You have no items in your bag. get the Epoch
Posted thoughts, news, views,reviews & opinions. Speculative & experimental physics, presented for consideration.
Can explain the existence & properties of all quanta, plus entanglement and superposition.
Vorticitating hypersphere cosmology can replace big-bang, dark matter, dark energy, and inflationary cosmologies. consideration.
Magick, occult and esoteric papers.
A superbly produced large hardbound book, 212 pages, contains extensive text by Peter J Carroll and over 50 large full colour illustrations from Matt Kaybryn. Carroll's text begins with a historical resume of magical and esoteric thought, where it came from and where it may go, and then it moves on to the presentation of three complete grimoires.
Deck of 54 Altar Icons. Richly depicting godforms across the Elemental, Bi-Planetary and Stellar spheres. Moveable Cartomagical tool for illumination, invokation and evokation. Meet the gods and discover and study theometric principles. Negotiate the Chaobalistic tree of life and death. Large format Cards, 230mm x 145mm.
April Fool’s Day.
We have made fools of ourselves by expecting globalisation, urbanisation, population and economic growth, mass travel, and questionable techniques of intensive agriculture and the handling of domesticated and wild animals to have no severe epidemiological consequences.
How much of this behaviour will we resume after this virus crisis ends? Most of it probably, more fool us.
However, some may take the opportunity of enforced confined leisure to rethink just what and who in this life really matters to them. Will some become content to work less and to waste less?
It does seem that the severity of the symptoms of this virus can depend on the size of the infecting dose. If so, then social distancing makes more sense than ever, and we must doubly applaud the heroism of frontline medical and essential service personnel.
I have not wasted my time in lockdown, so now to celebrate this day, Hypersphere Cosmology (5), a self-consistent version at last? Please falsify it if you can, I welcome feedback and argument.
This will surely make a great fool of someone, either me or the majority of the world’s cosmologists.
Keep conjuring for sunshine, in the literal, the metaphorical, and the metaphysical sense.
Herewith a recent sci-fi board game system. The board represents space using star systems as nodal points connected by posible jump routes. All movement takes place simultaneously on the declaration of pre-wriiten destinations for starships. Combat between opposing ships that land on the same star system takes place by the simultaneous revealing of ship order of engagement and chosen tactical cards, the effects of which appear on the combat octagon charts. The system does not use dice or other sortilege procedures, everything depends on trying to anticipate an opposing commander's intentions in movement and tactical combat. Does this make it a game of chance or not?
The various classes of starship and the starsystem bases all consist of various nuts and bolts and masonry anchors and plumbing fittings painted matt mettalic. Such pieces have the advantage of standing upright and not cluttering the board, vessels of the same class all have the same appearance, and the pieces have a pleasing weight. Combat takes place only at star systems. Although the system used a 2D board to represent 3D space we can consider the stars as lying both above and below the plane of representation.
Legemeton flotilla threatens a Terran position.
Legemeton ~ Little Green Men of unknown origin and appearance.
Frontier Space War.
A boardgame system for modelling interstellar conflict as it may develop in coming centuries. This system uses concealed simultaneous choice of movement and concealed simultaneous choice of combat tactics rather than sortilege procedures to model the uncertainties of conflict.
1) Starships in the FSW Universe.
Common Classes of Vessel.
Common Name Firepower Defences Cost
Battleship 5 5 5
Cruiser 3 3 3
Destroyer 1 1 1
Factory 1 1 5
Common Name Firepower Defences Cost
Battlecruiser 5 3 3
Heavy Cruiser 3 5 3
Frigate Carrier FC 3 3 3 (Carries up to 5 Frigates)
Frigate 1 1 2 for 1. (Not jump capable)
2) Ship Movement in the FSW Universe.
At each turn all ships on all sides can move simultaneously.
All ships that move must move two star systems, slingshotting via an intermediary system at hypervelocity. (The presence of other ships at the intermediary star makes no difference)
Commanders write down the next position of each of the ships under their control on a log-sheet and then all commanders reveal their secret orders and move their ships accordingly.
A log-sheet for a small flotilla might look like this: -
Ship Initial position 1st Move, 2nd Move, 3rd Move, 4th Move, etc
Battleship N36 D43 H67
Cruiser N36 X14 L65
Destroyer N36 D43 H67
Destroyer N36 D43 H67
Destroyer N36 X14 L65
Here the flotilla starts at star system N36. On successive moves the flotilla splits in two with a pair of Destroyers accompanying the Battleship to D43 and then on to H67, whilst the other Destroyer goes with the Cruiser to X14 and then to L65.
3) Ship Combat in the FSW Universe.
When opposing vessels meet at a star system, combat occurs if any commander elects to attack opposing vessels. Combat proceeds by combat rounds until only the vessels of one side remain, the others having become destroyed or having managed to evade, or all commanders elect not to attack further.
A combat round begins with the Assignment of vessels. Commanders put forward a piece concealed within a hand against an enemy commander who must then put forward a concealed piece and then both reveal them simultaneously, until all attacking ships become paired.
If one side’s ships outnumber that of the other, then the commander(s) of the greater number may then assign any spare ships to join in where desired.
Combat rounds then take place between vessels assigned against each other. Each commander selects a tactical card for a vessel and puts it forward, both commanders then reveal their tactics and consult the tactical chart to assess the result.
If vessels from both sides survive their individual duels, then any vessels which did not evade successfully can go through another cycle of assignment and combat rounds. Ships which manage to evade during a combat round can voluntarily de-evade and participate in another cycle of assignment and combat rounds if desired.
Where more than one vessel becomes assigned to attack a single vessel the commander(s) of the multiple vessels may order them to attack individually and put forward a concealed tactical card for each. In this case commanders assess the effects of each of these chosen tactics against the single tactic chosen for the single vessel. Alternatively, the commander of the multiple vessels may coordinate Destroyers or Frigates with other vessels (subject to certain restrictions below) and chose a single tactic for them.
Ships coordinated together on a single tactic simply pool their firepower and defences and act in effect as a single more powerful vessel.
Restrictions on the grouping of Destroyers or Frigates arise from the telemetry problems associated with closely coordinating their actions:
a) A single Destroyer or Frigate can coordinate with a heavier vessel such as a Cruiser or a Battleship or a Jump Carrier or a Factory.
b) Two Destroyers or Frigates can coordinate with each other.
c) Destroyers or Frigates cannot coordinate with vessels from different allied civilisations.
The arrows on Combat Octagon 1 show the effects of eight possible tactical choices upon each another. A thick arrow shows that one ship has scored 3 against another. Middleweight arrows add a score of 2. Lightweight arrows add a score of 1. Red arrows or red circles show a score of 1, 2, or 3 against both ships.
If adding the arrow score to the firepower of the ship that scored the hit gives a number higher than the defence value of the target, the target ship becomes destroyed. In the unforgiving environment of space, shield and generator breaches invariably prove fatal.
Dotted lines show that a vessel which has chosen tactic 7 or 8 has achieved an evasion. To achieve an evasion against multiple opposing ships, a ship must evade them all.
When Ships attack Factories based on planets, commanders use Combat Octagon 2 in which they have fewer tactical options.
When a Factory comes under attack, commanders treat the Factory in the same way as a Ship for the purposes of Assignment. If all defending Ships have become destroyed or have managed to evade, the attacking commander may simply declare an evasion of remaining attacking Ships if an attack no longer appears worthwhile.
After the resolution of all combats, another turn begins, and commanders write new movement destinations for all the Ships they wish to move.
Thus, a complete turn consists of the following three phases.
a) Spending of Ship Units to create Ships which appear at the Factory.
b) The writing of movement orders on a ship-log. The mutual revealing of movement orders and the implementation of movements.
c) Combat resolution.
e) Production of Ship Units at Manufactories which lie on planets and have not moved during the turn. (Only one Manufactory can operate at any Planet.)
4) General Notes on Scenarios, Strategy, and Tactics in the FSW Universe.
a) The FSW system uses Topological Nodal Mapping of the contested areas of space. Points on the map denote star systems. Yellow points or markers show stars with inhabitable rocky worlds in an appropriate temperature range. Blue and Red points show stars which do not have such planets, Ships can go to such systems or slingshot past them whilst jumping but they cannot establish bases there. In most areas of space, uninhabitable star systems outnumber habitable ones by about five to one. Lines joining star systems show those within navigational range of each other and hence the possible ‘jump routes’.
Two dimensional representations of contested areas (with the stars and jump routes understood as projecting both above and below of the plane of representation and with some jump routes thus perhaps appearing to cross each other) prove most convenient. The scale of the map in relation to the sizes of the pieces should allow for the unambiguous positioning of groups of pieces around any star system.
To settle larger battles at star systems commanders may temporarily move all involved pieces off board to a convenient space and then replace the surviving ones on the board afterwards.
In Tournament Scenarios both or all commanders start with equal forces on a board with an appropriate (if somewhat unrealistic) symmetry, and the contest continues until one side achieves set victory conditions such as the elimination of all enemy Factories or Ships or the establishment of a set number of new Factories.
Initial set ups and dispositions should ensure the dispersal of forces between well separated Bases to avoid excessive force concentration and cataclysmic battles too early in the scenario.
Empire Building. Players start with some Factories placed and strive to expand their spheres of influence. Alliances may form and break.
Raids. An empire can over-extend itself by providing insufficient protection to peripheral areas or to areas where it has started to establish new Factories. This may offer opportunities for cost effective raids by smaller vessels against areas defended by too few heavier vessels. Deep Penetration Raids against Factories designated as politically important can also justify the commitment of heavy warships.
Convoy Operations can involve moving Factories or designated warships carrying items of great value from one side of an area to another against enemy interdiction.
Insurrection Scenarios can arise after cyber-warfare and/or political propaganda causes some Factories and Ships to rebel and fight for independence.
Tactical Notes. Jump Carriers enter combat with their Frigates already launched. Thus, a fully loaded Jump Carrier could in some circumstances engage several opposing ships by effectively reconfiguring itself as (3+1), (1+1), (1+1). Alternatively, the Jump Carrier could attempt to evade carrying its Frigates.
The civilisations from which fleets originate may not wish to allow commanders to become too powerful and may limit the number of replacements and reinforcements they can build.
5) Diplomacy and Treachery in the FSW Universe.
Scenarios involving more than two players provide opportunities for the making and breaking of alliances.
The simultaneous movement of ships requires trust between allies, and treachery can exploit this.
During a multi-player battle of several combat rounds, ships can change allegiances.
Diplomacy can proceed openly and/or by the passing of private notes.
The complexity of FSW lies above that of ‘family game’ but below that of ‘afficionado game’. However, game aficionados can easily complicate to game to any required degree of sophistication by adding house rules.
Whilst a two player game becomes a straight conflict based on bluff and an asymmetric rock-paper-stone type combat, multiplayer games tend to also involve elements of Diplomacy and Poker.
The rules do not forbid the use of psychic powers.
Animageos - the visual equivalent of anonymous, pronounced An-imar-gus , and meaning not having your image in the public domain, rather like Banksy.
In these times of
UPDATE 24th April 2014.The Esotericon and Portals of Chaos has landed!
Epoch nears completion. It will likely consist of The Portals of Chaos,
Back to school and college for many of us now that we get to the end of the holiday season, you can almost feel the
Arcanorium College announces its program for Semsters 6 and 7. www.arcanoriumcollege.com
Semester 6. Jun 15th - Jul 28th Pete, Elder Gods Hyperritual, Measuring Magic Semester 7.
Heisenberg, Bell, Pusey & Co.
Purveyors of Quality Paradigms to the Discerning Magi.
1) Heisenberg’s Uncertainty Relationships show, and experiment confirms, that the
With reference to the previous post, it all gets worse and worse for Rupert, one wonders how much he will have to pay Rebecca to keep
Firstly, Hail Dave!
Prime Minister UK, David Cameron, who has always seemed like a decent sort of chap and done nothing stupid so far, displays
The Perfect Cosmological Principle.
Copernicus overturned the Ptolemaic astronomical assumption that the earth lay at the centre of the universe, and did, like the other
Judgement Day, a review, but first its Frogmass!
Spring officially began this last weekend by Chaoist reckoning, for that’s when the pond at Chateaux Chaos
Firstly a number of interesting items from some of my friends and colleagues: -
Dave Lee’s new novel, The Road to Thule. A rollicking tale of
With the completion of the latest Knights of Chaos campaign all qualifying survivors have started to place their armorial crests in the Knight's Hall at Arcanorium
So Peter Higgs (along with Belgian Francois Englert) gets a Nobel Prize for predicting the Higgs Boson. At least dear old Peter Higgs will probably
What I did on my holiday.
Belize, maybe you never heard of it, it’s a place the size of Wales tucked in under the Yucatan
As you may know, I hold the chair in The Department of Sorcery and Alternative Science at Arcanorium College, www.arcanoriumcollege.com and also act as the
Went to a community meeting this evening, largely to oppose the off-license sale of alcohol to the local teenage yobbery till 11pm. The local yobbery has a
With reference to the previous post about the Higgs, my thanks for all the supportive emails from fellow skeptics. The Hyperbole in the upmaket press
Happy nine hundred and fiftieth birthday Dr Who. I cannot remember where I was when I heard of the assassination of JFK, but I do
On returning from my weeks surfing trip and family holiday I note that the previous post on Knights of Chaos seems to have attracted a
Please say NO to AV in the UK on May 5th.
It will result in the Libdems getting more seats as everyone understands. The UK
Thanks for your messages.
Herewith some further and rather more metaphysical thoughts on the previous paper.
Liber Pactionis, my original founding document of the Pact lies in the public domain as does its sucessor document 'The Book'. Thus I place this document in
Arcanorium College, the world's foremost Cyber-Academy for the magical arts, begins its eighth glorious year on September 30th, 2013.
Semester 1 will include:
Review. Imaginal Reality, Voidcraft, volumes 1 and 2. Aaron B. Daniels. Aeon Books.
Over 400 pages of tight print, plus illustrations by Laura M. Daniels.
Having recieved initiation into the most august of western esotericism's linneages on my birthday at full moon in the year of my second saturn return,
I don’t think the government has thought far enough outside the box on the issue of marriage.
We need to take the sex
Hi, Yog-Sothoth here again...
With a bit more on those pesky quarks...
Consider the flowing data in support of the idea that within baryons, u
A brief essay on the origins of some contemporary esoteric ideas.
Over a recent lunch, Professor Ronald Hutton surmised to me that H.P. Lovecraft’s
Herewith the Necronomicom Wand and Pentachoron instruments used to earth the forthcoming Chaos Necronomicon section of EPOCH, the Esotericon and Portals of Chaos.
Jose Manuel Barroso, head of some apparently important part of the hydra like EU Totalitarian Synarchy has just said that 'Britain will reduce(?) itself to the
The hunt for the origin of U, the ubiquity constant of about 6 x 10 60 , which relates the Planck mass, length, and time to
Arcanorium College, the Worlds Premier Cyberspace Academy for the Magical Artes, Proudly Presents: -
For Semester 6 beginning on June 24th.
Nikki Wyrd, Transmogrification
Andriehvitimus, An introduction
Screw the EU
UKIP have made a good showing at the local council elections in the UK. Nobody really wants UKIP local councillors as such;
Margaret Thatcher 1925 – 2013. Our fearless leader passeth…….
I stood to attention and sang Land of Hope and Glory on hearing the news on the
Just a few odds and ends that have caught my attention this last week or so: -
The mandrakes I unearthed about 2 months ago, these
Ahem, yes well I did predict that some time ago and wrote it up in The Apophenion and The Octavo.
Half-crazed wizards can take