The whole thing is fake

Forget “the Boogaloos” and the “murder” of George Floyd by police. Now the people behind Antifa are trying to fake killings by the National Guard:

An armed man was arrested overnight for allegedly impersonating a National Guard member. As FOX 11 first reported, authorities told us 31-year-old Gregory Wong was taken into custody on assault weapon charges after being found with a cache of weapons.

The Los Angeles Police Department said Wong was arrested near the intersection of E. 1st Street and N. Main Street in downtown Los Angeles around 1:30 a.m. Tuesday. Several protests over the death of George Floyd have been held in the area.

Sources told FOX 11 investigative reporter Bill Melugin that Wong got dropped off by an Uber right across LAPD headquarters. He then tried to get into formation with a unit of National Guard soldiers who were defending downtown LA from looters.

However, he was quickly spotted out by soldiers based on the gun he had.

Officials told FOX 11 that Wong was carrying an AR-15 rifle rather than an M4 or M16, the typical gear the National Guard carry. Officials also say Wong had other high end tactical gear like night vision goggles and a sidearm.

This illustrates why the God-Emperor is doing the right thing by refusing to take the bait and forcing the state and local authorities to either deal with the situation themselves or have their complicity exposed in the full glare of the public eye.

Ex-New York City Mayor Giuliani has come right out and stated that the current mayor has been personally calling various police chiefs and telling them not to enforce the law or make arrests



Extricate yourself

The Z-man has good advice for severing connections with people who are not, and will never be, on your side during the chaos that is to come:

If you really want to “own the libs” in your life right now, calmly and clearly disassociate yourself from them.

That’s hard for a lot of people to do. Generations of conditioning have designed the right-wing American to think their purpose in life is to squander their time trying to convince lefty of the errors in his ways. Just as every Mormon dreams of bringing a Jew or Muslim into the church as a convert, every conservative dreams of the day when that lefty in their life says, “You know what? You are right.” Even if that epiphany does not lead to conversion, to be right just once is the dream.

If that instinct is still with you, now is the time to put down the needle and begin the journey to political sobriety. The white people who instinctively side with the blacks against the whites, are not your people. They can never be your people, because they hate your people. Granted, what drives them is hatred of self, but it is not your job to heal them. These people are driven by the thought of your people living as hated minorities in their own lands. They cannot be saved.

I don’t bother trying to convince people of anything anymore. Anyone who believes in equality, or idea nations, or “judeochristianity” or thinks 400 years of involuntary exposure to civilization is an excuse for burning it down is nothing more than an enemy-programmed NPC.

You will have better luck trying to talk sense into your toaster. Just be done with them. Either events will sufficiently impact their emotions to suddenly convict them of the errors of their mindless ways or they won’t. Nothing you can say will make any difference whatsoever. Leave them behind to burn with the cities.

I’m not saying to make a big production of it, or to dramatically cut them dead when you happen to encounter them. Be polite and civil; act toward them just as you would act towards anyone else. What I’m talking about is emotionally extricating yourself from feeling any sense of responsibility for them. Because they have already violated the natural ties of blood, they must accept the consequences that naturally follow. As Jesus Christ himself advised, leave the dead to bury the dead.


Intimidating intelligence

First, the new episode of Hypergamouse, INTIMIDATING INTELLIGENCE, is now live on Webtoons.

Second, the second book in the Castalia Library subscription, THE MEDITATIONS OF MARCUS AURELIUS ANTONINUS is now being bound. The first shipments should begin next week. This leads us to the following question:

We’re now ready to start thinking about producing a non-subscription Castalia Library book every other month. What sort of books would you like to see us produce? These would be limited edition one-offs that would not require a subscription, just a 90-day preorder. These one-offs could include previously published books rebound in leather; for example, there are 200 copies of Umberto Eco’s Numero Zero that we could acquire and rebind if there are enough Eco fans interested in having an Easton Press-style collector’s edition.

The Library and Libraria subscriptions will continue as planned in any event. And our first priority, obviously, is finishing the Junior Classics and getting them out to the backers. But it’s time for us to start discussing what we are going to do after that.

UPDATE: Let me be more specific. Exactly what titles would be of interest to those who would like to purchase one-offs? And are you only interested in books with interiors that we layout and print ourselves or are leather rebindings of the sort that Easton Press does of interest as well?

UPDATE: If you’re not interested in buying leather-bound books, then I’m obviously not interested in your opinion. This discussion is not for you.


Antifa: the movie

What you’re seeing, the “riots” and the “police abuse” is all a movie playing out on a large scale in real-time. The consequences are real, but the narrative being pushed is entirely false.

#Bellevue Mall is being looted. I watched it unfold. Well-organized white men with walkie talkies broke windows and breeched the mall. Others went in and took stuff. By the time the media arrived, the only thing they saw was the taking of stuff. They did not see who started it.

If you think that sounds incredible, try to remember, we’re dealing with a force that, in less than 60 years, somehow managed to convince the entire American nation that its flesh-and-blood people, the posterity and heirs of the American Revolution, were nothing more than an idea.

Even the conservative establishment tools are beginning to see through the charade. Whoever could have put that nice new stack of bricks in the middle of the street for the joggers? What an unfortunate coincidence!


Ahead of the curve

As seen on Socialgalactic:

“Cities are done.”
– Scott Adams, 1 June 2020

Scott Adams sure is ahead of the curve. And that curve is donkeys that suffer from severe mental retardation. What clued you in Scott? The nationwide race riots only in cities? Or the fact cold and flu season can shut down all commerce for months? Scott Adams thinks he’s crushing it because he gets his info from Fox AND CNN.
– The Big Bear

I liked Scott Adams a lot better when he simply commented on the corpocracy with cartoons. This ridiculous social Nostradamus routine of his is both tedious and unconvincing. I mean, how impressed is anyone supposed to be that he predicted Trump was going to win before he predicted Trump was going to lose before he predicted Trump was going to win again?


ATTN UATV subscribers

The new site is now at UNAUTHORIZED.TV.

To subscribe, or to manage or change a subscription, go to SUBSCRIBE.UNAUTHORIZED.TV and hit the blue SUBSCRIBE button. Or use the link on the right sidebar.

Also, on the Arkhaven front, Episode 9 of Chuck Dixon’s Avalon, FILTHY CASH, is now live on Webtoons.


Game design interview (2015)

You may be familiar with long-time blogger, game designer, science fiction writer, and gamergate supporter Vox Day. He recently did an interview in Russian with Werta Best at old-games.ru where he shares insider information on how he has been designing games for over two decades. Currently he is lead designer for Alpenwolf. Below is the interview in English.

When and how you started your activity in the development of computer games?

My interest in game development began in 1989 when two friends and I formed “Screaming Tortellini Software” with the idea of making games. We never did anything substantive, but one of them co-founded Fenris Wolf with me in 1993. My first serious professional activity was coming up with the concept for a 16-bit, 44 Khz, 16-channel sound card in the spring of 1989. An engineer at my father’s company built a prototype for me and we had it working perfectly, but I could never convince anyone at the company to take it seriously, including my father. This was two years before Media Vision released its Pro Audio Spectrum, an 8-bit, 2-channel card that was a massive success. I should have dropped out of college and started selling it; that is one of my bigger regrets.

Why did you decide to call your team “Fenris Wolf” after a hero of Scandinavian epics?

I grew up in Minnesota. My partner Andrew was Scandinavian and we were both steeped in Scandinavian mythology. It was a fairly natural choice for us.

What was the main idea in Rebel Moon book which you wrote in collaboration with Bruce Bethke? The “Rebel Moon” – it was the “Book based on PC game” or vise versa :)?

The game design preceded the book. In fact, it was the game tie-in that first interested Scott Shannon of Pocket Books, since we met at CGDC. I brought Bruce in because it was my first attempt at writing anything and I figured I’d better have a co-author who knew what he was doing. I learned a tremendous amount from him. He’s a great writer and one of the very few genuinely funny writers out there. Scott was the first publisher to be aware of the importance of game tie-ins; he published the Doom books, Rebel Moon, and he even arranged it with Blizzard for me to write the Starcraft novels. However, I subsequently, and rather stupidly, declined to write them, since they just wanted generic cackling villain stuff and I wasn’t interested in that.

Did you have some feelings in those years (1995) that using of Creative Labs 3D Blaster hardware maybe a cause of low popularity for Rebel Moon game (RM).

We knew from the start that we would never sell a single copy of it at retail because the game was tied to the Creative hardware. That didn’t bother us. It gave us the foot in the industry door we were seeking.

Who was the first member in your team who proposed the revolutionary idea to use the beautiful color lighting in the developed RM game engine? Attention please, it was before Unreal release! Did your team perform an overview of the graphics capabilities for other first person shooters published before RM?

That was my partner Andrew’s idea. We knew Marc Rein and the guys at Unreal very well, in fact, our audio guy and housemate is now their audio director. Because we came from a high-resolution graphics background, we always looked to push the envelope in one way or another. Expanding the color depth was something we wanted to do as soon as the hardware could handle it. The problem was that you were still limited to 256-color palettes in the textures due to memory limitations.

Why didn’t you release the updated version of Rebel Moon on the Windows platform after you upgraded the graphics engine for Rebel Moon Rising (RMR)? This was quite possible, whereas for both games formats in level maps were almost 99{105b5945f2a7891a3dd860d3a09046b26c32f8a07d097b566642738deee8841e} fully compatible!

The thought never even occurred to us. We were never in the habit of looking back at what we’d already done. All we were concerned about is how we could most effectively make use of the new and better hardware that was coming out.

We couldn’t found in the Internet any CD-covers of the Rebel Moon game. Apparently, this game came out only in the collection from Creative Labs disc, and the separate disk of the Rebel Moon game never was published?

That’s correct. It was only available in a CD envelope included in the 3D Blaster box. The sleeve cover was a painting of a rebel LDF solder sitting down, holding a pistol and staring up at the Earth.

Unlike the previous game, the Rebel Moon Rising was created without of any book basis. Who was the first who proposed the idea of continuation for Rebel Moon game series called Rebel Moon Rising?

I think it was our lead artist, Brett Hawkins, who came up with the title. We’d always intended to continue with the lunar rebellion narrative. If you’ve read the novel, then you know that everything from the continuation of the war to the jump to alien D-space was planned. Old school fans will probably be interested to know that my Quantum Mortis series is the Rebel Moon narrative expanded into the very far future.

What’s in your opinion was the reason for poor commercial success of Rebel Moon Rising – is it because of previous game has low popularity (Rebel Moon, 1995) or due to low resolution of sprites used in both games?

One word. QUAKE. Rebel Moon Rising got pretty good reviews and was well-regarded by other designers, but once people had a taste of 3D, they didn’t want to go back to 2.5D. It’s not like that surprised us. After all, I was the one who originally trademarked “3D Blaster” years before and I’d spent a lot of time out in the Bay Area as a Transdimensional Evangelist trying to convince Creative, Hercules, and Diamond, among others, to adopt 3D acceleration long before Jensen Huang got Nvidea going. We knew 3D was going to be big for the shooter market, but we didn’t have time to write a 3D engine on Intel’s schedule. And more importantly, we discovered that the graphics bus was too slow to let the MMX properly support 3D at the higher resolutions we originally intended to support.

The original MMX was actually four times faster than it was able to deliver, but the limitation was the bus, not the chip’s performance. We were the ones who discovered the problem; Intel was absolutely horrified when we proved it to them by blitting a 2-bit black rectangle. Commercial success was always an afterthought, as our Intel relationship guided most of our decisions and generated most of our revenue.

We were very pleased with effects for varying of gravity on some level’s maps – it was one of the most original gameplay ideas in both Rebel Moon games. Has anyone used same method for walkthrough of levels in other games published in 90s? Who was the author of idea in your team?

I don’t know. I asked Andrew and he doesn’t recall either. Our culture at Fenris Wolf was always one of pushing things further. We created the first escort mission in a shooter, we were the first to support MMX, the first to implement speech recognition in a multiplayer game (you could switch weapons and send predetermined messages using your voice), and we also introduced a number of smaller innovations like in-level variable gravity. Given that the game was set in space, the idea of blowing up a gravity generator and then having it affect the gameplay would have seemed pretty obvious to all of us at the time.

The net game levels walkthrough in RMR is more interesting than single player maps. It seems that RMR game originally was planned as a coop game only and single player levels are just the secondary product from net levels. Is it right?

No, it’s precisely backward. The problem with single player was that Intel’s testers simply weren’t gamers. We created the first two levels, which are borderline retarded and come complete with arrows on the floor pointing GO THIS WAY, rather late in the process because the testers couldn’t manage to complete levels that any competent gamer could play through in minutes. So we had to dumb everything down. We didn’t even do the multiplayer stuff until the retail release with GT, but because Intel wasn’t involved with those, we could design them for proper gamers. That’s probably why they are more interesting.

In our opinion, for Rebel Moon Rising game very effective way was used to a sharp change of the game environment – teleportation to another planet (in alien world). And it was made one year before popular Half-Life! (teleport to Xen…). This significant jump was originally planned in the RMR game scenario as well as concept art?

In light of the fact that we were using an expanded color depth for the first time, my decision to set the storyline in space, on the Moon, was a very, very bad one. I thought it would be visually impressive to have these rich jeweled tones of the lasers and lights contrasted against the grays of the environment, but the effect was just too subtle. And our artists, while smart and talented, were all very young and hired straight out of art school with no computer or 3D experience. We should have done something more wild and garish like Unreal.

The decision to shift the focus to the alien environments allowed us to bring in more color and interesting visuals than was permitted by an environment mostly filled with black space and Moon rocks. The jump was definitely planned in the design document and it was always part of the story, but we did end up putting more of the levels in the alien environments than originally planned due to the desire to incorporate more interesting graphical elements.

The RMR game has one interesting level – mission with task to liquidation of woman. She was commander(!) of Earth special(!) forces(!). Do you afraid of strong hate from feminist organizations now about such mission goals :)?

No. Couldn’t care less. We weren’t making a political point. It wasn’t our only assassination mission anyhow, I think there was one in the original RM as well.

What the creatures were as prototypes for two alien races in RMR: Estrons and Shoggrans?

The alien races were original creations. The Shog’grans were industrial and took advantage of the less advanced Estrons by turning them into slaves that were horrifically mutilated imitations of the Shog’gran Interregnum, the poor Subestrons. We didn’t base the races on anything in particular, we just wanted some reason that the LDF fighters would find sympathy with the very monsters they fought and killed at the end of Rebel Moon. So Shog’grans and Estrons were primarily created to meet the demands of the narrative.

When you began to plan one more continuation for RM series? Was the Rebel Moon Revolution (RMRev) originally planned with absolutely another gameplay format (command tactical shooter)?

Yes. I was playing a lot of Advanced Squad Leader at the time, so the idea of having a 2D strategy game connected to the 3D tactical game was very attractive to me. However, we made a fatal mistake in deciding to rely upon two levels of artificial intelligence and giving both friendly and enemy squads near-complete autonomy within the mission parameters rather than going with a heavily scripted approach.

There were three ways to solve the problem, we took one with Revolution, Half-Life took another, and later, Combat Mission took a third. Obviously, Valve’s solution was the best. But even today, no one has AI as good as RMRev had, because it is very hard to do well and even companies like Kynogon were much more focused on the purely tactical aspects. In addition to designing the Strat and Tac AIs, we brought in the guy who did the AI for Enemy Nations, which at the time was considered state of the art. But we definitely bit off more than we could reasonably chew with a team that size.

Why did you decided not to use sprites in Rebel Moon Revolution game? After all, the well known publisher GT Interactive has released two 3D shooters in the 1998: NAM and WWIIGI, with more poor quality of sprites and sounds than were used in RMR. Why you decided to create a new game entirely in 3D-graphics?

We would have done the original RM in 3D if we could have. We always wanted to do 3D and write our own engine. GT Interactive even offered us the use of the Unreal engine for RMRev; we probably should have just accepted it and figured out how to add some decent AI to it rather than insisting on writing our own Revolution engine. The root problem was that we never had enough programmers to achieve our vision, we never had more than four and two of them were entirely devoted to AI.

If your team members began to create from scratch 3D-graphics engine and AI engine for Rebel Moon Revolution game, did they fully understand all complexities of this path? How hard it was for you and for your friends on this way?

What we didn’t understand was that you can really only do one major new thing and two minor new things at a time. We were trying to simultaneously break new ground, at least for us, in four major new ways. We were writing our own non-Euclidean 3D engine, we were developing two tiers of advanced AI, we were developing a launch title for an new console, and we were trying to wed a 2D strategy game to a 3D tactical game. It was completely insane in retrospect. We were too young, and we’d had too much early success, to grasp our limitations.

The crazy thing is that we still would have pulled the larger part of it off if it hadn’t been for both Sega and GT going down in flames at around the same time. We had an incredibly smart and talented team at Fenris, we found jobs for every single employee within weeks after we decided to shut down. Most of them are still in the industry, or eventually left it on their own terms.

To be honest, though, since both Eric and John, the two AI programmers, were diagnosed with cancer and subsequently died not very long after that, it was hard for any of us to feel too sorry for ourselves. We may have missed out on becoming something akin to Epic, but there are worse fates.

Without going into details of legal trials, please say, what was the main reason of the publishing abolition of this in all aspects revolutionary (Rebel Moon Revolution) game? Maybe it was the usual competition of the game developers?

GT Interactive was running out of money and as far as I can tell, they cut every game that wasn’t scheduled for completion within the next six months. The problem is that they didn’t actually cancel the game, which would have permitted us to take it elsewhere, they simply refused to pay an already-approved milestone. They ended up having to write us a much larger check two years later, but by then the damage was done. We couldn’t take the game, or even the engine, to another publisher with that hanging over our heads. When Sega of Japan shut down Sega of America around the same time, the one-two punch was simply more than one small company could take.

And now one of important questions for me about canceling of Rebel Moon Revolution. In 1999 before publishing “The War in Heaven” game your team has an almost completed engine (REV Engine v.0.9). Why did you not to compile a simple 3D-shooter with 3D models, levels from RMRev project, simplified AI and without any voice control? It would be a little bit another Rebel Moon Revolution than originally planned. For example, it would be like a Terra Nova: Strike Force Centaury (1996). What you can say about it?

We didn’t have the clean rights to use the engine, it was tied up for the following two years in the ongoing legal dispute with GT. That didn’t affect either The War in Heaven or Traveller because we already had specific permission from GT to produce those games with that engine. I tried very hard to get GT to cancel both RMRev and The War in Heaven (since they were trying to defund the former anyway and the latter was dead on arrival due to changes at Walmart), and let us use the technology to do a WWII 3D shooter, but they said no one would be interested in that sort of game. That was futile, in retrospect, but I had no idea they were in so much financial trouble at the time. Of course, it was their inability to see opportunities like doing a WWII 3D shooter years before CoD or Medal of Honor that contributed to their failure.

Can you tell us something about another your cancelled game project called “RPG Traveller“? What the engine was planned to use in this game? What the story used for game?

That would have been a legendary game. Julian LeFay of Daggerfall fame was a friend of ours, and he left Bethesda to come work with us on Traveller for a Sega of America launch title. We were using the Revolution engine adapted for the Katana (later renamed the Dreamcast), and we had an excellent story that Marc Miller and I were putting together. It was a very open RPG in the Bethesda model, a sort of Privateer set in the Traveller universe crossed with a giant Zhodani conspiracy to blow up a star prior to launching another invasion of the Imperium.

Unfortunately, Sega of Japan abruptly decided that it couldn’t trust American developers and shut down Sega of America as well as every American-developed title. They were both secretive and stupid; the former Sega of America CEO Tom Kalinske talked about it here. Needless to say, we weren’t surprised when the Dreamcast failed.

In files of RMRev demo I found an example of Vietnamese-like level, M-16 weapon model and unfinished US soldier 3D model. Did you prepare some reserve variants of planned on REV Engine games about Vietnam war or other? It would be very good to publish such game before NAM in 1998.

After we failed to convince GT to let us do a WWII game, we thought we might be able to convince them to do 3D Vietnam since we knew about the 2.5D NAM. So, we put together a quick level with an M-16 to show them. They shot that down too, of course, due to their financial troubles. Remember, at the time, we had no idea why they were suddenly refusing to continue with projects that they had been publicly bragging about only weeks before.

How do you feel about fan-made translations and Win-ports for good old games?

Love them. Very happy to support them in any way I can. If anyone enjoys bringing our old code to life or making use of our old art and music, I love to see it and will freely grant permission for it upon request.

Have you any plans for remakes of your old game projects? Do you plan now some new game projects?

We are in the process of doing some very interesting and significant stuff in the 3D miniature and combat management spaces. It will be as ground-breaking in its own way as RMR and RMRev were. It’s called First Sword and I’m applying many of the lessons I’ve learned over the last 20 years in designing it. I hope old fans of Fenris Wolf will consider backing the First Sword Kickstarter that Alpenwolf will be doing in the April-May timeframe. We’ve got a great team of very smart new guys combined with very experienced older guys. Those who are interested in it can sign up for our Game Development newsletter here.

What you can say about wide popularization and free distribution of legacy games published in 90s years?

I’m all for it. I’m glad to see Kickstarter making so many great retro projects like Star Citizen and Shroud of the Avatar possible. Of course, the fact that they’re not called Wing Commander and Ultima shows that the publishers are still a problem and a major pain in the posterior of the developers.

Do you play in modern games? And how you can estimate the quality of many modern computer game hits with a super overdone 3D-graphics? Have we any chances to look “new old games” with breathtaking gameplay, at all?

Yes, I play a fairly wide variety of them, although I don’t play as deeply into them as I once did. I’m very disappointed with what most modern games have done with all of this incredible processing power at their disposal. While they’re pretty, many of the current games are somewhat dumbed-down from previous games; for all the bells and whistles they’ve got, the core shooter gameplay hasn’t improved much from Team Fortress.

I think considerably more development effort should be placed on AI rather than graphics; I’ve been beating that drum for over a decade now. Multiplayer has proven to be somewhat of a letdown, and since we can’t make the players any smarter, more cooperative, or more interesting, we desperately need to give designers a way around their intrinsic limitations.


Enjoy the inevitable

Lest you be discouraged, keep in mind that everything we’ve been seeing over the last few days has been absolutely inevitable since 1965. There was never any other possible outcome. The decline and fall was designed. On a related note, see if you can spot what I found amusing about this rather apposite article concerning my prediction of the coming collapse of the United States.

According to Vox Day, the 1965 immigration act and the subsequent amnesty were nothing short of existential disasters for the United States. He recently wrote about the consequences of the Act:

“The post-1965 mass immigration policy was entirely based on lies and misrepresentations, and 50 years on it is clear that global migration has destroyed America, the largest invasion in human history has severely weakened the United States, and if a significant portion of the post-1965 immigrants and their descendants are not repatriated in the next decade, they will cause the complete collapse of the Union, violent ethnic conflict, and a civil war of unprecedented magnitude.”

Vox wrote a long post last year about Representative Emanuel Celler, the primary author of the 1965 act. He suggests that as a third-generation immigrant, Celler was blind to the inevitable consequences of increased migration. Many dismiss Vox as a racist because he observes the actions and consequences of different ethnic groups, but they rarely engage with those observations themselves. It should be obvious that the descendants of the pioneers who fought the American Revolution will have different worldviews than the descendants of Ellis Island immigrants. Many of the most vocal proponents of increased migration are descendants of immigrants themselves. The notion that America is a “nation of immigrants” is a mantra repeated by the descendants of immigrants.

Early in the 2016 presidential campaign, Vox responded to Globalist Party Republican John Kasich’s call for amnesty for illegal aliens:

“The dirt is not magic. The USA is not magically exempt from the same rules of power, politics, and war that have stricken nearly every other multiethnic society in history at one time or another. There is absolutely nothing preventing what has happened many times elsewhere from happening on US soil.”

I believe it was Steve Sailer who coined the term “magic dirt” to refer to the belief that migrants from diverse nations and cultures can suddenly become just as American as George Washington and Thomas Jefferson when they set foot on American soil. Despite globalist media doing their best to label any such discussion as racist, the debate about exactly what it means to be American is a necessary one to have. Is America a place? Is it an idea? Or is it a people, the descendants of its founders? This question is easier with mono-ethnic nations. Ethiopia is a place inhabited by Ethiopians. Japan is a nation inhabited by the Japanese. But who decides who is American?

Oh, the irony…. Actually, I don’t believe for one second that Cellar was unaware of the inevitable consequences of his actions. While many of his co-ethnics bought into the con, Cellar himself was seeking to break the power of the white Christian world hegemony created by Great Britain and inherited by the USA after World War II. Anyhow, do you seriously believe that you can live in peace in the same society as the joggers who are protesting and looting everything or the Antifa activists who are burning and breaking everything? Forget whether you want to do so or not, do you actually believe it is even possible?

One reason the Roman Empire lasted so much longer than the US Empire will is that the Romans knew better than to permit the foreign corruption of their state.

From the readiness wherewith the Romans conferred the right of citizenship on foreigners, there came to be so many new citizens in Rome, and possessed of so large a share of the suffrage, that the government itself began to alter, forsaking those courses which it was accustomed to follow, and growing estranged from the men to whom it had before looked for guidance. Which being observed by Quintius Fabius when censor, he caused all those new citizens to be classed in four Tribes, that being reduced within this narrow limit they might not have it in their power to corrupt the entire State. And this was a wisely contrived measure, for, without introducing any violent change, it supplied a convenient remedy, and one so acceptable to the republic as to gain for Fabius the well-deserved name of Maximus.
Machiavelli, CHAPTER XLIX, Discourses

This column, written more than nine years ago, may help one put recent events in the proper historical perspective.

The New White Man’s Burden
28 February 2011

The harsh historical reality is that no human society ever survives. They come into being, they thrive, they decline and eventually they perish. If they were remarkable, perhaps they will leave indications of their past existence through literature and the arts, through place names and through their influence on subsequent ideas and modes of thought. But that does not bring them back to life; the modern Greece of IMF-inspired riots, burning banks and filthy streets is not the ancient Greece of the philosophers and the Athenian Empire.

Societies also tend to collapse much faster than anyone, especially its inhabitants, ever anticipates.  Plato envisioned his ideal republic 24 years after the unexpected defeat of Athens in the Peloponnesian War, and no doubt he had little idea that Athens would never rise again to its former glory.  Cicero composed his ode to the ideal of Roman governance in De re publica only seven years before his beloved Republic of Rome collapsed into civil war and eventual dictatorship. The British empire, upon which the sun never set, ruled over a quarter of the world’s population and nearly a quarter of its total land area before it fell into rapid decline and disappeared within 30 years of it reaching its greatest expanse. Last week, the British were shocked to discover that they lacked the wherewithal to rescue their own citizens from the wreckage of a fifth-rate Arab country.

In summary, the apex is always the point at which the eventual decline begins. It is now abundantly clear that 1989, which marked the fall of the Berlin Wall and the subsequent breakup of the Soviet empire, also represented the high point for the American empire. As if the market and economic catastrophes of the last 12 years were not evidence enough, the stunning impotence of America in the face of Islamic revival sweeping over one collapsing U.S.-backed ally after another makes it eminently clear that America is a global power in decline.

American authors such as Pat Buchanan and Paul Kennedy were among the first to perceive that America was in a state of decline. Now, even foreign journalists are aware of the phenomenon and comment openly upon it. The neocon triumphalism behind the military occupations of Afghanistan and Iraq was nothing more than the usual last gasp of empires; this has been a recognizable pattern since the Athenians sent the flower of their navy to perish on the shores of Sicily more than 2,000 years ago.

The decline of America can be traced to three fundamental factors: debt, demographics and democracy.  Of those three factors, it is demographics that is the most vital. Since the 1965 Immigration Act, the American political elite has been electing a new people by encouraging immigration from a wide variety of societies that are vastly different in ethnic and cultural terms than American society. In combination with this vast invasion of the, shall we say, unconventionally civilized, the traditional male-female dynamic that had proven successful for centuries was altered through a transformation of the legal and judicial systems. This confluence of factors has created a tremendous challenge for the white male population, as young white American men now have every material incentive to opt out of activities which tend to foster societal survival and very little incentive to opt in.

This challenge does not exist because Roissy and the other apostles of Game are incorrect about the deck being grotesquely stacked against the delta males upon whom the continued survival of civilization ultimately rests. It exists precisely because they are correct. They are absolutely right. No society that has been reorganized and restructured to provide such a perverse system of incentives deserves to survive, indeed, no such civilized society ever has survived. And therein lies the awesome challenge present to the men of the West, to the young men of America, today.

The education system is stacked against them. The media are stacked against them. The law is stacked against them. The family courts are stacked against them. The church will cheerfully lecture them on their failures while uniformly giving women a pass on everything from abortion and gluttony to a failure to honor and submit to their husbands. Society has provided every possible excuse for a young, white Christian man to give up, opt out and become the videogame-addicted, marriage-avoidant, slut-shagging degenerate that the entertainment industry portrays him to be.

But is this not precisely the sort of challenge that real men have always craved? To stubbornly persist in the face of overwhelming evil is the root of all heroism. Instead of being seen as an unavoidable morass, the culture must be viewed as an evil to be resisted and eventually overcome. Not every man will survive the battle, just as not every Marine who stormed the bloody beaches of Tarawa lived to tell the terrible tale. For every man who marries a God-fearing woman and becomes the head of a strong family in which the basic tenets of American Christian civilization are preserved, there will be one who is financially raped in divorce court, is ruined by the parasitic governmental hegemony or falls victim to an intoxicated illegal alien driving without a driver’s license. But it is no shame to fall in the battle. The only shame is to be found in the failure to fight it.

There is no reason for despair. The collapse of American empire is precisely what will bring about the end of the current system in which the unproductive prosper on the efforts of the productive, and it is certain because it is mathematically unsustainable. The old White Man’s Burden was to bring Christian civilization to the savage. The new White Man’s Burden is to plant seeds of Christian civilization that are capable of surviving the coming descent into savagery.


Burning the churches

There isn’t much question about who is funding the fake protests when churches are being burned down:

Chaos has continued to unfold in cities across America where over 50 Secret Service agents were injured in clashes with protesters in Washington DC, cops charged into demonstrators in New York City, and lootings and store raids continued to unfold in California, Philadelphia and Boston.

Tens of thousands of people gathered as the National Guard was deployed to over half the states in the country on Sunday for protests that have seen 4,100 people get arrested this weekend alone.

But even the threat of heavy officer presence didn’t deter protesters in Philadelphia from hurling rocks and Molotov cocktails at police, crowds to raid stores including Coach and Chanel in New York and San Francisco, and fires being ignited mere feet from the White House.

Late Sunday in Washington D.C. a fire was set ablaze in the historic St. John’s Episcopal Church and Lafayette Park in front of the White House.

Whatever happened to shooting the looters, President Trump? Declare martial law, declare a curfew, then shoot dead every single “protester” who violates it. Then arrest and prosecute every member of every organization involved in the funding of these fake protests. Then again, the God-Emperor never threatened to send in the Marines or order the shooting of looters himself, he merely pointed out the obvious to the responsible local authorities.

But regardless, do you still feel like posturing about that “police brutality” in Minneapolis, virtue-signalers? Even if we assume that the “murder” of “George Floyd” actually took place, it was obviously nothing more than the jogger trigger Antifa’s owners were waiting to pull.

What was portrayed as “racist police brutality” is eventually going to end up with white Americans pleading for far more extreme racism and brutality than has ever been exhibited in Minneapolis.