allan
Cabrón
I've just played the Dune scenario that is listed in CFC's listed scenarios (it's an older scenario), and while it was okay it didn't follow the book at all.
So I have been thinking of a possible Dune scenario that follows the story of the book to some extent. Here are some brainstorming ideas so far:
TRIBES:
Muad'Dib Fremen: Capital Seitch Tabr, Fundamentalist, leader Paul Muad'Dib Atreides (also a unit), start with a few seitches (cities), rather low tech, but some good science wonders based on the Kwisatz Haderach visions (SETI program) and Liet Kynes' Planetology experiments (Copernicus'), the Palmaries (Pyramids), and Desert Power (Great Wall, significant in effectiveness against powerful "barbarian" (natural elements) units (described below)-- No negotiations allowed with Fremen however, so they cannot "force" peace).
Harkonnens: Capital Carthag, leader Beast Rabban (also a unit, along with Feyd Rautha), Dictatorship (equivalent to Monarchy), so high corruption, but higher tech start and lots of NON units to start (to compensate for lower unit support than Fremen). Have some good happiness wonders (actually "tranquilizing" wonders based on Harkonnen brutality) and industrial wonders, start with much more gold, and allied to the Imperial Garrison (below).
Imperial Garrison: Capital Arrakeen (its only city, but powerful with the Spice Mandate wonder (Colossus), that garden containing trees from all over the empire (have to dig up the book, which I will, to find out if it had a name) (Shakespeare's Theatre), and legions of powerful Sardaukar. Allied with the Harkonnens, but neutral to the Fremen (until attacked, which the Fremen must eventually do). Highest tech level, and Imperial government (Communism). Leader Shaddam IV (also a unit).
Neutral Fremen: Not meant to be played, collectively they are various seitches without a capital, with low gold and despotic, so they are easy to bribe. They are intended for the Muad'Dib fremen to "bribe" into their camp with the telling of the story of Muad'Dib. They are at war with the Harkonnens however (patrols who find their people wandering around often attack or play sadistic games with them). Very low tech.
The Guild: VERY minor player, not intended to be played, may or may not keep them, but have Transport Monopoly (UN), and will regularly demand the "spice tribute" from the Fremen--without that tribute they will declare war and give the Harkonnens powerful air units (only Guild Tech can build them) that can wipe out the Fremen seitches (equivalent effect of what they threatened in the book, to launch spy satellites that would expose the extent of the Fremen presence on the planet). Otherwise at peace with everyone, in a small remote location near the south pole. Government probably "Guild" (Democracy), but not sure if that will interfere with the tribute-demanding events....
Smugglers: Another minor player, not intended to be played, good only really for trade caravan destinations and an intermediate source of tech trades for the Fremen (they are between the Fremen and the Harkonnens in military tech, but lower than the Fremen in infrastructure (city-building) tech). It is amonst the smugglers where long lost Duncan Idaho, a valuable friend and retainer of House Atreides, will be found by Muad'Dib as well, after his escape from the Harkonnen trap. At peace with neutral relations to the Fremen, no contact with anyone else (except maybe the Guild, since they are also in the South polar region), Outlaw government (Despotism) but their many established trade routes with good cities make them good caravan drops. Occupy a few outposts (cities) in the South Polar region.
Shai-Hulud ("barbarians"): not actual sentient units, but units representing the harsh natural elements of the planet (which the fremen, I believe, collectively deified as "shai-hulud", represented chiefly by the sandworm). Their two units are both "seaborne" ("sea" squares="deep desert" terrain in the game): the Sandworm (powerful attack and defense), and the Coriolis Storm (powerful attack, defense as indestructable as possible, can attack air units). Fremen have better ability defending against these elements due to the Desert Power (Great Wall) wonder, but they constantly confound Harkonnen efforts to penetrate the deep desert with their ornithopter patrols and spice harvesters (a form of "seaborne" settler).
BACKGROUND:
The virtuous House Atreides, recently granted the spice mandate and feif of Arrakis (Dune), was set up and betrayed by the exiting treacherous Harkonnens, with Imperial collusion highly suspect. Duke Leto was murdered, the Atreides capital of Arrakeen was sacked by Harkonnen warships and troops, and Leto's son and heir Paul Atreides barely managed to flee with his mother, the Bene Gesserit Lady Jessica, into the harsh and unknown desert world of the Fremen. After their ornithopter was wrecked in one of the planet's fierce coriolis storms, the two managed to find refuge at Seitch Tabr, the seitch of the great leader Stilgar, occupying one of the rocky islands in the great sea of desert south of the Shield Wall.
Recently there had been murmurings among the Zensunni Fremen of the coming of the long-prophesied "Muad'Dib" messiah from off-world, who would liberate them from their centuries of oppression and hardship, and some Fremen working in the city of Arrakis related to their people that the young Paul, who seemed by instinct to know the ways of the desert and her people, was probably Him according to prophesied signs. The people of Seitch Tabr, like people of all seitches of the desert, were nonetheless skeptical of ALL strange non-Fremen coming upon their doorstep, and they challenged and tested the young man whilst deciding whether or not his fate would be death and the sharing of his body's water. But soon Paul showed convincing signs of being the Muad'Dib, including adapting the "seitch name" Muad'Dib (meaning "desert mouse") without knowledge of these secret prophesies. And when he transformed the "water of life" (something only female Reverend Mothers, the seitch holy women descended from early Bene Gesserit missionaries, could do up until then), and saw the visions of the future as the Bene Gesserit Kwisatz Hadderach, Paul Muad'Dib's messiahhood was complete, and the Fremen tasted hopes of prophesied liberation....
Paul was still the Duke of House Atreides, however, and was sworn to avenge the treachery against his father and house. The Harkonnen whip was firmly weilded on Arrakis again, with the hated Beast Rabban squeezing even more spice and gold from the planet than ever before for his greedy overlord Baron Vladimir. The Emperor relocated his capital from the planet Kaitain to the former Atreides capital of Arrakeen to directly secure and supervise the vital Spice operations, and was no doubt pressuring the brutal but blundering Rabban to produce more spice OR ELSE.
As Paul Muad'Dib Atreides, Messiah of the Muad'Dib Fremen, it is your job to expand your initially small base in the desert by spreading word of your Jihad to the many Neutral Fremen seitches ("bribing" them), to raise a new army with Bene Gesserit training, to eventually breach the formidable Shield Wall, capture Carthag, recapture Arrakeen, and force a reckoning with those behind the perfidy you must avenge. Once both Arrakeen and Carthag are captured, with Rabban and Feyd Rautha destroyed and Shaddam IV forced into exile, you will have the tools to "build" your Imperial Jihad (spaceship) to conquer and build a new interplanetary empire!
As Beast Rabban, Governor of the Harkonnens, it is your job to SQUEEZE MORE SPICE! Periodically a fixed but steadily increasing amount of spice (gold) is deducted from your treasury automatically and given to the Imperial Garrison AND the Guild, so to keep your treasury (initially high, but it won't be for long unless you do your job well) out of the red, you must wrest more and more spice from the harsh and forbidding sandy seas of Arrakis. Send your harvesters out into the desert to temporarily "settle" and mine the surrounding spice, although Shai-Hulud (those bloody sandworms and coriolis storms!) will surely claim these in time (so keep building more!), and it seems those filthy little Fremen are getting a bit braver these days too.... Maybe you should crack down on them too, if your patrols can find all of them. The further things are away from the capital of Carthag, though, the more corrupt your people get, so build Elite Secret Police in your outlying areas to (somewhat) combat this!
As Shaddam IV, Emperor of A Million Worlds and Commander in Chief of the Imperial Garrison on Arrakis, you at least want to keep your capital very secure from your shifty allies the Harkonnens. You have made your bed with them, but they are probably more treacherous than you are, even though you wrote the book on treachery.... Rabban is an idiot, albeit he is an effectively brutal overseer, but his boss on Geidi Prime, that Baron Vladimir Harkonnen... and Feyd Rautha, his young prodigy of a nephew, who some think has some of those Bene Gesserit weirding powers about him.... As long as they keep giving you the spice your Empire needs, and the Guild navigators the spice they need to pilot the only form of transport between your empire's worlds, all is well. The Fremen were little more than rabble of the desert when you relocated here, but very curiously they seem to be growing stronger--and bolder. Are they still just a Harkonnen excuse for lagging spice production, or is something more happening here? Is this "Muad'Dib" that the blue-eyed ones in the street murmur about, for real? Perhaps you need to step in further, cancel your royal mandate (alliance) with and take out the increasingly incompetent Harkonnens, and secure the desert itself from these Fremen before they get to be too much trouble.... Your Sardaukar are the best ground troops there are--so far as you know anyway. Keep building these, and training them with the best weaponry your imperial researchers can devise (the Ix Engineering wonder is Leo's Workshop).... (NOTE: The Imperial Garrison is really not meant to be played, although they are vitally significant to the game, especially if you are playing the Muad'Dib Fremen (most recommended). But if you do play them, interesting things may happen....)
Other "tribes" (factions) in the game are not meant to be played, but are significant for various reasons to the game.
WONDERS:
The Spice Mandate of Arrakeen (Imperial Garrison) (Colossus)
The Palmaries of South Desert (Muad'Dib Fremen) (Pyramids)
Desert Power of Seitch Tabr (Muad'Dib Fremen) (Great Wall)
Worm Summoning of Seitch Tabr, or maybe another Seitch (Muad'Dib Fremen) (Lighthouse, meaning veteran sandworm-mounted units, which only Fremen, neutral or under Muad'Dib, can build anyway)
Knowledge of the Desert of Seitch Tabr, or maybe another Seitch (Muad'Dib Fremen) (Marco Polo's Embassy) (Fremen lived in Harkonnen and Imperial-controlled areas too, so knowledge of what went on there was surely passed back to their brothers in the desert)
Water of Life Transformation Ceremony of Seitch Tabr, or maybe another Seitch (Muad'Dib Fremen) (Oracle, doubles effects of Places of Reverence)
Secret Garden of Liet Kynes of Seitch (?) (Muad'Dib Fremen) (Hanging Gardens)
Harkonnen Industrial Might of Carthag (Harkonnens) (King Richard's Crusade)
Harkonnen Enslavement of Carthag (Harkonnens) (Adam Smith's)
Twisted Mentat Pitr DeVries of Carthag (Harkonnens)(Michelangelo's Chapel, Dungeon ("happiness" enforced through fear) in every city) (note: only Harkonnens, Imperial Garrison, Smugglers, and the Guild can build dungeons--they are not in Fremen tech lines)
Liet Kynes' Planetology Experiments of Seitch (?) (Muad'Dib Fremen) (Copernicus' Observatory) (additional note on the planetology theme: "planetologists" (engineers) can only be built by Fremen, under the secret training of the Planetologist/Prophet Liet Kynes and his successors--they can transform "dune" terrain into "fixed dune" terrain which can support plant life for additional food for seitches. Of course, they can also found settlements, but being "sea-borne" (desert-borne) such settlements as they could found would not be as well defensible as settlements in rocks (seitches). There are basic settler units for settling unoccupied rocky areas.)
Guild Navigator Prescience of Guild Outpost (Guild) (Isaac Newton's Observatory)
Garden of the Botany of the Imperium of Arrakeen (or whatever name this might have--the garden in the Atreides' former palace there, rich in water) (Imperial Garrison) (Shakespeare's Theatre)
Ix Engineering of Arakeen (Imperial Garrison) (Leonardo's Workshop--reflects the Imperial possession of the planet Ix, a planet of technological wonders seen nowhere else in the empire. Due to the almost unlimited imperial wealth, all the latest technology in weapons would automatically be fitted to sardaukar and other units as developed, as the emperor would spare no expense for his security.)
Slave Pit Training of Carthag (Harkonnens) (Sun Tzu's War Academy--some of the most hardened Harkonnen troops came from the slave pits, and fought gladiatorial contests to the death with other slaves to rise to elite ranks among combatants. Add to that their fierce loyalty once given positions in the military--actually fear of displeasing their superiors and ending up back in the slave pits or worse--and you have a good recipe for veteran-style troops that are surpassed only by the Imperial Sardaukar, that is until some of that Bene Gesserit training of Fremen warriors (developing degrees of tech among the Fremen) starts kicking in....)
Slave "Motivation" Techniques of Carthag (Harkonnens) (Hoover Dam--if there's ONE thing the Harkonnens had, it was industrial power. On the backs of their slaves from Geidi Prime and elsewhere, that is....)
Black Market Profits of (?) (Smugglers) (JS Bach's Cathedral--reflects the happiness of access to all manner of outside goods through their illicit trade channels--something for everyone, and high profits to be had! Given their outlaw (despotism) government, SOMETHING has to keep their cities from falling into chaos!)
Kwisatz Haderach Visions of Seitch Tabr (Muad'Dib Fremen) (SETI Program)
(cont. next post)
So I have been thinking of a possible Dune scenario that follows the story of the book to some extent. Here are some brainstorming ideas so far:
TRIBES:
Muad'Dib Fremen: Capital Seitch Tabr, Fundamentalist, leader Paul Muad'Dib Atreides (also a unit), start with a few seitches (cities), rather low tech, but some good science wonders based on the Kwisatz Haderach visions (SETI program) and Liet Kynes' Planetology experiments (Copernicus'), the Palmaries (Pyramids), and Desert Power (Great Wall, significant in effectiveness against powerful "barbarian" (natural elements) units (described below)-- No negotiations allowed with Fremen however, so they cannot "force" peace).
Harkonnens: Capital Carthag, leader Beast Rabban (also a unit, along with Feyd Rautha), Dictatorship (equivalent to Monarchy), so high corruption, but higher tech start and lots of NON units to start (to compensate for lower unit support than Fremen). Have some good happiness wonders (actually "tranquilizing" wonders based on Harkonnen brutality) and industrial wonders, start with much more gold, and allied to the Imperial Garrison (below).
Imperial Garrison: Capital Arrakeen (its only city, but powerful with the Spice Mandate wonder (Colossus), that garden containing trees from all over the empire (have to dig up the book, which I will, to find out if it had a name) (Shakespeare's Theatre), and legions of powerful Sardaukar. Allied with the Harkonnens, but neutral to the Fremen (until attacked, which the Fremen must eventually do). Highest tech level, and Imperial government (Communism). Leader Shaddam IV (also a unit).
Neutral Fremen: Not meant to be played, collectively they are various seitches without a capital, with low gold and despotic, so they are easy to bribe. They are intended for the Muad'Dib fremen to "bribe" into their camp with the telling of the story of Muad'Dib. They are at war with the Harkonnens however (patrols who find their people wandering around often attack or play sadistic games with them). Very low tech.
The Guild: VERY minor player, not intended to be played, may or may not keep them, but have Transport Monopoly (UN), and will regularly demand the "spice tribute" from the Fremen--without that tribute they will declare war and give the Harkonnens powerful air units (only Guild Tech can build them) that can wipe out the Fremen seitches (equivalent effect of what they threatened in the book, to launch spy satellites that would expose the extent of the Fremen presence on the planet). Otherwise at peace with everyone, in a small remote location near the south pole. Government probably "Guild" (Democracy), but not sure if that will interfere with the tribute-demanding events....
Smugglers: Another minor player, not intended to be played, good only really for trade caravan destinations and an intermediate source of tech trades for the Fremen (they are between the Fremen and the Harkonnens in military tech, but lower than the Fremen in infrastructure (city-building) tech). It is amonst the smugglers where long lost Duncan Idaho, a valuable friend and retainer of House Atreides, will be found by Muad'Dib as well, after his escape from the Harkonnen trap. At peace with neutral relations to the Fremen, no contact with anyone else (except maybe the Guild, since they are also in the South polar region), Outlaw government (Despotism) but their many established trade routes with good cities make them good caravan drops. Occupy a few outposts (cities) in the South Polar region.
Shai-Hulud ("barbarians"): not actual sentient units, but units representing the harsh natural elements of the planet (which the fremen, I believe, collectively deified as "shai-hulud", represented chiefly by the sandworm). Their two units are both "seaborne" ("sea" squares="deep desert" terrain in the game): the Sandworm (powerful attack and defense), and the Coriolis Storm (powerful attack, defense as indestructable as possible, can attack air units). Fremen have better ability defending against these elements due to the Desert Power (Great Wall) wonder, but they constantly confound Harkonnen efforts to penetrate the deep desert with their ornithopter patrols and spice harvesters (a form of "seaborne" settler).
BACKGROUND:
The virtuous House Atreides, recently granted the spice mandate and feif of Arrakis (Dune), was set up and betrayed by the exiting treacherous Harkonnens, with Imperial collusion highly suspect. Duke Leto was murdered, the Atreides capital of Arrakeen was sacked by Harkonnen warships and troops, and Leto's son and heir Paul Atreides barely managed to flee with his mother, the Bene Gesserit Lady Jessica, into the harsh and unknown desert world of the Fremen. After their ornithopter was wrecked in one of the planet's fierce coriolis storms, the two managed to find refuge at Seitch Tabr, the seitch of the great leader Stilgar, occupying one of the rocky islands in the great sea of desert south of the Shield Wall.
Recently there had been murmurings among the Zensunni Fremen of the coming of the long-prophesied "Muad'Dib" messiah from off-world, who would liberate them from their centuries of oppression and hardship, and some Fremen working in the city of Arrakis related to their people that the young Paul, who seemed by instinct to know the ways of the desert and her people, was probably Him according to prophesied signs. The people of Seitch Tabr, like people of all seitches of the desert, were nonetheless skeptical of ALL strange non-Fremen coming upon their doorstep, and they challenged and tested the young man whilst deciding whether or not his fate would be death and the sharing of his body's water. But soon Paul showed convincing signs of being the Muad'Dib, including adapting the "seitch name" Muad'Dib (meaning "desert mouse") without knowledge of these secret prophesies. And when he transformed the "water of life" (something only female Reverend Mothers, the seitch holy women descended from early Bene Gesserit missionaries, could do up until then), and saw the visions of the future as the Bene Gesserit Kwisatz Hadderach, Paul Muad'Dib's messiahhood was complete, and the Fremen tasted hopes of prophesied liberation....
Paul was still the Duke of House Atreides, however, and was sworn to avenge the treachery against his father and house. The Harkonnen whip was firmly weilded on Arrakis again, with the hated Beast Rabban squeezing even more spice and gold from the planet than ever before for his greedy overlord Baron Vladimir. The Emperor relocated his capital from the planet Kaitain to the former Atreides capital of Arrakeen to directly secure and supervise the vital Spice operations, and was no doubt pressuring the brutal but blundering Rabban to produce more spice OR ELSE.
As Paul Muad'Dib Atreides, Messiah of the Muad'Dib Fremen, it is your job to expand your initially small base in the desert by spreading word of your Jihad to the many Neutral Fremen seitches ("bribing" them), to raise a new army with Bene Gesserit training, to eventually breach the formidable Shield Wall, capture Carthag, recapture Arrakeen, and force a reckoning with those behind the perfidy you must avenge. Once both Arrakeen and Carthag are captured, with Rabban and Feyd Rautha destroyed and Shaddam IV forced into exile, you will have the tools to "build" your Imperial Jihad (spaceship) to conquer and build a new interplanetary empire!
As Beast Rabban, Governor of the Harkonnens, it is your job to SQUEEZE MORE SPICE! Periodically a fixed but steadily increasing amount of spice (gold) is deducted from your treasury automatically and given to the Imperial Garrison AND the Guild, so to keep your treasury (initially high, but it won't be for long unless you do your job well) out of the red, you must wrest more and more spice from the harsh and forbidding sandy seas of Arrakis. Send your harvesters out into the desert to temporarily "settle" and mine the surrounding spice, although Shai-Hulud (those bloody sandworms and coriolis storms!) will surely claim these in time (so keep building more!), and it seems those filthy little Fremen are getting a bit braver these days too.... Maybe you should crack down on them too, if your patrols can find all of them. The further things are away from the capital of Carthag, though, the more corrupt your people get, so build Elite Secret Police in your outlying areas to (somewhat) combat this!
As Shaddam IV, Emperor of A Million Worlds and Commander in Chief of the Imperial Garrison on Arrakis, you at least want to keep your capital very secure from your shifty allies the Harkonnens. You have made your bed with them, but they are probably more treacherous than you are, even though you wrote the book on treachery.... Rabban is an idiot, albeit he is an effectively brutal overseer, but his boss on Geidi Prime, that Baron Vladimir Harkonnen... and Feyd Rautha, his young prodigy of a nephew, who some think has some of those Bene Gesserit weirding powers about him.... As long as they keep giving you the spice your Empire needs, and the Guild navigators the spice they need to pilot the only form of transport between your empire's worlds, all is well. The Fremen were little more than rabble of the desert when you relocated here, but very curiously they seem to be growing stronger--and bolder. Are they still just a Harkonnen excuse for lagging spice production, or is something more happening here? Is this "Muad'Dib" that the blue-eyed ones in the street murmur about, for real? Perhaps you need to step in further, cancel your royal mandate (alliance) with and take out the increasingly incompetent Harkonnens, and secure the desert itself from these Fremen before they get to be too much trouble.... Your Sardaukar are the best ground troops there are--so far as you know anyway. Keep building these, and training them with the best weaponry your imperial researchers can devise (the Ix Engineering wonder is Leo's Workshop).... (NOTE: The Imperial Garrison is really not meant to be played, although they are vitally significant to the game, especially if you are playing the Muad'Dib Fremen (most recommended). But if you do play them, interesting things may happen....)
Other "tribes" (factions) in the game are not meant to be played, but are significant for various reasons to the game.
WONDERS:
The Spice Mandate of Arrakeen (Imperial Garrison) (Colossus)
The Palmaries of South Desert (Muad'Dib Fremen) (Pyramids)
Desert Power of Seitch Tabr (Muad'Dib Fremen) (Great Wall)
Worm Summoning of Seitch Tabr, or maybe another Seitch (Muad'Dib Fremen) (Lighthouse, meaning veteran sandworm-mounted units, which only Fremen, neutral or under Muad'Dib, can build anyway)
Knowledge of the Desert of Seitch Tabr, or maybe another Seitch (Muad'Dib Fremen) (Marco Polo's Embassy) (Fremen lived in Harkonnen and Imperial-controlled areas too, so knowledge of what went on there was surely passed back to their brothers in the desert)
Water of Life Transformation Ceremony of Seitch Tabr, or maybe another Seitch (Muad'Dib Fremen) (Oracle, doubles effects of Places of Reverence)
Secret Garden of Liet Kynes of Seitch (?) (Muad'Dib Fremen) (Hanging Gardens)
Harkonnen Industrial Might of Carthag (Harkonnens) (King Richard's Crusade)
Harkonnen Enslavement of Carthag (Harkonnens) (Adam Smith's)
Twisted Mentat Pitr DeVries of Carthag (Harkonnens)(Michelangelo's Chapel, Dungeon ("happiness" enforced through fear) in every city) (note: only Harkonnens, Imperial Garrison, Smugglers, and the Guild can build dungeons--they are not in Fremen tech lines)
Liet Kynes' Planetology Experiments of Seitch (?) (Muad'Dib Fremen) (Copernicus' Observatory) (additional note on the planetology theme: "planetologists" (engineers) can only be built by Fremen, under the secret training of the Planetologist/Prophet Liet Kynes and his successors--they can transform "dune" terrain into "fixed dune" terrain which can support plant life for additional food for seitches. Of course, they can also found settlements, but being "sea-borne" (desert-borne) such settlements as they could found would not be as well defensible as settlements in rocks (seitches). There are basic settler units for settling unoccupied rocky areas.)
Guild Navigator Prescience of Guild Outpost (Guild) (Isaac Newton's Observatory)
Garden of the Botany of the Imperium of Arrakeen (or whatever name this might have--the garden in the Atreides' former palace there, rich in water) (Imperial Garrison) (Shakespeare's Theatre)
Ix Engineering of Arakeen (Imperial Garrison) (Leonardo's Workshop--reflects the Imperial possession of the planet Ix, a planet of technological wonders seen nowhere else in the empire. Due to the almost unlimited imperial wealth, all the latest technology in weapons would automatically be fitted to sardaukar and other units as developed, as the emperor would spare no expense for his security.)
Slave Pit Training of Carthag (Harkonnens) (Sun Tzu's War Academy--some of the most hardened Harkonnen troops came from the slave pits, and fought gladiatorial contests to the death with other slaves to rise to elite ranks among combatants. Add to that their fierce loyalty once given positions in the military--actually fear of displeasing their superiors and ending up back in the slave pits or worse--and you have a good recipe for veteran-style troops that are surpassed only by the Imperial Sardaukar, that is until some of that Bene Gesserit training of Fremen warriors (developing degrees of tech among the Fremen) starts kicking in....)
Slave "Motivation" Techniques of Carthag (Harkonnens) (Hoover Dam--if there's ONE thing the Harkonnens had, it was industrial power. On the backs of their slaves from Geidi Prime and elsewhere, that is....)
Black Market Profits of (?) (Smugglers) (JS Bach's Cathedral--reflects the happiness of access to all manner of outside goods through their illicit trade channels--something for everyone, and high profits to be had! Given their outlaw (despotism) government, SOMETHING has to keep their cities from falling into chaos!)
Kwisatz Haderach Visions of Seitch Tabr (Muad'Dib Fremen) (SETI Program)
(cont. next post)