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The Rules of the Game of the Gods

Written by opens in a new windowJay Schiffman

opens in a new windowPlaceholder of  -96 Many lives ago, I taught political science classes at a university. I began each class by talking about different definitions of politics. There are many, and ultimately the definitions themselves become “political” as in partial to a certain perspective. But I think it’s fair to say that there are two essential elements to politics—power relationships and the rules that govern them.

In writing my novel Game of the Gods, I wanted to focus on the different forms political systems take. I wasn’t necessarily focused on world-building in the traditional science fiction sense. Instead, I was concerned about my characters’ relationships with other powerful characters and the social and political norms that maintain these relationships. Many of us tend to view our political rules as being something extra-human, as if the gods handed us our political systems. Even the Declaration of Independence and Bill of Rights are grounded in theories of natural rights and God. But the truth is that political systems—and the rules that govern this “game”—are an entirely human invention hand-crafted by those in power. They’re malleable. They’re fungible. In America, we often perceive of political rules as being stickier and more robust than they are. But they’re not.

My novel explores these different political themes, including the malleability of political and social rules. But my novel is first and foremost a sci-fi action-adventure. It’s a plot-driven piece of speculative fiction focused on the personal relationships between characters that are political. These characters’ actions and decisions steer the larger political themes.

The main character in the novel, Max Cone, is an accomplished military leader and judge in a futuristic nation that is losing its power. His family is taken and his friends are killed. He assembles an unconventional band of outcasts to help him fight for his loved ones and the world. These outcasts are from different social, religious, and political backgrounds and this leads to interpersonal conflicts that drive the narrative. In addition to the intragroup dynamics, Max and his band travel through different political landscapes fighting power-obsessed leaders who want to rule the world.

The action in my novel unfolds across six main nations/political groups. I tried to create a diverse set of political environments that my characters come from, and in many cases, need to overcome.

  • The Federacy, Max’s nation, handpicks its citizens. Judges like Max interview citizen-candidates from the ages of 13 to 18 and select only the “best” candidates. To be granted citizenship, candidates must demonstrate their character as a Federate. Truth, morality, patriotism, and a willingness to fight for the Federacy are values judges look for in candidates. The Federacy is a closed society with deeply held moral beliefs around Our God, the one true God.
  • The National Freedom Force (NFF), the Federacy’s chief rival, is brutal in war and terrorizes any population it defeats. It has an authoritarian militaristic culture, but its citizens have great freedoms and personal autonomy. There is free speech, a free press, expansive sexual freedoms, and well-protected economic rights. The system is a Hobbesian one—a strong centralized government, but one that allows ample freedom to its citizens to pursue their self-interests.
  • The Rogues are a splinter group from the NFF. They too are fighting the Federacy. The Rogues rebelled against the corruption and self-interest of the NFF. They are a communal culture that has purposefully built fledgling rituals and ceremonies around bonding and creating lasting relationships within the group. “Oneness” is a central tenet of this tight-knit military community. It’s founder and leader, Emile Phode, prides himself on honesty, integrity, and commitment to his fighters. His moral values and his leadership style are the antithesis of the NFF’s Chancellor.
  • The Nation of Yerusalom is a cult-of-personality theocracy led by the Holy Father. The Holy Father is consumed with the nature of divinity and the relationship between God and humanity. Few if any rules curtail the Holy Father’s power and he expects his followers to believe in his own infallibility.
  • Kolexico is a bastion for libertarian values. It is a nation, but refuses to define itself as such. It is guided by a document called “The Ten Rules.” These rules allow for maximum liberty and a highly limited centralized government. Citizens of Kolexico vote with their feet, freely moving from one decentralized local governmental entity, a Cartel, to another. The Ten Rules closely guards individual rights and liberties and provides for a unique voting system that ensures that no Cartel will get too powerful.
  • The Abstainers are an informal political movement on the outskirts of the Federacy that abstains from all forms of politics. The movement is deeply skeptical of foundational rules and political systems. There is a spiritual undercurrent to the movement that is best described as humanistic.

Max and his band of outcasts must navigate these different political systems while trying to save family, friends, and the world. As they do, they are forced to reconcile their political pasts with the present and future. Rules that once limited who should be friends and who should be enemies are turned upside down. Max and the other characters must come to terms with the moral limits of their prior religious, social, and political affiliations. This tension between past and present, fidelity and loss of faith, truth and dishonesty lies at the heart of Game of the Gods.

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New Releases: 7/10/18

Happy New Release Day! Here’s what went on sale today.

opens in a new windowDeep Roots by Ruthanna Emrys

opens in a new windowImage Placeholder of - 70 Ruthanna Emrys’ Innsmouth Legacy, which began with Winter Tide and continues with Deep Roots, confronts H. P. Lovecraft’s Cthulhu Mythos head-on, boldly upturning his fear of the unknown with a heart-warming story of found family, acceptance, and perseverance in the face of human cruelty and the cosmic apathy of the universe. Emrys brings together a family of outsiders, bridging the gaps between the many people marginalized by the homogenizing pressure of 1940s America.

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opens in a new windowPlace holder  of - 43 One decision. Thousands of lives ruined. Can someone ever repent for the sins of their past?

When Professor Walton Honderich was a young grad student, he participated in a government prison program and committed an act that led to the death of his friend, the brilliant physicist Marc Lepore, and resulted in unimaginable torment for an entire class of people across the United States. Twenty years later, now an insecure father slipping into alcoholism, Walton struggles against the ghosts that haunt him in a futuristic New York City.

opens in a new windowGame of the Gods by Jay Schiffman

opens in a new windowPlaceholder of  -30 When one leader gives the Judge a powerful device that predicts the future, the Judge doesn’t want to believe its chilling prophecy: The world will soon end, and he’s to blame. But bad things start to happen. His wife and children are taken. His friends are falsely imprisoned. His closest allies are killed. Worst of all, the world descends into a cataclysmic global war.

In order to find his family, free his friends, and save the world, the Judge must become a lethal killer willing to destroy anyone who stands in his way. He leads a ragtag band of warriors—a 13-year old girl with special powers, a mathematical genius, a religious zealot blinded by faith, and a former revolutionary turned drug addict. Together, they are the only hope of saving the world.

opens in a new windowI Only Killed Him Once by Adam Christopher

Poster Placeholder of - 64 Another Hollywood night, another job for electric-detective-turned-robotic-hitman Raymond Electromatic. The target is a tall man in a black hat, and while Ray completes his mission successfully, he makes a startling discovery—one he soon forgets when his 24-hour memory tape loops to the end and is replaced with a fresh reel…

When a tall man in a black hat arrives in the offices of the Electromatic Detective Agency the next day, Ray has a suspicion he has met this stranger before, although Ray’s computerized boss, Ada, is not saying a thing. But their visitor isn’t here to hire Ray for a job—he’s here to deliver a stark warning…

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Image Place holder  of - 72 When seventeen-year-old senator’s son Grant Tavish is involved in a fatal accident, all he wants to do is face the consequences of what he’s done. But those consequences never come, even if headlines of “affluenza” do. The truth soon becomes clear: due to his father’s connections, Grant is going to get away with murder.

As a family tradition approaches, a cave excursion on the Appalachian Trail, Grant seizes the opportunity to take justice into his own hands by staging an accident and never coming back. But before he has a chance to enact his plans, the cave system collapses, trapping him miles beneath the surface with four other teens.

But there’s something else down there. And it’s hunting them.

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opens in a new windowSkullsworn by Brian Staveley

Pyrre Lakatur is not, to her mind, an assassin, not a murderer—she is a priestess. At least, she will be once she passes her final trial. To complete her trial, Pyrre has ten days to kill the seven people enumerated in an ancient song, including “the one who made your mind and body sing with love / who will not come again.”

Pyrre isn’t sure she’s ever been in love. And if she fails to find someone who can draw such passion from her, or fails to kill that someone, her order will give her to their god, the God of Death. Pyrre’s not afraid to die, but she hates to fail, and so, as her trial is set to begin, she returns to the city of her birth in the hope of finding love…and ending it on the edge of her sword.

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