Cold Men: Difference between revisions

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But the Cold Men had chosen to maintain the law that only adult males could vote, and their adult population was primarily female. Thus the female population was disenfranchized, and some Cold Men worried that they might defect to the [[Play party]], which was run entirely by women. Furthermore, since young children had not been sent to the war, and had had no reason to switch parties, the new generation of boys was approaching the age of thirteen, meaning that they would be legally adults and could vote in the Cold party's internal elections. This had also happened before but not in a nation in which the party internal elections were synonymous with the nation's democratic elections.  The adults worried that the new generation of boys might also defect to the Players, or start their own party altogether.
But the Cold Men had chosen to maintain the law that only adult males could vote, and their adult population was primarily female. Thus the female population was disenfranchized, and some Cold Men worried that they might defect to the [[Play party]], which was run entirely by women. Furthermore, since young children had not been sent to the war, and had had no reason to switch parties, the new generation of boys was approaching the age of thirteen, meaning that they would be legally adults and could vote in the Cold party's internal elections. This had also happened before but not in a nation in which the party internal elections were synonymous with the nation's democratic elections.  The adults worried that the new generation of boys might also defect to the Players, or start their own party altogether.


==Rise of the Scorptions==
==Rise of the Scorpions==
Some Cold Men  opposed pacifism. Their ''kupukapukipa'' movement, glorifying war for the sake of war, told Cold Men that while the Players could still be their friends, they would need to bend to the Cold Men rather than meeting in the middle.
===Rise of the Scorpions===
===Rise of the Scorpions===
Within months, the Kupukapukipa broke away from the Cold Men, and declared themselves an independent political party.  By this time, an unrelated anti-pacifist movement calling itself the ''' Leash'''  (''Tamaba nuu'') had also  declared itself a party, and the Kupukapukipa  realized they  needed to organize quickly to prevent the Leash supporters from taking root.   
Within months, the Kupukapukipa broke away from the Cold Men, and declared themselves an independent political party.  By this time, an unrelated anti-pacifist movement calling itself the ''' Leash'''  (''Tamaba nuu'') had also  declared itself a party, and the Kupukapukipa  realized they  needed to organize quickly to prevent the Leash supporters from taking root.   

Revision as of 17:25, 12 December 2021

The Cold Men (Play Pupa) were a party formed as a faction of the Swamp Kids in spring 4172, becoming a separate party in the early 4190s.

Scope

The Play-speaking Cold Men were not the first party to use this name; the Raspara's private name also meant Cold Men. The name of the party was not mere trivia, as the Play speakers choosing the name suffered from the problems of ambiguous party membership, as they were forced to allow Raspara to join their party, meaning that some people could be members of two political parties at the same time, even though the parties' interests were against each other. Thus Raspara were voting in the Cold Men's internal party elections and disrupting their leadership. The Cold Men could not do the same to the Raspara because while the Raspara were also forced to accept Cold Men in their party, their internal party leadership was not democratic.

The Raspara were few in number, however.

Formal party split

When the Swamp Kids' Pioneer faction ordered their military to invade Baeba Swamp, the Cold Men faction was forced to follow along even though they opposed the war. Some Cold Men escaped the mobilization by joining yet another decoy party, the Counters (Fivīs Mas), a party whose leaders pledged to vote in lockstep with the Cold Men on all issues so that they could pull in Cold Men who chose to stay in their homeland rather than move to Baeba. The Counters promised that they would never have a party platform.

Counter War

Many Cold Men nonetheless chose to join the war in Baeba after all, figuring that to remain in Anzan would be foolish, as there were other wars already raging in Anzan, and opposition to war in Baeba would not give them ground to plead with the other armies for mercy in Anzan.

By contrast the Counters believed that the other wars in Anzan were opportunistic, as the rival Pioneer faction of the Swamp Kids was vastly overspread relative to its size, and thus their army was weak everywhere. The Cold Men explained that the Pioneers' recent move to Baeba proved that they had finally realized what the Cold Men had been arguing for twenty years: that it was much easier to defend a small territory than a large one.

Persistence of democracy

Nonetheless, the bulk of the Cold Men's adult male population remained in the coalition army and thus moved to Baeba to fight for the Pioneers. Within months, the only adult men living in the Cold Men's former territory were Counters and a few elderly and physically disabled Cold Men who had been exempt from the draft. These few men soon realized that by remaining in the Cold party, they could wield disproportionate power, as they expected that the Pioneers (who had quickly renamed themselves to the Slime party) would soon re-establish contacts with their original homeland in Anzan, and would prefer to interface with the Cold Men who had helped them rather than with the Counters who had ignored them. The Pioneers had suspended democracy in the territories they were fighting for in Baeba, but maintained democracy in Anzan.

The Counters soon realized that they could not keep their initial promise to vote in lockstep with the Cold Men, because the Cold Men were able to support the war in Baeba without fighting the war in Baeba, and could pass new laws that made it very difficult for an able-bodied male to function in society, effectively reinstating the draft.

However, as an independent party, the Counters were no longer bound by any rival party's charter, and the party's leaders voted to revoke their promise and develop their own party platform. They declared that the elderly and frail men in the rump Cold party were acting in bad faith and did not deserve the sympathy that would normally accord to people in such a state. The Counters seceded from Anzan and then declared that since the Counters were geographically dispersed, their new territory was coterminous with Anzan.

The resulting Counter War led the Counters to attack the defenseless Cold Men, even though they knew the wives and children of the Cold Men would be against the new war.

Surrender

Soon the Cold Men surrendered to the Counters. The defeated Cold Men signed over the rights to their party name and the Counters then expelled the defeated people from the party.

Leadership crisis

Having regained control of the name Cold Men, the Counters declared that the Cold Men would be a one-faction party, meaning that the Counters and the Cold Men were the same entity, and that the Counters' internal party leadership elections would be the means by which their population would vote in their democracy. That is, the party became the government. This had happened before.

But the Cold Men had chosen to maintain the law that only adult males could vote, and their adult population was primarily female. Thus the female population was disenfranchized, and some Cold Men worried that they might defect to the Play party, which was run entirely by women. Furthermore, since young children had not been sent to the war, and had had no reason to switch parties, the new generation of boys was approaching the age of thirteen, meaning that they would be legally adults and could vote in the Cold party's internal elections. This had also happened before but not in a nation in which the party internal elections were synonymous with the nation's democratic elections. The adults worried that the new generation of boys might also defect to the Players, or start their own party altogether.

Rise of the Scorpions

Some Cold Men opposed pacifism. Their kupukapukipa movement, glorifying war for the sake of war, told Cold Men that while the Players could still be their friends, they would need to bend to the Cold Men rather than meeting in the middle.

Rise of the Scorpions

Within months, the Kupukapukipa broke away from the Cold Men, and declared themselves an independent political party. By this time, an unrelated anti-pacifist movement calling itself the Leash (Tamaba nuu) had also declared itself a party, and the Kupukapukipa realized they needed to organize quickly to prevent the Leash supporters from taking root.

Because the name Kupukapukipa, shorn of its classifiers as by tradition, could be read in many ways, they did not ask for a standard trade name when meeting with foreign language diplomats; they identified themselves by their flag and by their native-language party name. They sometimes answered to the name Scorpions, as kipa was the Play word for scorpion, and they were fond of imagery depicting scorpions injuring humans' bare feet.

Scorpion philosophy

The Scorpions, also called Needles, described their philosophy as a middle position between the Cold and Play philosophies, taking what was right from each side and leaving what was wrong. Therefore, the Scorpions were not compromising between the Cold Men and Players, and would not change their philosophy simply because the Cold Men and Players changed theirs.

The Scorpions stated that because they supported war itself and not merely one particular war in a given time or place, their philosophy was eternal, and they could never be defeated except by similarly absolute pacifists. The Scorpions thus oriented themselves against the rising pacifist movement and prepared for an all-out war against their unarmed opponents.

The Scorpions published a political charter detailing their beliefs:

  1. War is natural, and war is good in and of itself.
  2. Adult leadership is not necessary in a war; boys and men can both find their way to sites of battle.
  3. The weak and stupid deserve to be abused, even if their morals are perfectly clean. Unworthy people seeking to join the Scorpions will be assigned the position they deserve.
  4. Pacifists and anyone showing compassion for the weak also deserve to be abused.
  5. Individual humans have no rights; rights follow from loyal service to a community.
  6. Authority must be earned, and anyone falsely acting as if they are in charge will be demoted to the bottom of the hierarchy.
  7. Filth is natural, and will protect humans from disease while yet allowing soldiers to spread plagues far beyond their campsites.
  8. Identification with elements of the natural world, such as cold weather, drives off potential supporters. The Scorpions shall have no geographical or tribal boundaries.
  9. The Scorpions do not need allies, but should always fight wars strategically rather than relying on national pride to deliver improbable victories.
  10. A strong nation needs a single head of state; it matters not whether the leader is male or female, but they must be very intelligent and not simply guided by a brash personality.

The Scorpions admired STW's longstanding practice of traumatizing young recruits to ensure they were hardy enough to benefit the organization, but argued that to truly serve its purpose, the pain should be inflicted on the enemies, not the supporters, of the Scorpions.

Comparison with the Matrixes

The Scorpions took power in an upland area of Nama well out of reach of Tata's Matrix army, which had recently captured over 100,000 slaves and now boasted of being the world's cruelest soldiers. The Scorpions announced the Matrixes were mere pretenders, and warned that if the Matrix and Scorpion forces ever clashed, the Scorpions would quickly turn the Matrix soldiers into meat. But the Scorpions also announced they felt no sympathy for the slaves of the Matrixes, and would not send a Scorpion force to rescue them.

Comparison with the Zenith

The Scorpions also rejected comparisons with the Zenith, an ancient alliance of criminals which had long been associated with amoral politics during those times when its members engaged in politics at all. The Zeniths had no central government, and were the only political party that allowed treason (meaning Zeniths could kill other Zeniths and face no penalty), whereas the Scorpions embraced authoritarianism and, unlike societies around them, demanded that power be concentrated in a single head of state.

Scorpion demographics

The Scorpion movement filled the power vacuum left by the departure of the adult male Pioneer army. Therefore, their membership consisted almost entirely of children, and they could not meaningfully participate in a war at the time of their founding, much less win one. Their dedication to warfare was thus based on emotion, not reason. Nonetheless, the leaders of the Scorpions were adults who had defected from the small remnant adult population as they grew opposed to both the mainstream Cold philosophy and the rising pacifist movement. These adult leaders focused on protecting their large child population while attracting recruits from the young children who belonged to other movements.

Plans for war

The Scorpions' president, Navuŋīyā, planned to launch a conventional war around the year 4206, fourteen years after their founding, expecting that by then all of their founding members would be adults and that a new generation of Scorpion children would by then have arisen to replace the founders, and if necessary, also help them win their war.

Likewise, the Scorpions opposed the philosophically similar Leash party in public, but privately planned to declare their support for the Leash within a few years in order to form a military alliance, and then betray them at the last moment so that the Leashes would be forced into a war in which they would gain nothing. Since the Leash was a traditional adult political party, the Scorpions hoped that they could stir up sympathy for their own members while they were still children and then give nothing back when the Scorpions reached adulthood.

Players' reaction

The Players banned the Scorpion party immediately, stating that nearly every point in its charter violated the Play constitution, and that any party with even one such violation would be unwelcome in Play territory. Many Play leaders wanted to beat the Scorpions at their own game, saying that since the Scorpions valued intelligent leaders so much, the new, well-educated Players could outsmart them all and win their praise. Other Players believed that the Scorpions would burn off all of their hatred within a generation, as the violent children turned into adults and raised children of their own.

By contrast, the Cold Men began to argue that both the Scorpion and Leash parties were simply factions of Cold Men, and would return to their parent party at the next outbreak of war regardless of who the enemy was. The Cold Men began to consider that strengthening their nation's control over minority parties might be more important for the foreseeable future than strengthening their small remaining conventional army.

Notes