.

You may have realized that I’m not showing much restraint here. Initially I was worried about this, but then I realized that: (1) According to Wick there is no such thing as an objective review. (2) He was going to be “pissed off” about a negative “slam”/review no matter what it said. I’d feel sorry that I was causing him so much mental anguish, but if he’d stop putting together diatribes like this then it wouldn’t be necessary for others to tear them to pieces.

We’ll have to skip Rule #10 because this isn’t a roleplaying game we’re reviewing.

And we’ll have to skip Rule #11 because Wick is repeating himself.

Which brings us to Rule #12, in which Wick reviews Pendragon, Over the Edge, Ars Magica, Conspiracy X, Call of Cthulu, Champions, Twilight: 2000, Delta Green, the James Bond RPG, and Brave New World. See Rule #7 and draw some conclusions about Wick.

Then go back and read Rules #5 and #6, in which Wick bizarrely tells you that you shouldn’t even be reading this Official John Wick Review Policy.

Oh well, I was ignoring him anyway. On to Rule #13!

“Rule #13: If you’ve never gone through the grueling process of writing, designing, developing and publishing a roleplaying game, you don’t have the knowledge necessary to properly critique one.”

First off, if a bridge collapses the first time someone walks on it you don’t need to be an engineering major to figure out that there was something wrong with the bridge. Second, I find it truly bizarre that you need all that expertise to be qualified – in Wick’s opinions – to critique them (for example, why are only self-publishers allowed?). Finally, this whole thing leads to the oddity where it’s all right to critique a game, but you shouldn’t review it.

Rule #14 tells us that we have the right to express our opinions and the right to not express our opinions. Quite right. Rule #14.5 tells us that if we choose to “disregard these rights” (by both expressing and not expressing our opinion? by half expressing our opinion? what?) “anything you say can and will be used against you”.

Ah, poetic justice.

Rule #15 tells us that you need to defend your opinions – you need to justify them. Again, quite right. Pity Wick never seems to follow his own advice. Despite Rule #16: “All of the above rules apply to everyone. Including me.”

Style: 2
Substance: 1

Author: John Wick
Company/Publisher: Gaming Outpost
Cost: Free!
Page Count: n/a
ISBN: n/a

Originally Posted: 2000/01/28

Kaboom! Unsurprisingly, my caustic and ironic response to Wick’s diatribe provoked fierce responses. Wick himself notably failed to see the humor in a review of his review policy which systematically violated every single one of the absurd “rules” that he had proposed for reviews. We exchanged a number of heated comments back and forth across a variety of online forums.

The interesting thing is that, within a few weeks, John Wick and I had gotten over it: We had our argument and then we moved on. When I went to Gencon later that year, John was releasing his truly excellent Orkworld game. I shook his hand, we talked briefly, and he signed the book, “You review this and I’ll break your legs!” We laughed, chatted some more, and then I wandered off to read the book.

For a large number of people, though, John Wick and I were arch-enemies locked in an eternal feud. When my positive review of Orkworld appeared, I got several e-mails from people who were wondering if I’d “sold out” or if RPGNet had “forced” me to write a positive review. Some of it completely bizarre stuff; most of it just confusion.

It should be noted that Wick’s handling of the situation stood in marked contrast to the attitude of Sovereign Press at the same convention. (Which I describe at the end of my review of Sovereign Stone.)

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Human Concordat - An Alternate Setting for Fading Suns

Go to Part 1

The Empire of the Known Worlds, the established setting of the Fading Suns game, is described by HDI as “a futuristic passion play”. As they say, it is primarily a science fiction game, but one indelibly painted with broad strokes of fantasy, sociopolitical feudalism, horror, and ancient mystery. It is a world in which stories of “varied and exotic themes” can be told, but those stories are – by the very nature of the setting – of a dark tone. It deals with “grand themes of the human experience” with a main theme of “Seeking”, the “mythological role all heroes play: the knight on quest, seeking power to vanquish his enemies or the secrets of self-discovery. Success or failure on this quest is not as important as the insights learned while on it.”

In expanding the setting to include the Human Concordat I have been careful to maintain that central theme of “Seeking”, but I have also been reticent of the fact that the Concordat shifts the way in which that theme is conveyed. It is a brighter, better place than the Empire. Where the Empire operates in shadow, the Concordat is a place of light.

But both share the exploratory spirit. Where Emperor Alexius is dragging his feudal empire into a new age of renaissance and exploration, the Human Concordat is engaged in its pacifistic mission to reunite humanity (and using that term to not only include humans, but all intelligent species). The exploration of the Empire is a renewal, the exploration of the Concordat is a cleansing. The exploration of the Empire is focused on the individual and self-improvement; the exploration of the Concordat is focused on society as a whole and unified improvement. There is a difference of means, but not ends.

In choosing to add the Human Concordat to an existing campaign, or starting a new campaign using the setting, it is important to remember that you are shifting the focus and feel of the Fading Suns game. In doing so you will find that the Concordat, although changing the feel of the setting, also complements the Empire. Use not only the thematic similarities, but also the thematic dissonances between the Concordat and the Empire to your advantage in designing and supplementing your campaign.

Reflections on the Human Concordat


Human Concordat - An Alternate Setting for Fading Suns

Go to Part 1

MORE WORLDS OF THE CONCORDAT

Altrua is also known as the “Homeworld of the Anima”. Much persecuted during the time of the Second Republic, the Anima discovered a jumpgate code to an uncolonized world. For nearly a hundred years it served as a secret gathering point for them – a place of safety and acceptance. Then, during the Fall, violence against Anima forced many to flee to Altrua. As their planet was threatened by discovery they sealed their jumpgate. Eventually contact was made with the Human Concordat, and the culture of universal acceptance and emancipation was extremely attractive to the historically oppressed Anima.

 Human Concordat - Tempest

For unknown reasons the terraforming engines on this planet were calibrated to create massive equatorial hurricano storms. These storms, constricted by the terraforming engines, do not effect the northern and southern hemispheres, who have formed separate governments, each of which is represented in the Concordat.

 Human Concordat - Entreri

This alien homeworld was undiscovered at the time of the Fall. Later discovered by the Human Concordat, the complete and unadulterated freedom the Entreri have enjoyed as members of the republic is an excellent example of the Concordat’s tolerance. The Entreri themselves are extremely intelligent, telepathic, over-sized rodents with opposable thumbs. Famed for their curiousity they have popularly been nicknamed “raccoons”, a name which they seem to embrace wholeheartedly.

Human Concordat - Colony

Established at the very end of the Second Republic, the terraforming engine on Colony was never finished. Largely desert the planet’s population is centered in a huge biosphere near the equator. The planet has become a center for the study into terraforming technology – the one true secret which remains, as yet, unmastered by the Concordat scientists.

Human Concordat - Binary

The world of Binary, as the name implies, orbits two stars. This notable feature meant that Binary managed to establish itself quite successfully as a tourist trap. From these roots Binary quickly grew, and is now considered the entertainment capital of the Concordat.

 Human Concordat - Seven Pearls

Also known as “The Chain”, the seven worlds of the Seven Pearls are most notable for their arrangement in jumpgate travel – strung out, one after the other. They are Lyonesse, Leicester, New Salisbury, Exeter, Cambridge, Suffolk, and Carlisle. The Seven Pearls have developed a certain homogeneity of image, despite the fact that they are politically quite separate. Since they have joined the Concordat, they have become known for their financial and political power.

Human Concordat - Hinterlands

Like the Empire, the Concordat has also been forced to deal with barbarian worlds whose jumpgates have reopened onto their space. The four worlds Norjken, Rampart, Bastion, and Owre are collectively known as the “Hinterlands”, providing a military buffer between the various barbarian powers and the Concordat. This was the acknowledged “frontier”, and is popularly known as a rough, dangerous place with a slightly uncivilized edge.

 Human Concordat - Geneva

Centuries after Sartra’s reforms brought the Concordat out of the Dark Ages contact was again made with the Vau when the planet Geneva was rediscovered. Today Geneva has lived up to its namesake by being the primary seat of the diplomatic efforts between the Concordat and the Vau. Although the Vau are still withdrawn from human affairs, their relationship with the Concordat is far more cordial and refined than it has ever been before in human history.

Go to Part 5: The Concordat as Campaign Setting

Human Concordat - An Alternate Setting for Fading Suns

Go to Part 1

WORLDS OF THE CONCORDAT

Although the Concordat sprung up out of the seed of the Ten Worlds it has since expanded far beyond that, encompassing in its modern form a total of thirty-three systems and thiry-one planetary governments. They are a widely varied lot, but all are bound together by their ideological commitment to the virtues of the Concordat.

Human Concordat - Sartra

Originally known as Alhera this world was the brightest and best of the original Ten Worlds. Under the leadership of House Britannia it was one of the first worlds to join the Concordat and became the capital of the new government. Following Sartra’s disappearance and assumed death it was renamed in honor of him. Today it remains the shining star of the Concordat – it’s communities are ergonomically designed and architecturally splendid, with plentiful parks.

Human Concordat - Cyberna

The technological hub of the Concordat, Cyberna has earned the nickname of “Chrome World”. Its politics are dominated by the massive interstellar conglomerates which control the vast majority of business throughout. The vast majority of this world is rocky wasteland, and so its cities are tightly compacted bunches of skyscrapers and apartment complexes with the occasional archipelago, all built around technologically-assisted agricultural hubs.

Human Concordat - Kyreen

In many ways a showpiece of the justice and idealism which the Concordat represents, Kyreen was originally the homeworld of the K’i’Reen, an insectoid race who was displaced onto reservations during the time of the Second Republic. Few of these reservations were located in the worlds which are now the Empire of Known Space, but in the Concordat they were much more numerous. The more liberal ideals of the Concordat restored their homeworld to them in 4615. The K’i’Reen opted to remain members of the Concordat and share their planet with the humans already living there. Since the K’i’Reen live primarily below the surface an interesting relationship has developed between their revitalized civilization and culture and the human settlements which still dot the surface.

Human Concordat - Unan

 Unan is a generally unremarkable place. With a fairly even division between industry and agriculture it is one of those rare planets which moved beyond the specialization of its early colonial days and became a largely self-subsisting community. Despite this, however, Unan has distinguished itself as a major tourist attraction as a result of the daily meteor showers. The entire Unan system is full of debris which is constantly peppering the upper atmosphere, creating impressive light shows in the night sky. These displays are particularly impressive near the equator and this fact, combined with the large, peaceful, equatorial seas of Unan, has lead to several booming resort towns and floating gambling complexes in that area.

 Human Concordat - Mecca

When it was first explored during the early years of the Second Republic, Mecca was known as Milton – a minor colonial world with poor resources. About two centuries before the Republic collapsed, however, vast archaeological discoveries began to be made on the planet. Many, if not most, of these discoveries were prominently Anunnaki gargoyles. As the fame of these gargoyles spread their religious significance turned Milton into a major pilgrimage site. Eventually Milton changed its name to Mecca and became a major center of Church politics.

After the beginning of the Dark Ages, a council of clergyman formed an organization known as the Cathedrals of Mecca. Although this group recognized that the true center of Church power rested elsewhere, they also recognized the practicality of their current situation. The Cathredals of Mecca became the de facto leaders of the Orthodox Church for the Ten Worlds. They were one of the loudest and most influential of the anti-Sartrans, but eventually lost their conservative battle. Today Mecca remains the last true bastion for religious fundamentalism. The Cathedrals of Mecca still maintain control of the Orthodox Church in Concordat space (although how this will change now that the gates to Holy Terra have been reopened remains to be seen), and the vast majority of Meccans still adhere to the Orthodox faith.

Human Concordat - Poa'pal & Tua'kal

Poa’pal and Tua’kal are two planets which circle a single star in an identical, but opposite, orbit. When they were discovered during the Second Republic it was widely believed that they were artificially placed in their orbit by the Ur races, for reasons unknown. They were each home to an identical species, one of which referred to themselves as the Poa’pal and the other as the Tua’kal according to archaeological records. When they independently discovered spaceflight they also discovered their other half. Religious doctrine apparently convinced the two species that the other was the source of evil and war ensued. By the time humans arrived on the scene, the two species had already wiped each other out. Poa’pal and Tua’kal became colony worlds. Today they are proud members of the Concordat, under the rule of a single, joint government.

Human Concordat - Heartlands

The three worlds of Barre, Jandi, and Ayto are collectively referred to as the “Heartland”. The Heartland is the source of the majority of the agricultural output for the Concordat, and is also one of the more conservative regions of the republic, with a particular focus on traditional (or “Sartran”) virtues. Surprisingly, however, this conservatism does not spread to their religious convictions – which are generally nonexistent, and usually non-Orthodox even when they are.

 Human Concordat - Progenitor

Progenitor, like Mecca, once was possessed of a different name: Lonbette. Once a fairly successful colonial world of the Second Republic, Lonbette fell into backwater savagery during the Dark Ages after its jumpgate was sealed. Then a generation ship from the time of the First Republic appeared in the system and colonized the world. Their civilizing presence restored not only the technological foundations of the world, but formed a strong central government for the world. Eventually their jumpgate reopened, and they found themselves in direct contact with the Concordat, which they quickly joined.

 Human Concordat - Haven

During the Dark Ages four planets (Adde, Polyani, Hannal, and Jelen) bound themselves together and sealed off the rest of the universe. Unlike many worlds which followed their course these four managed to maintain a high level of technology and pushed towards not only maintaining, but improving the technology they had inherited from the Second Republic. Unfortunately, this zeal for progress was ultimately their downfall. Using their own terraforming engines as a basis for experiment they made leaps of massive discovery, but eventually their experiments caught up with them. The terraforming engines on three of the planets began to seriously malfunction. Adde, Polyani, and Hannal became known as the Fallen Worlds as their populations were driven into exodus on Jelen. Billions died, but those who survived renamed their new homeworld Haven.

Human Concordat - Fallen Worlds

 Go to Part 4: More Worlds of the Concordat

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