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Of Armchairs And Generals – Do We Tell Our Own Stories Through The Games We Play?

by Ádám Gerencsér

Imagine you and a friend (or significant other) playing a game. Let it be a simulation of grand strategy, animating the destinies of realms and peoples as they clash, compete, and cooperate over resources and territories. In your previous moves, you might have successfully united the Hungarian-speaking realm into the “Carpathian Empire” and feel ready to set out on a Crusade to the Holy Land. You may thus turn to your companion and ask her to join you, or at least send assistance but, alas, find her tied up further west across the sprawling map, gradually reconquering the Hispanic peninsula at the helm of her Aragonese troops. You discuss (outside of the game but staying in character, if you wish) and finally settle on arranging a useful marriage between your in-game heir and one of her Mediterranean vassals, thus ensuring that your next incarnation would gain access to more combat-ready levies.

If you know the game in question, no doubt your mind is already racing with possibilities – but do read on before rushing to your laptop. If you don’t, picture a vast scalable map of the Middle Ages residing on your computer screen, where one of the fiefdoms represents your lands, the attached family tree the characters of your family, and the world around them an almost endless possibility of interactions with other domains, noble houses, religions and trading partners. You are not a country, per se, neither just an individual, but rather a whole dynasty – and the game continues as long as your bloodline does (even in exile).

Thus, you are playing in (and with) a virtual world. But you are also doing something else, something more engaging and arguably more rewarding – you and your fellow gamer are weaving a common narrative: a story emerges.

The extent to which this happens depends largely on the nature of the game, rather than merely on the intent of the player. Thus, computer games may arguably be classified along a continuum defining their level of narrative involvement, stretching from story-driven to story-neutral. Doing so, one may group them roughly into the following three categories:

A.      Some depend on telling a story as their essence. These include role-playing games, in the vein of Dungeons & Dragons and its many re-implementations, as well as so-called “point-and-click” adventures (games essentially designed as interactive animations where player intervention is mediated by clicking with a mouse on items to manipulate or characters to converse with). You play because you want to know what happens next.

B.      Another category of games presents a hybrid experience more focussed on dexterity or tactics, but still offering a backstory that informs the fictional universe, even if with limited bearing on the player’s individual moves. These range from grand strategy titles (where the aim is the governance of states and macro-economies, such as Sid Meier’s Civilization) to squad-based situational simulations (where the player manages a small group of characters and their day-to-day struggle for resources, as in the emotionally impactful This War of Mine). You play for the experience.

C.      Meanwhile, some are almost void of story-telling elements, and rely instead on nifty mechanics through which the player competes with others, or overcomes procedural obstacles and achieves a sense of progression. Lore, if any, is mostly cosmetic. These span the breadth from casual entries (such as “brawlers”, i.e. fighting games, and racing titles, which can be picked up for a few minutes of entertainment) to highly time-intensive and complex “virtual toys” (incl. accurate flight simulators and detailed city builders, which demand a high learning curve and a large time investment). You play for sheer exhilaration.

Yet now let us add a second axis, representing the amount of freedom accorded to the person immersed in the game: in the language of design, this is often referred to as player agency. Here games range from complete linearity (traversing a pre-ordained path to complete a quest) to an open-world setting (where the main plot or purpose of the game can be postponed almost indefinitely in order to inhabit its fictional environment). These can map perpendicularly onto any of the three categories mentioned above, as per Fig. 1.

Fig. 1. Narrative agency in computer games

But which of these best lend themselves for player-led story-generation?

According to our analogy, the axes of both intersecting spectra meet somewhere in the middle. Depending on the player’s willingness to enrich the gaming experience by spinning their own tale, both by interacting with the game itself and by the added means of auto-suggestion, one could argue that the optimum requires a balance between “sand-box” (i.e. open world) liberty and realistic feedback, i.e. the manner in which the in-game environment reacts to the player’s actions. Thus, the less linear and more complex a setting is, the better opportunities it offers for user-led narrative building.

For a case in point, take the Creative Assembly’s Total War series, a succession of empire-building games blending the turn-based rhythm of board games for the political layer with real-time command and control for the battles that ensure when opposing armies come to occupy the same spot on the map. Each game covers a different historical period, from the Roman Empire to the Napoleonic era, with the most recent instalment (dubbed Attila) bridging the transition from late antiquity to the early Middle Ages. When immersed in this title’s grand campaign (i.e. leading a specific realm through the entire timespan of the game), the objectives for each faction delineate their choices to some extent, but player-agency is only constrained if one is preoccupied with the attainment of pre-set victory conditions.

To give an illustrative example, during the present author’s most recent session, he chose to impersonate a fictional Hunnic faction that acted as faithful guardians of Constantinople, hammering the enemies of the Byzantines at every turn. Since the algorithm governing the actions of the Eastern Romans did not initially foresee such a turn of events, the player had to sack their capital in the early game, in order to force them to make peace with his barbarian horde. This regrettable-but-necessary bloodshed, however, turned out to mark the beginning of a long, mutually beneficial alliance, as subsequent positive interactions eventually came to overshadow past frictions.

Another well-known example of a game that pushes the limits of player agency is Paradox Studio’s Europa Universalis franchise (and its cousins, incl. the Crusader Kings series alluded to at the outset). Co-operative campaigns played with human companions may be (and often are) entirely devoted to self-chosen objectives, such as uniting the Catholic world as an expansionist Papal State. These meta-game objectives blend the player’s personal interests or pet historical fantasies with the flexibility provided by the artificial intelligence underlying the software (the so-called Clausewitz engine). Narrative retellings of what had transpired during such lengthy session have become a staple of online forum discussions dedicated to these games, thus often completing the leap from ‘playing’ to ‘story-telling’.

The intense sense of creative potential is most evident in the “modding” culture that has sprung up around such games: some have communities of thousands of users who develop additional content (such as maps, historical events, military units, 3D models of buildings, artwork, etc.) and share it freely with others to download and integrate into their local copy of the software in question. Exposure to the “mods” thus created has shaped user expectations towards the features and flexibility subsequent titles ought to have.

There have even been attempts by “modders” to radically alter the nature of games that were conceived as linear by their original publishers. One of the most ambitious examples to date is the ongoing effort by enthusiast of Slitherine’s Panzer Corps to take the wealth of military units and map terrain tiles available from the base game (and its many official expansions) and create a giant scale map of Europe complete with railways, roads, cities and the disposition of forces reflecting the geostrategic situation in mid-1942. The massive scenario attempts, in effect, to turn a static digital board game emulating individual battles of World War 2 into an experimental device for alternate history world-building.

If these trends continue apace, those interested in crafting their own narratives through non-linear games have a lot to look forward to. With the advent of more powerful home computers and the emergent combinatory skills of artificial intelligence, we may see the advent of privately accessible grand strategy and simulation games that rival the professional software hitherto reserved to military academies and corporate research laboratories. Such development would unleash narrative potential on an unprecedented scale, particularly in the genres of speculative geopolitics and alternate history.

Far more revolutionarily, and with an impact that is hard to foresee, fledgeling virtual reality technologies will break the immersion barrier whereby procedurally generated worlds with realistic (incl. haptic) feedback will likely redefine what it means to require for audiences to ‘suspend disbelief’. As audiences will be plunged directly into the midst of fictional multi-sensory worlds, the very notion of linear story-telling is likely to be challenged by expectations of ubiquitous interactivity – and at greater lengths of immersion.

While there was an observable trend already in the 2010s for longer games, the revenues of both digital as well as analogue (board game) publishers focussing on complex titles increased markedly during the Covid pandemic, and held up firmly ever since. With ludophiles apparently having heeded the call for “social distancing” by retreating to their bunkers to play, the estimated 40 hours needed to complete a single campaign of the above-mentioned mega-games are certainly starting to look a lot less unreasonable. Particularly when judged alongside the time investment required for the (decidedly narrative) video game rated highest by worldwide critics in 2023, Belgium-based Larian Studio’s high-fantasy epic, Baldur’s Gate 3 – 100 to 150 hours by median estimates.

The question now remains – will people still take the time to read analogue literature in an age of hyper-immersive, personally tailored gaming experiences? As we head into 2024, we are perhaps closer to finding out than we could imagine.

~

The Arbiter

by Conrad Gardner

EXHIBIT 101 – THE ARBITER

BEFORE TOUCHING, READ BELOW:

Forged in 1882, The Arbiter is the earliest Pistante in history. It was created by Abel Garcia (1860-1922), an Anjiladonian native who trained as a mage in this museum’s home at the age of ten. Upon leaving the Mantelios Institute, he moved to the developing settlement of Los Lojones in Mastaces, Babonia, working as a smith. Born to farmer parents, Garcia was used to labour, but not always well-behaved, stealing trinkets from his grandparents. Adopted by an aunt after his father’s death, he was enrolled in our institute, being taught humility and learning to help the less fortunate.

During the Third Invasion (1882 – 1885), Garcia attempted to defend the town, but his offensive spells needed a device to help channel their power. His hand-cast spells lacked accuracy, so he forged The Arbiter, inventing a new kind of weapon that would protect the entirety of Kantinia.

Modelling The Arbiter on a Ricosto Revolver, Garcia implemented the chant Spiritum Deus Guardia for several hours while under the forge’s heat. (This chant has been used on two other exhibits in this institution’s collection, Exhibits 84: The Disciplo and 96: Ramirez’s Lawgiver). His diary (housed in the Mantelios Library) notes that when removed from the forge, ‘The gun was too light, like a leaf.’ The weight of his chants squashed the barrel, increasing it four millimetres in length, proving beneficial to the weapon’s range capabilities. With the first Pistante in hand, Garcia learned to focus his beam casts on the weapon (which he termed ‘injecting’) and fire the energy bestowed, becoming the first gunmage. He waged war on the Chacibarae and Chupahomani that terrorised Los Lojones. Porofi was one of his most frequent casts against such beasts, powerful when injected into The Arbiter.

In 1883, Garcia returned to Anjilados, a focal point of the Third Invasion. Ignoring the torment of the surrounding towns, The Arbiter weighed his belt down until he agreed to return.

The gunmage rode through the country, shooting Fiestorre with stakati energy as he passed. With an army of New Babonites and Anjiladonians behind him, he helped reclaim his land. When not fighting, he shot his injured allies with consuviae projectiles, healing those that had rudimentary cuts and bruises. Though The Arbiter never refused him, he said his Pistante grew heavier during moments of anger, which led him to learn the meditative arts. He shared the knowledge of how to craft a Pistante with few people, though many imitations by criminals yielded failed results.

Due to the draining effects of injecting his magic into the Pistante, Garcia retired in 1905. An international discussion started about who would continue his legacy and become the next gunmage. Despite numerous attempts by the Anjiladonian and Babonian governments to claim the weapon, no politicians or military leaders could lift it with ease. Competitions were held without Garcia’s consent, attempting to find the best fighters and shootists, but no winners were selected by him.

Deciding to search for his new mentee himself before he grew too drained, Garcia came upon Rosa Macabe (1899-1966), a young thief in Mastaces City after she attempted to steal his wallet. Taking his belt, and The Arbiter with her by accident, Garcia saw the weapon did not drag her to the ground and sensed her benevolent spirit. Adopting Macabe, he tutored her in achieving inner balance and using her talents to help others.

Garcia’s choice was controversial. He permitted others to try using the weapon, but it was lifted by few, fired even less. The Saraphitos made vocal threats against Macabe’s life for not being a noble-born magician. Garcia taught her his method of weapon-smithing and had her study The Arbiter’s individual parts before he let her practice firing it. The weapon is notorious for being difficult to use unless the wielder understands its making. On his deathbed, Garcia said that Macabe was a better gunmage than him as she had mastered her hate.

During the Poronean Invasion on Kantinia, Macabe used The Arbiter to defend the continent. Preventing the needless slaughtering of thousands, she proposed a duel between herself and a Poronean champion, Cladstock the Brute. Injecting The Arbiter with combosti, she demolished his armour with a flurry of shots (Exhibit 198: Cladstock’s Helmet can be seen in the Invader Display, where the effects of combosti energy on veitor steel are visible). Following her predecessor’s practice, she never wore armour, making her grasp around The Arbiter’s ivory grip firmer, and her movements quicker.

In 1957, a Sariphoto invaded Macabe’s home and tried to execute her with The Arbiter. The Pistante detected the attacker’s dark soul, refusing to fire and scorching his palm. Taught by Garcia not to rely on The Arbiter for all spells, she killed the Sariphoto with a hand-cast combosti.

Drained by The Arbiter as Garcia had been, she searched for its next bearer, Guillermo Conti (1968- ). Losing his parents in the Poronean Invasion, he was taught at this institute until Madame Macabe selected him as her successor at the age of fifteen. Despite his aggression, he tempered this along with steel at Garcia’s forge as Macabe mentored him.

Serving in the Diavolos War (1986-1987), Conti helped close the Tiaria Tear, and was the leading gunmage of the Anjiladonian army. By the war’s end, he had greatly contributed to establishing an era of peace.

Conti attempted to use healing casts on it, but consuviae, was the only workable spell, due to its projectile nature. Unable to help others with The Arbiter beyond basic medical aid, he returned here to become a teacher. Introducing two new classes, Gunmaging and Gunsmithing, Conti crafted his own Pistante and gifted The Arbiter to this institute, saying that it had no use in a time of peace, as it needed conflict to be used well.

Here it lies, waiting for a day The Mantelios Institute prays will never come. If you wish to hold The Arbiter and see if you are worthy, please take hold of the grip.

WARNING: The Mantelios Institute and Museum does not claim responsibility for any injuries sustained when attempting to fire or remove The Arbiter from its Lashiana-enchanted glass. Hands are crumpled or burned at the visitor’s risk.

~

Bio:

Conrad Gardner’s fiction has been published by Superlative, Martian, AEL Press, and Full Moon Chronicles. He writes to calm his mind and keep his hands busy.

Philosophy Note:

Weapons, like beasts, may lay dormant for millennia. But they are always ready to be used again.

Drums Along The Mohawk

by Carlton Herzog

PROCEEDINGS BEFORE THE JOINT WAR COUNCIL OF NORTH AMERICAN TRIBES, AUGUST 28, 1813

Chief Rolling Thunder of the Cherokee Nation: We of the Indian Nations are gathered here today to decide an appropriate response to England’s repeated attempts to conquer and colonize the North American continent. Time again the English have established and held colonies by force of arms along our east coast. These attempts to take our land have increased with disturbing frequency over the years. Some here favor a diplomatic solution. They recommend allowing a limited number of settlements and mutual trade. Others among us see these settlements as beachheads for an inevitable invasion. They demand we deny these invaders any purchase on our land and go so far as to advocate an attack on England itself.

Red Eagle, Chief of the Algonquin Nation: The first and fundamental law of nature is to seek peace and follow it. I submit that war should belong in our tragic past and find no place on our agenda for the future. At best, war is barbarism. Its glory is an illusion. It is only those who have never fought nor heard the shrieks and groans of the wounded who cry aloud for blood, desolation, and vengeance. We can and must find a reasonable accommodation with these English.

Blue Feather, Chief of the Huron Nation: Peace is a dream and not a beautiful one. We know that Pizarro laid waste to our Inca brethren before he was finally driven off the Southern Continent. When the Spaniards first came to the Incas, they had the Bible, and the Incas had the land. The Spaniard said, ‘Let us pray.’ The Incas closed their eyes and prayed. When they opened them, they had the Bible, and the Spaniards had their land. Like it or not, the tree of liberty must be watered with blood.  

Our Aztec kin did not go so quietly. They sent a rat born plague to Western Europe. Millions died. While the plague swept across Europe, the conquering Aztec war fleets overran the Gold Coast and established the African Aztec Empire. No European nation has dared colonize the Dark Continent since.

Consider that we are the remnants of the Siberian Ket, an ancient nomadic people of Central Asia. More precisely, the ancestors of Attila the Hun whose armies ravaged Europe. They left Asia and traveled eastwards across the Bering strait land bridge. It is therefore fitting that we carry on that noble marauding tradition in defense of our way of life.

Our strategy should be to not only confront the English Imperialists, but also lay siege to their capital. To deprive it of air. To shame it. To mock it. We will break them with our sheer relentlessness and superior cunning.  Let our plans be dark and impenetrable as night, and when we move, we will fall like thunderbolts.

Red Eagle: My brother, you are a great chief and warrior. But consider that the first man who, having enclosed a piece of ground and said this is mine laid the foundation for every war ever fought.  How many horrors and misfortunes might have been prevented, by pulling up the stakes, and announcing to his fellows that ‘The fruits of the earth belong to us all, and the earth itself to nobody.’ What sort of creature sacrifices its children’s lives to settle its differences? You would cast our young braves, who know little of life, into the abyss of sorrow. Older men declare war. But it is youth that must fight and die. What difference does it make to the dead, the orphans and the homeless, what you call the mad destruction of war? Your war will not determine who is right — only who is left. Your war will show us to be something other than thinking animals.

Chief Black Eyes of the Iroquois Nation: We must have war. We must defend our lives against a destroyer who would devour all. These English will infect us with their perverse ways. Here they can let their pants down while wallowing and rutting with our women.  They can indulge themselves in all manner of deviance and sensuality with no harm done to their precious London. There will be nothing to soil their cathedrals, their white marble statues, or their noble sentiments. There is enough distance between our land and theirs to absorb all manner of barbaric behavior, no matter how dirty and animal it gets.

I concede that war is an ugly thing, but not the ugliest of things.  A man who has nothing which he is willing to fight for is a miserable creature who has no chance of being free, unless made and kept so by the exertions of better men than himself. Who among us is so blind as to condemn a war to protect our peoples against tyrannical injustice?

Chief Tecumseh of the Mohawk Tribe: Our battleplan is foolproof. We will use their ships that we have captured. In the dead of night, we will sail them into London harbor. On the first night, our braves will set fire to all their ships. On the second night, they will burn their city. On the third night, they will kill all the English leaders they can find. Then under color of the French and Spanish flags, and in captured uniforms, they will sail away in daylight. The English, the French and the Spanish will be too busy killing one another to bother us any time soon.

Chief Red Eagle: No one here doubts our tactical superiority when it comes to the art of war. But consider the Greeks. At Marathon, their hoplite phalanxes of heavy armor and longer spears made them superior in hand-to-hand combat against the Persians. Yet, the Greeks were slaughtered time and again because the Persians outnumbered them twenty to one.

The same is true of the naval battle at Salamis. Equipped with cast-bronze rams at their bows, the Greek triremes were adept at ramming and boarding Persian vessels. But there too, the Persian ships came in such great numbers as to overwhelm the Greek navy. I submit therefore that while we may win the Battle of London that is a far cry from winning a war. Sooner or later, the Europeans will know that it was we who set London ablaze and them at each other’s throats. I say we let sleeping dogs lie until we can come up with a better solution.

Chief Black Eyes: That is pure foolishness. The English breed like rabbits.  Indeed, the galloping increase in their numbers guarantees that their hungry population will have an unslakable appetite for our rich farmland. There can be no reasonable accommodation with such creatures, who appear as men but are beasts in their hearts. The English will come and spread throughout this continent like disease through a living body. They will multiply without thought, pushing us aside so that they may breed and flourish. They will not come alone. They will bring their French and Spanish cohorts in such vast numbers as to make small a plague of locusts. They do not come to bring harmony with the numbers of our population. I submit that your anti-war agitation and argument are inherently irresponsible and unpatriotic. I denounce them.

Chief Red Eagle:  I have learned that the point of life’s walk is not where or how far I move my feet but how I am moved in my heart. If I walk far but am angry toward others as I journey, I walk nowhere. If I conquer mountains but hold grudges against others as I climb, I conquer nothing. If I see much but regard others as enemies, I see no one. Peace is not the way of weakness. It is the way of strength. War is nothing but the first resort of limited minds.

Chief Great Bear of the Mohicans Tribe: My tribe is gone. The English gave us blankets infected with smallpox. I’m the last, the very last.  I’ll dance a Ghost Dance. I’ll bring them back. Can you hear the drums? I can hear them, and it’s my grandfather and grandmother singing. Can you hear them? I dance one step and my sister rises from the ash. I dance another and lightning shoots down from the sky onto the palefaces. With every step, an Indian rises. With every other step, lightning falls. We dance in circles growing larger and larger until we are standing on the shore, watching all the ships returning to Europe. We dance until the ships fall off the edge of the world into a yawning throat of fire.

I say that If I’m going to die, I want to fight. I will not be pummeled and played with and threatened into submission. Nor will I let that happen to our land. We do not think of the great open plains, the beautiful rolling hills, and the winding streams with tangled growth, as ‘wild’. Only to the white man is nature a ‘wilderness’ and only to him is the land ‘infested’ with ‘wild’ animals and ‘savage’ people. To us it home. It is beautiful and we are surrounded with the blessings of its Great Mystery.

Chief Rolling Thunder: You have all had your say.  I will have mine. The hearts within us burn because of deep wounds to our soul. It is an agony that will not quit. We are here deliberating whether to unlock a dangerous door from which faint hearts would do wisely to keep away. I must counsel that we practice a willed suspension of conventional beliefs and in that poised awareness listen. Listen for the smothered voice of the Great Spirit from whom even now we are alienated. That great body of radiance knows neither birth nor death. Only it can free us from the endless repetition of mistakes we have chosen to sanctify. Before you cast your ballot for or against war, quiet the mechanisms of your mind. In that uncluttered silence, ask the Great Spirit for guidance in this matter. Then and only then can you be confident that your decision is just. The red clam shell is for war. The blue is for peace. When you have made up your mind, select one and place it in the ceremonial pouch. Then we will count.

~

Bio:

Carlton Herzog is a USAF veteran with B.A. magna cum laude and J.D. from Rutgers. He served as Articles Editor of the Rutgers Law Review. His work can be found on amazon.com/author/carltonherzog and Google Scholar.

Philosophy Note:

Do human cognitive abilities differ from those of other animals in kind, or merely in degree? Are we in a class by ourselves or just the smartest ones in our class? Does the answer lie in the human capacity to ask, “what if”? After all, no other primate mind can picture things beyond what it can sense, nor promiscuously combine ideas and mingle different domains of knowledge to create new worlds. What a thing it is to be lost in rapturous contemplation of such unrealized possibilities. It is nothing short of throwing open the picture gallery of our own souls. The multidimensionality of our psyches is what separates man from beast. Thus, in the insubstantial country of his own mind, man reigns exclusively alone. Yet the human addiction to violence and war stems from the self-centered fear we will lose something we have or not get something we want. Because our cognitive architecture is grossly impoverished, we don’t learn from our mistakes, and even more egregiously don’t learn that we don’t learn.

New Year In Zara

by Matias Travieso-Diaz

And therefore I have sailed the seas and come

To the holy city of Byzantium

William Butler Yeats, Sailing to Byzantium

In early 1201, Prince Alexios Angelos of Byzantium and I, his valet, were rescued through bribery after six years of confinement in Constantinopolis’ Prison of Anemas. Pisan merchants, whom we met them outside the prison, spirited us away in their galley.

We landed in Pisa and were transported overland to the Hohenstaufen Castle in Göppingen, home of Duke Philip of Swabia. Prince Alexios’ sister Irene was married to the Duke and received us with open arms; not so much her husband, who was fighting for the throne of Germany and had greater concerns than caring for fugitives from far-away Byzantium.   

It is always frigid and windy in Hohenstaufen, which sits on a hill that overlooks the Rems and Fils rivers. We froze in the keep, alone, and tasted the bitter bread of exile. We longed to return to beautiful Constantinopolis, the queen of cities, where it is always warm and sunny. There was scant news of Alexios’ father, Isaakios II Angelos, who had been deposed, blinded, and imprisoned. Presumably, he was still alive; his deposer, Alexios III Angelos, was not ready yet to stain his hands with the blood of his own brother.

The Duke was celebrating Christmas and had assembled his court for a lavish feasting season. Among the guests was his cousin Boniface, Marquess of Montferrat. Boniface had just been chosen to lead a Fourth Crusade that was being organized, and had come to seek Philip’s support.

 My Prince met Boniface at one of the Christmas banquets. Boniface regaled Alexios with tales of his military exploits and bragged that he could help Alexios’ father regain the throne of Byzantium. Alexios was taken with the idea.

Duke Philip was drawn into the conversation, and suggested that Boniface use his position as leader of the upcoming Crusade to restore Alexios’ father to power. This was a tricky idea, though, for the Crusades’ goal was to wrestle the Holy Land from the Muslims, not fight other Christian nations.

The night of that banquet, while readying Prince Alexios for bed, I heard from his inebriated lips an account of his conversations with Boniface and Philip. I cowered in fear. I was only a young child when slavers abducted me from my village and sold me to a Byzantine official. My master had brought me to Constantinopolis to become his confidential secretary when he went to serve at the palace. I thus kept current on Byzantium’s world affairs, and knew that the Frankish longed to conquer the Eastern empire.

Because of our years of imprisonment together I was freer to share my views with my master than a slave should be. “The Frankish covet the riches of our empire. We cannot trust them and should not make deals with them!” I urged.

Alexios struck me on the mouth. It was a feeble blow, for he was not a strong man and was weakened by wine. “How dare you, slave, second-guess your master?  I should have you flayed!!”

I was not badly hurt, except in my pride. I lowered my head and responded meekly: “Despotes, my life is yours to dispose of as you wish. But I would be untrue if I did not warn you of the grave danger in the alliance that is being proposed to you. I watched that man Boniface during the banquet. He is a ruthless man, who shall seek to bend you to his will. You must not allow him and his Crusaders to come anywhere near Byzantium!”

Alexios raised his arm, intent on striking me again, but the effort was too much in his condition. He merely replied with scorn: “Though you may think otherwise, I chose you to be my servant, not my counsellor. So, shut up and help me disrobe!”

Without more, he flung himself on his bed, still fully dressed. In the next minute he was snoring loudly.

#

Prince Alexios visited Rome early next year and promised the Pope that he would pledge a large sum to the Crusaders’ cause if they would assist him and his father in regaining power. With those moneys, the Crusade could finally get underway. The Pope agreed not to oppose the Crusaders’ potential diversion into Byzantium, but specifically told them not to attack any Christians, including the Byzantines.

#

Another figure then entered the stage: Enrico Dandolo, the Doge of Venice. The merchant republic and Byzantium were bitter commercial rivals and had fought many wars, directly and through proxies, in their attempts to monopolize trade in the Mediterraneum. Dandolo himself was no friend of Byzantium and was rumored to have lost his eyesight while fighting us. Thus, his involvement in the upcoming Crusade was most troubling.

Dandolo agreed that Venice would provide transportation and most provisions for the Crusader army but demanded that the Crusaders first make a show of force at Zara, a Christian city on the Dalmatian coast that once had been controlled by Venice and was now a Hungarian possession. From Zara the crusader army would set sail for Byzantium.

The Crusade fleet arrived in Zara in November. The sheer size of their fleet intimidated the Zarans, but they held fast against the intruders. The Crusaders attacked the city, and after five days of fighting took it on November 24, 1202. Upon capture, the city was thoroughly sacked.

In late December Prince Alexios and I arrived in Zara. Its conquest was the final alarm bell that I needed before frantically pleading with Alexios to put an end to the venture. He rejected my pleas and informed me that he had promised to pay two hundred thousand silver marks to the Crusaders and their Venetian allies if he and his father were restored to power. As before, my objections were brushed aside by the Prince.

#

It was New Year’s Day, 1203 and the Crusader fleet was getting ready to leave Zara for Constantinopolis. Prince Alexios and I attended early morning New Year services at one of the few churches that had not been destroyed by the Crusaders. As we were returning to our quarters, I pointed to the charred ruins of a palace and remonstrated with the Prince:

“How can you persist in seeking the help of these barbarians, seeing what they are capable of doing? Zara was a Popish city, and it was not spared. What will they do to Constantinopolis, a far greater place? What will become of our palaces, our Hagia Sophia, the vast riches that we have gathered over the last nine centuries? Do you not see that you are putting all of Byzantium at grave risk?”

Alexios cut me short. “It is my divine right to become Basileus Autokrator. I can deal with the Frankish and the Venetians, and to disagree with me is traitorous. I will have no more of your talk, slave!”

“My Prince, you are wrong, and you are gambling with the lives of our citizens. I have had visions of our proud city being laid low by the Frankish scum. Please reconsider….”

Alexios did not let me finish. In a rage, he jumped at me and started to pummel me violently. I took no measures to protect myself but, as he was drawing blood from my face and crushing my cheekbones, I grasped his arms to restrain him. This drew him even more incensed; somehow he freed himself and pulled a dagger from his cloak, bellowing: “You villain, you dare lay hands on your Prince!  For this you shall die!!”

I tried to run away, but lost footing and fell to the ground. Alexios stood above me and raised the dagger to slay me. To protect myself, I grabbed his wrist and attempted to dislodge the weapon. Alexios lunged at my prone figure, stabbed me on the arm, lurched forward to strike another blow, lost balance and fell on top of me.  We struggled until I overcame him.

I got up and tried to help the Prince to his feet. Alexios’ dagger was protruding from his chest and he was not moving. A pool of blood was already forming beneath his body. There was blood on my face, my garments, my slashed arm.

I ran away, crying for help, but due to the holiday Zara’s ruins seemed empty and nobody answered my calls. After a while, I returned to the Prince, who lay where he had fallen. He was dead, and his body was already starting to cool. I covered him with my soiled cloak and left for the Crusaders’ camp, dripping blood from my many wounds.

#

 I was seized by an overwhelming feeling of guilt. I had slain my master. I had committed a horrendous crime for which no pardon was possible. I thought of killing myself but I had no weapons: Alexios’ dagger was still buried in his chest.

I began shuffling like a condemned man, step by painful step, in the direction of the port, where I expected I would be put to death by the Crusaders the moment I confessed my crime. But as I walked, I considered my situation with a cooler head. I could testify if necessary that my killing of the Prince had been an accident, for which I should not be held responsible. Moreover, offering myself for execution would not bring the Prince back to life. Alexios’ death had been decreed by divine providence, as a way to prevent the greater ills that would have occurred had the expedition against Constantinopolis been carried out.

I then decided that a fitting punishment for the Prince’s death would be for me to stay alive and devote my life to prayer and good deeds in the memory of the man I had slain. I turned inland and proceeded towards the hills to the east. I expected to be seized at any moment, and was sure that the Crusaders would send search parties in all directions and would capture me in no time.

But nobody came after me. Perhaps their finding the trail of my blood had left the impression that I, too, had perished.

In the afternoon, I arrived at a village and found people who spoke Greek and directed me to an Orthodox monastery a three hour walk away. I took refuge there and never left.

Some may question the veracity of my account and accuse me of deliberate murder, given my opposition to the fatal course of action on which the Prince was about of embark. I shall also leave for others to judge whether my flight from the Crusaders’ camp was driven by wisdom or cowardice. Nobody is left to judge me and the truth does not matter anymore.

#

It has been twenty years since my crime, and the world has changed a lot since then. With the death of Prince Alexios, the Crusade came to a halt, but Pope Innocentius III continued to preach for its resumption and in 1205 the Fourth Crusade belatedly left for Egypt, forsaking Constantinopolis. The Crusaders captured Alexandria on the Nile delta after a fierce battle. From there, they drove along the coast like a sandstorm, defeating the Ayyubid successors of Saladin and conquering back Jerusalem in 1206. The Kingdom of Jerusalem was re-established and Boniface became its first ruler. More Crusaders and Christian settlers arrived in subsequent years, establishing a new kingdom that abuts the southern border of Byzantium, such that they can mutually defend each other.

Isaakios died in prison, and not much later his treasonous brother was deposed and executed. Byzantium now has a new ruler who has led the empire to many a victory over its foes. Constantinopolis has been able to repel any invaders and Byzantium endures, and with God’s favor will remain the greatest empire on Earth for a thousand more years.

I will go to my grave soon.  I still grieve the death of my master, but do not lament my acts or their beneficial results.

~

Bio:

Matias Travieso-Diaz was born in Cuba and migrated to the United States as a young man. He became an engineer and lawyer and practiced for nearly fifty years, whereupon he retired and turned his attention to creative writing. Over sixty of his stories have been published or accepted for publication in paying short story anthologies, magazines, blogs, audio books and podcasts; some of his other stories have received “honorable mentions.”

Philosophy Note:

The year I was born Harold Lamb’s The Crusades was published. I read it first as a teenager and was captivated by the deeds of Christian and Muslim leaders whose fighting over the Holy Land informed the future of the Middle East for many centuries to come.
I was particularly drawn by the disastrous fiasco that became the Fourth Crusade, an affair that ended up overthrowing a thousand year empire that served as a buffer between East and West. In addition to destroying one of the great sources of the world’s cultural heritage, it led to a fractious distribution of power that continues to affect the thinking and behavior of millions of people today.
Harold Lamb’s account of the Fourth Crusade is eminently readable and I recommend it to anyone who wishes to reflect on one pivotal moment in history and wonder “what if” a callow youth who gave away a great empire had failed to do so.

Orchids Of Annihilation

by Jim Lee

(Biographer’s Note: Now we present selected excerpts from the epic poem “The Orchids of Annihilation” written by Covid Michaels in Alliance Year 330—125 Standard Years after the end of The Great Alliance War.)

In the End, she would stand Resolute:

Alongside Mary-Alice Yamamoto,

Acting Battle-Horde-Leader TangGoo,

Admiral-of-Supply Ta Nie-Sss’,

And those Other Heroes.

She would stand for Victory with Honor:

For Uncommon Forbearance,

For Interspecies Solidarity,

Ultimately For Compassion,

And a More-Peaceful Future.

She would stand against the Maddened Moment:

Against Unthinking Rage,

Against Blind Vengeance,

Against Immoral Orders,

And against Outright Genocide.

ONCE BRUTALLY VENGEFUL, THEN RESTRAINT’S UNLIKELY ACOLYTE!

#

Yet in the Beginning, She was Different:

A Mere Ensign,

Serving aboard Undaunted,

A Simple Gun-Boss,

Managing two Magnetic Cannon.

She seemed typical, of her Time and Place:

A Youngster Indeed,

By Planetary Origin,

And by Chronology,

Carrying out Her Duties.

Still there was Family, Traditions to Uphold:

Her Service Lineage;

Lifetimes of Historiography,

Must be Vindicated,

No matter how Burdensome.

A middling Academy Graduate, this Morrigan O’Ree:

But Smart Enough,

But Strong Enough,

And Brave Enough.

She hoped most Fervently.

Not quite 350 Days, in Active Service:

Her record Adequate

If hardly Exceptional;

Morri’s combat Experience,

Two minor, indecisive Battles.

So much ahead, so many Great Events:

Besieged at D-23,

Defending Icklandic Space,   

Liberating New Cleveland,

The Third Offensive,

Betrayed then Self-Avenged,

Cast Aside, eventually Redeemed.

A HISTORY UNIQUE, BUT NOT YET WRITTEN!

(Biographer’s Note: Critics still divide, strongly pro and con, concerning Michaels’s choice above, breaking his own self-imposed structural pattern by listing so many—yet hardly all—of the significant later events in O’Ree’s long wartime career. In particular, omitting the series of Joint Operations alongside Yamamoto and to a lesser extent Ramirez in the middle period of the war attracts attention. To a lesser degree, glossing over O’Ree’s notorious risk-taking when given a comparatively minor assignment during the Galactic Halo Campaign is also fodder for comment.)    

#

(Further Note: The following stanzas detail the events of Day 23, Month 9, Alliance Standard Year 162. Allegedly the first indication that Planet Tir na nog and the famed O’Ree clan had produced yet another outstanding warrior.)

One Ominous day Undaunted must Fight Again:

Equal in Size,

In Defensive Lasers,

In Offensive Weapons,

And sheer Dire WILL.

Another heavy cruiser, but no Human Enemy:

Not from Republic,

Nor New Cleveland,

But fierce-some Aliens,

Hydrogen-Sulfide-breathers from Naraka Prime.

Two great Warships, fully and evenly Matched:

Neither would Retreat,

Nor imagine Surrender;

Rather each Resolved

To Devastate the Other.

Battle rages on Relentless, for Tortured Hours: 

Neither yet Winning,

Nor quite Losing,

Slugging It Out,

Like two punch-drunk Brawlers.

Magnetic Cannon Discharging, Lasers flashing in Defense:

Incoming warheads Detonated,

Targets as-yet Unblemished,

Doom creeps Ever-Closer,

Inching Progressively, Mindlessly Closer.

War of Numbing Attrition, of Grinding Combat:

Radiation Inching Closer,

Unending silent Outbursts.

On every Viewscreen:

Both sides, Wearing Down.

Success hampers both Sides, Heat-slow Lasers Falter:

Unceasing continued Pounding,

Shrapnel pits Hulls,

Radiation’s Constant Companion, 

Mental War-Fog grows Universal,

(Biographer’s Note: War veterans agree this passage accurately conveys the strange reality of ship-to-ship combat between similar-size vessels of that era. All sides in the Great War employed every weapon available. Point-defense lasers automatically destroyed in-coming ordinance with great efficiency, be it warheads fired by several types of magnetic cannon, torpedoes or full-sized AI-guided anti-ship missiles. But they derived their quickness from superconducting circuitry that needed extreme cold to function properly. The vacuum of space transfers radiant energy imperfectly, but in a long fight the system degrades. Each explosion gradually reinforces the process—increasing heat lengthens reaction time, allows the next and then the next volley to get progressively nearer the target vessel. It is true that the Narakan Empire had a marked preference for beam weapons, particularly plasma cannon, for combat in normal space. But here the Undaunted kept up a steady barrage of conventional artillery that prevented their opponent from closing to use this formidable yet shorter range weapon—until the very end of the encounter. The seemingly perverse blend of raw terror and brain-freezing boredom this sort of marathon battle tends to generate is also confirmed by experts.)

Neither ship crippled, though Both take Damage:

Both inflict Casualties,

Both suffer Casualties,

The End Approaches,

For Which—or BOTH?

Portside of Undaunted Struck, ranking officers Lost:

Dead or Wounded,     

Makes no Difference,

Now O’Ree Commands,

Now Directs Three Batteries.

Two new Opponents, Join the Once-Even Contest:

Small quick Corvettes,

Not-Close Undaunted’s Match,

Though drawing Attention,

Away from More-Urgent Danger.

Enemy Cruiser maneuvers, Closes in on Undaunted:

To Sear Ship

And Crew Alike

With Plasma Hellfire;

To Win and Live!

Only Morri sees, only O’Ree is Aware:

Three Full Batteries,

Six Heavy Guns,

A Hardened-Veteran’s Task,

Coordinating Each Gun’s Fire.

Enemies entering Effective Range, About to Unleash:         

O’Ree barks Orders,

Six Magnetic Cannon,

Spit Atom-Tipped Death,

Shall Undaunted Live On?

Morri’s viewscreen Glares, fills with Beautiful Savagery:

The Enemy Vanishes,

Amid Explosions Terrible,

Exquisitely, Silently Sublime,

Her Victory, She Witnesses.

The smaller ships Retreat, Face no pursuit:

Undaunted is Battered,

Content to Leave,

To Journey Home,

For Repair and Rest.

Morrigan O’Ree wins Promotion, First of Many:

Relief Engulfs Her,

Wonder and Dismay

All These Hers,

Now she’s SEEN IT!

The Dreaded Thing,

The Nightmare’s Source,

A Ship Exploding,

Lives Incinerated BY HER!

The Orchids of Annihilation, she’ll dub Them:

And Accept Them,

Even Treasure Them,

Their Vivid Multi-Colors,

Silently Blooming for Her.

AGAIN AND AGAIN, FOR HER THEY’LL BLOOM!

~

Bio:

Jim Lee has been a published writer since the 1980s. His recent stories have appeared in such anthologies as Smoke In Space (Hawks Barrow Press, 2021), Worth 1,000 Words (Browncoat Publishing, 2020) and Sunshine Superhighway (Jay Henge Books, 2020).

Philosophy Note:

Jim Lee believes Science Fiction should make every effort to extrapolate on known science fact to reveal possible futures, while also commenting indirectly on events or circumstances in our present world. This story is part of a series and in the chronology of my Alliance Universe, it introduces one very important character (Morrigan O’Ree) and, indirectly, the poet (who will eventually have a story of his own). A couple of previously published stories with O’Ree as a character have already seen print, dealing with events which are alluded to in Orchids of Annihilation. I wanted to do something different and thought this fictional nonfiction format would allow me to make passing references to them. I read a fair number of biographies and using such a form in a fictional context struck me as a unique and fresh strategy.

Segregated Peacekeeping Agreements Missing

by Richard Lau

If you asked the President of the United States, it was Russia’s fault. The Russian Prime Minister would beg to differ. Both leaders would agree that China had some hand in antagonizing the situation.

But things had grown so heated between the two nations that they had officially “ceased talking” and communicated only through impersonal, official e-mails.

The US President sent the following: “Due to the importance and precariousness of the moment, I am sending this message from my official personal account. Please immediately halt your aggressive advances in Eastern Europe, or the United States will be forced to become involved, as a beacon of democracy and freedom. As we Americans are a peace-loving people, we are eager to negotiate to avoid further escalation between our two great countries. With much hope in hearing from you soon, God bless.”

At the same time, the Russian Prime Minister sent a message of his own: “Whether subduing terrorists or enforcing stability with our geographic neighbors, Russia will always seek to protect its borders and its people. Any action by the United States or any other country to interfere will be viewed as an attack on our sovereignty and be addressed with the full might of the Russian military. However, there is still a chance to avoid unnecessary hostility between our countries. Please advise if you are interested in further discussions.”

To the consternation of both leaders, neither received a reply from her and his counterpart. And eventually, after several more iterations of unacknowledged digital olive branches, both sides sent almost duplicate ultimatums: “Respond or else we will let our nuclear warheads and space technology continue and finish the conversation.”

The threat of nuclear war did not go unnoticed by the alien civilizations who had long been monitoring the situation with equal amounts of growing concern and dread.

The Venusians contacted the members of their alliance: “For the sake of the solar system, we must insert ourselves as peacekeepers into the Earthling drama before the conflict gets further out of control.”

The Martians had a different solution: “We must destroy the Earth and its humans now before this madness spreads.”

The Martian approach dismayed the Venusians who asserted, “Mars has been wanting to attack Earth for centuries and is just taking advantage of this unfortunate point in their history as an opportunity to achieve its long-desired and self-serving goal.”

The Martians replied, “Have you seen those movies they constantly make to demean and disparage our race? Now is the right time for the right solution.”

And so, bitterness, resentment, and the threat of a new war enveloped the two planets bordering the Earth. Soon all communication between Venus and Mars had withered down to primitive e-mail as well.

From the Martians: “Any effort to help the humans resolve their conflict will be interpreted as endangering the rest of the Solar System and will be dealt with appropriately. Please let us help you reconsider what will surely be a mistake for all involved.”

From the Venusians: “Any aggressive move to worsen the situation on Earth will be taken as a justification for war. Please, let us meet and discuss a solution that will satisfy all three of our planets.”

Neither Mars nor Venus thought to communicate directly with Earth, upholding a long-held policy of keeping their junior solar-system siblings ignorant of the other lifeforms around them. And neither Venus nor Mars received a reply from the other, even though calmer multiple blue heads and oversized green heads tried to prevail with entreaties for peace.

The people of Jupiter, who naturally believed “size matters,” instructed both Mars and Venus to stay out of Earth’s conflict or face the wrath of the Jovian Empire. Neptune sided with Venus. Mercury sided with Mars. And Uranus just acted like an a-hole.

Interplanetary e-mail was the common communication platform between all of the civilizations. It was the easiest for algorithms to parse and translate. And the technology was easily developed and shared freely.

As the mushroom clouds sprouted across Earth’s surface like fungi after a damp winter, and the flaming tails of rockets arced back and forth between the second and fourth planet from the sun, pleadings for an end to the violence from the other members of the solar system fell upon blind eyes.

The rest of the Milky Way galaxy wondered, “What are they drinking in that star system?” These “outsiders” sent polite inquiries through the established e-mail system, and their missives for peaceful negotiations were ignored.

Slowly, galaxy after galaxy fell into battle, sometimes taking sides in what was termed “The Earth Conflict,” but more often avenging their own grudges. Long-festering wounds re-opened and newly perceived injuries were inflicted.

Over time, most of the older civilizations had managed to survive by tempering their aggressions, healing their pain, and developing a nonviolent method to settle disputes. But suddenly, the leaders of these peoples could not understand why no one seemed interested in being neighborly anymore.

And so, they, too, launched their weapons, which were not only capable of mass physical destruction but also able to tear and rend the very fabric of time and space.

The end of the universe had arrived. And all because no one checked their Spam Folder.

~

Bio:

Richard Lau has been published in newspapers, magazines, anthologies, and the high-tech industry.

How to Check if Your Peacekeeper-2000 Is Loaded

by David F. Shultz

Congratulations on your purchase of a fully-licensed Peacekeeper-2000 from Interplanetary Defense Innovations, LLC. The PK2Ktactical squad assault machinegun features fully automatic plasma discharge effective to 800 meters, built-in grenade launcher compatible with the full line of IDI minicell cartridges (please see attached ordering form 2A for tactical grenade options), and the artificial intelligence SmartKill(TM) system. The PK2K is your total peacekeeping solution.

Loyalty, duty, honor, purpose. IDI understands what it means to be a soldier. For more than three-hundred years IDI has provided peacekeeping solutions, combining cutting-edge developments in military science and technology from across the galaxy. We stood with the Terrans on Ceta-Gamma. We were there for the uprising on Ares-6. We are the leading supplier of armaments for the Alpha-Quadrant Allegiance, the only manufacturer approved by both the Cerulean Empire and the Legion of the Fallen, and the official sponsor of Captain Kelly Donovan and the Freedom Brigade. We are now proud to offer the PK2K assault model as our flagship assault weapon for close quarters combat.

You need a weapon that’s as reliable as you are, that’s as much a part of you as you are a part of your people (or faction). Whether you are a brave freedom fighter defending your homeworld of Yll’Risa from villainous imperial tyrants, or a noble soldier of the empire pacifying the terrorist rebel scum of Yll’Risa, IDI has solutions for your peacekeeping needs.

The PK2K is equipped with biometric fingerprinting to ensure that your trusted weapon does not fall into enemy hands. This is your weapon—it’s a part of you. If the PK2K does not recognize its user, it will discharge the fusion cartridge through our patented KILLoWATT system, neutralizing all threats within a radius of five meters. Upon initial activation, please follow calibration procedures to ensure the PK2K syncs with your identity. In accordance with standard assault weapon good practices, please ensure that your weapon is safely secured when not in your possession. IDI is not liable for any injuries and/or deaths to owner, family, squad members, or others as a result of accidental activations of the KILLoWATT system due to negligence of the owner or failure to follow weapon protocol as outlined in the full terms of your license.

Thanks to our AI SmartKill(TM) system, you don’t even need to pull the trigger — in Kill Assist mode, the weapon will discharge automatically during sweeps to maximize tactical advantage and lethality when directed towards legitimate combatants. The AI recognizes targets, accepts strategic orders from command, coordinates activity across squads, and maximizes the effectiveness of your unit, firing when you’ve got the perfect shot. The SmartKill system automatically tracks confirmed kills, facilitating strategic planning and promotion decisions. To reduce friendly fire incidents, your PK2K comes packaged with four IDI Friendly Forces ID chips (please see attached ordering form 2C for additional squad tag options).

Owing to our state-of-the-art power system, you never need to check if your PK2K is loaded! IDI‘s microfusion cartridge revolutionizes the industry, ensuring your weapon is always ready to serve — the ideal firearm for the ideal fighter. The cartridge is to a weapon what a warrior is to their country: indispensable. That’s why we’ve designed the PK2K cartridge with a microfusion reactor for maximum reliability, providing a usage of 20+ years under proper conditions, and a life-time replacement guarantee. If at any time your fusion cartridge is operating below performance specifications, simply return the damaged or malfunctioning unit for safe disposal and IDI will provide a replacement. You never need to worry about spent cartridges again.

As a licensed PK2K owner, you are eligible for our Galaxy Hero rewards program, which awards free equipment and supplies based on individual and squad standings in the SmartKill performance ladder. Simply activate the SmartKill system, and your confirmed kills will automatically place you and your squad in the competitive ladder. IDI is proud to recognize soldiers and squads for outstanding performance in the field. Don’t just be a hero—be a Galaxy Hero!

The PK2K model is affiliated with the Trans-Galactic Bounty Program. As a licensed owner, you may opt-in to the TGBP in order to earn galactic credits and bonus rewards. Your weapon will be updated with bounty data, including locations, targets, and credit values. If the SmartKill system is active, your PK2K’s legitimate target list will include active bounties, so you can begin supplementing your income with freelance work and improve your ranking in the Galaxy Hero ladder. IDI is here to help you do what you do best.

Thanks to myriad industry and government partnerships, IDI is able to offer extended support to licensed veteran users of any series-1 IDI ground-level product, including the PK2K. If you have been afflicted during the course of your service by PTSD, loss of limbs, death, or any approved ailment specified in form 17-D, you may be eligible for credit assistance. Simply submit forms 16 A-through-D to their respective organizations’ appropriate channels or representatives. Void where prohibited by law. Additional limitations and restrictions may apply. Consult your organization’s relevant information services or human resources representative for locally applicable rules and regulations.

~

Bio:

David F. Shultz writes speculative fiction from Toronto, Canada, where he manages the 600-member Toronto Science Fiction and Fantasy Writers group, and is lead editor at TDotSpec. His over-fifty published works are featured or forthcoming through publishers such as Diabolical Plots and Third Flatiron. David holds degrees in cognitive science, philosophy, law, and education. Author webpage: davidfshultz.com/about