Political parties of Teppala: Difference between revisions

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The Tinks soon changed their name to the [[Swamp Kids]] as they committed themselves to the goal of conquering the distant tropical city of [[Baeba Swamp]].
After three years in power,<ref>"late 4152"</ref> the Tinks changed their name to the [[Swamp Kids]] as they committed themselves to the goal of conquering the distant tropical city of [[Baeba Swamp]].
 
===Swampy-derived parties===
In 4172, the Swamp Kids divided into two allied but rivalrous political parties as intractable military issues had split them apart:


===Tink-derived parties===
====Pioneers====
====Pioneers====
The '''Pioneers''' favored expanding the enormous empire of Anzan even further, and increasing their population  by absorbing waves of immigrants from hostile nations such as [[Tarwas]].
#'''Pacifism''': Foreign invasions should be embraced, not resisted.  The Pioneers promised to address future military invasions by inviting the aggressors to march deeper into Pioneer territory and take up residence in the capital, where they could compete for control with the many other aggressors who had invaded the Pioneers in previous conflicts.  They disarmed their soldiers and said that the best soldiers were those who submitted to their enemies and suffered intense pain in their mission to make peace with their enemies.
#:For example, in an earlier invasion, the [[Raspara]] army had reached the capital city of Săla and carried the mayor to a torture chamber. The Pioneers considered the mayor one of their greatest heroes because the Raspara had tortured him for a long time and he had not fought back. 
#:Likewise, when [[Tarwas]] invaded Anzan and kidnapped many Swamp Kids, the Pioneers realized that Tarwas could become their greatest ally if they could convince Tarwas to invade them again and abduct even more citizens.
#'''Immigration''': The Pioneers noticed that most of the tribes around them were tall and strong, and hoped that they could convince the men of these tribes to move into the Pioneer heartlands and marry the petite women of the Pioneer tribe while the men were out exploring for new territory to settle.
#'''Slavery''': The Pioneers favored a strong relationship with the [[Raspara]] people wherein the Raspara would abuse and exploit the Pioneers while the Pioneers would win their favor by doing good deeds above and beyond the slave labor the Raspara forced them into. By enduring greater abuse than all other slaves, the Pioneers hoped the Raspara would decide to breed more Pioneers.
#'''Terminology''': The Pioneers referred to their adult males as "boys" (''ŋapa'') and "kids" (''taā''), apart from a small class of leaders who could truly be called men.  However, the males of the taller tribes around them were always referred to as men.






====Cold Men====
#'''Safety''': The Cold Men rejected pacifism and argued that the best way to respond to invasions was to flee to safety as quickly as possible, even if it meant abandoning possessions and a stable food supply.  By ceding more territory to their invaders, the Cold Men hoped to coalesce together in compact habitats in which they could more easily protect each other.
#'''Combat''': The Cold Men wanted to restore their people's confidence in their bodies, and encouraged their members to compete in sports against the much taller and stronger men of the enemy tribes.  Even though they knew the Cold Men would rarely win, they believed the few victories they did achieve would be far more memorable to both sides than the much more numerous defeats.




====Cold Men====





Revision as of 18:03, 31 March 2019

This list of political parties on planet Teppala is ordered by date, then by geographic region, then by popularity. There is no alphabetization, either in English or in the parties' founders' languages.

Political parties of prehistoric Nama

Nama's Mirror Project allowed all political parties a piece of Naman territory, even those that were at war with Nama.


Political parties of Dreamland

Baywatch

The founding party of Dreamland called itself the Dreamers, but when rival groups emerged, they adopted the name Baywatch for themselves and retained the name "Dreamer" for projects on which the various Dreamer sects agreed to cooperate.


  1. Economic equality: The Dreamers believed that property should be owned communally, and while they did not abolish money, they used taxes to ensure that no citizen would ever be able to acquire enough wealth to command and control any other citizens.
  2. Austerity: Likewise, the Dreamers directed their economy towards the provision of food and medicine first, with all other economic activity being classified as luxury living and subject to high consumption taxes.
  3. Education: The Dreamers ensured that their people would be the world's smartest and best educated by eliminating child labor and opening schools in every town.
  4. Urbanism: The Dreamers believed that humans were strongest when they lived in compact habitats, and therefore directed people to live in cities rather than spreading out over the countryside. The climate in most of Dreamland was such that most food was taken from bodies of water, and most people tended gardens of their own rather than relying on large cooperative farms.
  5. Racial harmony: The Dreamers abolished tribal boundaries and declared that all citizens were members of the Dreamer tribe,[1] to which anyone could enter merely be declaring themselves a member. Thus, even though the founding Dreamer tribes were all subtribes of the blonde, blue-eyed Lenian confederation, they predicted that they would soon develop into a rainbow of many skin and hair colors.
  6. Centralization: The Dreamers believed that the best government was a centralized one, and that there should be only one Dreamer nation in the world.
  7. Territorial growth: Although the Dreamers lived in a tropical climate, it was fairly dry, and like many other empires in the past, they planned to conquer the tropical paradise of Baeba Swamp and make it the capital of the future enlarged Dreamland.

Dolphin Riders

In western Dreamland, a new political group called the Dolphin Riders (Neamaki) soon appeared. These people were similar to the founding Dreamers, but considered themselves even more liberal and willing to fight to destroy traditional society. They, too, considered themselves a nation defined by politics rather than tribal identity, and stated that to join the Neamaki one must follow certain rules:

  1. Harmony with Nature: Humans are a part of nature, and are required to respect their role. Therefore:
    Dolphins are recognized as the rulers of the sea, and humans as the rulers of the land. Since humans need access to the sea, they must respect and obey the dolphins when they leave the shore.
    Clothes are forbidden except for those working dangerous jobs or in the military. Protection from the sun is also discouraged; people are encouraged to live in open-air buildings where the sun pours in from the top. (The Neamaki were founded in a sheltered valley, where they received little rain.)
  2. Invincibility: The empire of Laba has the right to attack any foreign nation for any reason without fear of a counterattack. All foreign nations are to be submissive to the will of Laba. Anyone claiming allegiance to Laba is part of Laba. The Neamaki are part of Laba.
  3. Freedom: Freedom is the most important goal to strive for, above even the goal of building a better state.
  4. Truth: False knowledge should be forbidden, and since the Neamaki philosophy is true, all ideologies opposed to Neamaki are forbidden.
  5. Militarism: Peace is a goal, but war is the only way there.


As the Neamaki state grew, its leaders backed down on their beliefs in invincibility and the censorship of opposing ideas. They remained a single party, and therefore their leaders' decisions affected all Neamaki people, but they had many internal divisions where people who disagreed with each other on various ideas promised to cooperate with the other Neamaki people even so. Furthermore, despite their commitment to a pluralistic government, they soon submitted to the rule of a king, Isene.

Political parties of Moonshine

Moonshine was the leader of the Feminist Compact, a group of nations led by women who shared a military and pledged to defend each other against all outside armies. Moonshine was a single-party state, but they tolerated Moonshine-allied parties in the other nations of the Feminist Compact.


Political parties of Loporomo

When the Dolphin Riders conquered Dreamland, they claimed they had conquered the world. But citizens of the Crystal and Thunder Empires submitted to an occupying force calling itself Loporomo, which maintained friendly relations with the Riders but allowed their citizens more freedom than a direct Rider occupation would have entailed.

Political parties of Halasala

Halasala was an enormous empire run by AlphaLeap from the occupied capital of Paba.

Leapers

The Leaper party was the party loyal to AlphaLeap.

  1. Defense: The Leaper military's responsibility is to protect itself; they need make no efforts to protect civilians. Thus, foreign nations are allowed to invade Leaper-held territory, and the Leaper military will not fight back. However, a portion of the Leaper military may stay in home territory to ensure that the civilians do not attempt to manufacture weapons of their own.
  2. Child labor: Because children are small and vulnerable, they make ideal workers for unpleasant jobs. Since school is illegal, all subject children are required to work manual labor alongside the adults.
  3. Slavery: Subject peoples may be enslaved at the whim of the occupying Leaper military, but the Leapers are allowed to maintain some subject peoples as allies in order to divide the conquered people among themselves.
  4. Censorship: Because education was illegal, books were destroyed, and any person found reading a book not written by the Leaper government itself was executed.

Play

The Play party (Latiki)[2] was founded around the year 4127 by Pabaps fighting the Leapers who had conquered them about twenty years earlier. Its leadership was entirely female, and adult males were not allowed to participate or even to attend meetings of the party elites. However, they did not advance women's rights, but rather children's rights: the civilian population in 4127 was more than 80% children, and of these, more than half were under the age of six.

The Play party platform was focused on child care and children's issues generally, as there was little time for anything else.

  1. Gender roles: Players supported strict gender roles; all adult males were required to serve in the military, and all adult females were required to care for children, with attention first for their own children and then for the many orphans who lived among them. Soldiers were required to obtain their own food.
  2. Education: Child labor was abolished; Player children simply refused to work. The Play party promised a school system would soon be built, to replace the schools destroyed by AlphaLeap, but only after they had won their war.
    Intuition: Because the Leapers had not allowed their subject peoples to attend school, Players relied on their emotions to make decisions on party policy, and therefore most decisions were made by large groups of women rather than by single people. However, debates were discouraged, as the Players worried that intelligent women might outwit less intelligent ones if they were allowed such a contest.
  3. Food supply: Neither women nor children were allowed to work on farms, so Paba's farmland went to waste as Pabaps turned to the sea to feed themselves. All fishing was done by children, since women were consumed with the duties of child care. Furthermore, the Play party soon banned all adults from the seashore, so international trade was abolished. All restaurants were closed, and families were told to cook their fish on their own. (Fishing was not specifically addressed in the original Play party platform, and so therefore was not considered to be a form of work.)
  4. Hygiene: Hygiene was abolished as taking baths and maintaining stocks of cleaning supplies were made difficult by the war and the prohibition of child labor. All clothing production was stopped, and damaged clothes were thrown into piles in city centers. Public nudity soon became common. When diseases began to spread through the Player population, the Players nevertheless remained firmly against hygiene and claimed that strong people could weather diseases that would kill the weak.
  5. Equality: As the Players were all former slaves, they abolished hierarchies and shared power communally. The food supply was still privatized, but citizens were allowed to sell property to obtain money to buy more food.


When the empire of Dreamland heard that the Players had overthrown their masters and set up an all-female government, they decided the time was ripe to invade. The Player women immediately surrendered the vast majority of their empire to Dreamland and promised not to fight back unless the Dreamers continued on after their conquest to also invade the capital city of Paba and its surroundings.

Political parties of Vaamū

The victorious Play party renamed their vast empire Vaamū and spread their two languages, Bābākiam and Late Andanese, throughout the territory they settled. However, dissent soon arose from within.


Raspara

The Raspara saw the vulnerability emerging in the south and began to move towards the capital city in the hopes of obtaining control of the entire empire.


Play-derived parties

Since the Play party had been unable to build schools for children during the war, the newest generation had grown up with no education at all and therefore were even less aware about the world than their parents in the Play party had been. When these children grew into teenagers, they rebelled against their Player parents by creating new political parties with ideologies based on their emotions.


Flower Bees

The Flower Bees believed they would win a war if they stuck together and declared all non-Bees to be their enemies. The Bees promised to seize control of their empire and kill all other humans. Their platform was based on the Play party's platform, but was much simpler. The Bees remembered hearing a promise that once Dreamland had been conquered, the rest of the world would soon follow. But they couldn't figure out how to do this, and their mothers were unwilling to start yet another war.

  1. War: The Bees must kill all non-Bees, even their own parents. All pleasant things must turn hostile, as there can be no reconciliation with enemies.


Laaatalalatataaa

The Laaatalalatataaa party promoted athletic tests to discern members' religious faith, and killed anyone who failed the test. Thus, the Laaatalalatataaa people were known for their strong athletic skills. Early on, the Laaatalalatataaa supported the Bees, but when the two parties set up a meeting, the Bees slaughtered the Laaatalalatataaa, so the Laaatalalatataaa became hostile to the Bees.

  1. Athleticism: Because it is a crime to be physically weak, anyone with a persistent disease or disability should be killed. Such people were not allowed to convert to the Laaatalalatataaa, and even enrolled Laaatalalatataaa members were to be executed if they were to fail a fitness test.

Favor

The Favor party supported doing good deeds for other people, even if there was no expected return.

  1. Charity: All Favorites should work together to help each other through hard times. When all people have a shared goal, that goal will be much easier to reach.


Kakalakakamalila

This group of young children supported the Raspara, even though the Raspara abused and exploited them.

  1. Hyper-obedience: The Kakalakakamalila accepted the Raspara's abuse and taught their followers that the only way to defeat their abusers was to seek ever greater punishments for ever smaller misdeeds. By showing that the Raspara could not hurt the Kakalakakamalila, the Kakalakakamalila positioned themselves as the Raspara's strongest enemy while yet remaining the most loyal to the Raspara of all the subject parties.

Tinks

The Tinks (Mauppačue) were a political party founded by elderly weapons workers who had been born before 4108 and therefore were among the very few people in their empire who had ever been inside a school. They believed their unique experience gave them wisdom, but planned to select followers from among the many young children who surrounded them and transfer power to them as soon as possible. Their ideology was very similar to the Play party's, but they defined themselves as a new party because they considered the few differences important. Most Play supporters soon joined the Tinks.

  1. Education: The Tinks promised to open schools for children and even for adults, as there had been no school system at all for more than forty years, and the vast majority of the population lacked basic life skills.
    The Play party had also promised to open a school system, but had been unable to do so because of the war. The Tinks differed from the Players by opening their schools even though the civil war was still going on. Going to school would be dangerous, they realized, but it was too important to ignore.
    Although the Play party had abolished child labor, Play children were quickly pushed into gathering food by fishing the sea, even though the sea was patrolled by hostile warships from AlphaLeap who delighted in killing the helpless Play children. Thus, the situation of children was far worse than it had been before. The Tinkers thus argued that the Play party's abolition of child labor, though well-intentioned, had been a disastrous mistake, and that only by forcing children to attend school could their society truly protect the livelihoods of their children.
  2. Patriarchy: The Tinks rejected feminism and maintained that both military and political power should be held entirely by men. Women's duties to childcare remained, and men were still required to spend their entire lives in the military. But now the military spent less time in combat-ready positions and more time running the government and keeping women and children safe at their homes in the cities.
    The Tinks believed that the Play party's policy of assigning government power only to women was responsible for the security problems that had plagued their cities during the Play party's rule. As all adult males were required to serve in the military, the cities' populations were almost entirely female, and men from foreign tribes ran rampant through the cities, raping and abusing the helpless Player women who had no men to protect them. By uniting the government with the military, the Tinks returned men to the cities in order to keep the streets safe.
  3. Food supply: By returning children to school, the Tinks abolished the teams of children who had been fishing the rivers and the south coast in order to deliver food for their parents. Instead, this task was also assigned to the military, meaning that men were responsible for defense, government, and the provenance of food. Farming was restored.
  4. Hygiene: Children in the Play party had grown up without ever taking a bath. Adults were little different. The poor sanitary standards of the Play party had driven up plagues that affected both the Players and the more hygienic people who shared their territory. These plagues had even spread to Dreamland, and therefore had actually helped the Play party win their war. However, the Tinkers believed the time had come to restore hygiene standards, as the abolition of child labor freed up much time for Tinker children. This required the restoration of a soapmaking industry and places set aside for people to bathe.
  5. Alcohol: Wine production had been suspended by the Play party because they considered wine a luxury. When the Tinkers took power, they declared that alcohol was bad in and of itself and that the prohibition would remain even if their new empire, named Anzan, were to become rich enough to support luxurious lifestyles. The Tinks even banned the exportation of wine, despite knowing that southern Anzan had long contained the world's most productive vineyards and that previous empires such as Paba had derived enormous wealth from the exportation of raspberry wine and other alcoholic beverages.

Political parties of Anzan

When the Tinks defeated their many enemies, they changed the name of their vast empire to Anzan in order to honor the Andanese tribes who provided many of their members.

Tinks

The victorious Tinks had no time to celebrate their victory over the Raspara, for their many other enemies quickly pounced upon them. The Tink party stayed close to the ideology that had attracted its supporters in Vaamū, but added some new points:

  1. Free labor: The Tinks abolished slavery and initiated a genocide against the captured Dreamer slaves they had won ten years earlier.
  2. Democracy: Uniquely in the world, the Tinks held elections among their citizens and promised to abdicate power in any areas where a majority of the citizens favored a non-Tink party, even if that party did not participate in democracy.
  3. Imperialism: However, the Tinks affirmed the right to suspend democracy in occupied territories and rule directly. They planned to appoint kings who would have absolute power in certain areas of the empire, but no power outside their territory, and would therefore be subject to the control of the Tinker military and thus less powerful than one might expect a king to be.


After three years in power,[3] the Tinks changed their name to the Swamp Kids as they committed themselves to the goal of conquering the distant tropical city of Baeba Swamp.

Swampy-derived parties

In 4172, the Swamp Kids divided into two allied but rivalrous political parties as intractable military issues had split them apart:

Pioneers

The Pioneers favored expanding the enormous empire of Anzan even further, and increasing their population by absorbing waves of immigrants from hostile nations such as Tarwas.

  1. Pacifism: Foreign invasions should be embraced, not resisted. The Pioneers promised to address future military invasions by inviting the aggressors to march deeper into Pioneer territory and take up residence in the capital, where they could compete for control with the many other aggressors who had invaded the Pioneers in previous conflicts. They disarmed their soldiers and said that the best soldiers were those who submitted to their enemies and suffered intense pain in their mission to make peace with their enemies.
    For example, in an earlier invasion, the Raspara army had reached the capital city of Săla and carried the mayor to a torture chamber. The Pioneers considered the mayor one of their greatest heroes because the Raspara had tortured him for a long time and he had not fought back.
    Likewise, when Tarwas invaded Anzan and kidnapped many Swamp Kids, the Pioneers realized that Tarwas could become their greatest ally if they could convince Tarwas to invade them again and abduct even more citizens.
  2. Immigration: The Pioneers noticed that most of the tribes around them were tall and strong, and hoped that they could convince the men of these tribes to move into the Pioneer heartlands and marry the petite women of the Pioneer tribe while the men were out exploring for new territory to settle.
  3. Slavery: The Pioneers favored a strong relationship with the Raspara people wherein the Raspara would abuse and exploit the Pioneers while the Pioneers would win their favor by doing good deeds above and beyond the slave labor the Raspara forced them into. By enduring greater abuse than all other slaves, the Pioneers hoped the Raspara would decide to breed more Pioneers.
  4. Terminology: The Pioneers referred to their adult males as "boys" (ŋapa) and "kids" (taā), apart from a small class of leaders who could truly be called men. However, the males of the taller tribes around them were always referred to as men.


Cold Men

  1. Safety: The Cold Men rejected pacifism and argued that the best way to respond to invasions was to flee to safety as quickly as possible, even if it meant abandoning possessions and a stable food supply. By ceding more territory to their invaders, the Cold Men hoped to coalesce together in compact habitats in which they could more easily protect each other.
  2. Combat: The Cold Men wanted to restore their people's confidence in their bodies, and encouraged their members to compete in sports against the much taller and stronger men of the enemy tribes. Even though they knew the Cold Men would rarely win, they believed the few victories they did achieve would be far more memorable to both sides than the much more numerous defeats.



Other parties

Matrixes

The Matrix party (3EE) believed they could surmount the problems of ideological movements by abandoning a fixed ideology and aligning themselves with whichever side of the war was winning at the time. Since they predicted that the Swamp Kids would soon fall, they considered the Swamp Kids their primary enemy. Nevertheless, they did hold some ideological beliefs:

  1. Masculism: The Matrixes denied women, even their own relatives, the right to join their party. Thus all power was held by men and all marriages involved a non-Matrix partner.


Dolls

The Dolls arose from slaves captured by the Matrix. They were pacifists who sought to submit to a stable, strong power in order to stay safe.

Notes

  1. Native name Gâm, but they promised a name in every language.
  2. Players can also be called Spinners in English because of an alternate reading of the name's etymology.
  3. "late 4152"